Archive for genesis


Posted in homebrew with tags , , , , , , , , , , on February 26, 2014 by pcedev

A game that was in development for the PC-Engine..

All the artwork and design is done, but the creator (sunteam_paul) doesn’t have someone to code the game for him. So he cancelled the project. But he did offer this..

OK, I’ll make you all a deal. Anyone who can get a fully working prototype (including character movement, screen flipping, basic enemy patterns) in the next 6 months can have all the art and my full cooperation in completing the project.

Anyone up for the challenge? Write it in Small C for the PCE, too.


Posted in Audio, hacks, Megaman, NES2PCE, retro with tags , , , , , , , , , , , , , , , , on February 8, 2014 by pcedev

More Megaman 1 stuff.

Maaaannnn. Talk about a pain. Principle and execution; two very different things. What should have been a very easy upgrade to the load room graphics hook/code, ended up being a nightmare. It broke a lot of stuff that I already had in place. So, some other stuff got changed/upgraded (mostly OAM->SAT conversion). But it’s done and working. Finally. All the enemy sprites for Cutman stage are up and running. All converted to native PCE format. I worked out how to handle the palettes for those enemies too. You know, you don’t realize how much 16 subpalettes just for sprites – is incredibly large for that era. It makes things sooo much easier, and the fact that I still have another set of 16 just for the BG graphics – this is gonna be easy. Wily Wars on the MD/Gen, uses 7+1 colors for sprites. That how the extend the 4 subpalettes to be more than 4. 8 colors for a sprite, isn’t so bad for Megaman style design. BUT WE ARE GOING THE FULL 15 COLORS PER SPRITE! Yeah, baby. I purposely added colors to the sprites, even if you can see them – lol. I wanna have a few screens in the game, surpass the 100+ color count mark.

Anyway, things are coming along. I’m working on the ‘start stage sprite’ load routine, which is different than the load-room-sprites (not sure why). I’ll have something to show off when that’s finished.

Megaman hucard update

Posted in hacks, Megaman, NES2PCE with tags , , , , , , , , , , on January 26, 2014 by pcedev

I’m going to make a build of the hucard version, with the new title, menu, and options. The stereo pan channel setting should have more of a purpose too.

That said, I want to do the same for Megaman 2 hucard project. Anyone have any ideas for a title screen for this one? I.e. It’s not limited to NES format.

Also, I’m going to start uploading just the data track ISO files for CD project updates. I have a few upgrades in mind for MM1; expand on the 6 button support for fast weapon changing, add auto weapon energy capsule refill to first non equip weapon with the lowest energy, and add the slide feature of the later MM games. I’m toying with the idea of adding a power up charge shot as well, but that’s gonna take some additional hacking.


Oh yeah, almost forgot: I’m looking for a chiptune artist to redo MM1 songs in native PCE chiptune format. I’ll provide the sound engine and format. Pass the word along, if you can.

Megaman CD 1.01

Posted in hacks, Megaman, NES2PCE with tags , , , , , , , , , , , , , , , on January 25, 2014 by pcedev

Some new goodies in there (read the video description). Upload is taking a while, but will be available in the Download and Links section, once it has finished.

Edit: Game is now uploaded.

Stack here, stack there, every where a stack, stack…

Posted in Audio, hacks, Megaman, music, NES2PCE, Uncategorized with tags , , , , , , , , , , , , , , , on January 12, 2014 by pcedev

I’m cleaning up the CD track play code, for NES2PCE CD games that use the CD play command. Though, this would also come in handy for hucards with hacked CD play commands as well.

Originally, I called the CD play command when the game code called the ‘play psg track’ subroutine call. But I’ve been thinking; this will throw the game code out of sync of the vblank interrupt. Megaman doesn’t seem to care, but it could result in a rare occasion that if they get out of sync of each other – glitches can happen (from simple graphic stuff, to anything else – really). And not just Megaman, but Castlevania and Dragon Warrior (yes, both are getting the CD play treatment).

So, I came up with a method to set a CD play request via an internal flag. On the first encountered vblank, which is handled as a higher level backend emulation code (which calls NES nmi code after doing some internal stuffs), looks for this flag. So the actual CD play request happens inside the start of the vblank interrupt routine.

I reserve the original ram bank $F8 for sys card stuffs, since it’s already initialized by the system card, and I swap this back in. As well as the hardware bank (where it needs to be for sys card stuff: $0000 instead of $6000) and the sys card interrupt vector bank ($00). From that point, I can simply call BIOS routines as if I’m directly working with a normal CD project.

The tricky part; hardware stack management. Thank god for TSX, else I’d have to write some hairy stack pointer position identification code – no good. But, I do have to manage two hardware stacks. Since a different bank of ram is now mapped into the stack area, I need to update the stack pointer with that corresponding pointer. Things get a little hairy – hee hee hee heeeee. But it’s just crazy enough to work 😉

Anyway. I have to disable the TIMER IRQ such type of management as well, since sys card setup has a different interrupt vector setup. I mean, this whole thing happens *inside* a vblank interrupt (of a different ram bank and hardware stack pointer), but needs to run though it’s ~not~. Plus, I made a ‘CD busy’ system screen for when it requests a track play – so the screen doesn’t look like crap on long(er) pauses (real system). And to animate this ‘icon’, I need vblank interrupts on the sys card side 😛

;>_> Yeah…….

Megaman 1 Redbook version (easy mode too)

Posted in Audio, Megaman, music, NES2PCE with tags , , , , , , , , , , , , , , , on January 9, 2014 by pcedev

I uploaded the CD version of Megaman, that uses redbook tracks instead of PSG. It’s a cue/iso/wave set. I also included the new ‘easy’ mode hack in it (you can’t turn it off). Basically easy mode (so far), is that enemies/bosses do less damage to you. Damage is now (damage/2)+1. Everyone complains about how this is one of the hardest Megaman games. I disagree; I think it’s super easy. But, in the end, I want people to enjoy the game and the hacks/whatever. I’m also looking for people to play/beat this on the real system (I have yet to fix my CD unit), just to make sure everything is working correctly on the real hardware. Post a comment here, if you can (if you’ve tested it for me).

I included some megaman alternate musics. But I didn’t have enough to do the later Dr. Wily stages, so it’s just filler tracks there (Gradius 2 IIRC). Feel free to change out the WAVE files (tracks) to anything you want. I use ‘track’ more to play the redbook stuff, so you don’t have to worry about the length of the tracks/wave files.

I’ll eventually make a boot menu, so you can select Easy mode or normal mode. I wanted to hack some the level maps for Easy mode as well (maybe make a few platforms for areas that have infamous pitfalls and spikes), but I’ll need feedback for that (because to me, the game’s already easy).

You can get it at the download and links section, or this direct link:

Home brew

Posted in Megaman, WIP Game 2012 with tags , , , , , , , , , , , , , , on April 22, 2013 by pcedev

I’ve been playing some new generation games lately. This isn’t something I’ve really done in quite some time. I just couldn’t get into much of the newer generation games, even though I own a capable PC, a 360, and a somewhat capable gaming laptop. That dry spell ended with a new game; Tomb Raider. The new Tomb Raider was awesome! Now, I wasn’t much of a fan of the original series and I had no intentions of playing this one, but my oldest son had picked it up for PC and so I thought why not give it a try. Wow, I never played a new gen game that was sooo much fun. And I actually finished the game at 83% (I did as much of the side quests as possible). So, with riding on the tails of that good feeling, I decided to try out some other games that I had missed. Enter the Dead Space series. The first two were pretty cheap and so I picked them up for PC for $8 as a combo deal. I played and beat them all, back to back (bought the third one last). All of the games in the series as slightly different from each other, that it didn’t feel repetitive or redundant playing them back to back. I love them all, for different reasons. Such a great story and I can’t really think of a better medium than games, to tell this story. A movie wouldn’t cut it, nor would a book. A movie would retain the fear/panic/anxiety of the story, but lose ~everything~ else. A book would retain the pacing, mystery, and character development – but wouldn’t be able to deliver the accelerated fear/panic/anxiety parts of the story (I read a lot of fiction, books just can’t deliver ~that~ kind of adrenaline and anxiety. They can produce a similar type of feeling, but in a different way). A series would come closest, but without that type of interaction that a game involves, such frenzied parts of the story would just saturate after a while (like the Walking Dead series has become). Games are a wonderful medium to tell a story, and to immerse a person into that story.

So now that I’m finished with the Dead Space series, I’ve been thinking a lot about what game I want to develop for the PCE/TG16. No, I’m not interested in doing a horror/survival game, but definitely something with exploration, key items, upgrades, and whatnot. I had originally wanted to do a shmup and already have a working engine in progress, but now I’m really wanting to do a Megaman style game; old school megaman but with some more exploration and back tracking (a little bit of metroidvania-ish), as well as some unlockable stuff and side missions. If I had three full months to work on this, and I mean treat it as a full time job (10 hours a day), I could get this done. The problem then becomes, how do I support myself for such a production? I don’t come from money, nor do I have any (I’m fairly broke; hence the whole going back to school thing). Well, I was talking with my friends the other week (they each do their own indie movie production) and the topic of Kickstarter came up. I’m not sure how that would apply to a console only game, let alone one for a system that’s not exactly as populated with retro gamer fans like the SNES and Genesis (or even the PSX or Saturn). I’m gonna give it a try, but I don’t realistically expect it to come to fruition – but that won’t stop me from trying. I figured an added bonus that might help me, is that I can do a simultaneous port to the PC at the same time for something like Steam. Though the primary target system and production cycle would be PCE/TG (3 months). I figured I’d need to raise $6k to cover my living expenses and cost of CD production for the first run. In the realm of Kickstarter, that isn’t much at all, but in the realm of PCE community (even world wide) – that would be quite a feat. Especially since I haven’t actually put out a game on a console previously, regardless of how well I might be known or what I’m capable of. Still, I’m gonna go for it.

Any ideas? Advice? Help? I figured I should outline the game story, concept, direction, etc. A plan of action so people can see where I’m going with this. I do have one other person to help with this (a few friends that I can rely on for art direction and music, here in town). I figured since it’s a CD project, I can keep the cost of the game down lower than for cart. Something like ~$30 shipped. I’d love to do a hucard release, but that seems a little ambitious for such an up front cost of producing the physical medium and the purchase cost of the game would be higher as well (probably double). Please, I’d like some feedback ( both positive and negative).