Archive for pce


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 hacks, Megaman, NES2PCE with tags , , , , , , , , , on February 12, 2014 by pcedev

Show off new sprites for Cutman’s level:

Can’t really see much, but each sprite has its own subpalette. I think I reserved something like 10 per room, for enemies. Most sprites use all 15 colors, though it doesn’t really show. In comparison, MM Wily Wars uses 7/8 colors per enemy sprite. Fragmare’s working on tweaking the MM sprites.

So nothing fancy to show off, other than it’s up and working (room sprite/pal load routine).

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 CD update

Posted in Audio, hacks, Megaman, music, NES2PCE with tags , , , , , , , , , , , , , , on January 27, 2014 by pcedev

Since I had to fix the easy/normal bug, I figured I’d clean some other stuff up as well. The CD setup is now distributed in two packs; CD music pack and Cue/Iso pack.

I got rid of all the non-megaman CD tracks (place holders). So everything is Megaman related now. The title screen now has its own track (haha – it’s awesome) and the original game title screen is gone (goes from the new title screen to the stage selection screen). The tracks are now appropriately named, so replacing them with whatever you want – should make it easier. Uploaded and available in the Download and Links section.

Also, I probably won’t be making any updates to MM1 for download – for a while. I’ll post progress, but there’s no real need to upload every time something small is added. I am happy with the state that it is in now; the next public release should contain some major upgrades.

Megaman 1 hucard Title/Options version uploaded

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

For those that want to play it via hucard. It has all the options of the CD build. The stereo separation setting have a greater effect now, since it also applies to the music as well. Ch0= square 1, Ch1= square 2, Ch2= triangle channel, Ch3 = noise channel.

You can get it from the Download and Links section.

Edit: Also, for the CD version; Easy mode and Normal mode are actually inverted. So Easy=normal and normal=easy. Sorry. Last minute change and I forgot to update the damage handler. The hucard version is correct though. I’ll upload a new data track soon. I plan on splitting up the CD version into two files; the cue+iso and a separate file for all music tracks. This upload speed to the site is killing me :/

Improving APU code

Posted in Audio, hacks, Megaman, music, NES2PCE with tags , , , , , , , , , , , on January 7, 2014 by pcedev

I was working on improving the APU side of the nes2pce projects (audio emulation). I’ve kinda neglected this for a while, so it’s time to sit down and get it more up to speed with the rest of the backend code.

In the process, I decided that I wanted to do some stereo separation of the channels. But I couldn’t quite figured out what sounded best. Sometimes it sounds best when all channels have hard left/right separation and somethings it sound better when only¬† the lead channels do. And at that, the volume levels sound better at times – louder when hard panned left/right. As I have it right now, most of the channels are not full volume. Only the triangle is (because it’s a soft sound). The leads are set at ~66% volume, triangle at %100, and noise at ~45%.

What I’ve decided, is that I’m gonna let you guys decided. In other words, I’m gonna do a menu at start up that lefts you configure it for the game (for that instance). I’ll add a few quick preset modes, classic mode, and a fully customize mode.

For games that don’t use DPCM (which I’m probably not going to emulation per se, but I will hack support for those samples into each game individually. Jackal and Castlevania are two that need it), I’m going to add the option of allowing ‘echo’ of the two pulse channels – on the two spare PCE channels. I’ll have presets for this as well, and custom control for it. For games that support it, I’ll add an option to sync the echo to the tempo of the current playing song.

I have some other ideas as well. One is to allow sound FX to play on the spare channels, rather than interrupting the main music channels. Some people have thought this was the case already, lol – but it’s not. I have improved nothing in any of the nes2pce releases – as far as PSG sounds go. If you think they sound better, couldn’t tell ya why. Anyway, this is also highly game dependent, but from what I’ve done with Megaman 1 (redbook hack with PSG sound FX)- I think it would be fairly easy to do with other games.

I’m still working on the echo code. So I don’t know exactly how it will sound, but I will put in the option of how long the delay is for the echo channels and what volume they should play at. Right now, I have the max delay available at about 1 second (60 frames), with the minimum at one frame. 1 second is kind of overkill, so I might shorten that to 30frames as the longest (half a second).

Not exactly APU related, but I had also thought of an idea to let players control a ‘slowdown’ option. Aka, introduce fake additional overhead back into the game. These nes2pce conversions tend to run much faster than the NES counter parts, simple because the processor on the PCE that’s running the NES code (literally) is running full 7.16mhz. Even with the backend emulation code overhead, it still comes out faster in the end. I first noticed this in the Megaman games; no slowdown. Jackal also has a lot of slowdown on the NES that’s absent from the PCE conversion – actually making the game harder – lol. Of course, this isn’t a high priority for me right now. Flicker of course, is an entirely different matter all together. The flicker is.. in a way, artificial. But I don’t have any real control over this. Both SAT (sprite attribute table) length and scanline pixel limit. To emulate NES sprites, I waste a lot of PCE sprite bandwidth. While it doesn’t introduce ‘more’ flicker, sometimes (like Megaman games) – there’s no benefit. Games that use NES 8×16 sprites get a nice benefit – but it’s not full PCE bandwidth. Of course, if you guys really cared about this – you could just play the roms on a PC emulator and turn off the sprite limit.

Megaman2 public release

Posted in Megaman, NES2PCE with tags , , , , , , , , , , , on November 11, 2012 by pcedev

Find it in the ‘Download and Links‘ section. There are two roms in the zip file, the ‘headerless’ one is for some flashcards that require a ‘raw’ rom.

Also, the NES2PCE page on the right column, is for any requests (features or games), general comments, bugs, whatever.