Archive for snes

Apothecary

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

A game that was in development for the PC-Engine..
http://chunkypixels.blogspot.co.uk/2014/02/death-of-pc-engine-game.html

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.

Advertisements

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.

Spriggan Mark 2

Posted in Audio, translations with tags , , , , , , , on January 29, 2014 by pcedev

Got in contact with Burnt Lasagna, who did the dubbing for Ys IV English version and also Dracula X:Rondo English dub/translation project. SamIam did the translation of the game for me, as well as translate all the cinema dialog. I just posted all the ADPCM offsets from the script, so hopefully we’ll see an English dub of this translation project. I have one small snag that I need to fix in the game; one of the levels has the translated script to big to fit back in; I need to compress it.

Also gonna need a translation of the manual as well, and some one with some good photoshop skills. Hmm, maybe I should open a RHDN page for this.

If you don’t know, it’s SM2 is like Target Earth or Cybernator – but in a horizontal shmup format. There’s story dialog in game (like an RPG), as well as cinemas in between the stages. It’s definitely an under rated/appreciated game.

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 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…….