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71
A 4 player Konami brawler would've been sick.  If there'd been a port of The Simpsons that would've sold some units, imo.
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Turbo/PCE Game/Tool Development / Re: Multiple questions about PCE dev
« Last post by elmer on March 04, 2025, 01:06:00 PM »
I've never programmed anything CD based. Can one think of theses sectors as banks?

You can, if you like, but there's not a lot of reason to do so.

A CD sector is 2KBytes, and a bank is 8KBytes, so they don't always align ... but that's a simple conversion that you can do in your head.

It's generally a bit easier, and conceptually cleaner, to think of CD-ROM data as a bunch of files, just like on your computer's hard drive, and there are tools and library code available to use them in that way.

You don't have to do things that way if you don't want to, but you'll end up having to create some of your own tools if you wish to just deal with the CD-ROM track as what is basically just a large sequence of 2KByte sectors.

It's not overly difficult, but it is usually a rather annoying way to develop something, and so I wouldn't particularly recommend it as a starting point.


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What is the best format for burning to a CD and playing in real hardware?

Most of the time you can just use Mesen for development, but when you're ready to burn something for testing ...

.CUE/.BIN/.WAV is supported by all CD buring software that I know.

Your bigger problem is going to be in burning a CD that the old hardware will read. The PC Engine's CD drives were designed before CD burners existed, and they were never designed to read burned CDs.

You may need to try a few different types of CD-R and different burners before you'll come up with a combination that your PC Engine will read. I *highly* recommend using 74-minute (650MB) CD-R discs instead of 80-minute (700MB) CD-R discs.

You may find this person's experiences helpful ...

https://consolemods.org/wiki/User:Derf/CD_Burning_Shenanigans


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I've found one named "Hu7 CD System - BIOS Manual.pdf" and one named "Hu7 CD System - Software Manual.pdf". Are those it?

Yes!


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Yep, I'm using WLA. What is a better toolchain for dev in assembly?

https://github.com/pce-devel/huc

HuC contains the latest PCEAS assembler and other PC Engine tools, and a bunch of assembly language examples ... it's not just for C! ;-)


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So for a base unit, the RAM is inside the System Card and accessed in banks $68..$87, and ADPCM RAM is inside the CD unit and accessed by $1808/$1809/$180A? (I understand there are various version of the hardware that contains the System Card within.)

Yes!


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BTW: Can I used this thread to share my progress and files or should I make a different one?

Completely up to you.

This forum is a bit quiet these days, and you might find a tiny bit more life on the PC Engine Software Bible forum ... but honestly most developers seem to have moved to Discord.
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Turbo/PCE Game/Tool Development / Re: Multiple questions about PCE dev
« Last post by not_again on March 04, 2025, 05:49:53 AM »
Thank you for your time, and sorry for the late respond. 


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Generally you tell them to load/run a .CUE file instead of a .PCE/.SGX HuCARD image.

A .CUE file is a text file that describes a CD track layout, including the names the other files on your computer that contain the data for each of those tracks (whether the tracks are CD audio data or CD-ROM data).

The data in the tracks can be either the raw CD standard-compliant bitstream with includes all the additional error-correction information, or it can be just a number of 2048-byte binary sectors for the CD-ROM tracks, and a set of .WAV files for the CD-AUDIO tracks.
I've never programmed anything CD based. Can one think of theses sectors as banks?


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In the case of the PC Engine, the System Card reads the first 2 sectors of the first CD-ROM track on the disc, and if they contain the appropriate signature data that it's looking for, then it uses the information in second sector to tell it what data sectors to load from the CD, where to put them in memory, and what address to jump to to start executing the game program.


The easiest convention to use for developing homebrew is the .CUE/.BIN/.WAV format.
What is the best format for burning to a CD and playing in real hardware?


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Have you found Hudson's official System Card documentation yet? The boot process is described in there.
I've found one named "Hu7 CD System - BIOS Manual.pdf" and one named "Hu7 CD System - Software Manual.pdf". Are those it?

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Most developers really don't get too deep into that stuff because we have tools to take care of that stuff and make life easier.

What toolchain are you currently using for you PC Engine experiments?

Coming from the NES and SNES, I could see you using CA65 or WLA-DX ... but those really aren't the best tools for PC Engine coding (IMHO).
Yep, I'm using WLA. What is a better toolchain for dev in assembly?


So for a base unit, the RAM is inside the System Card and accessed in banks $68..$87, and ADPCM RAM is inside the CD unit and accessed by $1808/$1809/$180A? (I understand there are various version of the hardware that contains the System Card within.)

Developing for Super System Card seems more sane.  :)

Thanks again.

BTW: Can I used this thread to share my progress and files or should I make a different one?
74
Voltron, with game play aspects from Kiaidan 00 and Godzilla?

Blackstar, or even Thundarr, in his own PCE platforming RPG?

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I've never really been into most licensed games as I already know the story of said game because I already saw the movie. Most licensed games from the 80s/90s just had you doing the exact same stuff you just saw in the movie or cartoon, which was dumb. Give me a new idea.

With that being said, a "Robocop" game or a side scrolling "Batman" game would have been nice. Oh, or "The Last Starfighter" shooter could have been sweet! But that movie was old by the time the TG16 was launched.
76
TMNT woulda been sweet, preferably an original game.

Also cool would've been a bad ass beat-em-up port of Simpsons or X-Men.

As a sietch nerd, I'd love a port of Dune II.  It plays quite nicely on FEKA.
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The TG16 desperately needed more licensed tie-in games, to compete with the NES. Boomer parents were buying NES consoles because of Back to the Future, Ghostbusters and Jaws games, not original titles like The Guardian Legend or Crystalis.

That said, what I would have loved to see is a Teenage Mutant Ninja Turtles game for the TG16. Given Konami did eventually put out some PC Engine games, I don't see why they couldn't have done a TMNT game for it, unless their TMNT contract restricted games to only Nintendo systems...
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Maybe it's too much to ask just to pick one.  :mrgreen: They can be either a bespoke/unique port or imagined.

 I personally would've like to have seen a moody Jurassic Park digi comic similar to JP on the Sega CD, but with only hand drawn animation rather than grainy FMV.

A port of Terminator 2 (again, Sega CD) that was left in the oven for an extra year to add polish.



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TG/PCE Repair/Mod Discussion / Re: What CD burner do you guys use?
« Last post by xelement5x on March 03, 2025, 04:15:24 PM »
I'll also say I have had a lot more success using 650MB discs instead of the 700Mb discs. 
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Turbo/PCE Game/Tool Development / Re: Multiple questions about PCE dev
« Last post by elmer on March 01, 2025, 12:27:57 PM »
I'm using assembly.

Welcome, it's always nice to see someone willing to program in asm!


How can one signal to emulators that the game binary is a CD game?

Generally you tell them to load/run a .CUE file instead of a .PCE/.SGX HuCARD image.

A .CUE file is a text file that describes a CD track layout, including the names the other files on your computer that contain the data for each of those tracks (whether the tracks are CD audio data or CD-ROM data).

The data in the tracks can be either the raw CD standard-compliant bitstream with includes all the additional error-correction information, or it can be just a number of 2048-byte binary sectors for the CD-ROM tracks, and a set of .WAV files for the CD-AUDIO tracks.

The CD-ROM tracks have no filesystem, that luxury didn't happen until many years later.

In the case of the PC Engine, the System Card reads the first 2 sectors of the first CD-ROM track on the disc, and if they contain the appropriate signature data that it's looking for, then it uses the information in second sector to tell it what data sectors to load from the CD, where to put them in memory, and what address to jump to to start executing the game program.


I've notice that CD games have different binary formats, why?

Well, technically they don't ... it's always an image of a CD.

But there have been many different ways of representing the contents of a CD that have been used over the years, and emulators often have to support a number of different conventions because there was no universal standard when people started to rip the contents of CD discs onto their computers.

The easiest convention to use for developing homebrew is the .CUE/.BIN/.WAV format.


Where in the HuC6280 address space do a CD game starts in? I mean, what is the process of the game code in the CD to 'take over'?

As mentioned above, this is determined by the game's boot sectors.

Have you found Hudson's official System Card documentation yet? The boot process is described in there.

Most developers really don't get too deep into that stuff because we have tools to take care of that stuff and make life easier.

What toolchain are you currently using for you PC Engine experiments?

Coming from the NES and SNES, I could see you using CA65 or WLA-DX ... but those really aren't the best tools for PC Engine coding (IMHO).


The TurboGrafx-16 CD hardware consists of the following:

 - 64K general purpose RAM for the CD software to use


What exactly does this mean? 64K to decompress tiles, etc?

It means that you have 64KBytes of CPU accessible memory available for your program and data.

If you need different code/data, then you have to load it from your game's CD-ROM track.

There aren't many sane reasons to develop for the original System Card these days, you're going to get much nicer results if you develop for the Super System Card which bumps up the RAM to 256KBytes.


Can one access this RAM without the System Card? If so, how?

It's just RAM in banks $80..$87 (or banks $68..$87 for the Super System Card).


(I tried setting the address with $1808/$1809 and then writing to $180A, but the RAM did not changed)

Regarding ADPCM, is this a completely different system from the base PC-Engine's PSG sound system?

Yes, it's a completely different system from the PSG, with its own 64KBytes of memory.

Those registers that you're playing with are for reading/writing that ADPCM memory from the main CPU. It's quite slow.

Early PC Engine CD games with the 64KByte RAM limit sometimes stored extra graphics/code in the ADPCM memory because that was (sometimes) faster than seeking to find the data on the CD-ROM.


- 2K battery backed RAM for save game data and high scores

Is this 2k for all games? How does one know the amount of RAM available for your game, and at which location?

2KBytes shared for all games. There is a storage convention that you use for allocating and using "files" within that 2KBytes. You normally use the System Card functions to do the reading/writing if you're developing a CD game.


Is it possible for a HuCard game to run the CD hardware without the need of a System Card?

Perfectly possible, just rarely done because it makes little sense for game development.

If you're developing a HuCARD game then you're generally doing it because you want it to run on PC Engine hardware that doesn't have a CD drive.

If you're developing a CD game, then there's no reason to include the horrific expense of including a HuCARD as well, it doesn't get you any benefits.
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