Author Topic: Xanadu I/II and other SCD translations  (Read 1147 times)

Bonknuts

  • Hero Member
  • *****
  • Posts: 3292
Xanadu I/II and other SCD translations
« on: December 21, 2014, 02:47:36 PM »
Is it possible this can be made into a sticky?




Sub-topic: What this, and other translations need, is an sys 3.0 card with expanded ram:

Also, does anyone have circuit files they are willing to share? Or even better, willing to make or modify one for two 512k rom/ram chips (1megabyte)? That one guy in France made a few boards, but they only have one chip on them. If this translation (and others) are gonna get finished, we need a card that can hold a rom (for SCD 3.0 bios) and a 256k ram chip (preferably 512k). If anyone is willing to help out, that would be great. Again, these are for SCD translations. Yes, you would need this card to play them. But it's a simple card with no mapper and two memory chips (the layout of the one made in France would work fine). I can start the projects in emulation, but at some point I'll need to test on the real hardware.

SamIAm

  • Hero Member
  • *****
  • Posts: 1835
Re: Xanadu I/II and other SCD translations
« Reply #1 on: December 21, 2014, 03:25:37 PM »
I've had it with the lack of translations coming out on this system. Let's get this card made. I am ready to get some serious stuff done on the J-E side. If this card makes to hacking side go way more smoothly, it will make a huge difference. So if you can help out with this, please do so.

jtucci31

  • Hero Member
  • *****
  • Posts: 1648
Re: Xanadu I/II and other SCD translations
« Reply #2 on: December 21, 2014, 05:44:13 PM »
Unfortunately I can't provide any help, but I'm very much so looking forward to a Xanadu I translation. In the meantime I'll use guides to get through it.

But obviously an English translation would make playing through the game easier and more enjoyable :)

SamIAm

  • Hero Member
  • *****
  • Posts: 1835
Re: Xanadu I/II and other SCD translations
« Reply #3 on: December 22, 2014, 07:17:41 PM »
How much easier would it be to do the hacking for a translation of a PCE-CD game if there were 512k of RAM instead of 192k?

SephirothTNH

  • Sr. Member
  • ****
  • Posts: 251
Re: Xanadu I/II and other SCD translations
« Reply #4 on: December 22, 2014, 07:28:51 PM »
I'm curious about that as well.  Also would the 3.0 bios be able to recognize the additional ram or would that need to be hacked as well?

Bonknuts

  • Hero Member
  • *****
  • Posts: 3292
Re: Xanadu I/II and other SCD translations
« Reply #5 on: December 23, 2014, 01:21:38 PM »
Technically, even just 64k of ram would make it easier. I remember seeing 512k sram chips, and they weren't really any more expensive than 256k sram chips. For a few dollars more, why not double it? Anyone can use it for homebrew too.

 The problem is that new code needs to be written into areas of the game. But you can't just write this new code anywhere, because things aren't just replaceable/moveable like that. Not in a banked memory typed system like this. The second thing is, what if there's not enough free room, or worst - no free room at some later point in the game (this has happened to me).
 
 A CD game only expects so much ram to be there, and only in a certain area. CD 2.0 games don't expect or use SCD 192k of ram, SCD games don't expect or use AC 2megabyte of ram, etc. So the expanded ram is essentially 'protected' from game use. This makes it ideal for hacking purposes. Not just replacement code, but also replacement print fonts as well. You could even load in an alt system card bank #0 to MPR #7 (which is always fixed for CD game setups) and replace bios calls directly like that (which would map in your own routines sitting in expanded ram). It just makes things sooo much cleaner, easier, and faster for hacking.


fragmare

  • Hero Member
  • *****
  • Posts: 676
Re: Xanadu I/II and other SCD translations
« Reply #6 on: December 23, 2014, 02:14:05 PM »
Technically, even just 64k of ram would make it easier. I remember seeing 512k sram chips, and they weren't really any more expensive than 256k sram chips. For a few dollars more, why not double it? Anyone can use it for homebrew too.

 The problem is that new code needs to be written into areas of the game. But you can't just write this new code anywhere, because things aren't just replaceable/moveable like that. Not in a banked memory typed system like this. The second thing is, what if there's not enough free room, or worst - no free room at some later point in the game (this has happened to me).
 
 A CD game only expects so much ram to be there, and only in a certain area. CD 2.0 games don't expect or use SCD 192k of ram, SCD games don't expect or use AC 2megabyte of ram, etc. So the expanded ram is essentially 'protected' from game use. This makes it ideal for hacking purposes. Not just replacement code, but also replacement print fonts as well. You could even load in an alt system card bank #0 to MPR #7 (which is always fixed for CD game setups) and replace bios calls directly like that (which would map in your own routines sitting in expanded ram). It just makes things sooo much cleaner, easier, and faster for hacking.



Would you need the expanded System Card 3.0 RAM to play the game, or merely to hack the game?

Lochlan

  • Sr. Member
  • ****
  • Posts: 408
Re: Xanadu I/II and other SCD translations
« Reply #7 on: December 23, 2014, 03:22:37 PM »
Would you need the expanded System Card 3.0 RAM to play the game, or merely to hack the game?

Yes, you would need this card to play them.
I'm not sorry about this, as I'm not sorry about ANY attack by the goverrats.

SephirothTNH

  • Sr. Member
  • ****
  • Posts: 251
Re: Xanadu I/II and other SCD translations
« Reply #8 on: December 24, 2014, 05:56:40 AM »
Technically, even just 64k of ram would make it easier. I remember seeing 512k sram chips, and they weren't really any more expensive than 256k sram chips. For a few dollars more, why not double it? Anyone can use it for homebrew too.

 The problem is that new code needs to be written into areas of the game. But you can't just write this new code anywhere, because things aren't just replaceable/moveable like that. Not in a banked memory typed system like this. The second thing is, what if there's not enough free room, or worst - no free room at some later point in the game (this has happened to me).
 
 A CD game only expects so much ram to be there, and only in a certain area. CD 2.0 games don't expect or use SCD 192k of ram, SCD games don't expect or use AC 2megabyte of ram, etc. So the expanded ram is essentially 'protected' from game use. This makes it ideal for hacking purposes. Not just replacement code, but also replacement print fonts as well. You could even load in an alt system card bank #0 to MPR #7 (which is always fixed for CD game setups) and replace bios calls directly like that (which would map in your own routines sitting in expanded ram). It just makes things sooo much cleaner, easier, and faster for hacking.

Ok I follow you.  So could you use the extra ram in a arcade card with a SCD hack? 

So the bios in the cards doesn't need to be hacked?  Anyone got a spare 3.0 card to mess around with? Or any pics of an opened 3.0 card? I suppose we could add this ram internally to a duo?

Punch

  • Hero Member
  • *****
  • Posts: 3278
Re: Xanadu I/II and other SCD translations
« Reply #9 on: December 24, 2014, 08:19:44 AM »
If RAM is needed why not use an Arcade card?

Necromancer

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 21374
Re: Xanadu I/II and other SCD translations
« Reply #10 on: December 24, 2014, 08:46:33 AM »
I don't remember the specifics, but the Arcade Card can't be used for such purposes because its ram is too slow and/or has access limitations that mean it can't be used like the 'normal' memory of a Super System Card.
U.S. Collection: 98% complete    157/161 titles

BigusSchmuck

  • Hero Member
  • *****
  • Posts: 3425
Re: Xanadu I/II and other SCD translations
« Reply #11 on: December 24, 2014, 02:16:48 PM »
If RAM is needed why not use an Arcade card?

I believe its more like video memory. This post pretty much sums it up:
http://www.pcenginefx.com/forums/index.php?topic=18069.0

Bonknuts

  • Hero Member
  • *****
  • Posts: 3292
Re: Xanadu I/II and other SCD translations
« Reply #12 on: December 24, 2014, 03:35:24 PM »
Would you need the expanded System Card 3.0 RAM to play the game, or merely to hack the game?

 To play the hacked game. It's not strictly for development, but a place for the hack/new code to reside.


Quote
So the bios in the cards doesn't need to be hacked?  Anyone got a spare 3.0 card to mess around with? Or any pics of an opened 3.0 card? I suppose we could add this ram internally to a duo?
The bios doesn't need to be hacked, no. But if you did need a main bank change (the bios function call list), you simply substitute your own with a bank of ram and replace code where it would normally be used for something else. It's safe because games don't map out the last bank - they leave it fixed. So technically, you can put your hooks in the main bios call list in the fixed bank (it alleviates some possible situations for bugs/errors to occur; a little but advanced to explain here).

 But as far as opening up the card and adding ram that way? That shouldn't be doable. I've taken the card apart (I have one) and it's setup in a way to make the ram fit into certain address banks of the external memory interface. AFAIK, it's not just simply mirrored and replacing a ram chip will increase the ram size (they are just regular surface mount ram chips though).

Quote
If RAM is needed why not use an Arcade card?

 AC memory is indirect access only (port based), which is perfect for all kinds of data - but doesn't work for code (real time code). So that might attend the issue of storing a new print font per se (graphic data), but doesn't do anything for the new hack code. So CD 2.0 -> SCD 3.0 hack works, but SCD 3.0 -> ACD doesn't. I did this for Dshadoff's Cosmic Fantasy I translation project: the game got upgraded to SCD 3.0 requirement for the hacked code and font, but the game's original code doesn't touch the SCD memory because it doesn't know about it. This is when I realized that we really need a new 'system' card, in some way or form that has extra memory outside the original game's scope.

pixeljunkie

  • Hero Member
  • *****
  • Posts: 673
Re: Xanadu I/II and other SCD translations
« Reply #13 on: December 26, 2014, 04:22:02 AM »
I couldn't be farther from being a programmer, but I love reading this stuff. Hope something comes of this!

deubeul

  • Sr. Member
  • ****
  • Posts: 444
Re: Xanadu I/II and other SCD translations
« Reply #14 on: December 28, 2014, 08:13:14 PM »
Couldn't you use the Turbo Everdrive? Syscards work fine on it...