Author Topic: PC-FX controller switches  (Read 2453 times)

Joe Redifer

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Re: PC-FX controller switches
« Reply #15 on: February 19, 2015, 11:39:13 AM »
In Zenki FX, Turn Mode Switch 1 to B and the controller will tie the special moves to the X, Y, Z buttons.  This makes the game a lot more fun as the FX D-pad is quite poor for fighting game motions.

Ooo! Great tip! Though I wonder why this even needs to be done because it's not like anyone is playing with a two-button pad. It should just default to this. So zany! Also I think you mean IV V and VI buttons (which are curiously not in backwards order on the top row) but we get the idea. :)

Also, regarding the PC-FX specs... no scaling or rotation? I've seen some pretty smooth software results if that's the case. Like the stage two boss dying in Zerooigar. The faux-mode 7 in Der Langrisser and Miraculum.
« Last Edit: February 19, 2015, 11:41:02 AM by Joe Redifer »

SamIAm

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Re: PC-FX controller switches
« Reply #16 on: February 19, 2015, 12:34:29 PM »
In Zenki FX, Turn Mode Switch 1 to B and the controller will tie the special moves to the X, Y, Z buttons.  This makes the game a lot more fun as the FX D-pad is quite poor for fighting game motions.

Ooo! Great tip! Though I wonder why this even needs to be done because it's not like anyone is playing with a two-button pad. It should just default to this. So zany! Also I think you mean IV V and VI buttons (which are curiously not in backwards order on the top row) but we get the idea. :)

Also, regarding the PC-FX specs... no scaling or rotation? I've seen some pretty smooth software results if that's the case. Like the stage two boss dying in Zerooigar. The faux-mode 7 in Der Langrisser and Miraculum.

You know how the Saturn has two VDPs? And one is for sprites/polygons and the other can draw background layers? And you know how the latter can draw two of its layers as mode-7-ish planes? That's what's happening in the PC-FX.

The graphics chip setup in the PC-FX is a little convoluted. You've actually got four chips:

-Two of the VDPs from the PCE, set up just like in the Supergrafx, but with twice as much ram (256k). These can draw 64 sprites each and one background layer each.
-A processor called a KING chip which can draw 4 background layers, one of which can be mode-7-like.
-A third processor called a RAINBOW chip which can decode JPEGs for FMV, and also make an additional background layer. This one layer can be transparent.

In the second stage in Zeroigar, the boss is actually a mode-7-ish layer drawn by the KING chip, underneath a transparent layer drawn by the RAINBOW chip.

By the way, you sometimes hear that the PC-FX can draw 9 background layers, but that's not true. It can draw seven. The other two are the sprite layers drawn by the first two VDPs I mentioned.

elmer

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Re: PC-FX controller switches
« Reply #17 on: February 19, 2015, 01:38:06 PM »
The graphics chip setup in the PC-FX is a little convoluted. You've actually got four chips ...
Nice summary!

I seem to recall that Zeroigar decodes and re-encodes streaming stereo ADPCM in software to mix in sound effects, but it was a long ago that I messed around with the game so I may be misremembering.
I can easily believe that ... it's the obvious "hack" to get around the limitation. But it's such an 80's solution to a problem that shouldn't have existed on a 90's 5th-gen machine.

I'm a little sad that they had enough spare processor time to afford to do that ... but then again, I still haven't seen how fast the system is at transferring data to the various different graphics chips in the PC-FX. Maybe it's just so good at it that there's plenty of CPU time free for things like a simple software mixer. It certainly didn't look like Zeroigar really taxed the hardware. :-k

SamIAm

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Re: PC-FX controller switches
« Reply #18 on: February 19, 2015, 02:53:11 PM »
I'm getting curious enough to think about actually programming something on the PC-FX to see how bad the limits are.

128 32x32 sprites completely fills the screen ... twice. That seems like a fairly good starting point.


It's not the worst imaginable, but you've also got limits on the number of sprites per scanline, made worse by the fact that it's difficult to optimize two chips drawing 64 sprites each in a way that prevents flickering in all situations. So not only are bullet-heavy shooters out because of the 128 limit, but beat-em-ups and run-n-guns are fairly restricted as well.

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No rotation/scaling is definitely a good point ... IMHO, I'd personally prefer to see a hand-drawn frame of a sprite turning than the mess that the 5th-gen hardware makes of the job. But I guess that consumers did reasonably expect that any 5th-gen console should be able to do it.

You do have the rotating/scaling KING background for the obligatory huge boss monster.


Yeah, but that's just one solid layer. Something like this guy would not have been possible because there's more than one object rotating.

I agree, low-res rotation often looks chunky and awkward. However, I do think it can look nice when applied appropriately. Given the amount of RAM the systems have, it's impractical to try for a lot of hand-drawn frames anyway.

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I expect that they thought those capabilities would be enough as a starting point until they released the 3D expansion which would have added (according to the Japanese guys that tested the PC-FX GA), up to another 500 sprite capability.


That's really interesting. Would you mind sharing your source for that? I love reading about PC-FX stuff like this.

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Yes, it was pretty lame by that time as a music synthesizer ... but from my memory, everyone was expecting CD soundtracks at the time, and it can certainly do that. So the sound processor would be just sitting there doing sound effects. If you limit the CD's ADPCM to mono, you've even got another ADPCM channel for digitized sound effects.

So, definitely not as capable as something like the Saturn's dedicated 68000 sound processor, but you should be able to get some reasonably decent results out of the system.


True, it's not that bad. The thing is, besides the obvious problem of not being able to load levels dynamically, PC-FX games were also very voice-heavy. There are a lot of games that wind up using the PCE sound chip for music because they want to access the CD for voice at every turn.

Software developers at Sega criticized the company for designing the Saturn purely in the hardware department without consulting any software devs. This seems like a similar cause/effect.

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NEC just didn't have the video-game-hardware resources to fall back on to make similar last-minute changes ... and weren't willing to take the loss-leader approach of including the 3D-chip as standard.


Well, that's logical, but are you sure that's what happened? NEC is an utterly massive company, and a few million dollars more on R&D is nothing if they have any faith in a product.

That brings me to my own speculation: We all know that the PC-FX was based on the 1992 Ironman design, minus a 3D chip and plus an FMV decoder. I think the reason why they didn't build a new system from the ground up in 1994 isn't so much about resources, but about NEC's lack of passion for consoles period.

This article mentions at one point how NEC started balking at investment in the early 1990s when the Super Famicom came out and PCE sales took a dive. One result was the abandonment of of the US market by NEC and the establishment of TTi. Another result, I suppose, was the PC-FX and the next generation not being taken seriously.

There were probably some people within the department who knew what needed to be done, but they weren't given the resources to do it, so in that sense, what you say is true. But if NEC had wanted to take a risk and release a really powerful console with the loss-lead model, they definitely had the capacity to do so. Unlike Sega, Nintendo and even Sony, they even had the capacity to manufacture the system entirely within the company using entirely their own parts.

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The Duo-RX price should definitely have been cheaper by then ... their production costs in 1994 should have been pretty low on that system. I'd bet that they were just being greedy and perhaps attempting to defray the R&D costs of the PC-FX.

While the common wisdom is that console manufacturers lose money on the consoles (particularly in the first few years), and then make it up on licensing fees ... that's not always the case. For instance, I was told by someone at Nintendo that they have never lost money on a console sale.

The same certainly can't be said of Sega when it comes to the first version of the Saturn ... they must have cost a fortune to manufacture!


Yep. There are endless hypothetical possibilities for NEC and Sega in 1994, but I personally think that they best option would have been to drop the cost of the Duo/MegaCD as low as possible, wait through 1995, and release a system with a CD drive and powerful dedicated 3D hardware in 1996. The PS1 may not be perfect in every way, but its price and features were too good to take on so directly IMO.

Alternatively, for NEC, I think they just might have succeeded in making a niche anime/digital comic system in Japan, since those games do in fact generate significant sales. However, they would have had to have gone all out, and done some very unorthodox things.

One thing that I often read from Japanese gamers, which I don't hear often at all in English discussions, is that Windows 95 really killed the PC-FX's chances at being the digital comic system. With PCs in that era, you've got no restrictions on content and price, and no licensing fees. You've also got higher resolution, which is great for digital comics, and you can use the RAM and hard drive to reduce load times.

If NEC had been really forward thinking, and if they really didn't want to take the 3D route, I think they should have been radical. Give the system lots of RAM and strong 480i capabilities, a modest CPU and GPU to keep the costs down, and court digital comic devs as much as possible with cheap, easy dev tools and flexible licensing terms and content restrictions. The 3DO actually had some OK sales in Japan after adult games started coming out on it, and NEC might have cashed in similarly had they quietly allowed a real "adults only" line of PC-FX games.

Also, after seeing Lunar 2 and Urusei Yatsura on the Mega CD, they should have gotten on their knees and BEGGED Game Arts to make software for them.

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Nice summary!


Thanks! You seem like a great fellow, and I'm glad to see you around the forums and trade posts. :)
« Last Edit: February 19, 2015, 02:57:09 PM by SamIAm »

elmer

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Re: PC-FX controller switches
« Reply #19 on: February 19, 2015, 04:16:48 PM »
It's not the worst imaginable, but you've also got limits on the number of sprites per scanline, made worse by the fact that it's difficult to optimize two chips drawing 64 sprites each in a way that prevents flickering in all situations. So not only are bullet-heavy shooters out because of the 128 limit, but beat-em-ups and run-n-guns are fairly restricted as well.

But (particularly for beat-em-ups ... and it can also work for some shooters) isn't that when you start to think outside-the-box and use an entire VDP background plane as a large sprite? That's possible if you've got a good-enough transfer rate to VRAM ... most of the "screen" data would be zero anyway.

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Yeah, but that's just one solid layer. Something like this guy would not have been possible because there's more than one object rotating.

I can certainly imagine much more taxing cases, but it looks to me like that particular guy could just about have been done with pre-loaded sprite frames ... IF there's enough upload bandwidth.

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Given the amount of RAM the systems have, it's impractical to try for a lot of hand-drawn frames anyway.

Again, it's not going to apply in all cases, but in that specific Castlevania example ... you could preload the background into KRAM, preload the main character into VDP1, and still have over 2MB RAM for the one Boss.

It might not be enough ... but I'd bet that you could do something that looked nice, even though it wouldn't didn't look identical.

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That's really interesting. Would you mind sharing your source for that? I love reading about PC-FX stuff like this.

http://homepage1.nifty.com/hyperclub/ Go to "Programming" and then "第1回 HuC6273スプライト描画テスト".

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True, it's not that bad. The thing is, besides the obvious problem of not being able to load levels dynamically, PC-FX games were also very voice-heavy. There are a lot of games that wind up using the PCE sound chip for music because they want to access the CD for voice at every turn.

From what I can see of the PC-FX, that's actually one of its nicer aspects ... you can preload the ADPCM into RAM and play it (or parts of it) back at your leisure. It doesn't play directly off CD.

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I think the reason why they didn't build a new system from the ground up in 1994 isn't so much about resources, but about NEC's lack of passion for consoles period.

I believe that you are spot on with that. They were a consumer electronics and computer maker.

The game console business is very, very different. The relationship with developers and customers is very, very different.

Nintendo and Sega were entertainment companies ... arcade games, then consoles. They had a totally different mentality about running a business.

Nintendo in particular was absolutely brilliant at the business side, especially in wooing and then locking publishers into their platform. They had some very cunning but nasty tricks. NEC didn't even have a clue about that side of the business.

Instead, they seemed to have a basic consumer-electronics box-shifting approach. Make it, sell it, deal with defective returns, all done.

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There were probably some people within the department who knew what needed to be done, but they weren't given the resources to do it, so in that sense, what you say is true.

Corporate culture ... and particularly Japanese corporate culture. Don't make waves, agree with the boss. Never, ever, ever make the boss look bad.

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Unlike Sega, Nintendo and even Sony, they even had the capacity to manufacture the system entirely within the company using entirely their own parts.

Large company, corporate fiefdoms. No incentive for different departments to cooperate. Just look at Nokia for a recent example of how a market-leading company can run itself into the ground through mismanagement and infighting.

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If NEC had been really forward thinking ...

Lots of interesting perspectives there! ;)

I can only say that for myself, I abandoned consoles at that time a played on a PC instead. In those early days of 3D, the 5th-gen consoles just couldn't keep pace with rate of hardware turnover. Once 3DFx released their Voodoo card, that's where all the interesting games were for me.
« Last Edit: February 19, 2015, 04:20:57 PM by elmer »

SamIAm

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Re: PC-FX controller switches
« Reply #20 on: February 19, 2015, 05:40:53 PM »
But (particularly for beat-em-ups ... and it can also work for some shooters) isn't that when you start to think outside-the-box and use an entire VDP background plane as a large sprite? That's possible if you've got a good-enough transfer rate to VRAM ... most of the "screen" data would be zero anyway.


Oh yeah, absolutely. Zeroigar uses background layers for most of its bosses, and Last Imperial Prince (side scrolling action RPG) does that for at least one boss fight. But you're still not going to pull off Guardian Heroes or Metal Slug or Dodonpachi.

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I can certainly imagine much more taxing cases, but it looks to me like that particular guy could just about have been done with pre-loaded sprite frames ... IF there's enough upload bandwidth.... you could preload the background into KRAM, preload the main character into VDP1, and still have over 2MB RAM for the one Boss.

It might not be enough ... but I'd bet that you could do something that looked nice, even though it wouldn't didn't look identical.



All right, but then you're using almost all of your RAM just for the boss. I mean, I get that some animations are theoretically possible, but I assume that in practice they're probably going to be difficult because they consume so many resources.

I don't think we disagree on very much, honestly. I think the PC-FX could have handled some really intense 2D action, and gracefully so. But it's not going to be able to completely blow away the stuff from the previous generation, which I think is what consumers and developers alike want to see in a system.

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http://homepage1.nifty.com/hyperclub/ Go to "Programming" and then "第1回 HuC6273スプライト描画テスト".


Thanks! If you ever have any questions about what the Japanese is saying, let me know. :)

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From what I can see of the PC-FX, that's actually one of its nicer aspects ... you can preload the ADPCM into RAM and play it (or parts of it) back at your leisure. It doesn't play directly off CD.


Ehhh....

Nirgends stores ADPCM music into RAM and plays it on loop from there so that it can access voice clips easily. The problem is, the loops are like 10 seconds, presumably because that's about all that can fit. Mozart himself couldn't write a 10 second loop that wouldn't get annoying after 5 straight minutes of listening to it.

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They were a consumer electronics and computer maker...Make it, sell it, deal with defective returns, all done...Don't make waves, agree with the boss. Never, ever, ever make the boss look bad....a market-leading company can run itself into the ground through mismanagement and infighting.


Exactly. It's too bad, but it really seems like the PC-FX just wasn't meant to be at all. I almost wonder if they only put it out in a misguided attempt to save a little face.

The big mystery to me...which will probably always be a mystery...is what the relationship between Hudson and NEC was really like, from beginning to end. If those two had really come together, cooperated fully and taken risks for each other, they could have been a much bigger presence in video games. I'm guessing, though, that they probably never got much beyond viewing each other as suppliers of sorts.
« Last Edit: February 19, 2015, 09:10:57 PM by SamIAm »

Joe Redifer

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Re: PC-FX controller switches
« Reply #21 on: February 19, 2015, 08:04:46 PM »
Something I'm kind of disappointed in is getting the music off of the games. There's some music I like in Zeriogar, for example, but I pop the CD into my computer to illegally steal the music for my own nefarious purposes but I only get a few tracks that are NOT the ones I want. The music in the game proper sounds pretty damn close to CD quality so it must have some good streaming sound chips. Other games like Power Dolls do have lots of redbook audio tracks.

SamIAm

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esteban

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elmer

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Re: PC-FX controller switches
« Reply #24 on: February 20, 2015, 03:16:17 AM »
I don't think we disagree on very much, honestly. I think the PC-FX could have handled some really intense 2D action, and gracefully so. But it's not going to be able to completely blow away the stuff from the previous generation, which I think is what consumers and developers alike want to see in a system
No, we really don't disagree on anything.

What I've suggested are just tricks to try to get around the machine's basic lack of capability compared to the Saturn and the Playstation.

For instance ... that boss. So he takes up approx 1/3 of the screen, which is say 12KB of data. 2MB / 12KB gives you approximately 150 frames of animation in RAM. He should look pretty good with 150 frames of animation.

But you've now got a 7-second or more loading delay as you throw everything else out of memory and load him ... and then another 7-seconds to reload stuff afterwards. That's not very user-friendly.

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Thanks! If you ever have any questions about what the Japanese is saying, let me know. :)
Haha ... be careful with offers like that, I don't speak a word of Japanese and google-translate has only done a barely-comprehensible job of translating the PC-FX hardware manuals.

I'd love to get the manuals properly anglicized so that the programming subtleties are easier to see.

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Nirgends stores ADPCM music into RAM and plays it on loop from there so that it can access voice clips easily. The problem is, the loops are like 10 seconds, presumably because that's about all that can fit. Mozart himself couldn't write a 10 second loop that wouldn't get annoying after 5 straight minutes of listening to it.
I was more thinking of the ability to keep the music playing while loading data ... buffering the audio in RAM could cover up seek and loading delays. Or for simple spot voice-over snippets like "Hello, shop keeper".

For longer voice-overs, you'd still be better off fading-out the music and building a different ambient track into the voice-over itself.

But realistically, then you're getting into resource contention for the CD, and the console CD drives often had limitations on how much seeking/accessing that developers were allowed to do.

It was interesting to read that the early model PlayStation was only rated for 75,000 seeks.

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The big mystery to me...which will probably always be a mystery...is what the relationship between Hudson and NEC was really like, from beginning to end. If those two had really come together, cooperated fully and taken risks for each other, they could have been a much bigger presence in video games. I'm guessing, though, that they probably never got much beyond viewing each other as suppliers of sorts.
I would love to read that story if anyone ever tells it!

SamIAm

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Re: PC-FX controller switches
« Reply #25 on: February 20, 2015, 01:18:10 PM »
It was interesting to read that the early model PlayStation was only rated for 75,000 seeks.

Whoa! You mean they expected it to break down after 75,000 seeks? That's really interesting!

Of course, how many seeks happen over any given period of time depends greatly on the particular game. Nonetheless, 75,000 seeks suggests that those original models were seen as doomed to break down after a few hundred gaming sessions. If you play your system three or four times a week, it will probably break down after two years or so. I guess Sony found that acceptable.

When it comes to console design, I think the first Playstation is pretty incredible for the time, the price, its capabilities and its simplicity of development. I can't think of another console that nailed all those things quite so well. However, its Achilles heel has to be its durability. Saturn may have had a poorly chosen architecture, but at least the dang things don't break down very often. Panasonic 3DOs seem to do pretty well, too. And of course, the Duo-R/RX and the PC-FX have a good reputation as well.

SuperDeadite

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Re: PC-FX controller switches
« Reply #26 on: February 20, 2015, 11:18:21 PM »
From what I remember, a lot of early PS1 games used redbook cd audio, however most later games didn't simply because the drives died too quickly from all the track changing.
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esteban

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Re: PC-FX controller switches
« Reply #27 on: February 21, 2015, 01:54:52 AM »
From what I remember, a lot of early PS1 games used redbook cd audio, however most later games didn't simply because the drives died too quickly from all the track changing.

Also, Red Book eats up tons of space... :)
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SamIAm

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Re: PC-FX controller switches
« Reply #28 on: February 21, 2015, 03:26:52 AM »
So let me get this straight...Sony actually put the word out to their 3rd party developers that they needed to keep the number of seeks down to (x) per unit of time? In other words, it wasn't just some devs here and there thinking "let's go easy on these things" but actually a mandate from Sony?

From what I remember, a lot of early PS1 games used redbook cd audio, however most later games didn't simply because the drives died too quickly from all the track changing.

Is changing or looping a redbook track every couple of minutes really all that less stressful than playing a chiptune (synthtune?) while dynamically loading content? I haven't played a ton of PSX games, but that's what most chiptune games seem to be doing. The number of accesses doesn't seem to be lower at all. Sometimes higher. I mean, redbook audio means constant streaming, but I imagine it's the jumping around that does the damage.

elmer

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Re: PC-FX controller switches
« Reply #29 on: February 21, 2015, 05:13:47 AM »
So let me get this straight...Sony actually put the word out to their 3rd party developers that they needed to keep the number of seeks down to (x) per unit of time? In other words, it wasn't just some devs here and there thinking "let's go easy on these things" but actually a mandate from Sony?
I think that you might have caught me talking total rubbish!  :oops:

If you download a leaked version of the Saturn SDK, there's a Technical Bulletin in it about a requirement to keep down the seek ratio.

But I can't find a similar note in the leaked PlayStation SDK ... so I am either getting the machines mixed up, or just not finding it.

Now ... the info on the drive's design lifetime comes from Andy Gavin's Crash Bandicoot blog.