For example, it can be found at 0x3FAE0 in US System Card v. Inside all of the system cards is the following message. There were four versions of the System Card BIOS, plus two regional variants for the U.S., with the fourth and final version being used in both the Super System Card (which added support for Super CD-ROM² discs), and the Arcade Card Pro (which added Arcade CD-ROM² disc support on top of the previous). due to the TurboGrafx-16 itself being a commercial failure in the states. Unfortunately for NEC, this same level of success did not translate well in the U.S. Released as the PC Engine CD-ROM² System in Japan (that's "cee dee rom rom" by the way, not "cee dee rom two" or "cee dee rom squared"), it was a success in its native country, where it got to the point that more PC Engine games ultimately ended up being released on CD-ROM than on the initial HuCard format. If you separate/identify the level and enemy assets of the game, then you could just simply replicate the original game logic and run it using those assets (which are probably script-ish like in nature).Take LD-ROM² BIOS screenshots once emulators manage to load them into the title screen successfully, from both NEC and Pioneer branded PACs (if ROMs are ever dumped)Īn add-on for the TurboGrafx-16 console, the TurboGrafx-CD was the first-ever consumer device to use CD-ROMs as storage media for video games. I'm willing to bet, that Rondo is more of a modular type setup - given that it's a later gen game. What about a game native to the pc engine, like Dracula X? That, and his PPU emulation code would have to updated as SMB is pretty simple - it get's more complicated when games use more features and chr-ram.Īwesome, thanks for the info. But didn't need to use FCEUX because someone already made a source code project. This is basically what that one guy did with SMB for the Genesis. APU stuff can just be easily hooked for alt sound code. Of course, you'd still have to write all the back end mapper and PPU emulation. One could do it using FCEUX use the Code/Data logger (CDL) along with the tracer (log only new encounter opcodes/addresses). I doubt the cross assembler is gonna generate optimal code, but since the NES only ran at 1.79mhz - it'll probably be fine. That brings up a question that I've had for a while: how easy/difficult is it to port a game from the PC Engine CD to the Sega CD and vice versa? You burned it to a CD-R and it didn't work?
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |