2/13/2025: Localization News - Cosmic Fantasy 3-4!

Rather earth-shattering news in the PC Engine / TurboGrafx-16 community: Cosmic Fantasy 3 & 4 has been officially localized to English by Edia 30 years later for the Switch! Hard to believe! I know their script quality is poor given the 1&2 port but still good to see.
nintendo.com/us/store/products/cosmic-fantasy-collection2-switch/
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#1
This is a perfect question for @Keith Courage. Click his account to try reaching him on Facebook or YouTube where he's active.

I can occasionally invite him over but since our forum here is so slow/inactive he doesn't continue visits and I don't wanna be annoying.
#2
Thanks for the DW link. as a proof of concept, I did manage to get BRAM save working on it.  I've only used it on emulators with software BRAM banks and not original hardware or ODEs.  So I'm worried it could affect actual BRAM but it's working on CD System cards 1.0, 2.0, 3.0 and no issues with the BIOS entry points at fixed addresses ($E04B/$E04E/$E051) I did not test a Super and Arcade Card. I've done as much testing as I can and am fairly confident it's working without affecting other BRAM slots but be careful.  It took 2 days of back and forth with this and working on a solution.  I originally had the ingame King NPC provide a line of text about the BRAM being full, but removed it since it was causing some other dialogue issues. So a full BRAM will silently fail to save.
now all future ports can use save files and I can implement this hook and SRAM to BRAM conversion.

I was working on fixing the missing noise channel 5 but it's causing me more headaches than it's worth. So that entire channel is disabled in this version, sorry.  Fixing the missing noise for stairs implements a static effect for menu text and npc dialog text so I took it out pending a new working HUSFX and native PSG engine I've been cooking up.

Currently sound is a fine tune per game and every single game has different envelopes, sound routines etc.  Making a library of shared "engines" that can translate the actual 6502 APU output into a direct to PSG native sounds for the enhanced sound portion of the NES2PCE Enhanced.

After that it's a audio pipeline work. Project AI summary of the audio workstream and functions so far.

**Current Audio Pipeline and Supported Formats:** The NES2PCE Workbench audio toolkit supports MIDI → DMF (DefleMask) → HuTrack `.inc` assets → native PC Engine PSG playback, with up to six simultaneous music voices demonstrated in standalone ROMs. NES APU captures can be converted into prepared HuSFX sound-effect streams, while VGM supports PSG analysis, register diagnostics, and limited generation. WAV/PCM → PCE DDA sample conversion and standalone playback are functional, with one PCM channel recommended and dual PCM experimental. WAV/MP3 → note transcription → monophonic PSG/VGM is also experimental. Outputs include HuTrack music, HuSFX effects, PSG/VGM data, PCM assets, standalone `.pce` ROMs, and experimental game-integrated builds. These capabilities exist across multiple tools, but not all are fully integrated into the Workbench GUI or validated end-to-end.

**Remaining Development and Integration:** Research demonstrated how original NES 6502 sound-driver logic, APU register shadows, and Sunsoft 5B audio can be translated into native PCE PSG output. We've implemented foundational channel allocation, priority, ownership, and experimental sound-driver hooks in Excitebike and 1942. Remaining priorities include identifying reusable NES sound-driver families; developing shared envelope, sweep, length-counter, pulse-duty, triangle, noise, and expansion-chip libraries (5B, N163, MMC5); completing SMB's five-voice HuTrack/CH5 HuSFX integration and 1942's native audio wrapper; and improving PSG/PCM coexistence and music/SFX handoffs. Future capabilities include VGM → HuTrack, WAV/MP3 → multichannel PSG, PCM → PSG approximation, and HES import/export. **The long-term goal is one unified Workbench audio-conversion pipeline with reusable drivers, game-specific adapters, and batched gameplay validation**, replacing separate experimental workflows.
#3
Hello everyone, this is my first post! :)

A few months ago I purchased a 'junk' CDR-30 from japan. Turns out the plastic of one of the 3 feet holding the assembly in place broke off. One of the rubber spacers also turned out to be very brittle and got damaged.

After glueing the plastic back together, a complete recap and greasing the assembly, turns out the laser has problems reading the inner tracks of the disc. Later tracks play perfectly though, tracks in the middle of the disc play fine with some skipping. Checking the lasers eye pattern with an oscilloscope, looks like the laser isn't the problem. I adjusted VR103 and that seems to improve the skipping but inner tracks still skip and tapping the player lightly also still causes skipping.

Seems like the assembly not being perfectly balanced causes this, as installing washers also influenced this and tilting the player improved playback even further. I also replaced the rubber feet with those of another assembly using the same laser, but seems like they aren't strong enough to properly hold the assembly.

My question is: Is there a way to properly balance the assembly so it plays discs reliably? Does the assembly really need to be perfectly balanced to work properly? Are there any known replacements for the rubber spacers holding the assembly in place?

I tried fixing this issue for weeks but I can't seem to find a solution. Hope you guys can help me out so I can finally play some CD-ROM² games :)
#4
Localizations, Games, Apps, Docs / Re: Bad Apple for PCE
Last post by Sarthax - 11/07/2026, 05:38 PM
Apparently there was a version put out on this a few weeksago. Sound bit rate and sampling is low, but for it's size, prettty decent.  There was a CD version also.

https://archive.org/details/bad-apple-pc-engine-project-v-5-final

https://archive.org/details/bad-apple-pc-engine-cdrom-arcade-30fps
#5
Thanks. I swore I had an account before (I asked about repair/refurbish the first PC Engine Duo I got. :)
#6
Yeah, it's a retro unregulated dry transformer with just 4 diodes for DC conversion and a smoothing capacitor, so how high a voltage you get depends on your incoming AC power which isn't exactly 120VAC, mine hovers at 126.

Only a modern, regulated PSU would give you 10VDC exactly. The retro PSUs are linear and depend entirely on the length of the coil to achieve a voltage drop! This one probably expected 110VAC like Japan, but in the end the internal regulators can handle 6-35VDC, so it doesn't matter so much.

Anyway, congrats on the repair!
#7
I replaced the fuse and big capacitor inside the AC adapter, and tested the AC adapter before connecting it. The label says it's supposed to have 10 Volts DC, but I had 12.84 Volts DC.

I sent a message to Thesteve and he thought it should be fine. Perhaps it drops a bit under load.

Duo powered on fine after repairing the AC adapter! Played Ys 1 and Super Star Soldier for the first time in over 15 years!!

 :boom:  :boom:

On the subject of screens: I am playing on a flat Panasonic CRT via composite. Tv is a 2000s model with component jacks as well as composite. I still prefer CRT... maybe being a competitive Street Fighter II player makes me extra sensitive to input delay.

I recently upgraded our 60" LED tv to a 50" plasma from the 2000s for our xbox 360, ps3, and wii. It's much more responsive to play on, and much more enjoyable. Also the older tvs have more sets of input jacks
#8
Nah, it's not dangerous - booting with a modified system card 3 BIOS ROM with a flashcart is perfectly fine, you have nothing to worry about.

That makes about 2 fan localizations that use that idea to help provide easier 8x16 font support. But if they learned how to use ChatGPT they could eventually get rid of that dependency like TruMisery is doing.

Anyway, welcome to the forum.
#9
Hopefully this isn't considered as warez discussion.

Long story.... I have

- Japanese PC Engine Duo
- China clone Turbo Everdrive v1
- A burned copy of the Fan Translation of Xak Gaiden (Frey's Magical Adventure)

Basically the fan translation asks for a modified system card 3 bios.

But I also heard, that using a Turbo Everdrive v2 and v3 on a PC Engine Duo can cause bus conflicts due the additional RAM thing.

But then the Turbo Everdrive v1 doesn't have the additional RAM that would cause the conflict.

So in theory if I load the modified syscard3.pce on a Turbo Everdrive v1, there would be no conflict, PC Engine Duo runs it on its own RAM.

And this worked. So the question is, is what I did dangerous?

PS. I tried combining the patch for syscard3 for Everdrives, and then put the Frey bios patch after.... This DID NOT go well.
#10
Sure, I'll try to find the Dragon Warrior ROM next time I fire up my desktop PC. I'm sure it's on there or on my microSD card for the Turbo Everdrive. I'll edit the link back in here. I recall Bernie gave it to me, a cool PCE Turbro who faded out, deleted his social media for personal reasons so he's hard to reach. Scratch that, it seems I tried to acquire it from Bernie in ~2022, but I guess he couldn't find it for me... That Dragon Warrior NES2PCE is lost media unless we can find someone who got it, I asked TurboXray himself. Here's a recent link of him talking about it on nesdev.

In the meantime you can find Contra, Castlevania, MegaMan 1&2, Jackal, etc PCE ROMs that Tom did in his @TurboXray (<= click) profile link where I made a special Wayback recovery tribute so his work wasn't lost. It was a few hours of collecting some of his history as a best-of collage which I randomly did to some profiles of special contributors.

UPDATE: Made search progress. So now I DO, vaguely, remember downloading this particular ZIP file from somewhere! Anyway, I mirrored it to my server:

pcengine-fx.com/downloads/DragonWarrior_PCECD.zip
http://www.turboxraypce.org/PCE_uploads/NES2PCE/DragonWarrior_PCECD.zip
Since there's no working save feature you use his cheat:
QuoteBecause there is no save feature (nothing is written to PCE BRAM), I decided to add a cheat. If you press/hold run+select+right, the game will give you 10k gold and level 15. You will see the gold immediately, and this is let you know it worked, but you won't see the level increase until you encounter an enemy (because the game does the level check during combat) - you will then be level 15 will all the spells for level 15. Warning: if you are a higher level and use this cheat, it will revert you back to level 15 with 10k gold. But if you still level 15 and spent most of your gold,  you can use this trick to replenish your gold. It does not give you new items or such - just gold and level 15.
http://www.turboxraypce.org/PCE_uploads/NES2PCE/readme.txt

Lastly, @SuperPlay saved all the other common NES2PCE builds in one ZIP, found that too:

tg-16.com/superplay/MISC/pcedevnes.zip