RIP to BT Garner of MindRec.com... He passed away early 2023 from health problems. BT was one of the top PCE homebrew developers and founder of the OG Turbo List, then PCECP.com. Condolences to family and friends.
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Messages - ccovell

#151
On my page you can download full maps of Neutopia:  https://www.chrismcovell.com/gamesillust.html
Not sure if it would help you find your way, but at least you can see the full dungeon maps too.
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#152
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It's a very easy mod.  To keep the rear panel nice and clean, I installed a small switch very inconspicuously inside the CD compartment, in one of the corners. It's a hell of a lot better than some huge toggle in the back!
#153
Pachinko really is an annoying, smoky, noisy waste of time.

True story: When I first moved to Japan, and I found my first actual game shop, I was delighted to see lots of cheap PCE games for sale!  BUT no actual PCE hardware...
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After a couple weeks, they had a bare black CoreGrafx (and also a bare SCD-ROM2 unit) for sale, which I snapped up, but the ONLY PCE controller for sale in the shop was this Pachinko controller!  I had to play games like Dynastic Hero, Populous, and even Street Fighter II' in mono through RF (no AV cables at the shop, remember) on a broken 10-inch TV, with that bulky yellow Pachinko control pad.

And those days are still great memories to me...
#154
My fave is this one: Friends don't let their HuCards take it too far.
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or, Master Chu and the Drunkard Hu, anyone?   :roll:
#155
The credits cheat should work on both games in both regions...  anyway:

For Ankoku Densetsu (LAII), courtesy of Charles MacDonald
QuoteSound Test:
ATS: II, I, II, I, I, II, I, II, II, II

Select sound with II,I, press RUN to play. Play song 99 to exit and start the game.

Stage Select
ATS: I, II, I, II, II, I, II, I, I, I

(For an unused debug/test mode:)
The test mode is a little different; I don't think the code exists in the game to call it. You can patch the ROM (I used Ankuku Densetsu (J).pce) to force the test mode instead of the sound test by changing:

$390C7: Replace $98 with $89
By the way, some other cheats I found but only posted on MagicEngine's site perhaps:

QuoteAnyway, other hidden passwords: Enter "KOALA" as your name in Neutopia II for a surprising change in your character's appearance, as well as bonus potions. For the PC-Engine version, use the name こあら.
QuoteWell, first, here are all the cheats that I've found for Granzört, accessible in the regular game:

Create Sample Play data (seen in the demos):
When the title is swaying on-screen, press 1, 2, and then wait until the title and the triangular cursor for selecting 1P or 2P have fully appeared, then press 2, 2, 1, RUN.

Full Magic Power (never depletes):
When the title is swaying on-screen, press 1, Select, 2, and then wait until the title and the triangular cursor for selecting 1P or 2P have fully appeared, then press D, U, D, 2, RUN.

Turbo Shot:
When the title is swaying on-screen, press U, U, D, D, L, R, L, R, 2, 1, RUN

Stage Select:
When the title is swaying on-screen, press D, D, D, D, and then wait until the title and the triangular cursor for selecting 1P or 2P have fully appeared, then press U, L, D, R, RUN.

Sound Test:
When the title is swaying on-screen, press U, U, D, D, 1, 2, RUN.


There is also a debug menu, but it is only accessible through a RAM or ROM hack.
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The easiest way to get this is to set RAM location $3780 to #$20 (or "FF3780:20" in Tototek's code format, I think.)
I have no idea what the DUMP POSITION command does, but the SAMPLE PLAY command lets you record your gameplay until you die, then PLAY DATA plays that back (once you get back into the debug menu through a reset.)
QuoteFirst, Atomic Robo-Kid:

At the title screen, press U,D,L,R,1,2,1,2,U,D,L,R,1,2,2,1,Select to see the ending. There's a debug code in this game somewhere, but I don't know how to access it. Perhaps some more advanced hackers can take a look at it.

Anyway, if you want to enable some cheats in ARK, you can set RAM location $2205 to the following values using a cheat device like a flash cartridge:
01: non-death
02: map select (press select to choose a map; hold the pad and select together to scroll your character freely around the screen.)
04: display map position
08: step execute (pause the game and press select to advance frames.)

Add the values together to enable multiple cheats.


Gomola Speed has lots of cool stuff for us:

At the title screen, press U,D,L,R,1,2,1,2,Select to enable bomb-shooting in the game.
Press U,D,L,R,1,2,1,2,U,D,L,R,1,2,2,1,Select to view the ending.
Press U,D,L,R,1,2,1,2,U,D,L,R,1,2,2,1,1,1,2,2,1,2,1,2,U,U,D,D,L,L,R,R,Select to enter the CHECK MODE.

In the "options":
Hit Check: Turn off for invincibility.
Area Select: Ingame,press select+1 to choose a map; hold select and use the pad to scroll your character freely around the screen.
Step Execute: Ingame, pause the game and press select to advance frames.
Position Dp: Displays map position.
Pause Dp: Shows/Hides the "Pause" text.
Full Command: Allows passwords for Acts 21-25 to be accepted.

And on that note, here are the passwords for Gomola Speed (the second code for each act is for a harder version (?) of the act:
Code:
Version Check
 Star  MiniDragon  RoboKid  Mutron  Ninja
Act 1
 RoboKid  Star  RoboKid  Star  Ninja
 Star  MiniDragon  Mutron  MiniDragon  RoboKid
Act 2
 MiniDragon  Star  Ninja  MiniDragon  Mutron
 Ninja  RoboKid  MiniDragon  Star  Star
Act 3
 Star  RoboKid  Mutron  Star  MiniDragon
 MiniDragon  Mutron  RoboKid  Star  MiniDragon
Act 4
 Ninja  Star  Mutron  MiniDragon  Ninja
 MiniDragon  Mutron  RoboKid  RoboKid  Mutron
Act 5
 RoboKid  Ninja  RoboKid  Star  MiniDragon
 Star  Star  RoboKid  MiniDragon  Ninja
Act 6
 RoboKid  Mutron  Star  RoboKid  RoboKid
 RoboKid  RoboKid  Star  Ninja  Star
Act 7
 RoboKid  Mutron  Star  Mutron  RoboKid
 Ninja  Star  Star  Mutron  Star
Act 8
 Ninja  RoboKid  Mutron  MiniDragon  Ninja
 MiniDragon  MiniDragon  Ninja  MiniDragon  Star
Act 9
 Star  Mutron  Mutron  RoboKid  Star
 RoboKid  MiniDragon  Ninja  Ninja  RoboKid
Act 10
 MiniDragon  Star  Star  MiniDragon  RoboKid
 Ninja  Star  RoboKid  RoboKid  Ninja
Act 11
 Mutron  Mutron  Mutron  MiniDragon  RoboKid
 Mutron  Mutron  MiniDragon  MiniDragon  Mutron
Act 12
 Mutron  Ninja  Mutron  MiniDragon  Star
 MiniDragon  Star  RoboKid  RoboKid  Mutron
Act 13
 Star  RoboKid  Mutron  Mutron  RoboKid
 Mutron  MiniDragon  Star  Ninja  MiniDragon
Act 14
 Mutron  RoboKid  Mutron  Mutron  Ninja
 Mutron  Mutron  Star  Star  MiniDragon
Act 15
 MiniDragon  Ninja  Ninja  Star  RoboKid
 RoboKid  RoboKid  Mutron  RoboKid  Star
Act 16
 MiniDragon  Star  Ninja  MiniDragon  RoboKid
 Star  RoboKid  Ninja  Mutron  MiniDragon
Act 17
 Star  MiniDragon  RoboKid  Ninja  Ninja
 Star  MiniDragon  Mutron  Star  RoboKid
Act 18
 MiniDragon  MiniDragon  Ninja  Mutron  MiniDragon
 Mutron  MiniDragon  Star  Mutron  MiniDragon
Act 19
 Star  Star  Mutron  RoboKid  Star
 MiniDragon  MiniDragon  Mutron  Star  MiniDragon
Act 20
 RoboKid  Ninja  RoboKid  Star  RoboKid
 Mutron  Ninja  MiniDragon  Star  Star
-----The following codes require "Full Command" to be on ------
Act 21
 Mutron  Ninja  MiniDragon  MiniDragon  Ninja
 Star  Star  Ninja  Mutron  MiniDragon
Act 22
 Mutron  Mutron  Star  Star  Star
 Ninja  Ninja  MiniDragon  Star  MiniDragon
Act 23
 Star  Star  MiniDragon  Star  MiniDragon
 MiniDragon  MiniDragon  Ninja  RoboKid  Mutron
Act 24
 RoboKid  Star  Star  MiniDragon  RoboKid
 RoboKid  RoboKid  Ninja  Star  RoboKid
Act 25
 Ninja  RoboKid  RoboKid  Star  Star
 Star  RoboKid  Ninja  Mutron  Mutron
??
 Star  MiniDragon  Star  MiniDragon  MiniDragon
??
 MiniDragon  Star  Ninja  Star  Ninja
??
 Ninja  Ninja  Ninja  RoboKid  Ninja
??
 MiniDragon  RoboKid  Ninja  RoboKid  Star
??
 RoboKid  Mutron  Mutron  Star  MiniDragon
??
 Ninja  Mutron  MiniDragon  Ninja  Ninja
??
 Star  Star  Ninja  MiniDragon  Mutron
??
 Star  Star  Ninja  MiniDragon  Star

If anyone can tell me what the last 8 codes are for, please do!
QuoteHere's a funny alternate mode that you can access in Download 2. Go to the debug menu (ATS press SEL, (I,II)x5, SEL) and choose to view the ending cinema (#9). At the very end, when "NEC Avenue / SOFIX" are shown on the screen and the music has stopped, press and hold UP+SEL+II and keep holding them (?) until the debug menu comes back on. Choose a valid stage, and all the smaller enemies in the game will be replaced by crazy cartoon characters, like Ultraman, Bakabon, Moomin, etc! Each stage has something weird to see.

This cheat took me a few tries before it worked, so perhaps you should try this with an emu and savestates first.
QuoteHi, folks. I did a bit of hacking, and found the secret codes for the ridiculously, unimaginably awful CD game, Legion. There are 4 in total:

At the title screen press the following (carefully):

D,R,L,D,L,R,U,2,1, RUN, to have the narration accompanied by text.

U,D,L,D,L,R,R,2,U,1,1, RUN, to activate the in-game "edit mode". In-game, pause and press I to bring up a cheat menu. Also you can press Select to have the game display some numbers for scrolling at the bottom of the screen.

U,R,2,R,L,R,L,2,D,2,L,2,R,L,1, RUN, to activate the debug mode.

U,D,U,D,2,1,L,R,L,2,D,2,L,2,2,1, RUN, to see the ending.

If you want a two-player game [someone to share in the agony?! Ugh!], press select before pressing RUN.

Enjoy?
#156
Hey, folks.  This just came in today... no, it's not Strider for the SuperGrafx (I don't think that ever really existed anymore), but it is something that we've never seen!

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I'll have to take proper pictures after work and make a webpage, so hang on until then!

Edit: Page added!  https://www.chrismcovell.com/PowerConsole/
#157
Okay, this'll need a hint, obviously.  It has a very RPG-like name, in a non-RPG game.
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#158
Okay, here are the old methods next to the new (15-level dither) method:
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#159
Quote from: TurboXray on 02/21/2011, 06:31 PMI take it that the posterization there is straight, right? How about a weighted conversion to each posterized level?
Bonknuts, that's it!!!  Regular posterization won't work, so a pair of colour biasing curves has to be created for each image.

Here's a set of curve maps for Photoshop that'll do regular 8-level and 15-level posterization... but also the two 8-level posterizations that'll dither into 15 levels:
https://www.chrismcovell.com/data/PCE_Remapping_Curves.zip

Here's a demonstration:
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#160
Okay, so everybody knows that the PCE's 9-bit colour space is pretty limited.  Especially when remapping photographs or high-colour art, you get banding, flat colours, or have to resort to a high amount of dithering.

Does anyone know of a paint program that can remap 24-bit -> 9-bit (or any other colour space in RGB (non-indexed)) and apply dithering at the same time?

One technique which I've toyed around with in the meantime:
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(The images at the bottom have been posterized again into the PCE's 8-level colour space.)

Each combination of posterization levels gives a different dithering type, to high dither, dither in dark colours only, bright colours only, narrow dithering bands, etc.  There's no perfect balance that I've found, so one has to select the best-looking type for each picture:
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Any other good ideas?
#161
Okay, this one might either be too hard or too easy; we'll see...

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#162
The games play alright in most cases (*cough* AlteredBeast) but they do a lacklustre job with graphic tiles.  Take a look at a scene from arcade GnG and its SuperGrafx counterpart:

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The tree has 11 colours in the arcade (I had a paint program count them for me), but the tree in the SGX has colours that can be counted with the eye alone.  5 colours.
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With a little massaging of the palette, the full range can still be kept, even on the lowly SGX/PCE.

SGX GnG has half the number of colours as the arcade version, but it isn't the hardware's fault.  The same kind of sloppy conversion runs through the rest of GnG, 1941, Forgotten Worlds, etc.

Anyway, Strider ACD was developed by an outside company (Dice Creative), so NEC Avenue's failings possibly didn't enter into it anymore.
#163
OK, this hack is coming along nicely.  Many routines had to be changed, from VRAM tile writing, to sprite positioning, and even scrolling and screen setup.  I've also begun hacking the vertical res, scrolling code & logic to make the game completely full-screen, as the arcade version was.  Let me know if you like it.

A flicker comparison between R-Type (U) on the left and the SG hack on the right.
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#164
Quote from: nat on 01/23/2011, 02:24 AM...thus eliminating the flicker. You know... the same way the Darius hybrid cartridge does.
Oh, by the way, has anyone ever checked out what lengths Darius Plus goes to when hooked into the SGX?  Here's an illustration:
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...

A hack to R-Type might or might not work... The quickest way to do it would be to have the sprite updating code send updates to the VDC1 and VDC2 alternatingly each frame.  It might work... but the VRAM writing code still has to load sprite tiles to both VDCs at the same time.
#165
Yep, my BRAM tool will work with a flashcart or on a CD-R.
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https://www.chrismcovell.com/data/BRAMTool.zip
#166
Yeah, but scanlines means snapshots of CRTs and that means blur, moiré patterns, reflections, and a nasty curvature.

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Scanlines are nice when playing, but when putting pics on a webpage, a direct RGB capture from the system is the best, I think.
#167
Those are some nice comparison shots.  If you have Doraemon handy, could you take some comparison pictures of the title screen?  On this screen, Gigazombie's "head jewel" and the (bloody?) red dot on Nobita-kun's hand (look for it) are good indicators of colour wash-out with composite (and possibly S-Video?) encoders:

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#168
A quick ingame test:
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The game actually uses a single 16-colour palette for much of its overworld/underworld graphics, so that was kinda easy.  Other levels and enemies have to be hacked later.

I could write my own editing program, but nothing beats the RGB/HSB sliders and pixel view of a real, professional paint program.  My method is working out fine enough for now.
#169
Is anyone interested in me making a hack like this?

Example: original on left, hand-edited on right:
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A little explanation:  Over 2 1/2 years ago #-o  I got fed up with Dungeon Explorer's dark and gloomy graphics, and wondered if I could hack the ROM to brighten its palette overall.  What I did was

1) Find the palette locations in the game ROM
2) Extract them into mutiple 512-byte files
3) Write a C conversion program to change them from PCE 9-bit RGB to Pure RGB 32-bit words (00RRGGBB)
4) Import the Pure RGB as a palette on the Amiga
5) Edit the palettes in Brilliance on the Amiga ('cause it has a 9-bit palette mode)
6) Save the palettes as binary files again
7) Write a C program that does the reverse conversion
8 ) Plonk the converted PCE palette back into the ROM

As you can see, it's a convoluted process.  It's kinda hard (impossible?) to do any realtime palette editing with the PCE file, either as a binary, or as it's running in an emulator.

Does anybody know of a way to speed up the process?
#170
So what's this then?
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#171
I liked certain aspects of it (the graphics, music, variety), but it has its problems like any US-developed platformer (play control, level design, learning curve, etc, etc x10.)

I did a "method" review of it here:  https://www.chrismcovell.com/campcalifornia/index.html  (as I've posted before.)campcal1.png IMG
#172
A long-delayed update: I've made a new page combining these screencaps and a few more for an easier, clearer comparison.  I also explain how I captured the RGB images.  See the page below:

https://www.chrismcovell.com/gotRGB/rgb_compare.html

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#173
Only by cheating...  But check it out anyway: https://www.chrismcovell.com/campcalifornia/index.html

CampCalifornia-374.png CampCalifornia-385.png
#174
3-D steak & potatoes for dinner...   8)

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#175
Those are some great shots!

I don't have much to add... still working with 3-D but some don't come out as well as they should.  Panoramas are easy but close-up 3-D is really hard due to stronger horizontal and vertical parallax.

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#176
I'm still a real amateur when it comes to photography, but I love dabbling in 3-D stuff too:

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#177
I'm playing me some Game Gear and SMS games right now.  Not the usual list of games, but the less talked-about Disney games: Land of Illusion, Legend of Illusion, and Lucky Dime Caper.  The former two are really good, especially with levels that have to be revisited to access previously unreachable areas (once you're able to climb walls, shrink in size, etc.)

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#178
The walls in my game room are a little eclectically-decorated.  Most of the posters are just test prints from my printer, but I do like the pics that I chose.

MyWall1.jpg
MyWall2.jpg
#179
Most people probably know that there's a hard mode in Valis IV (Press Run+I+II on controller 2 at the title screen), but few have seen the extra levels because they're accessible only after beating the game in a single run-through (the save feature doesn't save a flag for hard mode.)  So I decided to cheat my way through the game:
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After defeating the final boss in Hard Mode, instead of getting the usual ending, you're shipped off to a monotonous 4-stage level overlooking the ocean, with strange enemies coming at you.  The faux boss at the end allows only Lena to pass.  If you're playing as the other characters, he'll say "who are you?" and the game will reset.  He warns Lena that the next stage is really difficult, and it is!
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Look familiar?  It's that damned annoying stage from Valis III, only made harder with scads of enemies and the same tricky jumps.  The boss is nigh-impossible to defeat under normal circumstances, too.
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Anyway, after this boss, you get the same ending as before.  So be glad I showed you these pics, as you probably wouldn't suffer through the game in Hard Mode anyway, right?
#180
Okay, next one:
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#181
Quote from: esteban on 09/28/2009, 04:57 PMTANGENT: By the way, remember all those posts from magicengine (documenting the "hidden" data in CD games)... this was a few years ago... were they saved / documented outside of magicengine's forums? Thanks in advance.
If you mean a few unused pictures, I managed to extract a few from Sylphia, and made a slideshow.  These were probably "sample" pictures and code that came with the Hu7CD development environment.

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https://www.chrismcovell.com/data/HiddenPics.zip
#182
Is it this?
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#183
TMLogic14.gif
Full screen, no borders!  :D

I'm not quite sure you understand the point about the awfully large borders (unless that was a facetious joke or something...)  There's nothing wrong with building art AROUND a static active playfield, a la Tetris, etc.  But too many Euro (and JP PC) games build honkin' huge borders that pen in and obstruct the scrolling image:
strider_02.png dragon_spirit_02.png
There are even worse offenders...

(At least on the Amiga, we had the Atari ST squarely to blame for this.)
#184
Quote from: esteban on 07/24/2009, 11:50 AMIMG
Aaarrgh!!  It's the return of the Incredibly Expanding Euro-border!  Once it took over Spectrum games, it wasn't satisfied until it had obscured the screen displays of even Atari and Amiga games!  Beware!
#185
Hey, folks.  I found this cute little warning image in the instruction manual for Klax on the PCE.  I thought it was so funny, I decided to scan it and give it a caption, like "Don't get your Hu-Cards drunk."  But I wonder, can anybody come up with a more clever/funnier caption?
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For example: "Finally, a real-life Drunkard Hu."  (Obscure/unfunny Color Dreams reference)

C'mon, you can do 100x better, right?
#186
OK, here are a few more, from the MD and SMS:

Composite --> RGB

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These are all 256 pixel-wide games.  I'll take some 320-wide ones from the MD later.  Plus, explain the tech stuff.
#187
Hey, folks.  I jury-rigged my Composite/S-Video capture box for my computer to accept R/G/B+sync over the luma line, so I could capture RGB video.  Take a look below at the quality difference between regular composite and RGB, for those who have never modded their PCE or any other systems for RGB.

Sorry for the picture size, but you need large pictures to see the detail.
Composite ----> RGB
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And here's Rockman 3 on the Famicom.  Composite AV Fami vs. RGB Famicom Titler.
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I adjusted the contrast/saturation level of the composite images to match the vividness of the RGB picture as much as I "realistically" could (ie: the same that you could adjust on a regular TV), but RGB is still much more vivid.
#188
OK, we're making it presidential this time around!  =D>
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#189
Okay, here we go:
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#190
The BRAM tool makes a backup of individual files, and renames them with filenames that have an ever-increasing name/number.  This means that backups don't have the same name as the originals, and that you can backup the same file twice, three times, etc.

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You can even backup a backup ad infinitum.  But that would be silly.

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PCE ROM available here: https://www.chrismcovell.com/creations.html

I've been busy doing other programming projects, but I've been thinking about putting this on an ISO for easy burning to a PCE-CD.  Would anyone use this ?
#191
Nah, if you have a Scotsman affirming something, you've given away the entire puzzle almost.

Next up:
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#192
That's gotta be crossdressing, showtuning Tim Curry.

OK, the next one's a bit easy too:
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#193
OK, here's the next one!
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#194
If you can't use a CDR in your Duo, but have a PCE flash card, you could use my PCE BRAM Tool ROM to alter your Tokimeki Memorial save file to match Termis'.

bramtool.gif
#195
Yuu Yuu Hakusho

And so could you explain the reasoning behind Gotzendiener, or however it's spelled?  I guessed it was something like "Gods 'n Dinner", though with the umlaut over the "o" it's really Goetzendiener...  Get some dinner?  Get Zen dinner?

Anyway, here's the next one for ya guys.  Really easy.
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#196
OK, the answer is Dodge Danpei.  First person to explain why from the pic gets to go next.

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#197
I took it from the sprite viewer in the debug mode:

pcengine-fx.com/forums/index.php?topic=2989.0

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#198
Nope, I was in Kitakami before.

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I've gone from this...................

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--> .........................to this

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I've also gone from an empty bed...

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...to one whose picture I can't show.  Sorry!   :-"
#199
Oh, Damn.  Somebody could read that?  Let me go and change my last post...

Oh, and a little bit about Gamefreak/Jerry Boy that I'm gradually working on...
chrismcovell.com/JBTribute/
chrismcovell.com/JBTribute/about.html

Quote

Jerry Boy is a Nintendo Super Famicom platforming game that was released in September 1991 in Japan, and later that same year in the US, renamed Smartball. It is not a very well-known game (but it deserves to be!): The gaming press in Japan gave it decent reviews, with high scores and some raves. I don't remember what the US press wrote, but Super Play Magazine in the UK passed it off as "A run-of-the-mill platform game with only its blob-shaped hero to distinguish it from the crowd. Very average." They gave it a score of 54%, while rewarding a game like Dinosaurs ("Dyna Wars", actually) with a score of 83% in the same issue, lavishing praise on a game which I consider less imaginative and more run-of-the-mill than Jerry Boy.


So, what's so special about Jerry Boy, then? Well, not a lot, but it is fun to play. It brought the simplicity and playability of 8-bit Famicom games onto the 16-bit Super Famicom, at a time when its contemporaries were trying to become more complex and stylish (which is good in itself, but lacks the essence of what made the 8-bit era so fun.) I have written a short review of Jerry Boy below for those not familiar with the game.

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#200
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Okay, so maybe it isn't much of a ballbuster...