Welcome! As stated, you should get those capacitors changed soon. If the audio starts getting weird replace them ASAP! If not it will be a paperweight. Normal TG16's and PC Engine's as well as Duo R and RX's are fine.
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Localization Legend "Supper the Subtitler" has "joined the club" in being targeted for CD-pressings by bootleg master Tobias/PCEWorks! His projects like Private Eyedol, Galaxy Fräulein Yuna 1 & 2, etc. are now being sold on Chinese factory-pressed CDROMs... ![]() |
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Show posts MenuQuote from: TurboXray on 08/01/2014, 06:45 AMYou mean the /RDY pin? Holding down the IRQ pin does nothing but request a CPU interrupt (which doesn't halt the cpu or address/data bus in anyway). I'm pretty sure the cpu does not have tri-state or even buffered address/data bus lines (this has been talked about quite a few times over the years for making special hardware on the cart port, like a DMA chip to the VDC). So it won't be accessing anything in the base PCE unit (8k system ram, or ram on cart).Well you learn something new everyday.
*If* the base 64k CD work ram is behind some sort of bus arbitration logic chip, then the CPU could be halted with /RDY (which is only available on the back plane) and ram safely updated. But if the chip is capable of this, you can't access or use this feature. The system card bios routines have all been disassembled. All the routines manually read from the cd data interface port to transfer to CD work ram/etc. Not even the later updated/new BIOS routines via software (some late gen games did this) that directly access the CD ports/hardware - do anything like requesting some DMA mode.
Like I said before, the only DMA request available is to ADPCM ram; again, it is not mapped to the cpu address bus so /RDY is not needed (you poll the ADPCM status port for an access slot for read/writes to the PORT. The cpu has no direct connection to ADPCM RAM). The ADPCM request does issue IRQ pin, if streaming mode is enabled, but doesn't halt the CPU. It interrupts main or sub code, and the CPU itself jumped to an interrupt vector to change the pointer of the ADPCM playback state. Again, the cpu isn't halted during ADPCM DMA.
I think you're using some wrong terms/labels, or maybe thinking about the MCU on the cd base side? IRQ request and DMA are ADPCM functions only. ADPCM ram != CD ram. The only reason I'm making a clarification here, is that it would have been awesome if the CD unit could DMA directly to CD ram, like it can ADPCM ram. That would make realtime streaming data during game logic, soo much more flexible and powerful. As it is, huvideo wastes a lot of cpu resource polling and manually copying data from the CD port to CD ram. And that Warriors of Fate CD game wouldn't have been limited to 30 frame per second, interleaving game logic and reading from the CD unit every other frame.
Quote from: ccovell on 07/31/2014, 09:57 PMhttp://forum.fobby.net/index.php?t=msg&goto=2088&That website looks very familiar while I was researching about the info of the D91317GD...
No info about the NEC chip, but it's likely just glue logic or port mapping hardware.
All the magic is in the PCE unit and the programmer's hands. ;-)
Quote from: Sadler on 07/31/2014, 04:50 PMYeah. I mean, basically the same tricks used for parallax in every PCE game that features parallax. Other ways the PCE can do parallax including using the background color like the first level of Magical Chase (and I'm somewhat convinced the first level rainbows in Star Parodier), and maybe palette rotation. I don't know if palette rotation is used to simulate parallax in any PCE game.Ok, thanks! Thought it was that D91317 chip again
Anyway, Rondo, while a very pretty game, is not doing anything that other PCE games don't do and it's not using any special hardware to do it.
Quote from: Sadler on 07/31/2014, 03:22 PMSo developer tricks is what you are saying?Quote from: Sephirothkefka on 07/31/2014, 02:05 PMOh sweet! Well now I need to figure out what makes that 3 layer scrolling in Rondo.Which parts are you thinking of? I don't think there's anything fancy in Rondo. I think some areas use scan line scrolling + dynamic tiles + sprites in a pretty convincing manner though.
Quote from: guest on 07/31/2014, 02:19 PMMaybe...Quote from: Sephirothkefka on 07/31/2014, 02:05 PMCreative use of sprites?Quote from: thesteve on 07/31/2014, 01:41 PMhttps://www.pcengine-fx.com/forums/index.php?topic=16503.msg342958#msg342958Oh sweet! Well now I need to figure out what makes that 3 layer scrolling in Rondo.
its a DMA mapper
Quote from: thesteve on 07/31/2014, 01:41 PMhttps://www.pcengine-fx.com/forums/index.php?topic=16503.msg342958#msg342958Oh sweet! Well now I need to figure out what makes that 3 layer scrolling in Rondo.
its a DMA mapper
Quote from: guest on 07/31/2014, 01:36 PMSorry!Quote from: Sephirothkefka on 07/31/2014, 01:13 PMI know that part as I said.I was obviously replying to vestcunt.
Quote from: guest on 07/31/2014, 12:11 PMIt adds ADPCM too, which is the Oki chip.I know that part as I said.
Quote from: guest on 07/31/2014, 12:05 PMI'm not TG16 technical, but remember that the CD-ROM only adds red-book audio and a media format with more storage space, i.e., CD's. The parallex and graphics processing is all in the core hardware.Hmm, wgen I looked up the graphics hardware it said it can do only 1 background layer