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Posted By: Kale PC-98xx WIP/screenshot thread - 12/07/12 05:23 PM
This is a thread for the long running series of NEC PC-98xx computers line (and that, for the five people that lives on Mars, is definitely the most famous JP computer ever created, and that's not an understatement).
As usual, the topic is all about bug reporting and bragging about how the emulation is wonderful laugh





http://mamedev.emulab.it/kale/?p=1796
Posted By: crazyc Re: PC-98xx WIP/screenshot thread - 12/07/12 05:39 PM
What kind of HDD interface do they have?

Edit: Just tried a couple of the non-working ones. The RX tries to use 386 instructions so either it's the wrong ROM or the wrong CPU. The UX is more interesting. It expects to read 0x80 from port 0x35 or it tries to do a reset to real mode jump, probably for Windows. Then it prints "SYSTEM SHUTDOWN". You can get past that too then it prints "A20 ADDRESS ERROR".
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 12/07/12 05:49 PM
Either SASI or SCSI, it depends on the kind of the machine.

Additionally, PC-9821 has an undumped/unavailable IDE rom, if I'm reading NekoProject / QEMU source correctly they basically hack the space by filling some data I believe.
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 12/07/12 06:08 PM
Actually, PC-9821 seems to work fine now (maybe due of the RTC fixes, no idea). Panic Bomber being one of the exclusive games halts with this:


Posted By: Kaylee Re: PC-98xx WIP/screenshot thread - 12/07/12 07:05 PM




Unfortunately not playable keyboard is to slow (but could be my slow pc, can't get it ove 60% running at a frameskip of 10)
Posted By: Justin Re: PC-98xx WIP/screenshot thread - 12/07/12 07:19 PM
Originally Posted By Kale
Actually, PC-9821 seems to work fine now (maybe due of the RTC fixes, no idea). Panic Bomber being one of the exclusive games halts with this:




"Insufficient memory, protected memory is [less than] 3M bytes"
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 12/07/12 08:45 PM
Preliminary support for 256 colors mode:







Beware: PC-9821 is VERY intensive performance wise (~30% here).
Posted By: R. Belmont Re: PC-98xx WIP/screenshot thread - 12/07/12 08:52 PM
Riverhill Soft? The perpetrators of Overblood? Awesome.

Also, PIPOOOOOOOOOOOO!
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 12/08/12 05:12 PM


Kanji hook-up tied to the CG ports. Next up:
*Do the bitswap at driver init
*Extract the missing kanji data from the hand-crafted ROMs (I obviously want a redump, but I fear it's unlikely)
Posted By: Dullaron Re: PC-98xx WIP/screenshot thread - 12/10/12 11:35 AM
Wow the graphics are wonderful.
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 12/10/12 10:43 PM
Yes, I'm surprised what's possible with just 16 colors and a decent color depth.

Anyway, today's WIP is for Brandish 2 - The Planet Buster, that should be playable except of the usual kanji bugs:

Posted By: Kale Re: PC-98xx WIP/screenshot thread - 12/11/12 01:31 AM
Made some fixes. Mouse buttons are definitely active low, and fixed the alternative way to access PCG / Kanji ROMs. Block Quest V is now playable (although still with kanji bugs):



Posted By: Kale Re: PC-98xx WIP/screenshot thread - 12/11/12 03:51 PM
Jump Hero display PCG on the right is finally fixed with latest:

Posted By: Just Desserts Re: PC-98xx WIP/screenshot thread - 12/11/12 06:02 PM
Originally Posted By Kaylee
Unfortunately not playable keyboard is to slow (but could be my slow pc, can't get it ove 60% running at a frameskip of 10)


Just so you know, frameskip only helps if it's the video emulation that's slow. On systems with a fast/powerful CPU, frameskipping doesn't accomplish anything and you're better off running with -noafs.
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 12/12/12 03:16 PM
Fixed kanji lr for good, now kanji should always display fine:



Also, you could always change the clock to half, the current bottleneck is definitely the I386. In theory I could change the clock rate in half when in V30 mode, I just need to know if there's a bit for that.
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 12/13/12 06:56 PM
While testing, I've found this one (that seems fully functional):





Click to reveal...






Note: pic 3 is under spoiler, but not for the reason you believe ...

And I really wonder if they really are THE MUSE or some JP counterpart ...
Posted By: R. Belmont Re: PC-98xx WIP/screenshot thread - 12/13/12 07:23 PM
We have a spoiler tag? Sweet.

BTW, doesn't the original Policenauts run on PC-98?
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 12/13/12 08:49 PM
It runs on PC-9821, and tried a bunch of hours ago, doesn't work due of EMS errors (and I believe it needs HDD / CD support anyway).
Posted By: Dullaron Re: PC-98xx WIP/screenshot thread - 12/13/12 10:37 PM
Wow a killer game. Look like a PlayStation game. Too bad no English texts.
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 12/19/12 07:01 PM
Got Dokkin Minako Sensei to boot (that is a 2dd image) in PC-9801RS:





Gaplus works too, but for whatever reason emulation is very demanding (36% here), might be a good test case for improving speed (and yes, it's in Tate Mode by default, don't know if it's possible to change it):

Posted By: Darkstar Re: PC-98xx WIP/screenshot thread - 12/19/12 09:11 PM
One of my favorites smile







I *think* I played the English version on the Amiga, but still, this is pretty neat smile
Posted By: Reuental Re: PC-98xx WIP/screenshot thread - 12/20/12 11:34 AM
The Amiga didn't have Nectaris - but there was Battle Isle smile.
The original English version came out for the Turbografx, and there were updated installments later for DOS/Playstation.
Posted By: Darkstar Re: PC-98xx WIP/screenshot thread - 12/20/12 05:33 PM
Yeah, I realized this too. The game on Amiga I played was "Full Metal Planet" (this was well before Battle Isle), and Nectaris was on DOS
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 12/25/12 03:42 AM
Added reset/set functions in uPD7220 draw pixel routine. Fixes at least AdventureLand gfxs:

Posted By: Kale Re: PC-98xx WIP/screenshot thread - 12/25/12 04:31 AM
Fixed Xevious scrolling:

Posted By: Kale Re: PC-98xx WIP/screenshot thread - 12/25/12 08:02 PM
This got fixed recently (Bakasuka Wars, a paint tool):

Posted By: Kale Re: PC-98xx WIP/screenshot thread - 12/26/12 02:35 AM
Improved keyboard, now games are definitely more playable:

Posted By: Kale Re: PC-98xx WIP/screenshot thread - 01/07/13 03:24 AM
Thanks to DFJustin, I've got how to start a play in Prince of Persia.

It basically requires an user disk, you have to format it thru the 6th menu item (ユーザーディスクを作成), then start a new game via the first sub-menu. Game fully playable, thanks also to the aforementioned keyboard fix.





Posted By: Xor Re: PC-98xx WIP/screenshot thread - 01/07/13 07:49 PM
Nectaris looks great, effective use of 'dithering' to simulate more colors.
Posted By: Just Desserts Re: PC-98xx WIP/screenshot thread - 01/07/13 07:58 PM
Originally Posted By Xor
Nectaris looks great, effective use of 'dithering' to simulate more colors.


I find it interesting just how much better 16-color 640x400 games look on the PC-98xx than they did on IBM-PCs of the time, as with the PC-98xx you could select the 16 colors from a palette rather than having them completely fixed. Although you're still limited to 16 colors, you can choose a palette more fitting for your game. smile
Posted By: R. Belmont Re: PC-98xx WIP/screenshot thread - 01/07/13 08:59 PM
Yeah, I always thought Sierra was dumb to make the non-PC AGI games use the crappy EGA palette. They could've had an alternate art set and per-room palettes for the IIgs/Amiga/ST.
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 01/07/13 09:53 PM
Ehm, EGA is 640 x 480, with 16 possible colors with a depth of 6 bits per gun.

PC-9801's GDC is 640 x 400, 16 possible colors (+ 8 main colors if you want to use the tilemap, but you usually won't because it's not flexible) with a depth of 4 bits per gun.

Let's face it, JP dithering algos are noticeably better than western ones.
Posted By: Stiletto Re: PC-98xx WIP/screenshot thread - 01/07/13 09:59 PM
I'm thinking Prince of Persia looks beautiful. smile
Posted By: AWJ Re: PC-98xx WIP/screenshot thread - 01/08/13 07:22 AM
Originally Posted By Kale
Ehm, EGA is 640 x 480, with 16 possible colors with a depth of 6 bits per gun.


That's VGA. EGA was 640x350 and 2 bits per gun. And you could only use the palette in that specific mode--the 15kHz modes (320x200 and 640x200) were limited to the CGA colors because they were designed to be compatible with CGA (RGBI) monitors.

Most "EGA" games were really PCJr/Tandy-1000 games, running in 320x200 with the fixed CGA colors. EGA was an odd-man-out in the progression from CGA to PCJr/Tandy to 256-color VGA: the vertical resolution meant you couldn't just double pixels; you needed two different screen layouts and sets of art assets if you wanted to support both EGA 640x350 and anything either above or below it.

The PC98 equivalent of EGA was 640x400 (I think the monitors were 24kHz versus EGA's 22kHz) so the transition was much much easier. You'll see PC98 games where only the fonts, portraits, etc. are in high resolution and the scrolling part of the screen is effectively 640x200 with black "scanlines" to save CPU cycles.

tl;dr version: Blame IBM, not the supposed superior skillz of Japanese pixel artists. IBM designed EGA with text and "vector" graphics (for business charts, etc.) in mind, where the exact pixel aspect ratio didn't matter; games just weren't on their radar.
Posted By: Darkstar Re: PC-98xx WIP/screenshot thread - 01/08/13 01:02 PM
Is there a way to convert .hdi files to .chd? They look like simple raw images with a 4k header prepended (presumably containing the disk geometry)
Posted By: etabeta78 Re: PC-98xx WIP/screenshot thread - 01/08/13 01:04 PM
hard disks are not yet supported in pc98
Posted By: Darkstar Re: PC-98xx WIP/screenshot thread - 01/08/13 01:38 PM
Ah okay, I thought it might have been added recently as -listdevices shows a harddisk device for it.
Posted By: etabeta78 Re: PC-98xx WIP/screenshot thread - 01/08/13 01:50 PM
the SASI/SCSI bus has been added, but I don't think that any communication actually goes on between the hd and the machine
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 01/08/13 02:14 PM
Originally Posted By AWJ
[quote=Kale]
The PC98 equivalent of EGA was 640x400 (I think the monitors were 24kHz versus EGA's 22kHz) so the transition was much much easier. You'll see PC98 games where only the fonts, portraits, etc. are in high resolution and the scrolling part of the screen is effectively 640x200 with black "scanlines" to save CPU cycles.

tl;dr version: Blame IBM, not the supposed superior skillz of Japanese pixel artists. IBM designed EGA with text and "vector" graphics (for business charts, etc.) in mind, where the exact pixel aspect ratio didn't matter; games just weren't on their radar.


Actually yeah, PC-98 bitmap GDC runs mostly in 640 x 200 mode. But you don't convince me anyway, even PC-8801 and Sharp X1 games does a better job in dithering than IBM gfx artists ever did. And we are talking of machines that has just 8 colors on screen.
Posted By: Anna Wu Re: PC-98xx WIP/screenshot thread - 01/08/13 06:10 PM
Originally Posted By Darkstar
Is there a way to convert .hdi files to .chd? They look like simple raw images with a 4k header prepended (presumably containing the disk geometry)


eueeno is working on a chd support for the NHC tool.
So maybe you are able then to convert the .hdi (Anex86)/.hdd (Virtual98)/.thd (T98)/.nhd (T98-Next) formats.
Posted By: R. Belmont Re: PC-98xx WIP/screenshot thread - 01/08/13 06:14 PM
Nice. It didn't take Toni long to get CHD support in UAE, so hopefully eueeno can get it in so it's ready when Kale or whoever gets the HDD working.
Posted By: Anna Wu Re: PC-98xx WIP/screenshot thread - 01/08/13 06:23 PM
Originally Posted By R. Belmont
Nice. It didn't take Toni long to get CHD support in UAE, so hopefully eueeno can get it in so it's ready when Kale or whoever gets the HDD working.


Grrr, still canīt test at all because of missing CD+G images. ; )
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 08/01/13 12:44 AM
WIP software list for PC-98xx.

Posted By: Kale Re: PC-98xx WIP/screenshot thread - 08/07/13 09:39 PM
Support for raw images (mostly thanks to OG). Ash (and presumably other games once that I identify them) now boots:



Posted By: Dullaron Re: PC-98xx WIP/screenshot thread - 08/08/13 11:05 PM
Look like it printed on a paper. Nice graphics. Giving me a good feeling to it. smile
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 02/18/14 04:23 AM
Fixed video paging for Quarth, upd7220 is shit, weird and full of contradictions ...

Posted By: Darkstar Re: PC-98xx WIP/screenshot thread - 03/15/14 10:38 AM
PC9801RS seems to have regressed recently.

This happens with Rev.28543, right after launching:
Code:
-----------------------------------------------------
Exception at EIP=0000000002A0C3CC (dynamic_array<rgb_t>::operator rgb_t const*()
 const+0x000c): ACCESS VIOLATION
While attempting to read memory at 0000000000000120
-----------------------------------------------------
RAX=0000000000000118 RBX=000000000094CAA1 RCX=0000000000000118 RDX=0000000024C5F4E0
RSI=0000000000000000 RDI=0000000000000000 RBP=00000000002272C0 RSP=00000000002272C0
 R8=0000000000000000  R9=0000000000000000 R10=0000000000000000 R11=0000000000000000
R12=0000000000000012 R13=0000000000000000 R14=0000000000000000 R15=0000000000000000
-----------------------------------------------------
Stack crawl:
  00000000002272C0: 0000000002A0C3CC (dynamic_array<rgb_t>::operator rgb_t const*() const+0x000c)
  00000000002272F0: 0000000002A2600E (palette_t::entry_list_raw() const+0x001e)
  0000000000227380: 000000000094CAE3 (hgdc_draw_text(device_t*, bitmap_rgb32&, unsigned int, int, int, int, int, int, int)+0x0042)
  0000000000227440: 000000000164E938 (upd7220_device::update_graphics(bitmap_rgb32&, rectangle const&, int)+0x0264)
  0000000000227470: 000000000164E9F8 (upd7220_device::screen_update(screen_device&, bitmap_rgb32&, rectangle const&)+0x0062)
  00000000002274A0: 000000000094C5D5 (pc9801_state::screen_update(screen_device&, bitmap_rgb32&, rectangle const&)+0x009f)
  00000000002274D0: 0000000002A093FF (delegate_base<unsigned int, screen_device&, bitmap_rgb32&, rectangle const&, _noparam, _noparam>::operator()(screen_device&, bitmap_rgb32&, rectangle const&) const+0x003f)
  0000000000227520: 0000000001AFB619 (screen_device::update_partial(int)+0x01a3)
  0000000000227590: 0000000001C90081 (video_manager::finish_screen_updates()+0x005f)
  0000000000227600: 0000000001C8E8C4 (video_manager::frame_update(bool)+0x0088)
  00000000002276C0: 0000000001AFC14C (screen_device::vblank_begin()+0x00f4)
  0000000000227730: 0000000001AFAC53 (screen_device::device_timer(emu_timer&, unsigned int, int, void*)+0x003d)
  0000000000227770: 00000000029A194A (device_t::timer_expired(emu_timer&, unsigned int, int, void*)+0x004a)
  00000000002277C0: 00000000026C04EC (device_scheduler::execute_timers()+0x00fc)
  0000000000227870: 0000000001BB25DD (device_scheduler::timeslice()+0x03e9)
  0000000000227AD0: 0000000001BC392D (running_machine::run(bool)+0x0369)
  000000000022F310: 0000000001AF872A (mame_execute(emu_options&, osd_interface&)+0x02cf)
  000000000022F850: 0000000001C60B0F (cli_frontend::execute(int, char**)+0x0a8d)
  000000000022FE00: 00000000010540B6 (utf8_main(int, char**)+0x02d6)
  000000000022FE60: 0000000001EA8706 (wmain+0x00a6)
  000000000022FF20: 00000000004013F0 (__tmainCRTStartup+0x0270)
  000000000022FF50: 00000000004014F8 (mainCRTStartup+0x0018)
  000000000022FF80: 000000007702652D (BaseThreadInitThunk+0x000d)
  000000000022FFD0: 000000007715C541 (RtlUserThreadStart+0x0021)
Posted By: Micko Re: PC-98xx WIP/screenshot thread - 03/15/14 12:27 PM
should be fine now.
Posted By: crazyc Re: PC-98xx WIP/screenshot thread - 10/07/14 03:33 AM
Got that ERCACHE thing to work although I'm still not sure what it's for. Gets Xenon2 running though.


Also, more upd7220 issues, dosshell has a line in the middle.
Posted By: R. Belmont Re: PC-98xx WIP/screenshot thread - 10/07/14 03:39 AM
Looks good, aside from the 7220 problems smile
Posted By: crazyc Re: PC-98xx WIP/screenshot thread - 10/08/14 07:09 PM
For Kale.



Couldn't finish installing due to the (likely) change line issue though.
Posted By: R. Belmont Re: PC-98xx WIP/screenshot thread - 10/08/14 07:18 PM
There seems to be some disk-change issues with modern floppies above and beyond the change lines. On the Apple II with the new controller (which has no change lines), two-disc Infocom games identify side 2 correctly after you change but then read wrong data and bomb out.
Posted By: crazyc Re: PC-98xx WIP/screenshot thread - 10/08/14 07:33 PM
The problem here is more that the change line if it exists is unimplemented. Anyway, I copied the install files to the HDD and installed it that way. It doesn't look right without the blue background though.

Posted By: Kale Re: PC-98xx WIP/screenshot thread - 10/08/14 09:32 PM
Probably jp default? Have you tried to fiddle with options sub-menu?
And if you want something that would give nightmares regarding 7220, try Dragon Buster: annoyingly Dempa/Namco decided that it was sick to just set up the two chips with different screen resolutions, resulting in effectively masking top/bottom part of the bitmap layer.

ETA: the line change is a regression, old posts help for that matter here.
Posted By: Octocontrabass Re: PC-98xx WIP/screenshot thread - 10/13/14 01:02 AM
It took a bit of trial and error, but I finally got pc9821 to boot with the new hard disk support.



It's slow.
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 10/13/14 09:44 PM
And not only slow, I suppose. What's that if you don't mind?

Additionally, somebody should try to boot Policenauts, if he's capable enough to install it on neko project then try mess (hint: it's on cd-rom)

Now that I think about it, what are chdman params for pc-98?
Posted By: Anna Wu Re: PC-98xx WIP/screenshot thread - 10/13/14 09:51 PM
Policenauts works on NP2, Anex86 and T98-Next.
Not tried the MESS driver.

PS: The NP2 emulator requires the NECCDD.SYS driver to access CDs.
No other CD driver works so far I know.

You might also get a GDC clock error. If you do, click Emulate->Reset
while holding down the End key on your keyboard.
The BIOS will appear. Turn switch 2-8 OFF (2.5 MHz).
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 10/13/14 10:20 PM
I guess it installs on hdd, right? Or it also streams data from cd-rom (like redbook audio)
Posted By: Anna Wu Re: PC-98xx WIP/screenshot thread - 10/13/14 11:02 PM
Originally Posted By Kale
I guess it installs on hdd, right?


Yes, but not at all. I suggest to install "WarCraft" as example,
it is easier to install.



INI
Posted By: Justin Re: PC-98xx WIP/screenshot thread - 10/13/14 11:08 PM
Originally Posted By Kale
And not only slow, I suppose. What's that if you don't mind?


Looks like the first Touhou Project game, Highly Responsive to Prayers: http://www.mobygames.com/game/pc98/th-reiiden/screenshots/gameShotId,422082/
Posted By: Octocontrabass Re: PC-98xx WIP/screenshot thread - 10/14/14 05:07 AM
Originally Posted By Kale
And not only slow, I suppose. What's that if you don't mind?
Justin got it - it's Touhou Reiiden. This version in particular is from a hdi file I found somewhere and converted to chd. I couldn't figure out how to boot the system with a blank hard disk, nor could I get it to work in pc9801rs (although I'm not certain if that's supposed to work).

I also have no idea if I used chdman correctly.
Posted By: crazyc Re: PC-98xx WIP/screenshot thread - 10/26/14 03:57 PM
Found out why the system font wasn't working in BGI.
Posted By: R. Belmont Re: PC-98xx WIP/screenshot thread - 10/26/14 04:56 PM
Looks nice smile
Posted By: TheCollector1995 Re: PC-98xx WIP/screenshot thread - 10/26/14 05:15 PM
Just questioning, is it possible to implement the cdrom on the PC98xx emulated in MESS? (At least in 1990s models)
Posted By: crazyc Re: PC-98xx WIP/screenshot thread - 10/26/14 06:19 PM
I'm not sure. What interface did they use, IDE or SCSI?
Posted By: TheCollector1995 Re: PC-98xx WIP/screenshot thread - 10/26/14 06:37 PM
IDE, at least in the late 486 models and Pentium ones, also, tokugawa forums and BetaArchive do have the right IDE rom (as pc98bank3.bin)
Posted By: Anna Wu Re: PC-98xx WIP/screenshot thread - 10/26/14 06:39 PM
With the fmgen/kai version of NP2 you can load the CD images via IDE file dialog menu.

tinyurl.com/p32f7v7
Posted By: Octocontrabass Re: PC-98xx WIP/screenshot thread - 10/27/14 12:52 AM
Something was fixed since my last screenshot, and now another game is playable...



Touhou Fuumaroku! It's the second game in the Touhou series.



Even in easy mode, I can't take screenshots and play at the same time, so I took screenshots of the demo instead.



You can't tell from the screenshot, but that beige rectangle in the middle is flashing really fast. (Double buffering gone wrong?)



Moving objects fill in the background with solid beige, and any black or flashing areas left over eventually scroll off the bottom of the screen.
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 10/31/14 03:14 PM
Originally Posted By Octocontrabass




Moving objects fill in the background with solid beige, and any black or flashing areas left over eventually scroll off the bottom of the screen.


Very likely it uses EGC, which isn't emulated at all in current stage.

And I've did some early attempts at IDE, but there are various things that are still unclear to me, plus NEC BIOSes are notoriously bitches in their HW checks. Of course that would be awesome, I don't think any JP emulator could be defined "user-friendly" (read: never got a cd-rom working in np2 etc.)
Posted By: crazyc Re: PC-98xx WIP/screenshot thread - 11/04/14 02:21 AM
Forced down the bitmap layer in Dragon Buster.



They did it by adjusting the vertical back porch on the slave/bitmap 7220 to be ~20 lines longer than on the master/char.
Posted By: Octocontrabass Re: PC-98xx WIP/screenshot thread - 11/10/14 02:20 AM
I was bored, so I improved the keyboard a bit.


(Text from Wikipedia.)

Missing keys have been labeled, with the help of Google. Technically it was possible to use the kana-kanji converter before, but it's a lot easier now that NFER and XFER are labeled.

Caps and kana lock can now unlock. No screenshot because there is no before/after comparison that can adequately represent the frustration of accidentally hitting kana lock and being unable to type anything useful ever again.

Punctuation and other symbols all work in natural mode. This makes it feel a lot more natural, at least until you try to use one of the keys that doesn't work.
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 11/10/14 03:30 PM
If it works, that's fine for me.

I'm generally not very motivated on keyboard simulation coding, due of the basic fact that are things that needs decapping anyway.
Posted By: crazyc Re: PC-98xx WIP/screenshot thread - 11/23/14 02:44 AM
Bit of progress with the EGC.
Before

After

Obviously a ways to go.
Posted By: etabeta78 Re: PC-98xx WIP/screenshot thread - 12/10/14 02:00 PM
Fixing an off-by-one index in my sector maps allowed some more disks to boot fine



NFD Rev. 1 experimental support is also added: the only disk without extra data loads fine

while the other two NFD Rev.1 images I have just sit to a black screen. I have not fully understood the exact usage of these extra data (alt reads of some track to be loaded if the first read does not make the system happy?) and this does not help smile
Posted By: Haze Re: PC-98xx WIP/screenshot thread - 12/10/14 02:09 PM
several formats include multiple reads of the same track to show where 'weak bits' are (ie bits that randomly return different values - a common copy protection mechansim)

maybe it's simply that?

afaik it's one of the reasons a lot of CPC disk files don't process properly either.
Posted By: etabeta78 Re: PC-98xx WIP/screenshot thread - 12/10/14 03:39 PM
problem is that this format is used only by T98Next emulator and from the author's webpage (or better from its translation I managed to get combining a couple of online translators) it seems that the emulator intercepts some specific FDD commands and "hacks" the reply depending on the sector "properties"
combining this with the relative lack of NFD Rev.1 files (I think I have 4 images: one has no extra data at all, 2 of them have only a bunch of extra datas, 1 image has blocks of data which does not match the sector map), it becomes a bit difficult to understand what to do with such data.
for the moment MESS will read the first chunk of data and ignore the extra chunks

overall, I start being pretty happy with the code for NFD Rev. 0, and therefore I think we can live with partial Rev. 1 support for the moment, until I find more testcases smile
Posted By: R. Belmont Re: PC-98xx WIP/screenshot thread - 12/10/14 03:52 PM
Get someone to do a non-machine translation of that page, for starters smile OG can probably help you encode weak sectors etc. properly then, AFAIK the modern FDC already supports that stuff.
Posted By: etabeta78 Re: PC-98xx WIP/screenshot thread - 12/10/14 04:10 PM
a non-trivial hurdle is that T98Next is closed source, so that it's hard to be 100% sure about some fields even with a better translation.

anyway, current plan is to clean up the code and commit it, then ask OG's help for some other geometry problems I have noticed, and finally see if he can help me with weak sectors smile
busy schedule as usual...
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 12/11/14 02:15 AM
Code:
	72	    - add support for write protect header bit? apparently, some disks try to write and
73	      fail to boot if they succeed which is the reason this bit was added


There's Gruppe on Sharp X1 that requires something like that (yes, it refuses to boot if your floppy is writeable). I'd expect it to be a poor's man protection even on pc-98xx.
Posted By: etabeta78 Re: PC-98xx WIP/screenshot thread - 12/11/14 01:03 PM
fiddling with some more disk formats...

this time it's .fdd turn, which makes the majority of games from softlist finally loadable...




Posted By: LoganB Re: PC-98xx WIP/screenshot thread - 12/11/14 01:56 PM
Originally Posted By etabeta78
fiddling with some more disk formats...

this time it's .fdd turn, which makes the majority of games from softlist finally loadable...


Uh-oh, not 177.

Speaking of which, according to a file on the disk, the X68k version is actually by Beauty Planets and is a 1996 doujin port.
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 12/12/14 02:08 AM
It's a direct port from Sharp X1, not unlike Dragon Slayer and probably others.

Guess that now might be a good time to test stuff ...
Posted By: etabeta78 Re: PC-98xx WIP/screenshot thread - 12/12/14 05:20 AM
there are still a few disks which use an unsupported track layout, but the majority get loaded smile
Posted By: crazyc Re: PC-98xx WIP/screenshot thread - 12/14/14 05:04 PM
These shown not working earlier are now.

Posted By: crazyc Re: PC-98xx WIP/screenshot thread - 12/14/14 11:53 PM
Just need to figure out why the text isn't drawn properly.
Posted By: crazyc Re: PC-98xx WIP/screenshot thread - 02/01/15 04:11 AM
Think I finally got the egc shifter straight.



Windows is still drawing as above though unfortunately.
Posted By: R. Belmont Re: PC-98xx WIP/screenshot thread - 02/01/15 05:18 AM
Looking good. Shame about Windows, but better game compatibility is never a bad thing smile
Posted By: TheCollector1995 Re: PC-98xx WIP/screenshot thread - 02/09/15 07:13 PM
looks like the cache error is a ITF bug, I, however, do have a patched itf.rom (pc9821) file that doesn't show it and proceeds booting just fine.
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 02/09/15 08:58 PM
Cache is cache, and not going to be fixed anytime soon. And patching the ROM for not seeing that error is pointless and misleading, and if any guy really did that makes me a lot sad.
Posted By: TheCollector1995 Re: PC-98xx WIP/screenshot thread - 02/09/15 09:33 PM
Anyway WinNT 4.0 gets stuck at the kernel load after inserting disk3 and the same happens with winnt /b on the pc9821ce2 machine.
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 02/18/15 08:54 PM
Some random games tested:

Uno: uses EGC, minor gfx bugs at title screen/during gameplay (when you use special wild cards), otherwise working:



Viper V-16 Demo: now boots, but bitmap "chars" are shown in inverted pattern, it also crashes at some point due of bad VRAM reads (works but with even more broken gfxs if you remove the BITSWAP in gcrg hook-up)



Ulamander: works, unofficial doujinshi port of Salamander, jerky scrolling but I think it's the way it is



Sokoban Revenge: moans with lunar message, guess it wants an user disk.



Posted By: crazyc Re: PC-98xx WIP/screenshot thread - 02/18/15 09:31 PM
Originally Posted By Kale

Viper V-16 Demo: now boots, but bitmap "chars" are shown in inverted pattern, it also crashes at some point due of bad VRAM reads (works but with even more broken gfxs if you remove the BITSWAP in gcrg hook-up)
This displays properly if the grcg tiles are bitswaped also but that'll require some regression testing before I'm comfortable with it. Even worse than that though, Dragon Buster now detects the egc and uses it instead of the grcg with very poor results.
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 02/18/15 09:45 PM
Tamashii no Mon also sports that, so you already have two test cases.
EDIT: and ok, tested and both works, so I'm going to commit it if you don't beat me to the clock (I have to recompile from scratch, which will take a while).



Posted By: crazyc Re: PC-98xx WIP/screenshot thread - 02/18/15 11:31 PM
Originally Posted By Kale
Tamashii no Mon also sports that, so you already have two test cases.
EDIT: and ok, tested and both works, so I'm going to commit it if you don't beat me to the clock (I have to recompile from scratch, which will take a while).
Go ahead. I've made some of progress on Dragon Buster but the graphics are still a bit corrupt.
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 02/19/15 12:05 AM
Another four games random pick:

F-1 Grand Prix
& Skyblaster GR: asserts with:
Code:
FATALERROR: Incorrect layout on track 0 head 0, expected_size=166666, current_size=167648


Maboroshi Kaitou Den: Seems to work, Y's clone with Egyptian theme apparently, no hell of an idea about how to exit the initial town.



Rori Rori Rolling: was giving a small gfx bugs with brake stops, fixed. Timer seems slightly fast but guess it's just like that.



EDIT: (well, four games that shows something, :p )

J. League Professional Soccer 1993: can't start a game, I presume because it attempts to write to user disk.



The Return of Ishtar: works, both players plays on keyboard, joysticks doesn't seem to do anything and no configuration is possible (bare bones direct conversion)
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 02/19/15 01:02 AM
Last two for today + another blank:

Marble Madness: ignores current "double height" for bitmap graphics, as shown in snap. Faithful conversion with of course the caveat of having slightly altered BGMs (different sound chips).



Zarth
: HaLTs during initial loading, presumably floppy timing related.

Hotel Wars: Another one which I don't have any clue about what it wants. No clue either about why it's named "Hotel Wars" but to me it seems a Koei-esque sim game.

Posted By: mzk Re: PC-98xx WIP/screenshot thread - 02/19/15 01:43 AM
Originally Posted By Kale
Hotel Wars: Another one which I don't have any clue about what it wants. No clue either about why it's named "Hotel Wars" but to me it seems a Koei-esque sim game.


It asks you what year it is this year. Then it says that it can't be that one, and asks you to answer seriously.

Originally Posted By Kale
J. League Professional Soccer 1993: can't start a game, I presume because it attempts to write to user disk.


It's asking you to insert the user disk into the drive 2.
Posted By: Kale Re: PC-98xx WIP/screenshot thread - 02/19/15 02:02 AM
Yep, either can't write or there's a detection issue then (because user disk IS present in drive 2). As for Hotel Wars, it's definitely unplayable for non-JP speakers, and definitely Koei-esque.
Posted By: Stiletto Re: PC-98xx WIP/screenshot thread - 02/19/15 02:45 AM
Originally Posted By mzk
It asks you what year it is this year. Then it says that it can't be that one, and asks you to answer seriously.


Haha! Awesome. We are living in the future. laugh
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