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#66722 01/13/11 02:40 AM
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Ok, it's not a secret that I'm currently rewriting NEC PC-8801 HW driver because old driver was too rotten to work on it without going nuts.

NEC PC-8801 is arguably the most popular JP computer in Japan, and indeed it's the JP computer machine with most dumped games.
This list surely hides a lot of sleeper games that only deserve to be discovered by us wink

Anyway, current rewrite status (r10017) is that it loads the N88-BASIC and resets itself when it's time to give control to the user, probably because banking is still sketchy as per now.


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Best PC-88 RPG is Undine:

http://www.activegamers.com/soft/undine/undine88.htm

It's the maker's official homepage, they let you download their old games for free: http://www.activegamers.com/pc88/d88/undine.lzh

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Why did you drop PC-8801mk2sr emulation?
PC-8801mk2sr was well emulated in the previous versions.

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aabbcc: do you read English?

Quote:
because old driver was too rotten to work on it without going nuts.


In other words, we were unable to find and fix bugs in the support as it existed (and the author is long gone) so it got nuked and is being rewritten in a much cleaner fashion.

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RB, I do know that. But, when I do

mess pc8801mk2sr

mess prints

"pc8801mk2sr" approximately matches the following
supported systems (best match first):

pc8801mk2 PC-8801mkII
pc8801mk2fr PC-8801mkIIFR
pc8801mk2mr PC-8801mkIIMR
pc8801 PC-8801
pc8801mh PC-8801MH
pc8801ma PC-8801MA
pc8801ma2 PC-8801MA2
pc8801mc PC-8801MC
pc8801fa PC-8801FA
pc88va PC-88VA

So, pc8801mk2sr driver was completely deleted.
Hence I wrote 'Why did you drop PC-8801mk2sr emulation?'

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That set was basically an hack based off another identical romset with different resolution hooked up. The driver was SO bad that it didn't supported dynamic res in the driver.

And, just for the sake of let devs people point the finger against the old driver ... ok, MAME memory system is usually criticized performance wise and blah blah blah, but I really CAN'T expect a dual z80 system that was getting a variable emulation speed from 500% to ... 7%~9% on my i5 (generally worse than Naomi driver!). fwiw the same bench game (Tokyo Nampa Street) gets a steady 1200% on my Sharp X1 driver, and that driver could be improved too performance wise. smirk

Originally Posted By byuu


Looks cool, will keep an eye on it wink

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After implementing window offset bank it now loads and executes N88-BASIC properly. Window offset banking is just a byte register located at i/o 0x70 (r/w, another register at 0x78 does auto-inc) on which you can check what Work RAM window should appear at 0x8000 - 0x83ff, it's mainly used in N88-Basic mode only to circumvent the 32k RAM limitation. Don't want to repeat myself, but that's simple to implement IF you write custom code like I'm doing at current time.

It also seem that we can load some games too, will try now to see if they can do anything meaningful once that we hook-up proper 0xc000 - 0xffff ALU/VRAM bankswitching.

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Lots of missing features, but hey smile

EDIT: kind of amusing, Z Gundam seems playable, although with text layer garbage.





Last edited by Kale; 01/14/11 01:49 AM.
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Not bad for 2 days from scratch smile

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Don't have much time in these days, but managed to fix the layer masking.

Z Gundam is fully playable as per now with a minor layer clearance bug if you don't enter into gameplay asap, other games have more or less issues, main reason is that irq support is basically non-existant (I need to understand how i8214 really works, if Curt wants to check it out be my guest smile ).









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Implemented preliminary DMAC support, allows Tokyo Nanpa Street to be working (if you know JP, but that's another story).



As a side effect this also fixes the PC-8001 text compatibility mode (N-BASIC), even though screen settings are pretty much busted by now.



fwiw my current docs are very poor on this field, DMAC has 4 address registers, 4 counter registers and a mode register. Basically I just know that the address register should be used as a text vram base and that bit 2 is needed for enabling the transfer, nothing else.

Coming up: fix up text attributes.

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"I feel like a liar" progress:

Implemented high VRAM bankswitch, and fixed a DIP-SW bug.
Allows Grobda to show this screen, needs extra VRAM support for making it to enter into gameplay.


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Nice work! smile

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Nice Work Kale

See mappy is playable


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Nice job! Btw, there is a proper Intel 8214 emulation in src/mess/machine/i8214.c

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The Japanese at the bottom of the Tokyo Nampa Street title screen is the standard "This is a work of fiction. All names..." disclaimer, followed by a warning that the phone numbers that appear in the game are passwords to save and recover your progress and you shouldn't dial them on your actual phone.

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Originally Posted By Curt Coder
Nice job! Btw, there is a proper Intel 8214 emulation in src/mess/machine/i8214.c


Yeah, I've tried to hook it up without any success. Could you please take a look at it? smile

And good, Mappy uses the OPN joystick port, guess that I'll hook it up soon.

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Fixed a window offset bank init bug, should be 0x80 and not 0x00, this makes at least The Goonies and Alpha to boot fine, Arkanoid is fixed too but needs some additional bankswitch features kicked in.








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Great work, Kale smile

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Formula C.M.S

The FM/PCM sound is not bad. smile



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And I still have to add the two extra sound chips (ym2608) ...

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Fixed high mode RAM behaviour, it makes 177 to load proper "gameplay". It's weirdly a lot faster than it's supposed to be, dunno the reason so far ...
I was actually trying to fix Arkanoid with this, but it still refuse to run ... if I remove timer irq it boots with gameplay issues ...




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Wow, this is going back. I had a NEC-PC8801A as my first computer in like 81/82? Living in the US I don't even know how my dad got it, he worked at GTE about that time.. played a lot of Zork on it, laugh. The only graphic mode game was a Xevious knock off that I had to get from Japan through user groups and paper catalogs!

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Fixed ALU bankswitch priority issues, makes A.E. to boot
A game on which you shoots at ... mouse pointer formations. Seems very stupid as an idea, but game itself plays really hardcore-ish (I haven't even managed to finish level 1 after some plays). Might do a video of this once that I properly support ALU features:






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Played a fair amount of A.E. on the Atari Computer back in the day - I remember it being pretty brutal in the difficulty department.




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Last one for today, added a lot of gfx features (ALU, monochrome mode, analog display), some screens:

ALU (American Success)



Monochrome mode (Balance of Power)





Analog Colors (Ys 3)





(Bishoujo Baseball Gakuen)




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Very nice!

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Fixed a silly bug on my part with vram bank reading register, fixes at least booting in Arkanoid (at last!) and gfx garbage issues in Wanderers from Ys:




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Rewrote bankswitch model from scratch, now that I'm more confident with it. This will be also needed for supporting waitstate penalties at some point (some games are definitely too fast due of that).
Result of this rewriting is Tobira wo Akete booting again ... and yes I know, rewrites are supposed to break the games, not fix them wink



EDIT: here's what ALU is capable of, like stated previously: http://www.youtube.com/watch?v=FsgInRpboMc

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sorry for off-topic, but why PC-8801 has such strange resolution? super wide screens were common in Japan in 80's? wink

anyway, great work, Angelo!!


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Native normal resolution here is 640 x 200, and it's quite a normal resolution actually (for instance PC CGA was 320 x 200 or 640 x 200). Snaps looks ugly simply because MAME / MESS snapshots doesn't take the pixel aspect ratio when it's the time to save into PNGs (and I'm lazy so don't want to hand modify them).

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Fixed a silly bug with CRTC disabling, fixes text garbage with various games:

1942





Alphos:





A.I.R.:




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Layer masking actually applies only on b/w mode, that was rather obvious with Bug Attack (that was setting 0x0e on the register) ...




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Made the TC timer to go low on a longer time. I don't yet know how that truly works (i.e. if I have to check anything inside the upd765 emulation for this), but this fixes Aploon booting for now.





EDIT: actually, it fixes a "somehow" better game wink




Last edited by Kale; 01/21/11 06:24 PM.
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Very nice. Is that last game one of the Y's?

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Yes, it is.
Added irq latch mechanism, this makes all three Ys to work on this machine smile (minus hanging sound, caused by the lack of proper i8214 emulation hook-up / another bug with irqs)




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Added N-BASIC GFX mode attribute, used by some games like Bu U Ma or Kuronekosou Souzoku Satsujin Jiken title screens:





In this mode, tilemap cells are divided into 4 x 2 strips, on which bit 0 is top-left, bit 4 is top-right, bit 3 is bottom-left and bit 7 is bottom-right

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First step in emulating the CD-ROM interface on PC-8801MC variant ... hacking it to boot instead of the Basic BIOS and I've got this ...

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Here's the corner of busted code snippets, Cuby Panic by Game Arts does this:

21FD: ld ($EC41),hl
2200: ld a,$02
2202: ld ($EABD),a
2205: ret
9107: di
9108: ld a,($E6C2)
910B: set 1,a
910D: out ($31),a
910F: ld ($E6C2),a
9112: ld hl,($A808)
9115: ld ($A808),sp
9119: ld sp,hl
911A: ei
911B: ld a,$47 ;from here onward it stamps copy protection message
911D: call $A59E


I don't know what it's supposed to do, but if you change 0x911b to a ret then game works fine ... also, one of the floppy images doesn't have this check at all.


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It looks like it is expecting an interrupt to already be waiting or about to fire when it executes the EI at 911A, which would fire either right before or after the ld a,$47 at 911B

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Yeah, either it's expecting an interrupt to fire and screw with the return address on the stack or the check has already failed when you get to the start of that code.

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Recent build cannot boot any disk images...
Maybe from svn r10258?

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Originally Posted By aabbcc
Recent build cannot boot any disk images...
Maybe from svn r10258?


Did you check the DIP-Switches ?
The Autoboot-Option for the Floppy should be enabled.

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Thank you. Now it can boot disk images.

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I've checked many of PC-8801 System Roms.
After PC-8801FH, the additional ROM hadn't not dumped yet.
The additional ROM is so called BIOS setup menu just like PC's BIOS.
Total main ROM must be 128KB (Except Kanji Font / Jisyo ROM)

PC-8801FH
PC-8801MH
PC-8801FA
PC-8801MA
PC-8801FE
PC-8801FE2
PC-8801MA2
PC-8801MC
PC-98DO
PC-98DO+

BIOS Setup menu is intergrated on ROM (32KB)
Main Clock can be changed 4MHz <--> 8MHz via BIOS Menu.

So these machines must be re-dumped!

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[PC-8801]: Improved irq related functions, less prone to spurious by now

Still thinking about an even better solution, but it's certainly progress:








Last edited by Kale; 07/25/12 09:49 PM.
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Nice smile

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Adding some basic pixel timing and Castle Excellent goes into loading mode, it dies after that though.
Pretty sure that now most timing-sensitive things are shuffled around ...


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Added i8255 port B read/write comms, fixes at least Berserker Front Gaiden 3 booting

The joy of not having i8255 ports logged ...





EDIT: Bouken Roman boots too, Bruce Lee is very close (it tries to read i8255 port C in a weird fashion, needs investigation)








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Fixed spurious irq happening in The Ancient Art of War







EDIT: Burning Point loves this fix as well:








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Giving perfect interleave makes Carrot to boot, the speed drop isn't that bad compared to force_sync ...





Amusingly, this game also has a printer tester ... I'm scared about trying it out though wink



EDIT: Bruce Lee now works without tricks, and Arcus (demo) boots too:




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Made an attempt to fix attribute text vram until I have edge cases for the DMA and rewrite it properly (device style too), improves many games gfxs such as Hang-On, Carrot and Misty Blue:




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Good progress, Kale. smile

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And here's Misty Blue, complete with YM2608 / OPNA support:

http://mamedev.emulab.it/kale/?p=1711

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That's pretty good music for that combination of chips. I have no idea what the plot's intended to be though smile

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Found a case where 200 line B/W mode is used (Chitei Tanken). Also fixed color masking in it (0xfc -> maskes red and green guns on the layer == blue)



I know, not the most spectacular game out there but hey smile

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Added pending sound irq mechanism, fixes Megami Tensei gameplay hang

(and Double Face too, but it's a complete NSFW game so not going to post that):


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Quote:
(and Double Face too, but it's a complete NSFW game so not going to post that)


Nice, let us keep the thread "macho man free" smile

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Originally Posted By Anna Wu
Quote:
(and Double Face too, but it's a complete NSFW game so not going to post that)

Nice, let us keep the thread "macho man free" smile

Could we keep agendas out of the thread? I'm sick of people looking for sexism or discrimination where it isn't. Some people appreciate the female form. What the fuck is wrong with that? As a straight, married man who has a healthy relationship with his wife and with his female co-workers, I am offended by your stereotyping of men and projection of attitudes. Please keep it out of this thread, and this board if possible.

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Calm down, Vas Crabb ; )

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Originally Posted By Anna Wu
Calm down, Vas Crabb ; )

Sorry Anna, I just take things personally sometimes. I know we're both here for the emulation and the community, right? Not for politics, agenda and attitude.

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Just because I find this discussion amusing to say the least :P





Last edited by Kale; 08/12/12 02:11 PM.
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Itīs your free choice.
For me, it were the last words in this thread.

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I'm pretty sure Anna was joking. Also, that last screenshot isn't that NSFW even by 8-bit standards. The only tile that's really questionable is the girl with green hair over the background of hearts. Paste the comedy censorship graphic of your choice over that (e.g. Richard's head from the front page of bannister.org ;-) and I think it's good to go.

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Well, my POV is that all this fuss is caused by a silly Doujinshi game that I find to be borderline unplayable, it's a memory card game where every card has two sides ... to match two cards you have to remember what card design is on the other side ...
Arguing for that is just plain ridiculous imho.

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So it's a bit like Hot Memory, which Sixtoe made System16.com rather NSFW by putting up a screenshot of on the IT-32bit page? ;-)

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The Hot Memory screen isn't that bad either. You have to stare at it for a little while to figure out why it's bad. And you can't really write up a game at System16 without the title screen smile

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Elthlead uses non-special mode tilemap (that is, NO attribute is allocated in vram, just tiles):




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Fixed 1bpp colors when 400 graphics are used again:




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Fade In was writing outside of the EMM, causing a crash and misplaced gfxs:




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Did a major clean-ups of video related functions, and added cursor hook-up in 400 lines 1bpp mode (for whatever reason that applies on the bitmap layer instead of the text layer when in that mode). This greatly improves N88-Nihongo BASIC, making it to be fairly usable now:




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Various random snaps thanks to OG's excellent work with upd765 rewrite:











And now, the bad news:
* File Manager doesn't seem to unmount the previous image anymore, so if you try to load anything it throws an "Error: " (undefined? :P)
* soft resetting the system just pukes the floppy image for whatever reason (it doesn't load anything even if the image just loaded fine previously)
* There are various disks that asserts due of this error: "d88_format: Incorrect layout on track 0 head 0, expected_size=100000, current_size=100***", I'll try to update the pc8801.c driver by mentioning them.

Last edited by Kale; 10/10/12 11:45 PM.
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Originally Posted By Kale
* There are various disks that asserts due of this error: "d88_format: Incorrect layout on track 0 head 0, expected_size=100000, current_size=100***", I'll try to update the pc8801.c driver by mentioning them.


Fixed that one, other fixes shall follow.

OG.

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Gotta resume this topic since it's relevant:

Made PC-88VA floppy to work (sorta). Had to convert some devices to actually use the internal V50 chips and added slave PIC acknowledge.

I'll snap other pics later once I tackle the absurdity of how the video system works.
[Linked Image from mamedev.emulab.it]

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