#NEC PC Engine / TGFX16
1 messages · Page 5 of 1
It's not a new observation, but the video timing chain is as it is in the system.
nec gonna nec
OK, I updated the issue for srg320 to see.
Maybe there could be an option to at least center it?
Well, you'd need to define "center" before that can be discussed.
I am pretty sure the off center started within the last year. I have the RT4K and use DV1.
Just went and checked on one in between meetings and it had crashed with ing 2 hours of being started. restarted it and will check on it every 30 min or so
If you think this has changed over time, maybe you can look at past cores to see when the change happened ?
It’s definitely happened within the last two stables.
First pic: 240418
Second pic: 250526
I couldn’t find unstables to test from the nightlies repo
That's direct video > Morph > ipad screen
Well, lots of things can affect that, when there are so many stages between source and display... but srg320 did make some changes in the display line between those dates
Would anything we can do be helpful? Look at HDMI without direct video? Look at analog?
Analog
and two things - is it only shifted right, or is it stretched/compressed ?
HDMI has additional stuff happening
I believe shifted because the space on the right is smaller between cores
If you can measure how wide the image is, the ratio between offset and full width (if we know what game is tested), we can understand how many pixels the shift is
Don't compare against different cores; we always had to adjust the TV set to re-center between machiens
no no, I mean between TG16 releases (2024 vs 2025) - or was that what you were talking about
I am talking about the difference between two different versions on the same core
If you want to say that the display shifted... pick a game, and measure the width of the display area, and how much it shifted. Based on the game, we can determine how wide the image is, so then the measurements can be converted to millimeters per pixel, so that the right shift amount can be quantified to pixles.
Ok, I need to do some other stuff but will try to get started on that today
Just to be clear: Doing analog (svideo) to a scaler is ok? Or do you want pure analot to analog? (either way, I'm going to wait for this mister pi to show up - it's just a matter of what measurement is most useful)
Analog to Analog. Any additional step introduces its own eccentricities
And of course, that means that MiSTer -> HDMI -> scaler is multiple layers
Meanwhile, I'll tell you what I can do.
I can run original hardware -> Commodore 1701 monitor and measure a known screen with masking tape markers, then run the same from MiSTer's analog composite and check position, without adjusting any of the position/size adjustments
If there's a difference, I'll mention it. If there isn't, then it's not likely to be the core, but rather the scaler (either internal or external)
Ok, I will do VGA > Svideo into my JVC 910SU as soon as the mister pi shows up (I’d do it into the JVC D series but then I’d need a yard stick to measure the difference :p)
By the way, regarding the MiSTers that hung, what are they reading from ? SDCard ? And if so, what brand ?
And if not SDCard, then what ?
All NAS. I can move to SD card - and the mister itself doesn’t hang, I can still open the OSD, it’s just the game
Yeah, please use SDCard; NAS is considered less stable (although not quantified).
Also, please use the word "hang" instead of "crash", but sure, make this clear
"Crash" sounds like it went berserk and lost control. "Hang" sounds like it appears to be waiting for something that it never received.
Samsung cards were also suspect iirc. I can order some new ones - any preference?
I use official Sandisk Ultra or Sandisk Extreme
OK, I ran this test.
On 256-pix width, the MiSTer-output display is within 1 to 2 pixels of the original hardware.
On 348-pix width, it's pretty much the same
Not identical, but pretty darn close
I used Chris Covell's Screen Dimension Test to count pixels (move sprites 1 and 2 to edges of screen).
That test program can be fuond here:
https://www.chrismcovell.com/creations.html
Nice! That’s very close
Yeah. Now there might be something about how the pixels between HSYNC and the starts of display are being interpreted by the HDMI driver and/or scaler
versus how the pixels "after the active display but before HSYNC" are interpreted.
Default MiSTer HDMI output is supposed to automatically center the image, but the internal scaler does seem to interpret as though there is more blank space on the left than on the right, for better or worse.
that Patabor issue is interesting…I know I’ve experienced hangs/black screens in various CD games from time to time. Even had I think Ai Chou Aniki hang on a black screen for me during my last stream. I’ll double check that I’m on the latest core and then post an issue with a timestamp from my stream when I get a chance
Edit: Yes, Ai Chou Aniki hung at a black screen for me at one point…I’ll double check the core version before posting the card. I have a feeling it’s not specific to that game, though
another card I’ll make if no one’s beat me to it is the fact that if CD games are in their own folders (in my case CHDs), they won’t use cd_bios.rom unless the bios is directly in the same folder as the CHD.
For example, I have my JP games in TGFX-CD\JAPAN\GAME. If I put cd_bios.rom directly in the JAPAN folder and load a game, I get a Bios not found! error. It only works when I place the cd_bios.rom directly in TGFX-CD\JAPAN\GAME\cd_bios.rom.
what if it’s in /TGFX-CD/
i can try it…I actually realized that I didn’t have a boot.rom there
In theory, it should check each of the parent folders up to TGFX-CD, and that's what it does for non-CHD rips, but I don't know anything about the CHD code that went in
Yep, if I put cd_bios.rom in TGFX16-CD directly, then games boot
doesn't help me when I want to use region specific bios files I guess
...that said, I guess it's not a huge deal in this case
Got 3 extremes in today. setting them up and then I'll load patlabor on each of them. planning on running one on each flavor of main board. anything I should do aside from update linux, main, and make sure I'm on the latest stable?
oh does the screen differ depending on the bios file?
I love having region correct bioses on mega cd and saturn
ah you know what, I don't think I'm on the newest core
I believe there is a difference, but it may be super slight
the saturn and mega cd ones are big
I haven't actually tested it just yet
yeah saturn and sega CD ones are very different from bios to bios
@grand moss ok, confirmed I'm on the latest core...just did a test where I have my bios located at TGFX16-CD\1 - USA\cd_bios.rom. Loaded a bin/cue game from TGFX16-CD\1 - USA\_BIN TEST and received a Bios not found! error.
it DOES work if I put cd_bios.rom directly inside of the TGFX16-CD folder or inside the same folder as the game files
No, just set them up "as normal" for SDCards. Only suggestion I would make is that I would stay as "vanilla" as possible, and avoid CHD
yup, redump bin/cue. only game on the SD card is Patlabor.
Hm.. OK. Maybe I was wrong about the successive parent directory thing. I DO know that you should put the system 3 card in the TGFX16-CD folder, and you can override in the local folder of the game (this is necessary in the case of Games Express games)
Not sure why you'd want to nest them any other way
If I wanted to use different regional bios files....that said, the US bios isn't different enough to matter, so I ended up just putting the japanese cd_bios.rom in the TGFX16-CD folder and leaving it at that
the system 3 card...is that the arcade card? I don't see anything on the github readme about that file
oh wait, that's the bios d'oh
ah, I don't think I have any of those Games Express CD games
ah dang, Ai Chou Aniki crashed for me again in a different spot before the main menu 
can't reproduce it of course 😅
Yeah, there are different versions. The US version 3 one still has issues with a few CDs, so the Japanese v3 is the optimal one
I think the Cho Aniki issue has a different mechanism than the Patlabor one. I'm pretty sure that the Patlabor one is representative of some other games, but happens slightly more frequently. The Cho Aniki one appears to be more specific to that game.
But I'm going to have to ask - are you running "vanilla" bin+cue images on SDCard ? Or some other configuration ?
CHD…one thing I should definitely do is check my CHDs and potentially rip new ones myself
I’ve noticed crashing/hanging bugs like that with other CD games too, but I can’t remember specific titles. I can’t remember for sure, but I may have downloaded the CHDs from elsewhere, so it’s probably worth re-sourcing bin/cue files and repacking my own CHDs or maybe just switching to bin/cue rips
Please say "hang" if it just stops progressing; "crash" basically means that it goes berserk and/or the screen corrupts and shows garbage
good call
In any case, the new version should have a much lower frequency than before... we're trying to figure out how much lower, and how to determine the issue when it happens
but i edited to say crashing/hanging because I’ve actually seen bugs that fit the crashing description on occasion as well…usually the screen showing garbage somewhere
If that's the case, it's a completely different issue. The only "Crashes" I've seen in recent history were problems with the images, not the core
yep, it definitely could be a me problem. Some of those issues I saw were also from a while ago, so may be obsolete now
first thing I’ll do is redownload a fresh set…I’d like to keep it in CHD, but actually now that I have a 4TB SSD, I guess bin/cue is fine 😅
As long as we're looking at issues, it's important to figure out what layer the issue is caused by. We might find that certain issues are more likely on CHD than bin/cue, and that's a different type of issues at that point
hell, maybe i’ll download a fresh set and reconvert to CHD and keep both sets on hand. If it bugs on CHD, I can switch to bin/cue and see if it happens again
ok
@grand moss all three patlabor systems are going strong. going on 12 hours now
actually it’s just now 12 hours
Had a hang on QMtech sometime in the last few hours. Restarted it and will monitor it more closely
OK, that sounds good. So the previous thing could have been a storage/networking thing
How many systems ?
I got confused ebtween 6 and 8
definitely something along those lines, yeah. I have had the single hang after 14 hours. two of the systems are coming up on 24 hours with no problem
I was testing on 6 misters earlier, but for the sd card test, I am only testing on 3. 1 de10, 1 mister pi, and 1 qmtech.
QMTech hung after 14ish hours. de10 and mister pi have been going strong for 22 hours
I restarted the QMtech and it's been fine for 6ish hours
So, one potential hang amoung 72 hours of aggregate execution
That sounds "fixed"
The fact that there's a difference between SDCard and network would appear to be a separate issue, which likely affects more than just this one core
yep, and not something worth chasing
Did you update the github issue ?
I haven't yet, was cycling card to test this other issue. I can update and close if that's easiest for you
update it - I don't think it was you who opened it though
(so only they or sorgelig can actually close it)
ahh ok
make sure you mention the difference between network and SDCard
I will follow up a little later with another comment speculating about reason
done and done
@grand moss I meant to ask but it looks like you sorted the image offset thing (or, at least, got the information you needed for it). Do you need further testing on that. I think my analog mister pi might finally come tomorrow
Sorry, I'm confused - what do you mean "image offset thing" ?
ah OK. No, I'm satisfied that there is no problem in the core, since MiSTer composite output matches original hardware composite output within 1-2 pixel widths.
OK, I updated the issue as well
OK, funny thing about the PC Engine. And I wonder who here agrees with me.
But!
My Japanese white PC Engine, when I turn on the console, the click or movement of the power button is what I'd call: unsatisfying.
I just don't enjoy it. Something about the way they designed that power button.
You know? You kinda just slide it over.
Everytime I do that, I wonder if it will really turn on. Feels toy like.
But that's my only very minor criticism. Everything else about it is fantastic.
Must be a worn out switch. Mine are good
I mean, the switch does require a bit of force. It's not loose.
I'm just saying... the design is what I don't like.
Still better than other consoles in my opinions
I agree. It feels sludgy, stiff without tactile satisfaction.
I felt the Megadrive/Genesis power switch was sludgy, and not even stiff. No real click, just a slide
Agree. Genesis is 2nd worst. haha
I might agree that the Duo had a non-tactile switch, but my white PC Engine has nice feedback
I mean, I do love the consoles, don't get me wrong. But I love a really nice satisying click.
The NES and SNES were good with the satisfaction of the click hehe
Seeing the red light up onthe NES was nice
and then the SNES with that snappy click
@dreamy tiger @spark osprey any further news on testing ? Just wondering if it continued after our last discussion.It seems to me that the primary cause of hangs can be avoided by using SDCard, but I wanted to know if there was any more detailed information since then
(I'm not sure if non-SDCard related hangs will receive an update, or even if they can be solved)
Oh, I haven’t been testing since we decided that patlabor was network related - what else needs testing?
I thought I'd ask since you might just continue running the tests out of curiosity. I think the Cho Aniki hang may be a slightly different root cause though
I can do some cho aniki tests later tonight. just let the intro run on that one too?
As I recall, yes.
ok, I will set up a SD card test for that tonight
nothing yet, but I think I’ll have a bit of time this weekend to start redoing my CHDs and get a fresh bin/cue set. Then I’ll encourage people to request TG-CD games on my Sunday stream to hopefully get some testing done
Cool
anyone know what the latest version of CHDMan is?
I think the one I have is newer from like 2023
I'll just grab the latest mame so I'm sure
Also, does anyone know if there's some recommended settings to manually change for CHDMan? I usually just use it stock...
ok I have chou aniki running on 3 misters from the SD card
The last change to chdman appears to be November last year https://github.com/mamedev/mame/blob/master/src/tools/chdman.cpp
it seems like the hang happened most reliably for me after dying in game, going back to the title screen and then pressing Run to start the game again. It would hang on a black screen after pressing Run
perfect, I downloaded the version from the latest Mame package, so I should be all set
So, I've got something for you to test
Once you're set up
If you get it to hang with all the "regular" settings, try it again with "CD Seek: Fast" and see if you can recreate it
I haven't gotten it to hang yet
Am the only one who suddenly have no audio in my pc engine cd core ?
1 week ago i think
Do another update and see if that fixes it
There was a change made to both PC Engine core and Mister Main which needed to be in sync, but Main came out about 1 or 2 days earlier
If you were caught in that window, that would explain the lack of CD audio
interesting to know
gonna update inmediately
just updated still No audio in FMV parts
what is the date of your MiSTer main? You can see that by going to the menu, hitting b (where the scripts menu is) and it’s the date next to MiSTer
Date is "Mister v240921, OS V250402"
Yeah, that's not updated
yeah, your mister main is old. did you run update_all?
that should update mister main
if the update goes through, the mister will reboot
Pc engine core is "TurboGrafx16_20250526.rbf"
I just downloaded the "TurboGrafx16_20240419.rbf" and finally is working fine
yeah, the old core will work with the old main
if you update main, you will need the new core
By main do you the 'Main' file ?
yeah, the one that you have is dated 240921
It's literally called "MiSTer"
(september 21st, 2024) the latest version is 20250525 (may 25th, 2025)
Not sure why you would want to be running an outdated version.
Do you happen to know what does the 2025 version of pc engine core do ?
Am I missing something really important ?
Bug fixes
Critical ones ?
Hmm... important, but probably not critical:
Scroll through that list to get back to last september
Still no hangs. I dunno if I need to get to a specific level though
Where can I download this file ?
do you have update.sh on your mister in the scripts folder?
you can run that or update_all.sh
either of them should grab it
Yeah, seriously. It is the most normal part of the system to update during an update process
I have heard that some people have done some sort of special configuration to override this and use a specific version of MiSTer, but this only causes problems. I have no idea how this is done, so I can't explain how it can be undone.
I don't recall the specifics around when/why people had done this, but I think one reason was surrounding testing some in-development core.
sounds promising. Crossing my fingers that maybe replacing all my CHDs or using bin/cue will fix it for me.
when I had the hang happen, I didn’t get that far into the game. Played for less than 10 minutes.
ok so I know why I didn't have the 'MiSTer' file updated , I use Groovy Mister and I need a specific MiSTer file to make it work , problem is that if I replace my updated version of the 'MiSTer' file for the 'MiSTer' groovy mister needs then some things broke , like the Pc Engine Core any idea on how to manage this ?
@verbal rock I believe there is a way to specify using a specific MiSTer main file for GroovyMiSTer in MiSTer.ini, but I haven’t used GroovyMiSTer, so I don’t know how to do it
you can do it for other cores too
Amazing that did the trick ! thank you very much everyone for the help you all are awesome !
ah ok yeah, so it's the same as other cores, I couldn't remember the exact syntax offhand
oh wait, you’re running Ai Chou Aniki, right?
.... I am not. there are....two of these?
Is there a known issue with the shin megami tensei 1 port on the pc engine cd? I get a weird screen jitter effect
looks ok here. are you on the latest core and main?
I may be on some random main from a previous release actually! I'll test that thanks
yeah, latest core requires latest main. give that a shot and let us know. it’s looking ok here but I dunno if you’re in a specific part or something
let me test on analog first
just to make sure it’s not something weird with the mister scaler
Ahh, my analog setup is in pieces. File it and I can update it as needs be
Yes, Ai Chou Aniki is the one where I was seeing the hang
yeah, I'm running it now. I lost power during the night so I dunno if it crashed or not
I loaded it up last night just for the heck of it and played for a bit with my arcade stick and noticed that it seemed to control a bit differently compared to when I used my Dualsense…I redid my controller mappings on the Dualsense and played it a bit, but I actually couldn’t reproduce the crash. I’m still working on redoing all my CHDs and will try again later
Sounds good! Yeah funny enough mine is also haha just doing some rearranging
Wanted the ps2 back on the crt which started an entire chain reaction of cable management
I'm waiting for another mister pi (which is hopefully coming today) and forgot that I dismantled the old setup in anticipation
Posted to GH
@covert tangle #test-builds message
You beat me to it
Nice!
This may also affect that other one we spoke about last week... action side-scroller with a white line above the HP box
I'm not fluent in Japanese lol so I wasn't even planning an actual playthrough. But I'll test the usual stuff (rondo, r type, other caravan shooters)
@cosmic wasp @dreamy tiger You might want to try Cadash on this test core too, to see if the flashy white line is basically fixed. It affects the same area.
I just hope that no other games got broken by this
I'll take a look
I’ll check but we already figured out that line was present on og hardware
Yes, but frequency of appearance seemed slightly higher on MiSTer
Got it
Ran through the first area a couple of times on both builds and it seems to happen at about the same frequency
Maybe very very slightly better on the new build? But it’s hard to say for sure since they happen at slightly different places in each run
That's fair
Basically it happens due to a bug in the program - it misses the latch window.
It's non-deterministic because of the bug too
The latch window moved, so that's why I wondered if it improved
alright my entire TG-CD pack has been replaced with freshly packed CHDs and I also kept the bin/cue rips. I’ll report back if I run into any issues!
ha wow, that didn't take long! Ai Chou Aniki hung on a black screen after dying...guess I should try bin/cue
oh actually, I'll try fast seek first
i'm gonna start recording my gameplay
the hard part is that the hang seems random and doesn't happen in the same spot every time
Uh... last time you were talking about Cho Aniki
Well, Chou Aniki is what's in the issue log, and where I had confirmed issues in the past:
https://github.com/MiSTer-devel/TurboGrafx16_MiSTer/issues/220#issuecomment-2770475172
yeah, the issue I'm having is with Ai Chou Aniki, sorry for any confusion
I just played for 10 minutes with Fast Seek enabled with dying a couple times and hitting run at the title screen with no hangs
CHD...i'll give bin/cue a try later without fast seek..I'll try and get example footage captured
OK
probably worth noting that my games are stored on external SSD too
I have been trying to get that game to crash all day :p
bin / cue stored on the SD card
are you playing the game or just letting it run?
nice
not if you’re skilled enough like me 
but yeah it does seem like I’m generally playing for about 10 minutes or just under
Well, I'm not seeing any issues with Cho Aniki's demo loop (for the past couple of hours)
I played about an hours word (spread over like 5) of both Cho and Ai Cho - no hangs with bin/cue on the SD card
maybe related to CHDs?
if you’re up for it, maybe try a couple times with CHD and see if you can get it to happen
Someone said the other day there was a pack of bad CHDs out there that caused issues
I created my own
redump bin/cues from archive, latest version of CHDMan
unless there’s a bad bin/cue redump set out there?
got it on video...it's a random hang unfortunately...doesn't always happen in the same spot
Yeah, try it direct on SDCard with normal CD seek timing
(as in - not CHD, not external SSD, not network)
ok, the plot thickens (or thins maybe....maybe just points to the problem being external storage related)...I just tried loading bin/cue and it hung before even getting to the title screen
. The only thing is my bin/cues are not stored inside the TGFX16-CD folder, not sure if that could make a difference
bin/cue did load on second try
I can try from SD card directly later
alright, just got a hang when playing bin/cue direct from sd card
The only thing is, I technically launched it using a symlink from the external drive...but I wouldn't think that would matter...
I do see that the one I have is a specific disc pressing I think (SADS)...wonder if I should try a different copy
going to try redoing my core cfg files maybe
ah yeah you know, my cfg file has a timestamp from 2023 
If you have a spare sd card, it might be worth just doing a blank one that has the up to date main, Linux, core, and game on it
yeah, true
just played for almost 15 minutes with 1 death and restart (bin/cue, SD) and no issues after redoing my config files
Is it my imagination or now in the pc engine core we can skip cutscenes ? for example valis or castlevania chi no rondo
?\
I remember that I couldn't do that before
With DracX at least you can skip the intro cutscene once you've got a saved game stored, but not the first run through.
cho aniki guy checking in 😭 saw a hang with network loading on latest stable build with bin/cue over network. as usual, the hang appears to be during a CD audio track change. I'll try with a fresh SD card and loading bin/cue from SD card when I get a chance tomorrow
Ai Cho Aniki guy checking in...Just played for 20 minutes and got two levels past when it crashed in the video I posted, died and restarted with no hang
How old are your core config files? I've been having fairly consistent hanging with Ai Chou Aniki and after deleting my core config files from 2023 and redoing them, I haven't had it hang on me yet....that doesn't mean it's fixed, but so far so good...
ha immediately after I say that, I loaded the CHD and it hung 😅 No hangs on bin/cue on sd card after redoing the cfg files, though...
Depended on the game, but it was always possible on most games (except for the occasional mandatory introduction)
clean image from mr. fusion, game loaded on sdcard as bin/cue. it's been fine for over 2 hours. a few things that are missing from my usual setup:
- network loading
- retrospy (for input display while streaming). this does a really weird thing where it's constantly opening/closing /dev/inputX instead of polling: https://github.com/retrospy/RetroSpy/blob/master/MiSter/retrospy.c
- wizzo extensions for zaparoo and api server
i'll try to run some other tests with the usual setup with these bits disabled individually to see if i can narrow down a root cause
I’m putting all my chips on “network loading”. Maybe related to the patlabor hang.
I guess if we could figure out what patlabor and the two aniki games are doing different, we could test other cores with the same setup. Might just be a cifs quirk
I think it would be important to see exactly how long the outstanding request is outstanding for
I have a feeling that SDCard is pretty standard response times, whereas network probably has various sorts of potential delays that are small but possibly meaningful
I wonder if this were benchmarked, what would the results say, during the times where it freezes
Is there a way to test that?
It would require instrumenting the MiSTer executable
I did some more testing today and got hangs after the bios on Gradius II and the Rondo of Blood translation. Both were CHDs stored on external drive, though
kinda thinking my issues might either be with CHDs or just external storage…except for that ONE hang I saw in Ai Chou Aniki when it was running bin/cue from sd card that I haven’t been able to reproduce.
next thing to do is get a fresh sd card and run only bin/cues
Has anybody tried looking at the new test-build on games other than Shin Megami Tensei ?
I want to confirm that nothing gets broken by it, so then I can send a pull request
I could try some tests later today, I'm checking other things on the SNES, Saturn and Mga Drive sides before.
Just so that you are aware of what to look for - the only thing changed was when the vertical scroll register is latched on a given raster line. And even that is adjusted by the smallest possible quantum. So:
- any sort of jittering vertically
- if there is a one-line-offset on a section of screen - too early or too late to change from one section to the other section
The core seems fine on about 25 games tested so far and I don't see a flashing line anymore on Casdash too.
OK cool.
Glad to hear it. Please continue. I will commit the fix tonight if you don't find anything
I'm testing my version of Ai Chou Aniki done with my personal copy.
Also, I sent a response to issue #238
Ok, I will read your reply.
For illustrating quickly, between the last two stable versions of the core, on HDMI the image have shifted to the right.
It was correct before with a centered image and the same back bar on the two sides of the screen on every game I tried just a moment ago.
I'm searching the exact core version were it began now
That commit is the culprit.
https://github.com/MiSTer-devel/TurboGrafx16_MiSTer/commit/c40e69f39aeff7d38b24bf9bb586721bf688bee4
I've not found anything strange (or any evident visual regression) with my tests about the BYR latch change.
Awesome !
Are you confident that enough testing has been done to assume it's OK to commit ?
I would have liked a second person to assist, just to make sure I didn't miss anything.
Because I tested 40 games in only 3 hours, and I was also testing other cores today + replying on some other issues.
I don’t want to step on your process or anything, but maybe it’s worth pushing it to the unstable branch. that will expose more people to it
unless you were planning on doing requesting a stable release
sorry, yeah, the repo
I think we could push the commit after some more tests.
OK, I've committed locally; I can make a pull request when you tell me you're happy.
Later tomorrow if everything's fine.
After that I will focus on a full review of the Saturn core for the next days.
Actually, I should probably do it earlier - before I go to bed. It's tiny, but it affects the same area as the HDMI shift that srg320 might just work on tonight
Okay, you can do the PR.
No worries, please use @ Moderator in the future so it gets all of us. Admin only goes to Kit 😊
oh no did I miss free steam gift cards again?
I commented on this a while back, so it's nice to have verification.
Sorry I haven't had a chance to test, but I too have commented on it a few times. I think it indeed started around last Winter (December?). Thanks to everyone looking into the issue for us OCD folks 😉
I probably saw a regression with the last commit that wasn't caught in time.
The floor on stage 2 (regular stage) of Akumajou Dracula X.
I see a flickering white line now.
If you need a save file.
srg320 found the issue with the shifted image.
I'll take a look later today
The shifting is gone for me with the last commit from srg320.
By the way, for the Dracula X issue, which version did you test on ? the one before srg320 committed, or after ?
(or both ?)
Shifting the HSYNC may cause a slight difference in when the HSYNC interrupt is raised, and where the BYR/CR/BXR latches should take place
Both of them.
But I suppose you didn't go back to the 20250525 release
And - let me make sure that I'm clear on what you're referring to...
Initially on stage 2, the floor is solid. It's when you proceed to the right a certain amount - past at least one piller, and a few enemies - the top line of the floor starts to flicker
This is what you're talking about, right ?
Also on 20240418 - previous stable
Yes, that's the issue right there.
I was going to do a full explanation after my lunch, but you were faster.
I need to test some cores within the next 30 mins, so I'm adding the 20240418 and 20250525 versions to the test tool for today.
OK
By the way, I saw something on the SplitRes demo which leads me to beleive that the HSYNC adjustment might affect BYR/BXR latch timing, so you might see some weird things show up in games as a result of srg320's fix this morning
Thanks for the insight.
I need to check Akumajou Dracula X on my original system.
I'm closing the ticket, it's a normal behavior of the game and thought primarily it was a regression on the core.
We cross-checked with two friends of mine : my OG system, another one and also the PSP version.
Sorry about that.
Oh, Ok. If it was on original hardware, then I don't need to check for myself
Still, that SplitRes demo behaviour is making me think that another revision is needed
Again, I'll need to check on original hardware
Tested out the new build. The picture does look more centered, but it seems to still be off by a single column? Still need to adjust the alignment slightly from my Morph 4K.
Was using the Direct Video mode, so I'm not sure if it's related.
oh I can look. core in the unstable nightlies?
Eeyup.
yeah, definitely much closer, but now it's slightly further to the left. maybe by 2-3 lines?
Hey, the real consoles in the real timeframe weren't all centered to the same standard. People had Horizontal Hold knobs on their televisions to re-center if the picture was too far to one side - and mostly put up with it if it wasn't too far.
Only a comparison with the real thing on the same TV and probably the same input (composite) will help
I did exactly that prior to the change, and found it was off by only 1 or 2 pixels.
I'll cehck the new version soon - but maybe not today
In any case, the real question is whether moving the HSYNC has any effect on X/Y scroll timing (i.e. messing that up)
So cool
I've just submitted a pull request updating the readme, including lists of games which support various features (because those questions frequently arise)
I also added new information about CD+G support
And I re-arranged a couple of existing items to try and organize it a bit better
I'm not sure about whether lists of supported games would be considered "too much info" for a README, but otherwise it should be accepted pretty quickly
Yay, accepted !
I'm thinking it might be time to close old GitHub issues that have been addressed (I don't have rights to do that though)
A couple of the ones there are junk issues
A couple are theoretically resolved - but you let me know
Issue 189 (CD+G) should be closeable by now. Not sure if the originator wants to wait until the official release though
Issue 212 is a non-issue.
Issue 220 - I haven't heard any updates on this in about a week - how is testing going ?
Issue 232 is kind of a non-issue, but sorgelig clearly states it won't be adjusted
Issue 236 is related to a cheat, not the core
Issue 238 - any feedback ?
Issues 198 and 227 are fine to keep open
Issue 243 is new, so need to see whether it's actually an issue or not
Issue 220 - I haven't heard any updates on this in about a week - how is testing going ?
- I haven't done any further testing here since running it on the 3 misters for 22ish hours. I would vote close this
Issue 238 - any feedback ?
- I vote close. It's much better and I don't know if it's worth chasing "perfectly centered"
I agree with you. Not sure whether the original posters do
If you had posted in either of those issues agreeing with the issue, could you post an update with your satisfaction ? (If you didn't originally agree with the issue, no point)
✅
Oh !
Oh that's interesting - that perhaps doesn't change the timing numbers found during the test program though
I'll look at that after work for sure
I just looked at the game, and it's working fine !
wow, srg320 is great
Into another test cycle
-fix CPU access to registers
-shift timing of BXR latch
-fix BYR latch (flickering of the lower half of the screen in rcrtest)
More things to test for David
More things to discuss with srg320 too, no 3DO core for today.
This is how it should be
OKay, let's work on the MegaCD core instead of the 3DO.
EDIT : You're safe; for now. Friends need me elsewhere.
Big day for Earnest Evans enjoyers
OK, that looks interesting....
And I got my hands on a CPU->VRAM access test as well. MiSTer was already very close, let's see if this update makes it closer
I only got through about 20% of the CPU->VRAM testing yesterday, but this core improves several of the timings (although one got worse)
Hopefully I can post a more comprehensive set of results this afternoon
OK, just posted the issue
It's a really clean set of tests, but there's a lot of data to digest
Sega 32X should be in hell.
I don't know, but I feel like that needs some updates at this point.
yes I missed it 😅
It does get updated periodically from Zet-sensei backporting changes from the SEGA Saturn core.
Found some new issues reported by somebody on a different discord. The good news is that those issues were also found on Mesen
Would someone be able to test Dragon Slayer with this save file?
Load the first save. Go into the door/stairwell. Then back thru the same door/stairwell after the short dialogue. There are two audio chimes that both are messed up. I am on the latest unstable main and unstable TG16 core. I tried the stable TG16 and the problem persists. Have not tried stable main yet.
I am using the Japanese 3.0 BIOS
and bin/cue files
everything is on the SD card
Have you compared against original hardware ?
If not original hardware, then how about other emulators or older versions of the core ?
I have not
I will keep testing some other combinations, but I dont have real hardware
I found a very weird bug today that turned out to be a bug in the game software itself - it showed up in all emulation (but not original hardware). So it's good to know whether it's widespread, localized, or even version-specific
One of my first thoughts is "how do we prove it's not just the game ?"
So any pre-work you can do to see how widespread it is is always helpful
Makes sense. I will see what I can find. 🙂
Tried the USA 3.0 BIOS and no change.
Then I tried the 04/18/2024 core and the first audio chime is missing and the 2nd one sounds correct.
how do you know it's correct if you don't have original hardware ?
(although knowing that it's different between these two versions already tells us something)
have you tried mesen emulator ? mesen.ca
Just curious what it does. It's also very accurate
I will check out Mesen next.
Sadly I cannot figure out how to load a .sav in Mesen.
Converts save files for retro consoles: MiSTer, srm to sav, sav to srm, GameShark (sps and gsv), PS1, N64, DexDrive, Action Replay, Retron 5, Wii Virtual Console, Sega Saturn, Saroo, Sega CD, GameCube, Nintendo Switch Online, emulators, various flash cartridge formats, and save states from online emulation websites. Decrypts PSP saves. Provides ...
You probably need to convert
Thank you. Will try to do this tomorrow.
@grand moss Anything you'd like us to test for this https://github.com/MiSTer-devel/Main_MiSTer/commit/baa19ad26cc7374ef833ee76a1388310626886da
Nah, I tested
Trivial change for the sake of one aspect of one game which sends bad requests
The major work on that was understanding that a problem existed at all, and then understanding what happened. Easy fix
I cant get the convert button to do anything on that site 😦
Babe wake up a new PC Engine unstable build just dropped
Yeah, not much changed, except the startup state is more stable now (although hard to say whether it is "correct")
A few changes still need to be made
Is Cosmic Fantasy any good? Are there translations for the original versions?
Official english release of Cosmic Fantasy 2 back in the day. That's it for the original releases. But there are new official translations on Switch for all of them.
I'd like to play on mister.
Then 2 is all you got.

The only way to play all of them in english is on Switch.
And they hilariously messed up the translation of the first game on Switch and never fixed it.
During battle, when you attack an enemy, the game says the enemy attacked you, and vice versa.
Lazy devs
maybe one of these beautiful days the translations can be played on the pissfinges device
I wouldn’t say lazy, more like stupid.
how do you screw that up lol
and then not patch it
Reeks of publisher bullshit
It's also lazy. If you implement something you should take the most cursory of looks if it works any way that you intended.
Sure, more hidden things are for QA but that's so stupid it's also lazy.
it’s stazy
Oh I was right
It was the publisher themselves
株式会社エディア
Edia developed and published the game
Now it makes sense, game publishers are always behind these inept actions
guarantee you it got caught but they didn’t want to pay to fix it
from my experiences of observation, people who actually develop video games usually aren't lazy it's more that they don't have time or can't fix things they want
the lazy developer is a myth that needs to be busted
It’s always that, I’ve been making games professionally for nearly 20 years
Game developers are usually super hard working. There’s no such thing as a lazy game dev.
I’ve also worked with a ton of major game publishers. I don’t hold them in high regard lol.
nobody who has ever seen a major game publisher of course hold them in high regard, they're quite openly sleezy
Dunno, it's always the devs themselves saying they're not lazy.
Yet Robby won't fix BL3 on NS2. I talked to Randy and he said it's fine as long as Robby does it in his own time.
What would you call it when a dev doesn't even try to find out why a problem exists or how to fix it?
uhhhhh, cool?

devils crush is really cool
Who dat? Robbys wife? 
New unstable core here. #unstable-nightlies
That's right. Usually lazy producer/publisher - "that's on the issues list, but it's too much trouble - it won't make the cut"
And honestly, since the producer/publisher was in Japan, 50-50 that they didn't even notice that the English was wrong in testing.
And the other half for "nobody in the west will buy this anyway... we're shipping this because it was an obligation due to the stretch goal on the crowdfunding campaign"
Lots of interesting things being discussed here:
https://github.com/MiSTer-devel/TurboGrafx16_MiSTer/issues/248
Although this commit looks to be the code related to the build from earlier this morning
I'll check it out though.
Yeah, still a minor shake at game over
Closer than ever, but still a minor shade off
Oh wow, is that true? I had no idea it was a Kickstarter stretch goal.
stretch goal on the Japanese crowdfunding platform, but otherwise, yes
ストレッチゴール
900万円:パッケージ版&英語版の開発
1100万円:ビジュアル/サウンドモードの追加
1300万円:越智先生描き下ろしパッケージ
※パッケージ版および英語版は、リターンには含まれませんのでご了承ください。
Same thing happened on the second one here:
https://www.makuake.com/project/cosmic-fantasy02/
Buth they didn't choose to make an English version of Tenshi no Uta
Cosmic Fantasy was almost non-existent outside of Japan, so the lack of demand isn't surprising.
CF2 was well-loved among TurboGrafx players. Reasonably well-known among Genesis owners too (although not as well-loved)
It was purchased here, don't worry. But the atmosphere in Japan would be "why would they buy it ?"
It's a pretty common story that (some) Japanese managers don't understand the Western market, and make questionable judgement calls
In the same way that Americans misjudged Japan in the 1980s
You might be aware of many Japanese brands with massive sales here, but probably 95% of Japanese business has no intention of exporting anything
It's really still quite insular
GLORIOUS HDR
Here is a video with the two messed up audio chimes in Dragon Slayer
😆
I had to use HD at 30 fps to get the size down to post here
I can’t figure out how to test in Mesen sadly
Here is the .sav again if anyone wants to try in MiSTer
Using latest unstable TG16 and main.
random question about Turbo EverDrive Pro on Analogue Pocket: is there a way to get Sapphire (Arcade CD) running in this configuration? is there a community patch? I'm finding other Supergrafx and Arcade CD titles just don't work in this scenario so far, but other CD games do run fine
(asking here because I noticed @grand moss has done a number of patches to help games along on Turbo EverDrive Pro in the past)
going to be in London for a month, and want to dive into TG16/PCE co-op games with my daughter 🙂
Hmm... I don't think I've done such patches....
I am not famliar with how the PC Engine core works on Analogue, as I only do FPGA work on MiSTer (or on my own smaller-scale projects)
Maybe somebody else can provide a better answer
oh sorry, I could've sworn I saw your name on some TG16/PCE translation patches
some of those were CD games, so I made a leap of inference about your expertise 😉
Oh I have done translation patches - that wasn't what I thought you were talking about though
The Analogue Duo had compatibility problems with some PCE games and the Turbo Ever Drive Pro right from the start. Krikzz (TEP creator) did some patches for some of the issues, but reverted them back because they aren't working. The problem is on the Analogue side.
Ah, ok. I got it wrong. You mean the pocket, not the PCE Analogue.
Yeah, I seem to recall hearing something like that regarding the Gameboy stuff before that (on the Pocket)
I know even less about the Analogue Duo
Based on what Krikzz had said in the past, it seemed to be an issue with timing of the siganls on the connector
Timing critical stuff?
so, internal to Analogue, and if you didn't have access to their code, not possible to fix
That is what Krikzz had said about the Gameboy incompatibility way back when the Pocket first came out.
Probably the same for other stuff too
I guess at the moment Analogue is more focused on their N64 console release anyway.
Basically, in the end -
Analogue = closed source.
TurboEverdrive Pro = closed source, but with a few pieces of public code as teasers.
When there is an incompatibility between the two of them, nothing can be done unless you are at one of those companies - and even then, without mutual agreement, not very likely either.
Probably true. But i can understand why Krikzz is closed source. The Everdrive clones got out of hand.
yeah. I'm not complaining- just pointing out that commnity can't fix stuff
@grand moss omg, PC Engine Mini finally cracked - https://x.com/yoshinokentarou/status/1940680844487938239
【連邦更新】
ハッキングは不可能という文脈で語られていた「PCエンジン mini」が完全に解析され、遂に「内蔵ゲームの入れ替え/他機種のエミュレーションが可能になった」というビッグニュースをご紹介!!
https://t.co/Y95SBONM68
I saw. Looks interesting. Sure took a while - about 5 years.
5 years ago I would’ve been excited but now I’ve got a MiSTer lol. It’s still cool, happy for people who’s only way to play PCE is the Mini.
Same. I played mine a ton at the time. But MiSTer is how I play PC Engine/TG16 these days.
were there any exclusive versions like with the mega drive mini?
Yes, some arcade ports of games, like Gradius or Salamander.
But those games were extracted years ago (and they work on the core).
Installing new games on the system was the limit until some days ago.
I think there was a version of a ROM with a tweaked soundtrack - maybe Fantasy Zone ?
Anyway, I thought the special versions of games were pretty nice. And the fact that they got extracted some time ago was also nice
I see these mini consoles in pawn shop windows all time -- for lots of poorer folks, these jailbreaks are fantstic ways for them to experience games at all 🙂
I think it’s just a mass market device, not necessarily for people who can’t afford something better. But the price point really was low enough for everyone to buy in, which is awesome.
Then Sony released the PS Classic at $100 and royally screwed it up so the party was over lol.
I will never understand how Sony managed to mess up the PS Classic so badly. Weren't most of the games on it in PAL format?
tekken 3 was, so it ran at 50 iirc
the person who did the internal hackathon project was very technical, a true PS1 gamer, and knew all the details. On the way to commercialization, it ran through US R&D where there wasn’t those core competencies
you can tell when any emulation project is done in JP versus US
I’d still pick one up if I ever found it going cheap, controllers are great and it’s a little faster than the other minis
Well, I don't know about Sony, but I'd say that in general, consumer electronics companies in Japan have very technical-minded management, which is not the same of consumer electronics in the US
Genuine question and please be honest. I was very disappointed to hear it used retroarch instead of their own custom emulation. Is that a snobbish perspective or silly one to have?
I’m conflicted because at the end of the day who cares if it works well and the front end is nice. But retroarch is free so I feel like I paid money for something I already have on my computer lol.
I was personally puzzled, as the custom PS1 emulator made for the PS Vita was pretty excellent in terms of input latency and battery efficiency
Yes exactly!
but if you use something another internal team created , then they look good
and when you have 20% of the company continually trying to sabotage a different 20% in a perpetual power grab, that kind of collaboration and re-use for player benefit is very low on the list
Lazy job, they don't wanted to port POPS to the MediaTek 8167a Quad A35 system on a chip.
Wtffffff
I met a lot of great people, and got some great things done for the product/players during my time there. At the same time, I personally witnessed and endured things that totally broke my heart as a fan. I never unboxed my PS5 console or have interacted with the product I helped create.
I coordinated quite a bit with open source communities and am still working with those collaborators now in my current venture (rbckr.co)
omg that is so freaking cool
I love this Discord, so many awesome people here
I wouldn’t call it Lazy. Some folks work their butts off to try and get a great l, technically credible experience to players just to have it killed due to cutthroat corporate politics
Yeah, it’s not lazy
I’ve internalized that word to mean “they made bad decisions” instead of “didn’t do any work” because of how often I read that complaint online lol
My words were harsh, sorry.
personally, I don’t know how I’d get out of bed in the morning after a few rounds of that. an embarrassing, lesser-than software all because someone wants to get a title bump and ever-expanding direct reports.
Yeah, that’s a real shame.
the shortfalls this generations are not due to technical difficulty, lack of resources, or inability to figure out sourcing and distribution. It’s these unforced errors and self-owns, and that’s the iceberg underneath the surface tumult of the general games industry. If someone if caught red-handed, dead-to-rights lying and sabotaging entire teams’ multi-year efforts, they should be fired and banished.
instead, HR departments and legal double down on those individuals and that creates a position feedback loop for those bad actors and emboldens them further. it puts a chilling effect on most everyone with line of sight, and emboldens others to further compromise their morals and the health of the business.
Dude wow, I can’t comment besides saying I’ve personally seen that and you are so absolutely spot on.
They’re afraid of jeopardizing key management positions because they value them over the entire team.
anyway, replica mini consoles weren’t intended to help poor families, but it’s the effect that I see in my extended neighborhood. I hope it goes further than that even 🙂
You know I never considered that but you’re right. It’s an awesome low cost way to get into gaming.
All of this is true, I'm sure, but is it really related to PC Engine core ?
You’re right, sorry about that
sorry 🙂
Can someone try to load up the banger titleCD Bishoujo Pachinko - Kyuuma Yon Shimai (Japan) (Unl) for the PCECD? I get a load error even after replacing the image.
Game is redump and stored on a NAS. Core version is 20250526
(Super Attract Mode was a mistake)
I get a load error too with Super CD-Rom system 3.00
my beloved pachinko
jepp
You need Games Express BIOS for the Games Express games
Blue or Green version?
Copied the blue version as "cd_bios.rom" into the game folder and it boots fine.
LOL, but i can't play it anyway. Can't read it, and i don't know the game rules of pachinko.
The one with more RAM. I can't get threm straight.
But at least it isn't the core's fault. 😉
OK. the larger one also has more memory, and is universal. The smaller one works for some early games, but not later ones.
This teeny-tiny article needs some work. You can help us by expanding it.
Games Express was a video game developer and publisher.
The company is infamous for being one of the few unlicensed PC Engine publishers to see their products widely circulated. They primarily published gambling games with adult themes, likely to have been challenged by NE...
All games listed.
OK. Probably accurate. I don't have time to check now, but it's good that they're organized by date
Finally messing around with PC Engine CD
Does anyone know a huge part of the screen gets cut off?
The left side of the screen has a huge border and the right side looks like its been shifted
Doesnt happen on real hardware to my knowledge
Which game?
@grand moss : just for the record, furrtek had a last minute update for Hu6201 https://github.com/furrtek/SiliconRE/commit/f8cc940e047b0262af1dfb632da140e02915288a
Yes, he had PM'd me to confirm something, and he realized his mistake (one gate inversion was not properly recorded). All is well.
Should be no cutoff unless you have it configured to do so. But there was some back and forth about whether the image is centered, here: https://github.com/MiSTer-devel/TurboGrafx16_MiSTer/issues/249
That was fixed some time ago - in the nightlies
#unstable-nightlies message
I'll try this out
It was basically every game for me
With PC Engine
I believe it's something to do with vga mode
@grand moss : Are those Furrtek Hu6201 cell schematics (Sharp cells) something new to you that might help alleviate PC Engine emulation? Or is most of it already known?
Already known. But always good to get stuff like that - in breaking down the chip, he had to add some identifications for standard cells on that process. Not transferable to 6270/6280/6260, but could be used in some other peripheral chips
@grand moss i think i found an issue in the latest unstable core while playing Galaxy Deka Gayvan. the opening text crawl seems jerky; text pops up at towards the top of the screen for a brief moment before reappearing where it should. saw some gameplay on real hardware and it didn't happen there
OK, I just played the intro and I don't see what you are describing. Do you have a video ?
@grand moss does the PC Engine core emulate a Tennokoe Bank for saving games
First, Tennokoe 2 is the add-on for saving games (this is also built-in on CDROM units). Tennokoe Bank is a HuCard with battery-backed RAM on it to copy saved games from one place to another.
Oh oops, thank you for explaining it
I'm pretty sure we don't emulate the HuCard because it's not really useful - unless you know of an Easter Egg ?
Nope, I just hear that RndStranger guy bring up a game save accessory when he plays PC Engine games.
It works on the premise that all gamesaves are stuck in the same 2KB which is contrained - but this isn't the case on MiSTer, so the whole paradigm can't be relied on
Can I save my progress on the games that relied on that accessory?
no games relied on the Tennokoe Bank. But games that relied on the backup memory certainly can have their progress saved (you need to go to menu to commit them to SDCard though)
("Save Backup RAM" and/or "Autosave")
Ok understood, that’s great!
turns out it's because i turned extra sprites on and forgot lol. thanks for the response and sorry for the trouble
Ah OK, I thought it might be something like that. A couple of settings can do unexpected things
fwiw this is the only oddity i've run into in recent memory. been sampling a bunch of pc engine games lately and had extra sprites on the entire time, and haven't noticed much outside of that
it's a really nice feature. having owned all manner of pc engine consoles and flash carts, the mister core is by far and away my favorite way to play pce games ❤️
I tried the XE-1AJ USB (new model with orange buttons) on the core, but the main mister menu wouldn't let me set up the throttle in the control menu. Is there a preset config for it?
Start doesn't work for the afterburners in XE-1AP mode.
I'm not aware of one.
...yet
But basically if you use a generic controller with 2 analog sticks, the XE-1AP selection should let you play
I'm actually looking at XE-1AP and AJ right now for X68000, and there will be some updates to the encoding module soon. But I think what you are looking for is really to let you use the XE-1AJ as generic analog stick
It lets me use the right stick, but it won't let me use the one with no X-axis in After Burner II PCE.
I'm not familiar with that controller yet, so I don't have a solution for you at the moment.
Not sure if anybody else already has this solved.
But I will be working on that very soon (ordered a controller).
I know testing this on original hardware for this particular game is near impossible but on the USA version of Magical Chase the title coming up from the bottom of the intro screen seems to momentarily corrupt the main character sprite on both the latest stable and unstable releases. This does NOT occur on the Japan version of the game
Note that this only happens when you press run on the copyright screen to get to the title faster. If you wait out that screen without pressing anything the title will already be in its correct place without needing to emerge from the bottom
do we know what happens on real hardware?
Original game bug.
I saw it so many times on my real system and on some friends' ones.
Got it thank you!
10 BEST TURBOGRAFX-16 SHOOT 'EM UPS: https://youtu.be/3NzApyKmL5k
TOP 7 VERSION RANKINGS WWF WRESLTLEMANIA: The Arcade Game: https://youtu.be/4JaYj6ZnlGE
Magical Chase walkthrough on Turbografx-16 (PC Engine).
Timeline:
00:00 - Stage 1
04:30 - Stage 2
08:24 - Stage 3
14:14 - Stage 4
17:46 - Stage 5
23:08 - Stage 6
#retrogamesblog#consolegame...
Just for confirmation here.
might be remedied by turning extra sprites on
not that it's really a "bug" to begin with
Oh it’s not a big deal in the slightest I just wanted to make sure it matched up with OG hardware for the sake of the core
There are lots of little things that are tiny issues in existing games, because those issues were small enough that they weren't detected during testing (or were considered too minor to worry about).
Alright, so who’s here is playing ALZADICK on this core
Who is afraid of the big Alzadick? Just play it 😉
It is NOT the main game of Summer Carnival '92. That was Recca.
it gets even funnier if you know Spanish and know that "Alzar" = "To Raise"
I have really no clue what they were suggesting with that name, the thinking behind that is vague at best.
"if we are naughty, let's be really naughty. rising cock? No, let's call it alzadick!!"
its up there with that RPG called "Algunos"
which means "some people" in Spanish. It sounds like you'll get the most generic protagonists ever designed
"no, I CAN speak those languages and I reckecked with the dictionary yesterday. These are cool names".
I wonder who is really playing that game. It is just a Time Trial Caravan mode that would have fitted easily on a HuCard. No different levels, no bosses. And I would call it average at best even for 1992 HuCard dimensions.
They made up for it twice over with nexzr
HuCards are expensive, yo
it may have been rushed to be ready in time for the event?
Not gonna lie, for as basic as it sounds, an RPG called "Some People" in Spanish goes kinda hard.
It also sounds like a music album.
Are you sure they meant to use the spanish word "Algunos" as the title of the game? Maybe they just made the word up, and it was that word by chance. Like that infinite monkey theory.
I imagine the game would be called something like "Arugunosu" in japanese, not "Algunos"
true. I do wish for it to be translared so I can play it
I know I will be disappointed though 🤣
MSU1 ports are cool and all... but I'd be impressed by having games created for the SuperGrafx+CD add-on
there's one already, space ava 201
not my kind of game personally but it does exist and uses that hardware configuration
i do quite like the small library of supergrafx-exclusive titles, but i don't know if they're enough to justify owning one. the console itself is a bit of an eyesore as well, in my opinion lol
i often wonder how feasible it would be for a programmer to backport the supergrafx games to a regular pc engine. titles like aldynes and granzort don't seem to do too much that a normal pc engine couldn't, outside of some parallax scrolling and larger sprites, both of which could maybe be achieved with background tiles or something
It would be cool to see homebrew on it
https://www.pcenginefans.com/forum/index.php?topic=24036.0 someone is working on a conversion of shinobi
SHINOBI for Supergrafx : WIP
of course I would update like 45 minutes ago and then a new core drops 
it would be hard to backport because you'd have less sprites overall
I think It would probably be more interesting to take PC Engine games that flicker, and port them to SGX to reduce/remove the flicker. Like Chris Covell's partial R-Type port
that's true. i wish that conversion could be finished up someday
the pce port has an extra boss battle and an arguably better soundtrack. the only downsides are the sprite flicker and lower resolution, and the supergrafx hack addresses both of those
I remember a while ago there was discussion about how the built in MISTer turbo speeds don't match the PC Engine turbo, was that ever addressed or a workaround found?
I made a tubo 2-button version of the controller. Different buttons for different speeds. A->X->R (slow to fast for 'A' button) and B->Y->L (slow to fast for 'B' button)
Ahh, but how does that help the rest of us 😆
What are you talking about ? That's a selectable controller from the menu
"Controller: 2 Turbo"
Oh! I thought you meant a real literal controller 😆
So those buttons match the built in original frequencies?
yes
Oh awesome thank you ❤️
You’re welcome ❤️
Alongside the Cyberstick update for X68000, I've updated the XE-1AP module on the PC Engine as well (pull request pending acceptance)
Players may see improvements in compatibilty (or not)
Players will probably see a change in a few controls compared to the last version:
- I believe that throttel was reversed in the prior version
- Run and Select may have been reversed as well
- I have added more button mappings (which may be helpful, or may not be)
You keep making the core better every day. Legend.
great news! After proper support in main was added for my wheel, I returned to outrun on the PCE core and found that I could no longer use the gas pedal and play the game. I bet this fixes that issue and will give it a try again soon here
cross your fingers
It’s still wild to me that Camp California, this wildly B-tier platformer with the absolute corniest voice acting imaginable, got the license to songs by The Beach Boys.
It’s like if Laser Lords had licensed music from The Beatles - it’s weird, right?
That’s cause Camp California is officially a Beach Boys product. Part of their attempt to do a cross-media project for their ‘93 album “Camp California - Where The Music Never Ends”. The characters in the games were intended to be in an animated cartoon that never entered production.
Oh is that how it happened
I thought it was just that the Beach Boys had ceased being relevant for about 10 years and they were desperate for a revenue stream
But I guess that's how they ended up in that situation anyway
probably not the first or last time that a record label thought they'd make big bucks with "one of them vidya games" and end up with decent music but bad everything else...
Yeah, well, 93 was well into the dark years for them.
Camp California….is that the game with the swarms of bees?
Isn't that atari's 720? (I've never played CC)
It was, and paperboy also 😆
Yo Bro is also a Beach Boys game lol
those US exclusives are weird ,,,, ok not that Japan can say anything about that
Impossiamoel, Yo Bro and CampCalifornia were disasters
The other US exclusives were just OK
Ghost Manor was unplayable shit, imo. I can't believe that ICOM/Turbo Technologies released it like that. Feels like early beta.
That’s hilarious…I had no idea both those games were Beach Boys products haha. As a young teenager at the time, I thought they both looked dumb, so never gave them a chance. Now I’m curious 😁
don't forget darkwing duck
Addams Family was so disappointing. I was hoping it was a port of the SNES/Megadrive version...
Oh yeah, that was another bomb
I was thinking about It Came from the Desert, which was interesting in a few ways
Though not a fantastic game
Thatttt is the one with the bees!
Cinemaware went bankrupt because of it. An overambitious and very very expensive port. And it was shit. The original Amiga version from ICFTD was a atmospheric masterpiece back then.
I never finished it because I could not jump over ants.
Apparently the action segments were different from the Amiga version.
They are, and better too.
You mean Amiga is better or TG is?
The Amiga version is better in every category.
Not surprised. The TG16 version was very mediocre, and I just couldn't get interested. But it was an interesting concept, and had some tech thing that other companies weren't doing at tha time. But it really had a "computer" feel to it rather than "console".
the action sequences on it look like EGA... big contrast to the more "modern" FMV sequences
(but it also doesn't look very playable)
@grand moss I’m probably showing my ignorance here, but I watched that MLIG video about super svideo and the pc engine. Where does the core derive its color for HDMI output?
The MiSTer core ?
ya
We did a deep dive back in 2020 when this was being discussed (it had come up from time to time in the past), and at that time, the core was doing the RGB thing that all emulators were doing. But this time, we did a lot of measurements, with vectorscope, and other tools, and Kitrinx came up with a transformed palette which is quite close to the modulated output. That's included in the core (you can choose whether you prefer the 'original' or RGB)
sorry, for more context (and, again, i may be showing my whole ass here), the video makes it clear that the composite/svideo color palette is the one designers used when building for the pce and i didnt know if that was the palette used by the core
oh sweet
you can select between the composite color palette or the raw RGB colors
So, the core, by default, uses a palette which is as close as possible to the original modulated one. But you can override that by choosing the RGB palette
But when you say "...the one designers used when building for the pce...", it's not always true.
The people who wrote for the PC Engine used various methods
Generally, they would have teams which included programmers and artists who would use computers (RGB), or they would use tools on PC Engine on a monitor. Depends on the team. Most Japanese teams would do screen tests to check that the TV showed how they wanted
BUT. This was not always the case.
Any games ported from Amiga (ie. Loriciel), or some of the older games, may not have "clued in" to the transform
And then I remember reading one interview with a development team lead who wanted to impress people as they did a tour of their offices, so they made sure to show their prized game on ALL monitors in the office, and they noticed that they didn't all look the same...
But in the end, yeah, this whole "true palette" thing was explored deeply in 2020, and that's why S-Video even became a goal for Zaxour.
The "proper" palette showed up in MiSTer first, as a lot of innvations like that do
try also got something wrong in that video, actually. he claimed that there were never any products that made use of the pc engine's RGB signals, but there actually was; the PC-KD863G was a CRT monitor from NEC with a built-in pc engine that indeed derived it's video signals from the console's RGB lines
I haven't seen the innards, so I can't verify or refute.
Same thing for LaserActive - I've heard reports that it used RGB
And the TurboExpress (although the original screen was not good by modern standards, so hard to tell)
it certainly looks like rgb from the photos and videos i've seen, but i've not seen one in person
The tg16 was my first console (we were an apple 2 and IBM PC house), and it was always the “weird third console” that no one really knew much about. so I’m thankful that you guys are so knowledgeable because it helps me appreciate it even more.
it's an amazing, underappreciated console, and as someone who's owned all manner of pc engine consoles and flash solutions, i can confidently say that the mister core is by far the best way to play
easily in my top 5 mister cores
🙂
I just think that it should be called PC Engine, because that was the successful version of the machine, for which all the cool gadgets and software were actually made
It's may favourite way to play this
same. sometimes I just put on keith courage and let the attract mode loop while I work
Is that a repo, omg it’s a repro
I wrote a thing about it a while back:
https://www.retrorgb.com/pc-engine-palette-improvements-the-amazing-people-behind-the-technology.html
Nice work !
I remember that
thanks, Dan. Really interesting read
Now that I think about it, I’m pretty sure I’ve only ever used RF for the TG16 in my entire life
Because that’s all it had!
So you never had a TurboBooster, a TurboBooster Plus, a CD-ROM unit, a TurboDuo, a CoreGrafx, or other hardware ?
Like most folks in the USA, likely..
I tried the updated XE-1AP support from the 9-1-2025 build with my wheel in Out Run and still dont have a way to shift gears. It will likely either take some hacky binding in main or an update to my wheel's support in MiSTer itself. Gas, brake and steering work fine though.. its just you're not gonna get very far in the game in low gear 😅
hmm maybe its a core binding issue.. now that i think about it more, it doesnt make sense for shift gear to be on an analog axis at all.
The main issue is that I dont have any idea what button its supposed to be on the XE1-ap as there are no control guides that mention gear shifting i can find for Out Run while using it
I'm not so sure. I think most folks in the USA gave it a hard pass, and then most of the people who bought it, disposed of it after that generation. There were a considerable number of us who were into importing stuff, especially when Turbo Zone Direct was also selling imports
I only got my CoreGrafx a few months ago in Japan and I took it back home and bought a flashcart and RGB modded it and everything, super cool system and I really like the Mister core because it cleans up the analog noise and is very accurate
Oh, I think that run/select were swapped
There was an update like that in the new XE-1AP
There's also a jailbar fix and Zaxour's Turbonanza
i truly believe the mister core is the best way to play pc engine. perfect analog video, supergrafx support, composite palette, cdda volume boost, extra sprites, etc.
it's just so good
Yes I installed both and recapped the board
Very neat
do you have any idea what the gear switch button is supposed to be in XE-1AP mode for Out Run? I tried binding every button in the core to my wheel and none of them seem to trigger gear shifts, oddly enough
and the brakes on my pedals apparently is an inverted gas pedal lol
looking at it in the input tester, this is the "neutral" position for out run's gas pedal, which requires the brake pedal on my wheel to be held all the way in. the gas is fully pressed in-game when i release the pedal, which returns the right stick in the input tester to 0/centered on the Y axis
okay so i hooked up a normal xbox controller and its the same there, the gas is fully held down by default when the right stick is centered, and releases as you push it upwards
run and select seem to be in the wrong positions also
i did find the gear shift though! it is, for whatever reason, the left stick Y axis up/down!
all those buttons and they decided to stick it there, and give you 6 different options for a brake button on the controller instead
input tester isn't going to tell you anything, since XE-1AP encodes the signal
it tells me which axis the game is using for a specific function, like the gas
i didnt know stick 2 Y- was the brake pedal on my wheel, for example
and also confirms that the game is using Stick 2 Y-127 as a neutral gas position by default, and stick 2 Y-0 when the gas is fully pressed in
this seems the opposite of what it should be. neutral should be 0 and full gas should be -127
i can imagine this may be causing issues with other xe-1ap games on pc engine, i'll give them a try quick
I had found in my more recent research that my original tests were based on the throttle control being inverted (it can rotate on the XE-1AP; not on the CyberStick)
run and select are consistently in the wrong place in all games ive tried in the 9/1/25 build
testing afterburner now
iirc that uses the right stick for throttle also
its the same in afterburner, pressing up on the stick decreases your throttle and returning it to center or pressing down increases it.
I recomment swapping the Y axis there and also the run/select positions back to their placement before the 9/1 build
I'm just mimicking the values from the controller after testing it with default positions of the rotatable things
I mean, i could make some swaps, but I would like to see how Megadrive behaves
right, but that stick on the right rotates both ways, so it would seem the more logical default would be rotated the opposite of how you have it set now
or perhaps an osd option to allow this rotation by the user
im all for accuracy to the original hardware. from a usability standpoint in the core, the implementation has issues currently.
Anyway, I'm not arguing one way or the other; just saying that it did indeed change
I won't be able to make changes in the immediate future, but would like to see it implemented on another machine (such as MegaDrive) so that I only have to make changes once
No rush! I'd been meaning to try that test build for a while and just had a chance to today when I was hooking up my wheel to MiSTer for another project
Last I tried the XE-1AJ USB with the core, the throttle isn't detected at all.
(recent USB model of the Cyberstick, based on the other XE1-AJ model)
The throttle and joystick are removable on the XE1-AJ USB and it's possible to flip the controls of the throttle.
The USB model is basically a whole different controller with a different signalling system, which just looks like the original. That whole different signalling system needs to be understood by MiSTer at the USB level (and AFAIK, it isn't yet)
I've got one though, and I'll eventually get to working on it if somebody else doesn't first
David, is there a version of the Bad Apple CD+G that can be played in the core?
https://gashlin.net/blog/pages/2025-07-19-bad-apple-cdg.html
I don't know. You can always try
If it works on karaoke players, it should work on the TurboGrafx core
I remember messing with a CD+G creation app on the PC back in c.2002. It was an incredibly limited format. The thing that surprised me most was the 16 colour palette - and if you had one image and slid another onto the screen, the old image would take the new one's palette, making everything ugly af, all the time.
That is a fun read. It makes me want to dabble with this shit again
Definitely a fun read, but also another rabbit hole: according to the hallucination machine, the Saturn supports CD+EG?
Guess it and the pcfx do. Maybe another feature to delay the 3do…
There was somebody around on the PC-FX discord who knew a lot more than me about CD+EG (I had never heard of it), and apparently PC-FX doesn't support it
Or, more specifically, it might implement certain portions of it, but not enough to run the disc he had
https://x.com/turboxray/status/1975750776095187389 figured i'd post this here too since it's relevant :p
always nice to see pc engine r-type get some love
no.. the only thing available was the TurboBooster-Plus.. which I declined on purchasing ;p
i dont recall that thing being cheap
TurboBooster Plus was never available here (Canada) as far as I could find. But I had a Booster, then a CDROM unit (THAT thing was bloody expensive !), and various PC Engine stuff. We had a pretty strong import community here in Toronto
Sorry to hear that you didn't experience the full thing back in the day, but the absolute "must play" game on CD is Ys I & II
And then imagine how you would have felt playing it in 1990
yeah the CD-Rom attachment came out later and IIRC, it was $500. At the time I wasn't really moved by the offerings. e.g. Ys? I had already played and finished it on the SMS.
so while it was 100% better obviously.. it was a hard sell to get a game I had already played before, at a time when other new games were pouring out everywhere for all consoles & handhelds
would I have liked to have one? yes! But if I had a spare $500 in college at the time (I didn't) it would have gone to games
FWIW.. decades later (like 15 years ago lol), I did get a Duo finally
Now that I think about it.. it took a while for me to even realize that composite (e.g. from the NES) would be better.. I probably used coax output even up through the Genesis because it was just how I had always normally did it. It wasn't until the SNES came out with its AV cable I think it finally kind of dawned on me lol
back in the day the PCE was this obscure Japanese console that was too pricey to buy, yet inspired great Bomberman games on the SNES
For me, the Turbografx-16 was the "Bonk" console. Magazines like EGM used to like to focus a lot on the mascot platformers, and they put Super Mario World, Sonic the Hedgehog, and Bonk together as the representatives of their consoles.
"Bonk" console
Extra lols for UK/AU gamers.
The TG16 did not exist as far as I was concerned
No one had one, no one talked about it
The only mention I would ever see about it was in a gaming magazine
They weren’t even in stores
What country were you in at the time ? It was only expensive in places that had no ongoing importers. PCE imports with large markups were actually comparable to official TurboGrafx releases here in Toronto...
And there were several Bomberman games on it. The first was in 1989 or 1990
What region of the US were you in ? They were pretty much available everywhere I travelled in 1990/91, but fizzled soon after that
Miami, FL. But I was also a kid so it’s likely it wasn’t something I noticed.
Or wasn’t taken to the stores that carried it
Toys'R'Us ?
It did seem to be somewhat regional outside of a couple of major chains though
France. It was more expensive than a Genesis or SNES.
Ah, OK. It clearly existed in France, but I had no idea about the price.
I mean, that was even before the Euro was official
actually the original PCE was cheaper... but then every game was more expensive on average than Genesis games
its about 215 Euros (not adjusted for inflation)
the extensions costed a pretty penny
610 Euros for a Core + CD unit...
for that price you could get a Neogeo AES with Magician Lord...
Yes, but NeoGeo cost about the same again for the games.
Actually, that list for Megadrive and PC Engine games ... they weren't that much different, and many of the ones on PC Engine I would have been happiest with were on the lower-priced side
Galaga is probably the best one, other than PC Kid. And if they had the PC E version of Sokoban, it would have been cheaper than Megadrive
I'm not saying it was cheap - it's just that it wasn't a completely different market.
CDROM was pricey, but it's really hard to describe how much difference that sound added to the feeling of the games
You in France got the PC Engine from Japan. We in Spain the PAL TG-16.
Yes, but what year ?
TG-16 in Spain ? Very late. 1993
That makes sense.
Did they release/repackage any games for it? I've got the console but I've never seen any games from that region.
I'd say it was 1992... I remember seeing it advertised in Hobby Consolas back around then, and games analyzed 😄
Games had that "dark" and strange charm to them, screenshots were VERY cool on the magazines
But the stupid Turbografx was very ugly compared to the PCEngine 🙁
Was designed for USA people I guess
I had a Super Nintendo and whatever money I had as a high schooler went into getting more games for it 😅
now if I was older with a job then, I might have bought other consoles
Not even. It was designed by committee by a bunch of people who had no idea about videogames
My understanding, based on what little I know about the European PAL TurboGrafx, was that they brought over seveal American games, and redid the instruction manuals ... but I only saw about 5 or 6 games, so maybe they stopped there
They were like Keith Courage, and a few of the earliest games (which were also among the worst)
Because of course. 🙄
Because overstock
Keith Courage fucking rips and I won't hear arguments to the contrary
I think they should’ve packed in that Jackie Chan game if they released it in 1990
It’s funny how it’s based off some anime tie-in game and they completely redid it with the localization
I think something that hurt the TG16 was that apparently it was executives kids that they were deciding with what to localize
They should’ve just packed it in with Bonk from the start
Well it certainly wasn't any prospective customers
And shouldn’t have changed the design and form factor of the console
The one thing they did right was localize Ys 1 & 2 on CDROM properly
But even that was Hudson, not NEC
And certainly not NEC USA
Devil Crash and Alien Crush are amazing and I like that they brought them over but they censored the devil game
No pentagrams or star of david
Yeah they censored some of the weirdest things
Buggy though. Sometimes the flippers stick to the ball like they're magnetic and fling it straight into the drain. Makes me angry... Also I wish it was as fast as Alien. For sure those two were the best in the series.
Genesis version (Dragon's Fury) got it worse, though.
The games were the US releases. And not so many games came here. So this console shared time with MD and SNES, so... It was a fail.
Months after its launch, the console was on sale for a small amount of money with around 12 free games.
It was a complete fail.
I had the console with some games. I liked it.
Same as its Korean sibling. Leftover inventory, probably, repackaged and sold at a discount from the start.
In Germany we had import shops for PC Engine hardware and software. The Japanese CD-ROM addon + Fighting Street was sold for 1300 DM (Deutsch Mark), which is 1313 Euro adjusted for inflation (05.1989)
Catching up on channel, one thing I really wish with CD+G is there was a set way to dump these, and a standard format, so a standard pack could be made of all these discs and when implemented in emulators, cores etc. someone could just grab an image and load it up. Right now I have no idea how to even find a disc that works with anything.
I am not sure what steps would be needed to get to the point where there is a dumping guide, standard format, and a pack.
does PC Engine support PhotoCD, or was that just the PC-FX?
Don't adjust for inflation - that just makes country-to-country comparisons impossible
The only way I've ever seen them dumped was in CloneCD format, which is also done with several other utilities such as CD Manipulator (open source) and a Linux-based utility (I forgot the name/comand line string)
PhotoCD standard was created after PC Engine CDROM (AFAIK). Only PC-FX supoprts it, and I was even surprised at that
David knows this all already, but for people who don't: To add to the confusion, there are different sub types of Photo CD (which don't seem to have names, or be clearly defined) so some systems support some but not all, 3DO I know doesn't support the more complex ones, I am not sure about PC-FX but since it can play some "game" Photo CDs that are more complex it can probably play all of them. For example the most basic Photo CDs are just images on a disc that play as a slide show. The more advanced can have DVD style menus and music, and different options, so they were made into crude chose-your-path style "games".
3DO plays slide shows but not some of the more complex from my testing. CDi can play them all, and the core is great for Photo CDs if anyone wants to try them out.
I recently got one and it has a CDi folder. Need to check how to dump it into a chd for use with the core...
What is the disc?
There are a seemingly infinite amount of Photo CDs out there, especially in Japan, but there are a decent amount now dumped in the Redump pack that all seek to play fine on the core
it's an "art book" of illustrator Akemi Takada, focusing mostly on PC Engine Fan covers she did
she is the character designer of several 80s big anime series
theres the cover, the standalone characters, sketches and some comments from the artist
I can view it on PC, but running it with a core on MiSTer and a CRT would be neat
Should be able to view that PC-FX
Sadly, no such core yet
Probably CDi at some point (not sure if that's a current capability)
Saturn may or may not be able to support it -I think it needed external hardware to support it, though I have seen some PhotoCD software... but that may just be to support the hardware
That one isn't part of Redump set, would be a nice one to get added. If you managed to dump your own copy should play fine on CDi core
is there a PhotoCD redump set? (or you mean CDi)
Saturn has a Photo CD loader disc that boots on the core, but the code needed for Photo CD support isn't in the Saturn core. The mpeg add on cart allowed for Photo CDs to be booted without the disc is my understanding.
No, an actual Photo CD Redump pack. Easy to find on a certain archive
I tested a lot of them on the CDi core, and working seemingly without any issues now
My favourite one is called God Streams, it is a montage of trippy new age images and an early 90s ambient "vapour wave" style sound track. Is really fun
If you are a Ghost In The Shell fan there is a neat art book Photo CD
I have a suspicion that a Discord user may have a set of 3" Photo CD games that have yet to be dumped that should work in the CDi core... 😉
I have a booster plus. Came in the box with the clearance tg16 I got from radio shack. Late 90s. In Canada.
I searched high and low from 89 to about 93 and never saw one.
By then, I was fully using PC Engine, and was about to get a Duo
Only had 3 games though. Couldn't find any for sale at the time. Bought up all they had. Airzonk. Order of the griffon. And the Keith courage pack in.
Yeah, by then, they would have all been snapped up. But they were already starting to appear in second-hand stores like Goodwill and so on
I played quite a bit of it. Always wished I could have found a bomber man or bonk game.
Well, you can now !
How big was the PC Engine import scene in the USA at that time? It was before my own time lol
I was in Canada. Toronto was actually easy to get mports if you knew where to go. Lots of Hong Kong immigrants, several of them opened stores with imported games, and a couple of mainstream stores too.
They were already dealing with Famicom stuff when PC Engine and MegaDrive came out
A key point at that time was that the companies decided to release a small subset of games (mostly the poor ones) in North America, as compared with Japan.
And since the games in Japan were much lower-priced, they could sell imported games at a decent markup for roughly the same as the American releases. But they had to be careful to choose games without TOO MUCH Japanese text.
The Hong Kong immigrants could sort of piece their way around Mahjong and games with lots of kanji though.
Matter of fact, I made a converter to play Japanese HuCards on American TurboGrafx
wow that’s really neat
there was a similar import scene in the USA but mostly through phone call-in order services advertised through magazines
I guess if you were around metro areas with substantial Asian immigrant populations such as NYC or LA, it would be more like you describe
Could be; it was a unique time for Hong Kong immigrants.
What kinds of games were you “discovering” back then from the JP library
They had great shooters, and even the games which eventually came here were available as imports months ahead
There's been bits and pieces of this information in a bunch of my videos so I decided to put it all together in one place for those curious. I hope you enjoy it!
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Here’s a good video of SLX describing his experience with the matter in regards to the SEGA consoles
Playing the import shmup library back then must’ve been amazing
it was good. But also, so many good games never made it here
Either because of fear about religious symbols, or 1 sentence in Japanese, or an inability to license characters
Doraemon was a cool game, but it was less interesting as whatever it was called in USA
Kato & Ken was hilarious in Japan, but the American release was nonsensical