Post by enthusi on Jul 28, 2022 11:37:41 GMT
Hi everyone,
sorry for this wall of text.
I was told that this might be the place to ask around
I am curious about the 'best'/current status in terms of PC-FX homebrew.
(Yes, I have little to no PC-Engine experience and to get into the workings of the different chips seems to require _some_ mix of PC-Engine tutorials and PC-FX examples...?)
A few words on me:
I always code in Assembler for anything older than the GBA. This makes things super-exciting for me - albeit possibly slower in development ;-) So far I always wrote my own engines/libraries but this is also what stopped me so far from more sophisticated/modern consoles I guess.
But I did get warm with the GBA dev-chain as well...
I feel home with the 65(C)02 CPU (lots of C64 stuff, Atari 2600, Lynx).
More recently I coded for Virtual Boy (same CPU as PC-FX) and since I like the RISC approach (I also learned RiscV assembly at the time), I
purchased a PC-FX (yes, the more niche the better).
I realise that I totally skipped the PC-Engine (though I have it, and adore it) as dev-machine. It felt 'too big' at the time for my simple-team approach.
But it seems like the PC-FX would really be fun to code some more v810.
I develop games as a hobby for some years now.
Now about this new world to me ;-)
I found these:
github.com/jbrandwood/pcfxtools
and of course the v810 GCC patch/port that I never used for VirtualBoy though.
(I still need to solve an issue where v810-gcc is calling the local 'as' rather than the proper v810-as, some crossdev/path issue)
For the VirtualBoy I use the official ISAS assembler, for example here:
github.com/enthusi/VBeat
I am all for linux, while I don't mind running WINE if that does the job.
So I guess to code in assembly for the PC-FX I would have to go for the GCC-suite AS?
There is no stand-alone assembler? I'd really try to implement even the init and ISRs myself if feasible.
I did reverse engineer some of the PC-ENG routines in Beyond Shadowgate to extract all bitmaps and learn some things about the system, but in the end, I never actively used its GPU/AUDIO before.
My guess from reading so far is that I should take a close look at the liberis sources.
They appear somewhat abandoned or am I wrong?
But is there anything for the PC-FX like the TechScrolls?
Like this?
perfectkiosk.net/stsvb.html
Is this the latest, most complete?
daifukkat.su/pcfx/
Or rather this?
matejhorvat.si/en/pcfx/index.htm
But there are not sources around for that assembler, are there?
And if not here, any forums/threads or people to suggest to contact? ;-)
For example at first glance there doesn't seem to be a linear bitmap mode, right?
But what mode are those few 3d example modes using? Real-time algo to place pixels into time maps?
Sorry for all these questions and I am sure quite some of them are based on my total lack of knowledge and may not even make sense to more HUC-experienced folks.
Would be ace to get SOMEthing (nice) running on the PC-FX.
All the best and thank you
Martin aka enthusi / PriorArt
sorry for this wall of text.
I was told that this might be the place to ask around
I am curious about the 'best'/current status in terms of PC-FX homebrew.
(Yes, I have little to no PC-Engine experience and to get into the workings of the different chips seems to require _some_ mix of PC-Engine tutorials and PC-FX examples...?)
A few words on me:
I always code in Assembler for anything older than the GBA. This makes things super-exciting for me - albeit possibly slower in development ;-) So far I always wrote my own engines/libraries but this is also what stopped me so far from more sophisticated/modern consoles I guess.
But I did get warm with the GBA dev-chain as well...
I feel home with the 65(C)02 CPU (lots of C64 stuff, Atari 2600, Lynx).
More recently I coded for Virtual Boy (same CPU as PC-FX) and since I like the RISC approach (I also learned RiscV assembly at the time), I
purchased a PC-FX (yes, the more niche the better).
I realise that I totally skipped the PC-Engine (though I have it, and adore it) as dev-machine. It felt 'too big' at the time for my simple-team approach.
But it seems like the PC-FX would really be fun to code some more v810.
I develop games as a hobby for some years now.
Now about this new world to me ;-)
I found these:
github.com/jbrandwood/pcfxtools
and of course the v810 GCC patch/port that I never used for VirtualBoy though.
(I still need to solve an issue where v810-gcc is calling the local 'as' rather than the proper v810-as, some crossdev/path issue)
For the VirtualBoy I use the official ISAS assembler, for example here:
github.com/enthusi/VBeat
I am all for linux, while I don't mind running WINE if that does the job.
So I guess to code in assembly for the PC-FX I would have to go for the GCC-suite AS?
There is no stand-alone assembler? I'd really try to implement even the init and ISRs myself if feasible.
I did reverse engineer some of the PC-ENG routines in Beyond Shadowgate to extract all bitmaps and learn some things about the system, but in the end, I never actively used its GPU/AUDIO before.
My guess from reading so far is that I should take a close look at the liberis sources.
They appear somewhat abandoned or am I wrong?
But is there anything for the PC-FX like the TechScrolls?
Like this?
perfectkiosk.net/stsvb.html
Is this the latest, most complete?
daifukkat.su/pcfx/
Or rather this?
matejhorvat.si/en/pcfx/index.htm
But there are not sources around for that assembler, are there?
And if not here, any forums/threads or people to suggest to contact? ;-)
For example at first glance there doesn't seem to be a linear bitmap mode, right?
But what mode are those few 3d example modes using? Real-time algo to place pixels into time maps?
Sorry for all these questions and I am sure quite some of them are based on my total lack of knowledge and may not even make sense to more HUC-experienced folks.
Would be ace to get SOMEthing (nice) running on the PC-FX.
All the best and thank you
Martin aka enthusi / PriorArt