nicole
Gun-headed
Posts: 50
Fave PCE Shooter: Magical Chase
Fave PCE Platformer: Legendary Axe II
Fave PCE RPG: Ys III
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Post by nicole on Jul 15, 2020 21:52:44 GMT
So I'm currently working on a homebrew CD-ROM game; I'm using HuC for the most part, so my current setup is an ISO/CUE with WAV audio tracks and 2048 byte sectors. There's a track 1 warning not to play the game on a music CD player, and the ISO is track 2. This works fine on emulators, however, trying to burn this over ImgBurn doesn't work successfully.
I can burn and run other rips that contain straight binary files, so my setup and discs seem fine-- I'm guessing there's something off about the timing of tracks that the PC Engine doesn't like. (It spins up the disc, spins down, spins back up, so never actually errors). Is it documented anywhere what timing I need to reach to get the game to run/are there any tools that can automate this?
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Post by dshadoff on Jul 15, 2020 22:53:30 GMT
Try this....
FILE "Sample-01.wav" WAVE TRACK 01 AUDIO INDEX 01 00:00:00 FILE "Sample-02.iso" BINARY TRACK 02 MODE1/2048 PREGAP 00:03:00 INDEX 01 00:00:00 FILE "Sample-03.wav" WAVE TRACK 03 AUDIO PREGAP 00:02:00 INDEX 01 00:00:00 FILE "Sample-04.wav" WAVE TRACK 04 AUDIO INDEX 01 00:00:00 FILE "Sample-05.wav" WAVE TRACK 05 AUDIO INDEX 01 00:00:00 FILE "Sample-06.wav" WAVE TRACK 06 AUDIO INDEX 01 00:00:00 FILE "Sample-07.wav" BINARY TRACK 07 MODE1/2048 PREGAP 00:03:00 INDEX 01 00:00:00
The last track isn't necessary, but most releases duplicate the data track at the end of the disc.
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Post by DarkKobold on Jul 15, 2020 22:54:48 GMT
So I'm currently working on a homebrew CD-ROM game; I'm using HuC for the most part, so my current setup is an ISO/CUE with WAV audio tracks and 2048 byte sectors. There's a track 1 warning not to play the game on a music CD player, and the ISO is track 2. This works fine on emulators, however, trying to burn this over ImgBurn doesn't work successfully.
I can burn and run other rips that contain straight binary files, so my setup and discs seem fine-- I'm guessing there's something off about the timing of tracks that the PC Engine doesn't like. (It spins up the disc, spins down, spins back up, so never actually errors). Is it documented anywhere what timing I need to reach to get the game to run/are there any tools that can automate this?
Here's my cue file. Burns and plays fine on both emulator and Turbo Duo.
FILE "cantbelieve.wav" WAVE TRACK 01 AUDIO INDEX 01 00:00:00 FILE "expgirl.iso" BINARY TRACK 02 MODE1/2048 PREGAP 00:03:00 INDEX 01 00:00:00 FILE "GemstoneCaves2.wav" WAVE TRACK 03 AUDIO PREGAP 00:02:00 INDEX 01 00:00:00 FILE "Anubis.wav" WAVE TRACK 04 AUDIO INDEX 01 00:00:00 FILE "Merchants.wav" WAVE TRACK 05 AUDIO INDEX 01 00:00:00 FILE "Warriors.wav" WAVE TRACK 06 AUDIO INDEX 01 00:00:00 FILE "WaterLevel.wav" WAVE TRACK 07 AUDIO INDEX 01 00:00:00 FILE "Thoth2.wav" WAVE TRACK 08 AUDIO INDEX 01 00:00:00 FILE "Sands.wav" WAVE TRACK 09 AUDIO INDEX 01 00:00:00 FILE "Ninja.wav" WAVE TRACK 10 AUDIO INDEX 01 00:00:00 FILE "ManOWar.wav" WAVE TRACK 11 AUDIO INDEX 01 00:00:00 FILE "Intro.wav" WAVE TRACK 12 AUDIO INDEX 01 00:00:00 FILE "credits.wav" WAVE TRACK 13 AUDIO INDEX 01 00:00:00 FILE "Phoenix.wav" WAVE TRACK 14 AUDIO INDEX 01 00:00:00
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Post by DarkKobold on Jul 15, 2020 22:57:57 GMT
Try this....
The last track isn't necessary, but most releases duplicate the data track at the end of the disc.
Why?
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nicole
Gun-headed
Posts: 50
Fave PCE Shooter: Magical Chase
Fave PCE Platformer: Legendary Axe II
Fave PCE RPG: Ys III
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Post by nicole on Jul 15, 2020 23:38:26 GMT
Yep, it was the pregap I was missing. Thanks everyone!
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Post by dshadoff on Jul 16, 2020 0:44:56 GMT
The last track isn't necessary, but most releases duplicate the data track at the end of the disc. Why? The thinking - although I haven't seen any evidence that this ever actually took place - is that if track 2 were to be damaged, the game could "re-home" onto the last track for a sort of failover redundancy.
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Post by DarkKobold on Jul 16, 2020 5:14:13 GMT
The thinking - although I haven't seen any evidence that this ever actually took place - is that if track 2 were to be damaged, the game could "re-home" onto the last track for a sort of failover redundancy. That's kind of what it sounds like, but no game seems to have implemented it? That seems like a really weird thing to be common, if it was never used. Maybe it was intended for a later hardware revision?
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Post by dshadoff on Jul 16, 2020 13:37:25 GMT
The cd system card determines which track is the “base” for all the data fetches, although this can be overridden by the game... for example, several Telenet games have many data tracks.
So it’s not that no game implemented it; in theory the game itself shouldn’t have to. I was saying that I don’t have any evidence that the base was “re-homed” to the final data track as a result of problems. I had heard my machine’s read head skate across the disc after a long delay, but I can’t say whether it just re-calibrated and seeked back to track 2, or whether it re-homed. The seek times during things like intermission scenes would be very different when running from the final track as compared to track 2.
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Post by turboxray on Jul 18, 2020 15:21:36 GMT
So I'm currently working on a homebrew CD-ROM game; I'm using HuC for the most part, so my current setup is an ISO/CUE with WAV audio tracks and 2048 byte sectors. There's a track 1 warning not to play the game on a music CD player, and the ISO is track 2. This works fine on emulators, however, trying to burn this over ImgBurn doesn't work successfully.
I can burn and run other rips that contain straight binary files, so my setup and discs seem fine-- I'm guessing there's something off about the timing of tracks that the PC Engine doesn't like. (It spins up the disc, spins down, spins back up, so never actually errors). Is it documented anywhere what timing I need to reach to get the game to run/are there any tools that can automate this?
That's something weird going on with ImgBurn. If you don't specify a pregap, it's automatically set to 2 second pregap for you. Which is why emulators don't need it, and a burning program shouldn't either (Nero doesn't).
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