Translucent Build 4 demo for the PC-Engine 60fps. Palette fading.turboxray PCE2024-08-26 | This new build implements palette fading against the background layer.
Release (rom): github.com/Turboxray/PCE_translucent_demo_examples/releasesSample streaming Build 1 demo for the PC-Engine 60fps.turboxray PCE2024-09-07 | This is an example demo of sample streaming demo for PC-Engine, and not having to line delay the VDC interrupt. Instead, VDC preempts the Timer IRQ (the Timer ISR opens up the interrupts). VDC is doing full screen Hsync effects (pressing select pauses the wavy progression.. that's what you see in the demo). I added a few pics to make it interesting, and few wavy modes. TIRQ is resync'd to the video frame.. every frame/vblank. This removes any wandering TIRQ drift in relation to hsync interrupts.
Controls: Button 1 & 2: cycle through samples for playback. Start: Play current sample. Select: selected between wavy patterns. Left & Right: cycle through different images. Up & Down Cycle through wavy animation, paused animated, and fixed sin wave. NOTE: The paused and fixed sin wave are to prove that when samples play back, they don't interrupt Hsync interrupt effects. If they did, you would see a line flicker when samples are played.
Release (rom): github.com/Turboxray/PCE_translucent_demo_examples/releasesTranslucent demo for the PC-Engine 60fps.turboxray PCE2024-08-12 | This is a first in a series of public source effect demos for PC-Engine. This the first iteration of the demo. Additional build folders will be included that incrementally adds more complexity. The purpose is to see how the effect is done and approached, how to optimize it, etc. This iteration of the demo limits the positioning to tilemap grid placement for code ease-of-understanding.Mister Composite output: PCE YUV palette. Hires demo slideturboxray PCE2023-06-04 | This is a capture test of MisTer Composite using the analogue board output. It's a little more soften than native PCE composite output, so I set the sharpness to the highest level in retrotink 5x.Mister Composite output: PCE YUV palette. Hires demo slide 2turboxray PCE2023-06-04 | This is a capture test of MisTer Composite using the analogue board output. It's a little more soften than native PCE composite output, so I set the sharpness to the highest level in retrotink 5x.Bonk Parallax Demo for PC-Engineturboxray PCE2022-10-25 | I didn't have time to work on a new background for the Bonk demo, just the foreground, so I figured I'd show off colors. The demo is using 165 unique colors (no hardware tricks), and still has a lot of room for more. Capture from the real system. The demo uses my HuSlayer engine for the parallax layers.
Credits: Michirin for the PCE cover of Act Raiser (and the HUD tiles that I borrowed), Black Tiger for his sprite work and almost all of the foreground tiles. I converted the background tiles from Act Raiser.
Links: michirin.itch.ioUS R-Type for the TurboGrafx-16 sprite line restoration patch comparisonturboxray PCE2021-10-31 | The US version of R-Type for the TG16 contained video settings that were different from the Japanese PC-Engine hucard(s) version. NEC got worried that the mid res mode of the TG16 might be overclocking video ram, so when they brought over the game to the North American market, they changed the video settings. This resulted in the normal 16 sprites or 256 pixel line limit to drop down to 12 sprites or 192 pixel line limit. Curious enough, Ninja Spirit which IREM later released in the US after R-Type does not have these video setting changes.
I reverted the settings back to that of the Japanese version, and captured both games running on the real system. Yeah, the video is kinda boring so freeze frame the areas that look interesting haha.
So yeah, there's less flicker/drop out with the Japanese settings. Here's the real kicker though... the later R-Type Complete CD uses the US settings for the Japanese game haha! Wow, IREM. So the Japanese audience dodged the first mishap but caught the 2nd one coming back around.
Make no mistake though; this doesn't eliminate all the flicker/drop out. The game is poorly optimized to use a 352 pixel res and does sprite clipping out side of this. But ehhh..Castlevania Bloodlines Composite vs RGBturboxray PCE2021-10-24 | Recorded from my Genesis model 2 (for both outputs). The RGB vs YUV palette on the PCE has quite distinct and strong differences that's more than just composite signal itself. While the Genesis doesn't have this unique YUV palette, I did want to test this out on the Genesis composite color domain vs RGB. To see if there are any 'compressed' color axis. For the most part they're very much the same here, except the composite is blurry and less crisp/contrast (obvious expectations). I didn't want to take pics from a CRT because every CRT is going to be different (and influence of the color gamut), but to look at the signal itself. So, not much exciting happening between the differences here.Legendary Axe RGB vs Compositeturboxray PCE2021-10-24 | Captured from a real PCE (RGB mod) and real Duo-RX via the retrotink 5x (no filters). First thing to notice is the main character isn't orange in the composite capture. Overall, less red/orange 'push' in all colors in the composite capture - giving colors a more realistic look (obviously subjective haha).
twitter.com/turboxrayNew map engine for the PC-Engine - HuSlayerturboxray PCE2021-10-09 | I've had this idea of years now. The PCE can throw around sprites pretty easily. Enough that you can make a tilemap layer with it. So that's what this is; an object map system that uses meta-sprites. Right now, the support is up to size 32x32, but I'm adding in support for 32x64 as well. No dynamic/animated tiles. The resource is very lite.. I have about 40% cpu left per frame.. and that's with actual game logic happening, collision detection, enemy AI routines, music playing, samples playing via TIRQ/DDA, and line scrolls on the BG layer. And that's with this demo rebuilding everything from scratch per frame - the object map, all the enemy sprites from metasprites, player sprites, etc.
Recorded from a real PCE. The music engine is just a work in progress deflemask player. The samples for the sound FX were just a quick grab from SOR2 for testing. This is NOT a SuperGrafx demo/game/rom. This is specifically PC-Engine.