Turbo Engine 16 emulator by AamirM
Moderator: General Mods
Turbo Engine 16 emulator by AamirM
Finally,another PC-Engine emulator (besides Ootake) that focuses on accuracy
[we need more PCEngine emulators]
For an alpha release it looks very promising.I hope it gets to the same level of quality as Regen in the near future.
Version 0.1 is now available for download:
http://www.retroemu.com/showpost.php?p=265&postcount=1
Post your comments and impressions here in this thread.
[we need more PCEngine emulators]
For an alpha release it looks very promising.I hope it gets to the same level of quality as Regen in the near future.
Version 0.1 is now available for download:
http://www.retroemu.com/showpost.php?p=265&postcount=1
Post your comments and impressions here in this thread.
Last edited by kick on Fri Aug 08, 2008 5:29 pm, edited 8 times in total.
[i]Have a nice kick in da nutz[/i] @~@* c//
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Hi,
stay safe,
AamirM
I hope too . I'll work more on it when I finish some things I've started on Regen. BTW, I forgot to remove the incomplete Supergrafx emulation code so supergrafx games will run too although the second VDC and priority controller are not present so they'll run incorrectly (missing graphics). And for those who don't know, its not complete yet and there are glitches in almost every game. But hopefully that will change soon.kick wrote:For an alpha release it looks very promising.I hope it gets to the same level of quality as Regen in the near future.
It doesn't has to be. Any thread here takes ages to go to second page.Neo Kaiser wrote:But we are full of Sticky threads.
stay safe,
AamirM
Hi,
I've uploaded a small update. Mainly some emulation fixes (without rewriting VDC timings). Anyways below is a complete changelog:
Version 0.15
------------
* Various fixes to the CPU core and some timing changes. Thanks to Exophase
for posting comments on the emutalk boards. Fixes the following games:
- Cyber Core
- Download
- Final Soldier
- Blodia
- Body Conquest II
- Idol Hanafuda Fan Club
- Jackie Chan
- Jackie Chan Action Kung Fu
- Kyuukyoku Mahjong Idol Graphic
- Kyuukyoku Mahjong Idol Graphic II
- New Adventure Island
* Fixed a silly bug in CPU timer. I probably shouldn't code at night.
* Fixed sound in Bouken Danshaku Don.
* Fixed CPU low speed mode.
* Inter-sprite priorities implemented (Bomberman, Racing Damashii, and just about every game).
* Sprites to background priority corrected (Cadash).
* Sprite limitations implemented (After Burner II).
* Support for bit shuffled USA ROMs (Cadash, Final Lap Twin etc..).
* Turbo Engine will now use sound card for timing. This wil remove video stuttering,
sound skipping and hiccups in the emulation.
* Change of name from Turbo Engine to Turbo Engine 16 to avoid confusion with
car engines when some one googles it
Download from the same link given in the first post.
stay safe,
AamirM
P.S. : kick, can you rename thread name from TurboEngine[16] to Turbo Engine 16?
I've uploaded a small update. Mainly some emulation fixes (without rewriting VDC timings). Anyways below is a complete changelog:
Version 0.15
------------
* Various fixes to the CPU core and some timing changes. Thanks to Exophase
for posting comments on the emutalk boards. Fixes the following games:
- Cyber Core
- Download
- Final Soldier
- Blodia
- Body Conquest II
- Idol Hanafuda Fan Club
- Jackie Chan
- Jackie Chan Action Kung Fu
- Kyuukyoku Mahjong Idol Graphic
- Kyuukyoku Mahjong Idol Graphic II
- New Adventure Island
* Fixed a silly bug in CPU timer. I probably shouldn't code at night.
* Fixed sound in Bouken Danshaku Don.
* Fixed CPU low speed mode.
* Inter-sprite priorities implemented (Bomberman, Racing Damashii, and just about every game).
* Sprites to background priority corrected (Cadash).
* Sprite limitations implemented (After Burner II).
* Support for bit shuffled USA ROMs (Cadash, Final Lap Twin etc..).
* Turbo Engine will now use sound card for timing. This wil remove video stuttering,
sound skipping and hiccups in the emulation.
* Change of name from Turbo Engine to Turbo Engine 16 to avoid confusion with
car engines when some one googles it
Download from the same link given in the first post.
stay safe,
AamirM
P.S. : kick, can you rename thread name from TurboEngine[16] to Turbo Engine 16?
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Done and done sir.AamirM wrote:P.S. : kick, can you rename thread name from TurboEngine[16] to Turbo Engine 16?
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
NSRT here.
Hi is there any plan for screen set up in the future? Like if I want to set up my screen from 4:3 to 5:4?
If you look over here at http://forums.magicengine.com/en/viewtopic.php?t=2175 where KingHanco point it out on that post the screen setting for widescreen is wrong.
If you look over here at http://forums.magicengine.com/en/viewtopic.php?t=2175 where KingHanco point it out on that post the screen setting for widescreen is wrong.
Window Vista Home Premium 32-bit / Intel Core 2 Quad Q6600 2.40Ghz / 3.00 GB RAM / Nvidia GeForce 8500 GT
Hi,
For those interested, I thought I'd just give an update on this. I have not stopped working on this emulator . I had free time today so I decided to work on this. Today I wrote a completely new PSG which is working quite good. The new PSG has more accurate noise emulation, partial support for the LFO (mostly figured out from mednafen sources and the PSG doc/patent) and can generate samples cycle accurately. It also contains a new "High Quality" mode whereby it is run at ~220Khz and resampled back to 44.1 Khz. Today, I also began work on new VDC core though its not finished yet. One major problem current VDC implementation has is that is doesn't handle midframe resolution changes (look at Order of the Griffon). New VDC has been designed to handle that case. Also, if I one day decide to make the renderer dot based, it wouldn't be hard. Finally, I made many changes today to make CPU, VDC, PSG as much independent so I can run them in parallel like bsnes does with SNES.
So that was an update on the state of Turbo Engine. Hopefully, I'll have something to show soon.
stay safe,
AamirM
For those interested, I thought I'd just give an update on this. I have not stopped working on this emulator . I had free time today so I decided to work on this. Today I wrote a completely new PSG which is working quite good. The new PSG has more accurate noise emulation, partial support for the LFO (mostly figured out from mednafen sources and the PSG doc/patent) and can generate samples cycle accurately. It also contains a new "High Quality" mode whereby it is run at ~220Khz and resampled back to 44.1 Khz. Today, I also began work on new VDC core though its not finished yet. One major problem current VDC implementation has is that is doesn't handle midframe resolution changes (look at Order of the Griffon). New VDC has been designed to handle that case. Also, if I one day decide to make the renderer dot based, it wouldn't be hard. Finally, I made many changes today to make CPU, VDC, PSG as much independent so I can run them in parallel like bsnes does with SNES.
So that was an update on the state of Turbo Engine. Hopefully, I'll have something to show soon.
stay safe,
AamirM
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Hi,
The requirements are just an estimation, they may be higher or lower, can't be sure until someone tests it.
stay safe,
AamirM
Nah, I am not concentrating on these things right now . And you really wouldn't want to know that . But anyways, at max settings (Supergrafx, hq2x, high quality PSG, fullscreen etc..), I am estimating a 2.2Ghz P4 to run it. Memory requirements are about 20MB. I can't tell the file size right now since I have some more stuff to add and it will grow.h4tred wrote:How big is the file size? RAM usage? CPU reqs? Very Happy
The requirements are just an estimation, they may be higher or lower, can't be sure until someone tests it.
stay safe,
AamirM
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