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- *******************************************************************************
- ** _____ __ . __ _ __ _ _ ___ _____ **
- ** | / \ /| /__ / | \ | | / \ / / **
- ** | | __ | / \ / | | | | | | / /_ **
- ** | \__| _|_ \___/ _/ |__/ \__/ \___/ /__ / **
- ** ___ _ ___ / / **
- ** |__ / \ / \ Compiled by John Yu // **
- ** | /___\ | \ | Email: jky@csa.bu.edu / **
- ** | / \ \___\ Last revised: 05/25/95 **
- *******************************************************************************
- ** The source of information for the TurboGrafx16 and DUO video game systems **
- ** Email any comments/questions to jky@csa.bu.edu **
- *******************************************************************************
-
- ACKNOWLEDGEMENTS: Thanks to Ken Arromdee (arromdee@jyusenkyou.cs.jhu.edu)
- and Steve Pearl (pearl@remus.rutgers.edu) since alot of
- the stuff in this FAQ were borrowed from their own FAQ's
- based on the same subject matter. :)
- Thanks to Bt Garner, the Turbolist, and everyone else who
- have contributed to the FAQ :)
-
- Information needed:
- -- The TurboExpress and TG-16 information are inconsistent in CPU and Mhz.
- What's the deal? :)
- -- Joystick pinouts.
- -- Why does the TG16CD have two different AC adaptors? (See Section 4.B)
- -- What's the difference between the Coregrafx I and II?
- -- Info about TG programming.
-
- Additions/changes since last posting:
- -- AC adaptor ratings (See Section 4.B)
- -- An excerpt about TG16 Programming (See Section 4.G)
- -- TG16/Duo Game Scoring Contest (See Section 8)
- -- Save game FAQ. (See Section 8)
- -- A few FTP sites to check out. (See Section 8)
-
- ------------------------------------------------------------------------------
-
- =========================
- Contents
- =========================
-
- 1 TTI
- 2 TG16->Duo Lineage
- 3 PcEngine+Compatibility
- A: The Machines
- B: The Games
- C: The Accessories
- -PcEngine->TG16/Duo Adapters
- -PcEngine and TG16/Duo Controllers
- 4 Technical/System Specs
- A: Machine Specs
- B: AC Adaptor Ratings
- C: PcEngine/TG16 Hucard pinout
- D: TG16/Duo and 6-button button joystick techs
- E: TG16->Duo joystick converter cable pin-out
- F: Technical Questions Answered by Nimai Malle
- G: An excerpt about TG16 Programming
- 5 Other Frequently Asked Questions
- 6 Magazines
- 7 Shopper's Guide
- 8 Other Sources of Info
-
- =========================
- 1 TTI
- =========================
- o What is Turbo Technologies and what happened to NEC?
- NEC had joined forces with Hudson-Soft to form a new company called
- Turbo Technologies. TTI hasn't done very well in marketing Duo, and
- as a result, they are no longer in business. Turbo Zone Direct has
- risen from the ashes of what was TTI. TZD is no longer distributing
- hardware and is concentrating on selling software through mail order.
- TZD has promised to continue to port over Japanese titles, and is also
- selling the back log of NEC & TTI games. The Duo is available on
- clearance from retailers at the price of $100 and the TG16 base unit
- can be found for $20-$40. New software plans are slow to non-existent
- but there is still alot of US software out there if you're a new user.
- If you're a TG16 oldie like me, the only solution is the still strong
- Japanese market of PcEngine games. See Shopper's Guide section for a
- list of distributors.
-
-
- =========================
- 2 TG-16 -> Duo Lineage
- =========================
-
- Back way back when, NEC entered the 16-bit generation US video game market
- by promoting the TG16,TG16-CD, and later the TurboExpress portable.
-
- TurboGrafx-16: -This base unit plays only Hucards (thin, credit-card sized
- cartridges)
- Assessories:
- 1) TurboTap: adaptor allowing 5 player capabilities
- 2) TurboBooster: attaches to TG16 expansion port to allow
- A/V cable hookup to TV/Stereo
- 3) TurboBooster Plus: same as TurboBooster but allows
- Hucard game saving on those games
- which support the feature
-
- TurboExpress: -A portable handheld system equivalent to TG16
- -Plays only Hucards
- Assessories:
- 1) TurboVision: TV tuner attachment
- 2) TurboLink: Connects two TE's together to allow 2 players*
- * only works for games which support this feature
- 3) Car Adaptor
- 4) AC Adaptor
-
- TG16-CD: -Comes as a CD attachment for TG16 base unit.
- -CD plays audio CD's, CD+G's, and CD-ROM2 games (The "2" in
- CD-ROM2 supposedly refers to CD operating system version 2)
- Features:
- -Adds A/V output and headphone jack
- -CD can be removed for use as portable
- -On screen display to play audio CD's and CD+G's
- -game save battery feature
-
- -With the Super System Card (system version 3) upgrade, plays
- also Super CD** games for the DUO.
- May be still available from TTI/TurboZone for $65 alone
- or $95 along with 3-in-1 CD containing Gate of Thunder,
- Bonk1+2, and bonus Bomberman game (see Shopping section)
-
- After a few years of lack-luster marketing by NEC, NEC joined forces with
- Hudson-Soft in forming TTI to promote the DUO and the Super System Card
- for the TG16-CD.
-
- DUO: -The TG16's successor
- -Super CD system 3 built in
- -Plays audio CD's, CD+G's, CD-ROM2 and Super CD** games as
- well as standard Hucards
- Features:
- -Faster access time than TG16-CD unit
- -slimmer design than TG16-CD but no LCD on unit
- -A/V output and headphone jack
- -On screen display to play audio CD's and CD+G's
- -game save battery feature
-
-
- ** Super CD: Using a revised BIOS (Operating system) and more
- memory (64K upgraded to 256K), Super CD games run
- faster because of less access time and have better
- graphics due to the increased memory.
- Only Super CD games take advantage of this extra
- memory. There are some games which are compatible
- with both System 2 and 3 but will take advantage
- of System 3's extra memory when it is present.
-
- Arcade Card: -Probably the final expansion for the PcEngine/TG16/Duo
- There are no plans to release it or any of its games in the
- US. Using this card, memory is expanded to 2MB. The more
- memory, the better right? :)
- -There are two versions of the Arcade card depending on
- the type of system you have:
- 1) Arcade Card Duo: for Duo based systems
- 2) Arcade Card Pro: for non SuperCD based CD systems,
- it includes both the SuperCD
- operating system and the extra
- memory on the card
- -If you have a US machine, you have to use a HuCard adaptor
- for it to work on your machine.
- -Most Arcade Card games are Neo-Geo fighting game ports.
-
-
- =========================
- 3 PcEngine+Compatibility
- =========================
-
- A: The Machines:
- ----------------
- PcEngine Shuttle: Japanese counterpart of TG16 but without CD expansion
- capabilities. Plays only Japanese HuCards.
-
- PcEngine/CoreGrafx(I/II)/Duo(R): Japanese counterparts of TG16/Duo.
- The Coregrafx models are just remakes of
- the original PcEngine with A/V output instead
- of RF. The Duo-R is a toned down Duo
- without headphone jack and RF output
- (A/V output only).
-
- Supergrafx: No US counterpart. (The Supergrafx is an enhanced PC Engine and
- can play PC Engine games without modification.) There were only
- five games produced exclusively for this machine to take
- advantage of its extra muscle power. It could be attached to the
- old PCE-CDROM expansion unit with a separate interface unit.
-
- PcEngine GT: Japanese counterpart of the TurboExpress, and runs PcEngine
- HuCards. To play PcEngine HuCards on TurboExpress, use
- the same PcEngine->TG16 adaptor.
-
- B: The Games:
- -------------
- HuCards: 1) PCEngine on TG16/Duo:
- HuCard games aren't compatible, but you can buy adapters
- for $20-30 through many mail order places.
- 2) TG16/Duo on PCEngine:
- There is a hardware difference between the two machines
- which HuCards can read. Most TG-16 HuCards check it,
- and won't work on a PCE even with an adapter.
- (Exception: Night Creatures works.)
-
- Note: A Japanese Super System Card can be used with an American
- TG16-CD using a PCE->TG16 adaptor.
-
- CD/SCDs: All known CDs work both ways without any extra hardware, except
- a few SCDs which come with an extra Hucard for more memory.
- These SCDs require the built in operating system of the Duo.
- (Tough luck for those with the original TG16 or PcEngine CDs.)
-
- Note: Altered Beast CD does not work, but that's because of an
- incompatibility with the older CD System 1.0; it won't work
- on a PC Engine 2.0 or SCD either.
-
- Arcade Card: Only available on PcEngine. Requires PcEngine->TG16/Duo
- adaptor to work on US machines. Arcade Card Duo is for
- Duo machines. Arcade Card Pro is for machines without
- SuperCD System built in (i.e. TG16-CD).
-
- C: The Accessories:
- -------------------
- PcEngine->TG16/Duo Adaptors:
- -Some existing adapters, namely the WH-301 purple adapters, aren't
- shaped to fit in a Turbo Duo or Turbo Express without some
- modification. It is also suspected that the WH-301 will not work at
- all with the LaserActive machines. There are three solutions:
- 1) Find one that fits. There is a "Kisado" type adaptor made in
- part by FAQ contributor David Shadoff. This is a streamline
- adapter that fits well in TG16/TGExp/DUO machines without any
- modification. Here's a schematic of it (not drawn to scale):
-
- +------------------------------------+_+----+#######+ Top View
- |====== |#######|
- |====== |#######|
- |====== |#######|
- |====== |#######|
- |====== _ |#######|
- +------------------------------------+ +----+#######+
-
- <-- Machine End HuCard End -->
-
- ------\ Side View
- ______|
- =======-------------------------------v-------------/
-
- ^---Notch for power switch
-
- The card itself is about 75% longer than a standard HuCard, and when
- a HuCard is placed in, it leaves about .5 cm between the HuCard and the
- machine.
-
- If you are having trouble with the 301 type adapters, then you may want
- to track down one of these beasts. They are currently being re-manufactured
- because of recent interest in them. Contact David Shadoff (daves@interlog.com)
-
- 2) remove the HuCard door off of the Duo
- 3) Do some careful cutting on the WH-301 adaptor:
- (Some mail order places may have this done for you)
- Before: ------------ After: ____________
- | | \ |
- ________|__________| _________\________|
-
- <-- Machine End
-
- PcEngine and TG16/Duo Controllers:
- -American Duo controllers are the same PcEngine controllers; they both
- have 8-pin mini-din connectors while the TG16 uses the larger 8-pin
- dins.
-
- -To use a Duo/PcEngine controller on a TG16, or vise-versa, you can
- either:
- 1) Obtain an adaptor. TTI supposedly makes TG16->Duo cables and
- mail order places like Buy-Rite make Duo->TG16 cables.
- (See also TG16->Duo joystick cable pinouts in Section 4.D)
- 2) Open up a DuoPad and a TurboPad and switch the internal plugs of
- each controller. Make sure both the internal plugs of each
- controller are the SAME type of connectors and that the wiring
- order are the same. As far as I know, there are two types: a thick
- blocky one and a thin one. This technique would be useful, for
- example, in turning a PcEngine 6-button pad into a TG16 6-button
- pad. You will end up with a spare Duo/PcEngine 2-button
- controller.
- Note: Supposedly, this technique can apply to TurboTaps and
- DuoTaps as well.
- =======
- ***WARNING: If nothing works, make sure you shut down your machine
- ======= fast or you might end up with a shorted Tap/Pad! :P
-
- #### Thanks to johnk@cs.utexas.edu for this section :) ####
-
-
- =========================
- 4 Technical/System Specs
- =========================
-
- A: Machine Specs:
- -----------------
- Note: I left the specs for other video game systems for comparison purposes.
- ##### Spec chart from Ken Arromdee's rec.games.video FAQ:
- [chart originally by Corey Kirk]
- ______________________________________________________________________________
- | | Neo Geo | SNES | Genesis | TG-16 | NES | Sega MS2 |
- |----------+----------+----------+----------+----------+----------+----------|
- |Bits (CPU)| 8 + 16 | 16 | 16 | 8 + 8 | 8 | 8 |
- |Bits (Gx) | 16 | 16 | 16 | 16 | 8 | 8 |
- |CPU | 68000| 65816 | 68000 | HuC6280| 6502 | Z80 |
- |APU (Aud) | Z80| SPC???? | Z80 | | | |
- |MHz | 12.5, 4| 3.6 | 7.6 | 3.6 3.6| 1.8 | 3.6 |
- |Graphics | 320 x 224| 256 x 224| 320 x 224| 256 x 256| 256 x 240| 240 x 226|
- | -2nd mode| | 512 x 448|320 x 448*| 320x256**| | |
- |Planes | 3 | ? | 2 | 1 | 1 | 1 |
- |Colors |4096/65536| 256/32768| 61/512 | 482/512 | 16/52 | 52/256 |
- |Sprites | 380 | 128 | 80 | 64 | 8 | 16 |
- | - size | 16 x 512| 32 x 32| 32 x 32| 16 x 16| 8 x 8 | 8 x 8 |
- |Audio | 15-lyr |PCM 8-lyr | 10-lyr | 6-lyr | mono | mono |
- |RAM | 64K+68Kgx|128K+64Kgx| 72K+64Kgx| 8K+64Kgx| 2K+ 2Kgx| ? |
- | | (+2K Z80)| | | | | |
- |----------+----------+----------+----------+----------+----------+----------|
- |CD CPU/MHz| ? | |68000/12.5| 65802/16 |
- |CD RAM |430K VRAM | | 768K | CD= 64K |
- | | 64K SRAM | | | SCD=256K |
- | |7 mg DRAM | | | ACD= 2MB |
- |----------+----------+ +----------+----------+
- * The 320x448 mode on the Genesis is the Sonic split-screen mode.
- ** A 512x256 mode is possible through fiddling with registers, but not
- officially supported.
-
- Comment: Some listings of colors are probably a bit too high. For instance,
- the Genesis has 8x8 tiles which use 16 colors from one of 4 palettes each,
- which would be 64 colors, except that the 16th is a "transparent" color that
- is the same for all 4. Listings for Genesis colors tend to ignore this and
- say "64" instead of "61". It's unclear how many of the other figures are like
- this.
-
- ________________________________________________________
- | | GameBoy | Lynx | GameGear | TExpress |
- |----------+----------+----------+----------+----------|
- |Bits (CPU)| 8 | 8 | 8 | 8 + 8 |
- |Bits (Gx) | 8 | 16 | 8 | 16 |
- |CPU | Z80 | 6502 | Z80 | 6502 6502|
- |MHz (CPU) | 2.2 | 4.0 | 3.6 | 7.2 |
- |MHz (Gx) | | 16.0 | | |
- |ScreenSize| 2.6" | 3.5" | 3.2" | 2.6" |
- |Graphics | 160 x 144| 160 x 102| 160 x 144| 256 x 216|
- |Colors | mono (4) | 16/4096 | 32/4096 | 482/512 |
- |Sprites | 8 | unlim | 64 | 64 |
- | - size | 8 x 8 | unlim | 8 x 8 | 16 x 16 |
- |Audio | 2-lyr | 4-lyr | 4-lyr | 6-lyr |
- |RAM | 16K | 64K | 24K | 8K+64Kgx|
- |----------+----------+----------+----------+----------|
- Most systems can change colors on successive scan lines, using more colors
- than the ones listed.
-
- The existence of multiple graphics modes also confuses things--it might not be
- possible to use all features at the highest graphics mode, as in the lack of
- hardware rotation in the SNES 512x448 mode. I'm not sure if there are
- limitations on the double resolution Genesis mode (used for Sonic split
- screen).
-
-
- B: AC Adaptor Ratings:
- ----------------------
-
- DUO:
- Input: 120V AC 60HZ 16W
- Output: 10V DC 1000mA
- Center plug is positive, the outer is negative.
-
- Turbo Express:
- Input: 120V AC 60HZ 13W
- Output: 7V DC 700mA
- Center plug is positive, the outer is negative.
-
- TG-16:
- Model: HES-ACA-01
- Input: 120V AC 60HZ 15W
- Output: 10.5V DC 730mA
- Center plug is negative, the outer is positive.
-
- TG+CD:
- Model: HES-ACA-02
- Input: 120V AC 60HZ 24W
- Output: 11V DC 1.53A (1530 mA)
- Center plug is negative, the outer is positive.
-
- Model: HES-ACA-03
- Input: 120V AC 60HZ 28W
- Output: 11V DC 1.53A (1530 mA)
- Center plug is negative, the outer is positive.
-
- Note: When buying replacement adaptors other than these recommended
- by the manufacturer, the general rule is:
- - Match the generic AC adaptor's DC voltage equal or as
- close as possible to the manufacturer's adaptor.
- - Make sure the generic adaptor's current rating (mA/A) is
- equal or higher than the manufacturer's adaptor.
- - Make sure the polarity matches!
-
-
- C: PcEngine/TG-16 HuCard pinout:
- --------------------------------
- This information was posted by David Shadoff (daves@interlog.com)
- and is mostly verbatim:
-
- Notes:
- (1) For reference, pin 1 is the short pin (on the left, if the card
- is to inserted forwards), pin 38 is the long pin on the right.
- (2) * - means I think this is what it is
- ** - means I don't know
- (bar) - means it is an active-while low condition (usually denoted
- by a bar over top)
- (3) I'm telling you all I know (which really isn't much), and it may
- contain errors, also - I will not be held responsible for errors
- in this list. (or any damages resulting from the use of, or
- inability to use, this information, etc...)
-
- Pin Use
- --- ---
- 1 ** 20 D4
- 2 ** 21 D5
- 3 A18* 22 D6
- 4 A16 23 D7
- 5 A15 24 CE (bar) - chip select
- 6 A12 25 A10
- 7 A7 26 OE (bar) - output enable
- 8 A6 27 A11
- 9 A5 28 A9
- 10 A4 29 A8
- 11 A3 30 A13
- 12 A2 31 A14
- 13 A1 32 A17
- 14 A0 33 A19*
- 15 D0 34 R/W (bar over W) - read/write
- 16 D1 35 **
- 17 D2 36 **
- 18 Gnd 37 **
- 19 D3 38 +5V
-
- It is interesting to note that pins 6 thru 29 are basically exact
- duplicates of the functions of pins 2 thru 25 on a 2764 EPROM.
- Obviously, the design of the chip's die was not a complete re-work;
- it just sits on a different package.
-
- I got this information from tracing address- and data-paths through
- the PC-E to the 2K static RAM (which has a known pinout), and
- extending that information by reviewing an NEC data book on their
- 1-Megabit factory-programmed PROM's (it's an old data book, so I
- couldn't go any further).
-
- The TG-16 differs from the PC-E in that the D0-7 datalines are
- reversed (actually, the PROM is programmed that way, and the wires
- leading to the data bus in the machine are reversed). I have
- shown here, the card pinout (which does not differ). I believe
- that this is the PC-E port pinout (TG-16's just reverse the data
- lines' order; swap 0 for 7, 1 for 6, 2 for 5, and 3 for 4).
- -
- Additional information: to copy a TG-16 game to work on a PC Engine with
- copier, reverse the bit order. There is then a sequence of code which checks
- what machine the game is running on: all known examples start with 78 54 A9,
- have the letters NEC at offset 15 hex, and an F0 at offset 0B. If the F0 is
- changed to an 80 (changing a conditional jump to an unconditional jump), the
- game will work on both PC Engine and TG-16.
-
- This code sequence is usually at the start of the game, but can be in other
- places.
-
-
- D: TG16/Duo and 6-button joystick techs:
- ----------------------------------------
- ### Info from Robert Kemmetmueller <rskm@VNET.IBM.COM>:
-
- * A regular controller has a single 74HC157 IC (16-pin) in it. This
- is some kind of "switcher" chip (exact function unknown) that lets
- the console poll the 4 directional switches (U D L R), and then poll
- the other 4 switches (S R I II).
- * A 6-button controller has three 74HC157 IC's, and a half-used
- 74HC163 IC, and a transistor for the autofire circuit.
- * A 6-button controller MUST have an autofire circuit. The reason
- is, it must continuously toggle between the set (U D L R , S R I II)
- and the set (- - - - , III IV V VI). The console never knows which
- set it'll get on any given poll, so it has to keep polling until it
- gets BOTH sets. The way it determines WHICH set it gets is: If it's
- the second set, all four directions will appear to be pushed.
-
- So you can see that even with a normal controller, you can fool the
- console into thinking you pushed the nonexistent III IV V VI buttons, by
- pushing the control pad in all four directions and pressing S R I II.
- This is not physically possible due to the physical design of the
- controller, but I did verify my theory by applying bits on tin foil to
- all 4 directional contacts of a standard 2-button controller.
-
-
- o Is it possible to make a SNES->TG16/Duo joystick converter?
-
- ::WARNING: Electrotechie mumbo-jumbo about controller guts follows::
-
- The TG-16 controller uses a 74HC157 IC, which is a quad 2-line-to-1-line
- data selector/multiplexer with noninverting output. The console does a
- "double-poll", getting the values of the U D L R pad switches once, and
- then the R S I II buttons.
-
- The Avenue6 pad uses three of those ICs, one to "double-poll" the usual
- (U D L R, R S I II) buttons, another to "double-poll" the (- - - -, III
- IV V VI) buttons, and the third IC continuously switches WHICH of those
- ( ) sets is sent when the console polls.
-
- (The software running on the console never knows which set it'll get on
- any given poll, but it can TELL which set because the "- - - -" means
- all 4 directions were pushed. Older titles don't know how to handle
- that. Watch Bomberman go spaztic when your controller is set to type
- "B"!)
-
- The other chip in the Avenue6 pad is a 74HC163, a presettable
- synchronous 4-bit binary counter with synchronous clear. I haven't
- really figured out what the heck its function is in the Avenue6 pad;
- it's probably just part of a glorified slo-mo/turbo circuit, which is
- absolutely required for a 6-button TG16 controller to work.
-
- SNES controllers contain two 4021B ICs, which are 8-stage parallel to
- serial shift registers.
-
- So a converter that lets you use SNES controllers on a TG16 would
- require all the logic from an Avenue6-button controller, PLUS a bunch of
- logic circuits (a timer? and ???) to query the SNES controller and queue
- the results it serially sent back, in some buffers that the Avenue6
- logic could poll at will.
-
- So now you know why nobody's built one. :-)
-
-
- E: TG16->Duo joystick converter cable pin-out: Submitted by Steve Marsh
- ---------------------------------------------- (marsh@anvil.nrl.navy.mil)
-
- Here are the pinouts for a cable that lets you plug TG accessories
- (TurboStick, TurboPad, TurboTap) into a Duo. The TG uses DIN-8 connectors, and
- the Duo uses Mini-DIN-8 connectors. These should be available at the usual
- electronics stores. You also need an 8-conductor (plus ground/shield) cable.
- Hook up the outer shell of these connectors with an additional wire in the
- cable, or (preferably) the woven wire or foil shielding in the cable. Be sure
- to make it extra long--it's tough to stretch it later! $^)
-
- Both diagrams below are based on looking *at* the business end; i.e. the
- DIN-8 socket view shows 8 holes, and the Mini-DIN-8 plug represents 8 little
- pins. You have to connect the wires from behind these viewpoints. Also, if
- you are making the opposite type of cable (i.e. so you can use 6-button Duo
- pads on the TG), you'll have to do the mental gyrations yourself... $^)
-
-
- DIN-8 SOCKET (TG) Mini-DIN-8 PLUG (Duo)
-
- ------------- ----##----
- / 4 \ / ## \
- / 3 5 \ / 1 7 8 \
- / \ | |
- | | | 6 3 5 |
- | 2 8 6 | \ /
- | | \## 2 4 ##/
- \ / #------#
- \ 1 7 /
- \ ### /
- -----###-----
-
-
- F: Technical Questions: Answers given by our "local" TG16/Duo expert
- ----------------------- Nimai Malle (nmalle@newssun.med.miami.edu)
- Nimai used to work for Hudson Soft in Japan as a
- videogame programmer.
-
- o Could you tell us about the graphic mode in PC-engine?
-
- Well... (this could get length, but I'll try to summarize)
- The PC-Engine and Duo machines do display 16 colors out of a possible 512
- per sprite. There are 16 palettes, each holding 16 colors. A single sprite
- can use one of those 16 palettes. Therefore, one sprite may use one set
- of 16 colors, and another a different set, hiding the limitations of the
- 16 color limit. Also a sprite is 16x16 dots in size, so most object are
- comprised of a set of sprites.
-
- The PC-Engine can only display one background at a time. The background is
- made up of definable characters all 8x8 pixels in size. The actual size of
- the BG can be much larger than the display area of the TV screen, allowing
- scrolling, etc. As with sprites, there is also a set of 16 palettes, each
- with 16 colors for use with BG characters. Each character can use it's own
- palette from those 16. Which area of the BG is currently displayed on the
- screen is determined by scroll registers within the PC-Engine, with (0,0)
- being the upper left hand corner. By writing new values to these registers,
- the area being displayed is "instantly" changed. To scroll, just increment
- this register either in the X or Y direction.
-
- o Does the TG-16 really have 482 colors, and a 512x262x482 mode?
-
- The TG-16 has 512 colors. Some colors are necessarily duplicated. The BG has
- 256 colors. The Sprites have a separate 256 colors. Both color spaces are
- divided into 16 palettes.
-
- In the BG, color 0 of all palettes are equal. Color 0 of palette 0 determines
- color 0 of all the BG palettes. Even though these color CAN be set indepen-
- dently, the screen will not reflect these settings.
-
- In the Sprites colors, color 0 is transparent in all palettes, although it does
- peek it's head in a peculiar place; beyond the display width of the BG.
- Explanation: The BG display area (in it's most often used setting) is 256x216.
- The display width of a television may be adjusted to squash the screen
- vertically, or horizontally. Even normal TV's show a little more that 256
- TG-16 dots wide, leaving a black border on the sides. This border color is
- actually controlled by sprite color 0. The programmer can actually set the
- screen width more narrow or vertically shorter, showing more of this area.
- It's only use that I've ever implemented was in measuring the CPU load of the
- TG-16 during development.
-
- All platform games work this way, basically:
-
- MAIN LOOP
- 1)Wait for vertical retrace interrupt...
- 2)Check joypad, move characters, etc.
- 3)Goto MAIN LOOP
-
- So, when step 2) is reached, the screen will be redrawing at the very top.
- Between steps 1) and 2) one could set sprite color 0 to RED. Then proceed
- with all the processing for the game in step 2). Then, right before step
- 3), set sprite color 0 to black. What happens is, a red area to the left
- and right of the BG appears starting from the top of the screen, and continuing
- down i time, until it's set black again. The screen is drawn 60 times every
- second, so if your red meter is half way down the screen, you know that your
- main loop it taking half of 1/60 a second to execute. If the red goes off
- the bottom of the screen, then you've got the dreaded over-sync!! Everything
- starts moving at 1/2 speed. If this happens right when a particular monster
- enters the playing field, then you know he's the culprit. We even got
- fancier, and showed different colors for different routines. Now we could
- "see" our sprite drawing routine in green, say, hogging CPU time, and know
- that's where optimization should begin.
-
- o And wouldn't the existence of this mode, combined with the Turbo Express
- resolution, mean the TE can't _really_ play all TG-16 games? (Is this the
- Supergrafx's mode? What _is_ the Supergrafx's mode, anyway?)
-
- Well, NEC doesn't sanction weird resolutions. As far as I know, there is no
- setting that allows more that 256 dots vertically, but I have written games
- using 512x256. Colors are DEFINITELY fixed at 512 (minus duplicates) but when
- in 512x256 mode, dithering colors, or displaying alternating vertical bands
- of, say blue and red, give a convincing display of purple, so more colors
- can be SHOWN this way, but still not true color.
-
- As for TurboExpress compatibility, I think it can handle the 320x256 mode used
- in Y's and others, but I've never tested 512x256... Interesting!
- SuperGrafx is a strange beast. It has the same CPU as the TG-16, but with two
- sets of graphic control chips. This means hex $20000 bytes of VRAM, two BG's
- twice as many sprites (making 128). BUT this meant more work for that little
- CPU. This was the complaint of most developers. Needless to say, the system
- didn't catch on, although *I* think it's games were GREAT!
-
- o More on the Arcade card:
-
- I wrote the Arcade Card libraries that Hudson distributes to it's developers,
- so I know what this baby does!
-
- There are four ports to access the memory from the CPU. Each port is one
- word. Each port can point to a separate address in the arcade card memory.
- Settings for the ports are also completely independent. The addresses are
- determined by a "base address" (3 bytes) and an "offset" (2 bytes). Reading
- and writing is possible from all ports, and each can be set to auto increment
- or decrement the offset or the base address. Also, there is a bit one can
- "hit" that causes the base and offset to be added, with the result being stored
- in the base. This COULD be used as a fast 3 byte adder. There is also a
- 4 byte read/write barrel roller. Basically, you can store any 4 byte value in
- this register(s) and write the number of times you wish to shift or roll to a
- 5th register and you can read the result immediately. This is very limited,
- but a good hacker could find some tricky little application. I was able to
- optimize division and multiplication routines, also optimized a run length
- decoder using this feature... (I would have rather had a real multiplier and
- divider, or floating point, or something, but costs were prohibitive.)
-
-
- G: An excerpt about TG16 Programming:
- -------------------------------------
- This is a small discussion about programming on the TG16 by David Shadoff
- and Nimai Malle which started on the Turbolist. However, it is only a
- beginning of a discussion on the topic since one of the parties disappeared
- mysteriously (Beats me!). I added it to the faq since it may interest some
- people. If you would like to followup on the following material or have any
- knowledge about TG16 programming, please feel free to send comments/info.
-
-
- ### David Shadoff (daves@interlog.com):
-
- This annotates the header that NEC America stuck on the beginning of the
- American games, which inhibited their use on PC-Engine machines (as I
- interpreted it). I am still unclear why they did this; Japanese developers
- never implemented this change; English-language ports would still have had a
- market in places like Hong Kong, Singapore, Taiwan, etc. (but were never
- repackaged this way); and US developers would have done better to create a
- market over here rather than try to segregate it from day one (as you'll
- recall, it was approx 1 year before 1 US developer signed on, and about
- 18mo-2 yrs before a game came out). Oh yes... there's the issue of why this
- change was never implemented on the US CD-ROM ports either... it seems that
- NEC had a complete lack of direction of what they wanted to accomplish with
- segregated markets.
-
- I am working from the following assumptions:
-
- (1) That my friend was able to copy the data from a TG-16 card to a PC
- diskette reliably (proven - you'll see)
-
- (2) That most cards are very similar (I checked a few, and there seemed to
- be 2 or 3 archetypal structures of basically the same code - ie. relocated
- or some other minor change).
-
- (aside) I always wondered about KLAX (TG16-vs.-PCE)... were there
- differences ? I never got my hands on the American version.
-
- (3) That although the HU CPU *IS* a custom chip, it is substantially similar
- to the 65816 processor (leap of faith, but proven - you'll see).
-
- offset byte value instruction annotation
- 00 78 SEI i Set interrupt disable status
-
- 01 54 A9 FF MVN xyc Block move negative; source = FF0000 + x
- dest = A90000 + y
- length = c + 1
- Data Bank Reg = A9
-
- 04 53 01 EOR (d,s),y XOR mem with accum.
- (a should either be 00 now, or FF)
- effective addr. = A90000 + stack + 1
-
- 06 AD 00 10 LDA a Load Accum. with mem. at A91000
-
- 09 29 40 AND # And immed. w/accum. #40 (ie. bit 6)
-
- 0B F0 0C BEQ r Branch if zero to offset 19
-
- 0D A9 90 LDA # Load accum. w/ #90
-
- 0F 53 04 EOR (d,s),y XOR mem with accum.
- effective addr. = A90000 + stack + 4
-
- 11 4C 00 40 JMP a Jump to new location A94000
-
- 15 20 4E 45 43 20 " NEC "
-
-
- (Please, anybody jump in if I've misinterpreted.... I never coded on a 6502,
- so I could be misunderstanding some of these addressing modes).
-
- Here's my guess: It's moving a block of memory from FFxxxx (presumably the
- card's contents) onto A9yyyy. Why? I don't know - presumably checking to
- see if there's memory there to write to. I wish I knew what to expect of
- the registers upon entry. Then, exclusive-or's it (presumably, s is 0FFF at
- this point ?), and loads it into the accumulator for testing. If bit 6 is
- not set, it passes the test, and branches to the place where it should go.
- If not, it spins off into never-never land (or at least a well-known limbo).
-
- How I tested my work: I changed the BEQ (opcode F0) to a BRA (opcode 80),
- and got my friend to test it. Now I remember... I'm pretty sure it was
- Military Madness that started this way... my friend was fed up trying to
- understand the Japanese of Nectaris...
-
- This should explain what you see in the FAQ about getting TG games to run on
- a PC-E. Unfortunately, you need a copier, a bit-reversal program, and a PC
- to edit the correct byte.
-
- I must credit Jarno Kokko somewhere in Finland for egging me on, stating
- that it can/has been done, and is no big deal. I dug deeper because of this.
-
-
- ### From Nimai Malle (nmalle@newssun.med.miami.edu):
- Note: David Shadoff's comments preceded with a "#".
-
- Here's the source for the type of code you are trying to figure out here:
- cold_start:
- if 0 ;protect code (25 bytes)
- sei ;Set interupt dissable
- csl ;(Forgot: Only used here in all me sources)
- lda #$FF ;Load A-reg with $FF
- tam0 ;Transfer A-reg to Memory map register 0
- lda $1000 ;Load A-reg with value stored at address $1000
- and #$40 ;Test bit 6
- beq NO_PROTECT ;Skip remaining code if bit not set
- lda #$90 ;Load A-reg with $90
- tam2 ;Transfer A-reg to Memory map register 2
- jmp $4000 ;Jump to address $4000
- db ' NEC'
- NO_PROTECT:
-
- # Wow. This really *is* different from the 65816. Looks like the 6502 was
- # evolved along a separate evolution path by Hudson (much like Zilog's Z-80
- # versus Intel's 808x).
-
- Some explanation: (This may be in the FAQ?)
- The PC-Engine's processor can only use 16 bit addresses, so it's addressable
- memory goes from $0000 to $FFFF. In order to use more memory, this address
- space is divided up into 8 "banks". One bank is $2000 bytes long.
-
- $0000 - $1FFF Bank 0
- $2000 - $3FFF Bank 1
- $4000 - $5FFF Bank 2
- $6000 - $7FFF Bank 3
- $8000 - $9FFF Bank 4
- $A000 - $BFFF Bank 5
- $C000 - $DFFF Bank 6
- $E000 - $FFFF Bank 7
-
- There are 8 registers that corespond to the 8 banks. These are called Memory
- Map Registers (MMR). There are also new mnuemonics to set these registers; two
- of which were used in the above code.
- So, setting MMR2 to $04 this means that the REAL address of all addresses
- between $4000 and $5FFF will be $044000 through $045FFF. In this way the PC-
- Engine has access to a 24 bit address space.
-
- # EEEWwwwww ! This is uglier than the 8086's 24-bit scheme ! I liked the
- # 65816's direct-mode register more (less fancy footwork).
- #
- # BTW, is must be possible to set all 8 MMR's simultaneously (or any
- # combination), just by making the second byte have more than 1 bit set, right?
-
- Some of the MMR settings are set upon startup and must never be changed under
- normal opperating circumstances. This code will usually be near the start:
-
- lda #$FF ;$0000 - $1FFF Reserved for I/O and system registers
- tam0
- lda #$F8 ;$2000 - $3FFF Maps to RAM area of PC-Engine
- tam1
- ldx #$FF
- txs ;Set stack pointer to $FF
- lda #$04
- sta $0400 ;Initialize the color processor (it's registers start at $400)
- lda #$FD
- sta $1402 ;Enable IRQ's
- ...
-
- And so on...
-
- # So where in the memory map does the cartridge live ? At the top ?
-
-
- =========================
- 5 Other FAQ's
- =========================
-
- o How can American HuCards be played on a Japanese PC Engine?
- Since TG16 HuCards can detect hardware differences of the PcEngine,
- TG16 HuCards cannot be played on a PcEngine. But since the
- price of the TG16 has come down drastically to $20-40US, it wouldn't
- be much trouble getting another machine to play your American HuCards.
-
- o Can I back up my save memory?
- Yes you can. You don't have to delete your high scores anymore or kill
- your precious RPG save slots with this gadget. There is a PcEngine
- HuCard called the Ten no Koe ("voices from the sky") Bank. Its storage
- capacity is 4 times the size of the backup RAM in the TG16/DUO. Pop
- in the card and you'll be able to save/load save files from a menu
- screen. Since this is a PcEngine card, you'll need a converter to use
- it on your American machine. This card can be found for about $50.
-
- o Can I use my TG16-CD/Duo CD player with my computer?
- There was a SCSI adaptor TTI was working on called the DuoLink
- that would connect to the Duo HuCard slot but it never came out since
- it would retail over $100US, while a basic CD setup for a PC at that
- time could have been obtained for about the same amount of money.
- Now, you can find single speed CDROMs for about $50.
-
- o Can I use a generic AC adapter for my Turbo Express?
- The original AC adaptor for the TE works at (7V,700mA). Your best
- bet is to use a Radio Shack Universal adapter switchable to
- (7.5V,800mA max). A Lynx AC adapter (9V,1000mA) will work on the
- TE but be forewarned. Pausing a game for extended periods using this
- adaptor can cause something in the express to burn out.
- ### Thanks to Steve Marsh <marsh@anvil.nrl.navy.mil> ###
-
- o Can a LaserActive system play TG16/Duo games?
- This system plays both laser discs and CD's, and costs $720 but
- costs $480 each for add-on module allowing Sega CD or TG16/Duo
- compatibility. (Note that a complete Sega or Turbo CD system costs
- less than that).
- Playing PcEngine HuCards may pose some problems tho.
- Many PCE->TG16/DUO HuCard adapters weren't designed with the
- LaserActive in mind. However, the Kisado board itself is long enough
- to fit into the TG module (unlike the 301 adapter which is far too
- short) but the HuCard connector must be modified so that the card is
- perpendicular to the board rather than parallel (as it is with
- conventional ones). This could be done by modifying a mostly-
- completed adapter. Otherwise, another option is to obtain a cheap
- basic TG16 unit with PCE->TG16 adaptor to play PCE Hucards.
- (See also See Section 3: PcEngine+Compatibility)
- ### Thanks to Jeff Hildebrand <jeffh@iris.mb.ca> ###
-
- o Can I use an older Genesis A/V cable to replace my Duo A/V cable?
- The Duo has a similar 5-pin A/V cable like that of the original
- Sega Genesis. However, there is only one audio channel through the
- DIN port of the Genesis cable. You can use the cable on the Duo, but
- only by sacrificing stereo sound in the process.
-
- =========================
- 6 Magazines
- =========================
-
- o Which American Gaming magazines provide the best coverage of the
- TG16 gaming scene?
- Most of the major gaming magazines used to provide lack-luster coverage
- for the TG16/Duo, especially after TTI's down scaling to a mail order
- business. Anyway, you may wish to check out the magazines on a
- month-by-month basis for PcEngine info. Popular gaming magazines
- include "Videogame & Computer Entertainment", "Electronic Gaming
- Monthly", and "Game Pro".
-
- o Are there any Turbo only magazines available?
- Well, at least there were. After TTI's down scaling, there was
- not really much to cover. I doubt that either two magazines
- still exist. One still owes me some mags! Someone give them a call :)
-
- "DuoWorld" published Bi-Monthly by L.F.P. Inc.
- Single issues are $1.95 and a one year (6 issue) subscription is $9.95
- L.F.P. Inc.
- 9171 Wilshire Blvd. Suite 300
- Beverly Hills, CA 90210
- 310-858-7100
-
- "Turbo Force" published quarterly
- Single issues are $3.95 and a one year (4 issue) subscription is $9.99
- Turbo Force
- PO Box 7597
- Red Oak, IA 51591-0597
- 1-800-444-2884
-
- o PC Engine Magazines:
- PC Engine Fan is now the only monthly magazine devoted to the PCEngine
- in Japan. The other magazines which are no longer published were:
- 1) Marukashi (Win!) PC Engine
- 2) Gekkan (Monthly) PC Engine (Subtitled: Monthly magazine for
- Game Freaks)
- These magazines contain mostly Japanese text (although there
- is a surprising amount of English) and contain reviews, previews, full
- colour pictures on glossy paper. They can be purchased at most
- Japanese bookstores for about $7-$8 each. Some mail order Game
- businesses sell them for about $12-15 each.
-
-
- =========================
- 7 Shopper's Guide
- =========================
-
- It would be a good idea to check the ads in an American video game magazine.
- If you know someone who lives or who is going to Japan, Taiwan or Hong Kong,
- it would be a very good idea for him/her to get your Japanese games for you.
- Especially for used games, you can get some pretty good titles for very good
- prices. (i.e. My friend found Dracula X for $250HK used, about $32US)
-
- ###OLD### Turbo Technologies, Inc.
- 6701 Center Drive West, Suite 500
- Los Angeles, CA 90045
- 310-641-4622 (main office)
- 310-574-3304 (customer service)
- 1-800-366-0136 (Info Line)
-
- ###NEW### Turbo Zone Direct
- 13348 Beach Ave
- Marina del Rey, CA 90292
- Tel: 310-574-3300 (note the similarity in phone numbers?)
- Fax: 310-574-3307
-
- Mail Order: (Third Party Distributors)
- Totally Turbo: 1-800-368-0054
-
- Turbo Zone: 1-800-995-9203
-
-
- Other sources for games:
- TTI has called back most of it games from its distributors and has
- turned into a mail order business. If you want to get the newer games,
- you're gonna have to get them direct or hope some mail order places
- like Buy-Right have them. Some of the following places still sell
- them at discount prices tho. Go check! According to an old ad by
- TTI, the following places sell (or used to sell) the TG16/Duo and
- software: Toys R Us, Babbages, Electronic's Boutique, The Good
- Guys, McDuffs, Software /etc, Video Concepts, Walden Software, and
- through the Sears Catalog. Other known retailers include Chips &
- Bits.
-
- Sources for Japanese games:
- Just remember that you need an adapter for HuCard games...
- (A more complete list is available in the Japanese Videogame Sources
- list. See the Other Sources of Info section for more info)
-
- See also the TurboGrafx-16/Duo/PC-Engine Mail Order FAQ maintained by
- Jeff Hildebrand (jhildebr@mbnet.mb.ca). It can be found on the TG16/Duo
- Mailing List server or received upon request.
-
- Die Hard
- --------
- 19640 Ventura Blvd.
- Tarzana, CA 91356
- Orders/Info/Cust.Service: 818-865-2599
- Calling this number gets the customer service/new release/
- order personnel (they have a automated message thing set up so
- that you can hear about all the new PCE titles that they'll be
- getting in).
-
- Game Dude
- ---------
- 12104 Sherman Way
- North Hollywood, CA 91605
- Orders: 818-764-2442
- Fax : 818-764-4851
-
- Japan Video Games
- -----------------
- 710 W. Las Tunas, #1
- San Gabriel, CA 91776
- Phone: 818-281-9282
- Fax : 818-451-5839
-
- Buy-Rite Video Games
- --------------------
- PO Box 99743 1924 Captial Boulevard
- Raleigh, NC 27624 Raleigh, NC 27604
- Orders: 919-850-9473 919-834-1355
- FAX : 919-872-7561
- ATTN : Mark
- Highly recommended not only because of their good selection
- of Japanese Hucards/CD's, but because they're friendly ;)
-
- Buy-Rite game list can be found on the WWW. Use the following
- URL to access: Compiled by Y. Wei (ywei@eos.ncsu.edu)
- http://www2.ncsu.edu/eos/users/y/ywei/www/buyrite.html
-
- DonSal Inc.
- -----------
- 21 Sumcot Roard RR#1
- Peterborough, Ontario, Canada
- K9J 6X2
- Phone (info) 1-800-477-9583
- Phone: (705) 657-2295
- Fax : (705) 657-2521
-
-
- =========================
- 8 Other sources of info
- =========================
-
- NOTE: A "list" is not a mailing list unless it SAYS "mailing list"
-
- TG16/DUO mailing list: Maintained by Bt Garner (bt@cpac.washington.edu)
- Probably the best source of TG16/Duo info you can find
- out there. Current topics about the TG16/Duo discussed. Server
- provides access to game reviews, cheats, game translations, faqs and
- other info (and this FAQ too! :)
- To subscribe: Send mail to turbo-list-request@cpac.washington.edu
- with "subscribe" on subject line or on the first
- line of your email. You will be subscribed into the
- mailing list and will be emailed some info on how to
- use the server.
-
- Turbo Mailing List's Home Page on the World Wide Web:
- Maintained by Jeff Hildebrand (jeffh@iris.mb.ca, jhildebr@mbnet.mb.ca)
- The URL is: http://www.mbnet.mb.ca/~jhildebr/
-
- TG16/DUO Scoring Contest: Maintained by Underware Man
- and Game Zero (gmezero@gz.bomb.com)
- Send mail to tgscores@cyberspace.com for info or connect to the
- following WWW homepage.
- The URL is: http://www.primenet.com/~gmezero/rip/tgscores.html/
-
- Game Zero Home Page on the World Wide Web:
- Maintained by gmezero@gz.bomb.com
- The URL is: http://www.primenet.com/~gmezero/
-
- Michael Mahon's Home Page on the WWW:
- Maintained by Michael Mahon (mmahon@kaiwan.com)
- The URL is: http://www.kaiwan.com/~mmahon/
-
- Ys IV Home Page on the WWW:
- Maintained by Hiroshi Kawai (pasqual@mit.edu)
- The URL is: http://www.mit.edu:8001/people/pasqual/YsIV.title.html
-
- Hudson Soft Hucard Release list:
- Maintained by Michael Mahon (mmhaon@kaiwan.com) and
- Mark Yoshimi (currently using oedi@netcom.com)
- Can be found on Turbolist Server, at above URL, or
- FTP to: kaiwan.kaiwan.com in directory /users/mmahon
-
- The TurboGrafx-16/TurboDuo/PCEngine Save Game FAQ
- Maintained by Barry Cantin (KerPlunk33@aol.com)
- Can be found on the Turbolist Server.
-
- rec.games.video Video game FAQ: Maintained by Ken Arromdee
- (arromdee@jyusenkyou.cs.jhu.edu)
-
- Anime video games list/FAQ: Maintained by Ken Arromdee
- (arromdee@jyusenkyou.cs.jhu.edu)
-
- Video game FAQs FTP site: Maintained by Andy Eddy (vidgames@netcom.com)
- Senior Editor, GamePro Magazine
- ftp to ftp.netcom.com in directory
- /pub/vi/vidgames/faqs
-
- QuickTime anime videos: Maintained by Mark Johnson (mjohnson@sol.UVic.CA)
- ftp to venice.tcp.com in directory
- /pub/anime-manga/anim/qt
- QT videos of the intro of Ranma1/2 pt2 and
- Comic Fantasy MD-CD series.
-
- PcEngine Fan Scans: Maintained by Wing H. Yi (yokosima@netcom.com)
- ftp to ftp.netcom.com in directory:
- pub/yo/yokosima/misc -videogame/anime/manga-related stuff
- pub/yo/yokosima/incoming -uploads
- pub/yo/yokosima/h -other stuff
-
- More FTP Sites:
- Videogame and TG16 stuff:
- Maintained by Chris Granz (quest@newline.newl.com)
- FTP: quest.newl.com Path: /vidgames/turbo/
-
- Ys Images:
- FTP: venice.tcp.com Path: /pub/anime-manga/sorted/Ys/Images
-
- -------------------------------------------------------------------------------
- Here are some old sources for info. There are more updated info found
- on the TG16/Duo Mailing list server or from those sources above.
- -------------------------------------------------------------------------------
-
- TG16 FAQ: maintained by Steve Pearl (pearl@remus.rutgers.edu)
- This FAQ is kinda outdated. (That's why i made this one.)
- But you may want to look at it anyway.
- Can be obtained by ftp from remus.rutgers.edu in
- /pub/anime/faq/tg16/tg16.faq.Z
- Site includes some other TG16 related stuff as well.
-
- PC Engine Game Directory: A listing of all known PC Engine games with
- as much information on them as possible. Maintained by Steve Pearl
- (pearl@remus.rutgers.edu) Posted monthly. Available by email upon
- request.
-
- TG16 Product/Price list: A listing of all current TG16 games and a
- survey of prices from various retail sources. Maintained by
- Steve Pearl (pearl@remus.rutgers.edu) Posted monthly. Available by
- email upon request.
-
- Japanese video game source list: maintained by Steve Pearl
- (pearl@remus.rutgers.edu). The list can be ftp'ed from
- romulus.rutgers.edu (128.6.13.2)
-
- :)
- *******************************************************************************
-