Homebrew [Release] TemperPCE for 3DS

bubble2k16

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I've looked into Temper before trying this, and it had support for ISO/OGG/CUE. Not on 3DS though, at least from my attempts to convert them. Then again, I haven't tried again when the new versions showed up, but I see little point in that if ISO/CUE (or BIN/CUE) is considered better than using WAV anyway.

Yup OGG is supported in the original Temper codes. But I haven't enabled it and I'm not yet sure if the 3DS has enough power to decode OGG files. Exophase did suggest in an earlier post that the OGG decoding could be done in the 2nd 3DS processor core.

The new versions (v1.00b) also doesn't support OGG at all. :)
 

SG6000

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Earlier today I finally played through the Super Grafx version of Ghoul's n' Ghosts (something I've wanted to do for about 20 years) and it was wonderful. The only issue that reared its head was visual: Arthur's projectile sprites would occasionally be rendered as noisy glitched random-looking objects - but this wasn't game breaking in the least (and was probably most prevalent from the second act of stage 2 through to midway stage 4). It scaled up beautifully using the 4:3 cropped option and I'll definitely play this again whilst noting more detail about glitch behaviour. I do love me this game and having this one in handheld form is a bit of a personal holy grail. I hope the effort that's gone into making the 5 or 6 Super Grafx games playable hasn't felt too much like a whole lot of fuss over little in return - this is huge (to me at least).

The other game I played through was Double Dragon II: The Revenge (PCE-CD), a game I know pretty well, and the only issues I found were semi-occasional music skipping and the ending sequence playing without any video (and / or possibly glitching out into a freeze with the audio track continuing to play). The 4:3 cropped option didn't render properly but the standard 4:3 was perfect in full screen anyway so I can't stress how cool it is to have your feature-rich UI / front end available for this.

Thanks again for making this a reality.
 
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bubble2k16

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Earlier today I finally played through the Super Grafx version of Ghoul's n' Ghosts (something I've wanted to do for about 20 years) and it was wonderful. The only issue that reared its head was visual: Arthur's projectile sprites would occasionally be rendered as noisy glitched random-looking objects - but this wasn't game breaking in the least (and was probably most prevalent from the second act of stage 2 through to midway stage 4). It scaled up beautifully using the 4:3 cropped option and I'll definitely play this again whilst noting more detail about glitch behaviour. I do love me this game and having this one in handheld form is a bit of a personal holy grail. I hope the effort that's gone into making the 5 or 6 Super Grafx games playable hasn't felt too much like a whole lot of fuss over little in return - this is huge (to me at least).

The other game I played through was Double Dragon II: The Revenge (PCE-CD), a game I know pretty well, and the only issues I found were semi-occasional music skipping and the ending sequence playing without any video (and / or possibly glitching out into a freeze with the audio track continuing to play). The 4:3 cropped option didn't render properly but the standard 4:3 was perfect in full screen anyway so I can't stress how cool it is to have your feature-rich UI / front end available for this.

Thanks again for making this a reality.

Thanks for pointing out about Arthur's projectile sprites and the video-less ending in DD2. Will have a look into it when I get the chance.

Glad you liked the SGX support - it wasn't too much of a hassle. It took me only about 1 day to get everything hooked up together and working. After all, the SGX only added one more sprite/background layer (and some other minor stuff). Besides Exophase has done most of the legwork already, I just simply converted it to use the hardware renderer. :)
 
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Asaki

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Edit: I should add that the CD should be ripped into a single .ISO file for the best result, rather than individual ISO/WAV files.

Sure, but AFAIK it wouldn't be possible to compress the audio that way. I only have about 200 megs of space left on my SD card, and after re-encoding to WAV, I can get the image from 732MB down to 61MB. I'm sure I could go through and delete some eShop demos, but it would be nice to shrink these down a bit.

I tracked down the original GP2X Temper, and the readme file was quite helpful:

Audio tracks may be .bin/.iso as above, .wav, or .ogg. WAVs may be anywhere
from 11025Hz mono 8bit (8bit is assumed to be unsigned) to 44100Hz stereo
16bit. OGGs must decode to stereo 44100Hz.

So I converted to that (11025Hz mono 8bit) and the game works now, but it gives up trying to play the CD audio after about two seconds =)
 

Parallax2814

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I should add that the CD should be ripped into a single .ISO file for the best result, rather than individual ISO/WAV files.

I've tried to create an ISO out of the individual ISO and WAV files and then created a cue file, but it doesn't work in the emulator. It's just says "Hmmmmm...failed to load ROM".

At the moment, my only hope rests with the static sound bug being figured out (or unless I can get help from anyone to figure out how to create a working ISO/CUE file from my individual ISO/WAV files). :)
 
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marc_max

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I've tried 1.00b, but crashes in my 2DS+11.5+Luma 8.1+Rosalina :-(
http://imgur.com/a/HjSA0

0.91 works fine. I only tested Rondo of blood. It works flawlessly on 2DS. It drops a few frames every now and then, but they are minimal and does not affect gameplay. There is also the Richter glitched sprite that some user have reported too.
Great work @bubble2k16 ! Thanks a lot.




BTW, I've managed to convert my Wii Rondo of blood savegame into a valid standard PCE savegame. I'll leave it here for anyone who wants to test later levels without having to replay it.
 

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Xabaras76

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Hello to everyone in this forum.
My name is Filippo and I'm from Italy.

I reach this post looking for some info regarding TemperPCE.

I have som problems compiling the souce code found here :

https://github.com/gameblabla/temper

I'm trying to built it for a Beaglebone black.

I try to build the pandora version (that is similar to beaglebone) and after some modification in the Makefile I could compile it. But if I try to run a rom file I got Segmentation fault error.
I also tryied tu use gdb but I cannot understand why I got this error.

I know this post it is not related to 3ds but it is the only one I have found that talk about temper.

I hope somebody may help me.

I wish to everybody a great day.

Best regards

Filippo
 

Hi-Dro

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Great port thanks a lot :)
I did have a retroarch build that ran 60fps was really running well then I updated and forgot what retroarch build I was on and cant get TurboGrafx CD to run like it did before so this is really great.

I'm curious about one thing, It's says supergrafx is not supported but as someone has played
Earlier today I finally played through the Super Grafx version of Ghoul's n' Ghosts
and you have added support for supergrafx
Glad you liked the SGX support - it wasn't too much of a hassle. It took me only about 1 day to get everything hooked up together and working.
So I'm confused, anyhow ghoul's n' ghosts didn't work but the rest is perfect thanks again.
 

arianadark

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Great port thanks a lot :)
I did have a retroarch build that ran 60fps was really running well then I updated and forgot what retroarch build I was on and cant get TurboGrafx CD to run like it did before so this is really great.

I'm curious about one thing, It's says supergrafx is not supported but as someone has played
and you have added support for supergrafx

So I'm confused, anyhow ghoul's n' ghosts didn't work but the rest is perfect thanks again.
my ghouls'n ghosts works try a different rom version
 

bubble2k16

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Hello to everyone in this forum.
My name is Filippo and I'm from Italy.

I reach this post looking for some info regarding TemperPCE.

I have som problems compiling the souce code found here :

https://github.com/gameblabla/temper

I'm trying to built it for a Beaglebone black.

I try to build the pandora version (that is similar to beaglebone) and after some modification in the Makefile I could compile it. But if I try to run a rom file I got Segmentation fault error.
I also tryied tu use gdb but I cannot understand why I got this error.

Can't really help you here. Segmentation fault is usually related to writing data into invalid memory (usually these means that your pointers are NULL). You'll probably have to trace to see where the NULL or uninitialized pointers are.

I remember when I first started porting Temper, there were some video buffers I had to allocate and pass it to the emulator.



Great port thanks a lot :)
I did have a retroarch build that ran 60fps was really running well then I updated and forgot what retroarch build I was on and cant get TurboGrafx CD to run like it did before so this is really great.

I'm curious about one thing, It's says supergrafx is not supported but as someone has played
and you have added support for supergrafx

So I'm confused, anyhow ghoul's n' ghosts didn't work but the rest is perfect thanks again.

SuperGrafx support was added in v1.0b. You can download that version in Page 4 or 5.


I've tried 1.00b, but crashes in my 2DS+11.5+Luma 8.1+Rosalina :-(
http://imgur.com/a/HjSA0

0.91 works fine. I only tested Rondo of blood. It works flawlessly on 2DS. It drops a few frames every now and then, but they are minimal and does not affect gameplay. There is also the Richter glitched sprite that some user have reported too.
Great work @bubble2k16 ! Thanks a lot.

BTW, I've managed to convert my Wii Rondo of blood savegame into a valid standard PCE savegame. I'll leave it here for anyone who wants to test later levels without having to replay it.

Hmm... not too sure about the B9S+Luma combo. Right now I'm too busy with work to spend time on this, so any fixes will have to wait a while. :)
 
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Hi-Dro

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SuperGrafx support was added in v1.0b. You can download that version in Page 4 or 5.
Thanks but for some reason I still cant get the SuperGrafx games working.

EDIT: My bad Obviously I cant read, I missed out the SGX in the file name, all working now thanks
 
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Savior-X

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Can temper handle chd? Chd support got added a few weeks ago in mednafen pce, genesis plus gx, and picodrive. I believe it uses flac for audio compression.
 

Savior-X

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are you talking about the emulators for O3DS?
Just for retroarch emulators in general. My Pi retroarch emulators have the chd support if i build them from source. 3ds does not have that feature. As of typing this, the only nightly builds for 3ds that support chd for 3ds is genesis plus gx...which runs like crap on o3ds.
 

arianadark

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Hi,

Is there anybody who can send me the CDROM BIOS?
I am trying days but unable to make it work..
they have to be named a specific name
  1. They must be named:
    • syscard1.pce (version 1),
    • syscard2.pce (version 2),
    • syscard3.pce (version 3), or
    • games_express.pce (for Games Express).
 
Last edited by arianadark,

vsk310

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Sorry, sending you the BIOS would be against the Forum Rules.
Hi arianadark san,

Thank you very much for your support.
I do apologize fro the very amateur question.
When I rename it, it should be changed like syscard1.pce and no (version 1) isn't it. etc.
if this is the case, I have tried it but it but I am sure it is something wrong that I am doing it.
I will retry it.

Hi Dodain 47 san,

Thank you for your support, I do apologize for asking this and I will be careful.
Thank you !
 
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