Homebrew [Release] TemperPCE for 3DS

able

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I got your PM, but I'll answer your question here.

I don't know about the files named as *.bin, but for *.iso (for PC Engine CD games), you need an accompanying *.cue file in the same directory as the *.iso.
ill try that, sorry for the pm, i was in a hurry before work and was hoping youd have a better chance of seeing it, so my apologies


EDIT:wooooooooooo! it worked dude thanks so much
 
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ill try that, sorry for the pm, i was in a hurry before work and was hoping youd have a better chance of seeing it, so my apologies

No no, you have nothing to apologies for. And thanks again back in the PicoDrive thread. Are you free to troubleshoot now? We can pick up when you get back from work. Let me know what exact game you're trying to play.
 

able

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No no, you have nothing to apologies for. And thanks again back in the PicoDrive thread. Are you free to troubleshoot now? We can pick up when you get back from work. Let me know what exact game you're trying to play.

FX Unit Yuke, it works and im mega happy. just needed the .cue

also, mr poo, no problem, im glad you posted the fix, as i REALLY like the colors, the only issue i forsee is if bubble updates, are you going to update as well?
 
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... the only issue i forsee is if bubble updates, are you going to update as well?

TL;DR - I may or may not continue updating the alternative forks depending if I'm still hanging out on GBAtemp AND feel okay hex editing.

***

I'm glad you enjoy them. :)

Concerning future releases to coincide with Bubble's official updates, I'm reluctant to continue. I don't know if you were able to pick out reading the underlying tone in my release pages, but the project took a bit of a toll on my sanity after each successive emulator.

I have the belief that homebrewing should be an enjoyable hobby, and the moment that's no longer true is when one should stop, take a break away from it, and later revisit if it's still right for them. If it's not, it's best to step down and explain to the community your reasons why you have to quit; they're at least owe that much. You can always come back later only if you're in the right mindset and do it for yourself (yes, don't forget the fans, but you do you is priority #1).

Because the releases are open source-ish (from the explained techniques in the decompiled folder), anyone can pick up the torch and continue carrying these forward (or branch off with their own colorized forks).

***

I took up this alternative series project because I saw the brilliance in @Vulpes-Vulpeos banner, icon, and background images that he created (those are his). Seeing those sparked an idea in my mind where he was trying to go with his works. Ie, different colored emulators that look and feel individually unique!! But sometimes, turning imagination into reality is either impossible or comes at a steep cost...

The two worst setbacks when editing the four emulators were

1. Having to manually hex edit the colors with IDA Pro ARM assembly because Bubble's source code doesn't compile with the newest devkitARM, and old versions of devkitARM are no longer publicly available.

2. Filling in and figuring out tertiary colors that match and go best together.
These two combined made progress extremely slow and tedious in back and forth editing and testing on the 3DS. Despite the challenges, the only emulator I truly enjoyed working on was the snes9x_3ds.

Each emulator that came after increasingly became a grueling test of will in pinpointing exactly which hex offset goes to what component, and which exact RGB color should be on what panel... Unless you're heart is dead set (or you're an awfully stupid and stubborn person), this method is horrible and should never be invoked if one can compile from source code.

Although it won't be as bad working on future updates because the color choices are set, locating the new hex offsets and verifying what each one is, that will still suck.

***

So back to my point. If I'm still around here in GBAtemp forum that Bubble release updates for his emulators, I will update my forks accordingly if I can tolerate the hex editing (one of my several banes next to desktop Linux and cilantro).

However, if he ever supposedly releases a 5th emulator, I will not make an alternative of that unless it can be compiled from source code with a readily available devkitARM.
 
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able

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TL;DR - I may or may not continue updating the alternative forks depending if I'm still hanging out on GBAtemp AND feel okay hex editing.

***

I'm glad you enjoy them. :)

Concerning future releases to coincide with Bubble's official updates, I'm reluctant to continue. I don't know if you were able to pick out reading the underlying tone in my release pages, but the project took a bit of a toll on my sanity after each successive emulator.

I have the belief that homebrewing should be an enjoyable hobby, and the moment that's no longer true is when one should stop, take a break away from it, and later revisit if it's still right for them. If it's not, it's best to step down and explain to the community your reasons why you have to quit; they're at least owe that much. You can always come back later only if you're in the right mindset and do it for yourself (yes, don't forget the fans, but you do you is priority #1).

Because the releases are open source-ish (from the explained techniques in the decompiled folder), anyone can pick up the torch and continue carrying these forward (or branch off with their own colorized forks).

***

I took up this alternative series project because I saw the brilliance in @Vulpes-Vulpeos banner, icon, and background images that he created (those are his). Seeing those sparked an idea in my mind where he was trying to go with his works. Ie, different colored emulators that look and feel individually unique!! But sometimes, turning imagination into reality is either impossible or comes at a steep cost...

The two worst setbacks when editing the four emulators were

1. Having to manually hex edit the colors with IDA Pro ARM assembly because Bubble's source code doesn't compile with the newest devkitARM, and old versions of devkitARM are no longer publicly available.

2. Filling in and figuring out tertiary colors that match and go best together.
These two combined made progress extremely slow and tedious in back and forth editing and testing on the 3DS. Despite the challenges, the only emulator I truly enjoyed working on was the snes9x_3ds.

Each emulator that came after increasingly became a grueling test of will in pinpointing exactly which hex offset goes to what component, and which exact RGB color should be on what panel... Unless you're heart is dead set (or you're an awfully stupid and stubborn person), this method is horrible and should never be invoked if one can compile from source code.

Although it won't be as bad working on future updates because the color choices are set, locating the new hex offsets and verifying what each one is, that will still suck.

***

So back to my point. If I'm still around here in GBAtemp forum that Bubble release updates for his emulators, I will update my forks accordingly if I can tolerate the hex editing (one of my several banes next to desktop Linux and cilantro).

However, if he ever supposedly releases a 5th emulator, I will not make an alternative of that unless it can be compiled from source code with a readily available devkitARM.

well i can understand that, last question, maybe hed be interested in merging these, are you guys close?, because no offense to anyone, they do look better. the only thing i can compare it to in my head is when im making a webpage, and i ctrl+f or ctrl+r to change colors, i can only imagine having to do it by hand x 1000. lol. how much time did each take?

edit:oh i came back for a reason btw, i have some games that when ripped... dont question me... are in multiple .bin files, like 20 for example, and then the .cue file. will these run still? i guess i can just let er rip and try and post results. the only reason i ask is because the one game i got working/only game ive tried so far, was one .bin or .iso and .cue. and also, if i zip all 20x .bin and the .cue file will the emu be able to play this?
 
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well i can understand that, last question, maybe hed be interested in merging these, are you guys close?
On GBAtemp, I'm just a guy with a crappy name and equally crappy, matching avatar. People know of me but not actually know me. To answer that question, I don't know Bubble2k16, the person. What Bubble does with his emulators and what direction he takes his works is his own decision. What I or anyone do with their own forks are up to us. That's the natural of open source homebrew which has both beautiful and forlorn aspects.

the only thing i can compare it to in my head is when im making a webpage, and i ctrl+f or ctrl+r to change colors, i can only imagine having to do it by hand x 1000. lol. how much time did each take?
No comment. Painful reminder.

edit:oh i came back for a reason btw, i have some games that when ripped... dont question me... are in multiple .bin files, like 20 for example, and then the .cue file. will these run still? i guess i can just let er rip and try and post results. the only reason i ask is because the one game i got working/only game ive tried so far, was one .bin or .iso and .cue. and also, if i zip all 20x .bin and the .cue file will the emu be able to play this?
The thing about the *.bin file extension is that it's a generic all-compassing term that means "binary". In fact, you can rename any file as *.bin just as likely that you could have made your username "disable" (pretty awful choice with bad connotations of handicap).

***

As for having 20 individual *.bin files, you probably have some sort of archive split into 20 parts. Try to find an archiver program that can handle unboxing it into a single reconstructed file. Programs that might be able to decompress and extract what's inside the archive: PowerISO, MagicISO, UltraISO, Alcohol 120%.
 

able

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On GBAtemp, I'm just a guy with a crappy name and equally crappy, matching avatar. People know of me but not actually know me. To answer that question, I don't know Bubble2k16, the person. What Bubble does with his emulators and what direction he takes his works is his own decision. What I or anyone do with their own forks are up to us. That's the natural of open source homebrew which has both beautiful and forlorn aspects.

No comment. Painful reminder.


The thing about the *.bin file extension is that it's a generic all-compassing term that means "binary". In fact, you can rename any file as *.bin just as likely that you could have made your username "disable" (pretty awful choice with bad connotations of handicap).

***

As for having 20 individual *.bin files, you probably have some sort of archive split into 20 parts. Try to find an archiver program that can handle unboxing it into a single reconstructed file. Programs that might be able to decompress and extract what's inside the archive: PowerISO, MagicISO, UltraISO, Alcohol 120%.

well, im mega familiar with winrar and .7z, these are all .bin, might as well try it :] ill report back in a few. also since i just got into gbatemp within the ast year, and started posting like 3 months ago, youre one of the people i see everywhere. and i saw you thanked in the credits somewhere too.

edit:no luck, i think its a jap game with an english bios though, theres a lot i could of done wrong, idk :\
 
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edit:no luck, i think its a [JPN] game with an english bios though, theres a lot i could of done wrong, idk :\
Is your Google-fu really good? Look for the specific Japanese version bios mentioned several posts back here (#235 through #240 for entire context).

also since i just got into gbatemp within the ast year, and started posting like 3 months ago, youre one of the people i see everywhere. and i saw you thanked in the credits somewhere too.
Thanks. I'm flattered to hear that, but on the flip side, that also means the 3DS section of GBAtemp has received the mierdas touch these past few months. Oh dear... What have I done! :O
 

able

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Is your Google-fu really good? Look for the specific Japanese version bios mentioned several posts back here (#235 through #240 for entire context).


Thanks. I'm flattered to hear that, but on the flip side, that also means the 3DS section of GBAtemp has received the mierdas touch these past few months. Oh dear... What have I done! :O
thanks again poo man. ill report back
 

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In Rondo of blood (eng) sound is cracking, noice. What am i doing wrong?
After noisy 1 cutscene music in game mutes, stays only sound of game.

Hey bud. Did you ever solve this? I'm currently having the same issue. The intro music is all crackling and the game level music is gone. The Japanese version of rondo works just fine tho. I try patching the cue I have and I even tried using a pre patched iso I found online. All the same results. Thanks in advance!
 
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How to English Patch Castlevania: Rondo of Blood and make it work on TemperPCE.
This game is available as remakes: (1) Castlevania: Dracula X (SNES) and (2) Castlevania: The Dracula X Chronicles (PSP). If those options are not satisfactory, be ready to put in some effort.

Programs and Items you will need:
1. Download Akumajou_Dracula_X_-_Chi_no_Rinne_(NTSC-J)_[KMCD3005].rar (308 MB - FC5F0DA9) found at that hustler site.
  • The archive will contain two files: *.cue (1.42 KB - 4CDA35E4) and *.iso (494 MB - 68789807).
  • Unless you text edit the *.cue sheet, do not rename them.
  • The two files need to be located in the same directory.

2. Unzip the DraculaX_v1.01.zip English patch to its own DraculaX_v1.01 folder.

3. Within the For users with BIN-CUE rips folder, launch the BINCHUNK.EXE program:
I. File Load Cue → Akumajou_Dracula_X...*.cue
II. Action Select All Tracks
III. Action Convert → Save As... File name: Dracula X → Save.
  • For convenience, save the files within the For users with BIN-CUE rips folder.
  • BINChunker.png
4. Move (cut and paste) these 23 files to the Patch folder.
  • Don't put them in the lower case patch subfolder.
Dracula X ISO (Binchunker).cue
Dracula X T01 Audio 2352.wav
Dracula X T02 Mode1 2048.iso
Dracula X T03 Audio 2352.wav
Dracula X T04 Audio 2352.wav
Dracula X T05 Audio 2352.wav
Dracula X T06 Audio 2352.wav
Dracula X T07 Audio 2352.wav
Dracula X T08 Audio 2352.wav
Dracula X T09 Audio 2352.wav
Dracula X T10 Audio 2352.wav
Dracula X T11 Audio 2352.wav
Dracula X T12 Audio 2352.wav
Dracula X T13 Audio 2352.wav
Dracula X T14 Audio 2352.wav
Dracula X T15 Audio 2352.wav
Dracula X T16 Audio 2352.wav
Dracula X T17 Audio 2352.wav
Dracula X T18 Audio 2352.wav
Dracula X T19 Audio 2352.wav
Dracula X T20 Audio 2352.wav
Dracula X T21 Audio 2352.wav
Dracula X T22 Mode1 2048.iso

5. Run the Patcher.cmd executable script. If the patching was successful, you should see the message: The patching process is complete!
  • If you prefer the original German intro and Japanese dubbing, look in the backup folder. There should be five (5) *.bak that you can undo the file extension and swap places with their patched counterparts.
  • Patcher-cmd.png

NEW METHOD - Use this if you plan to play this on an 3DS system
6A. Virtual mount the English patched *.cue with either Alcohol 120% / 52% or DAEMON Tools.
  • Alcohol:
I. File → Open... Dracula X ISO (Binchunker).cueOpen
II. <right click> Dracula X ISO (Binchunker) Mount on Device
Alcohol-mount.png
  • DAEMON:
I. Actions → Add DT Virtual Drive
II. Devices[DT] (X꞉) Empty → <right click> Mount → Dracula X ISO (Binchunker).cueOpen
DAEMON-mount.png

7A. Use ImgBurn and go to step 8. Instead of using specified read speed, use MAX.​

-or-


OLD METHOD - Use this if you plan to play this on a real PC Engine CD / TurboGrafx CD

6B. Pop in a blank, scratch & smudge-free CD-R disc to the disc writer/burner and launch ImgBurn.
  • You didn't think you would ever need to use this ancient tech again, eh?
  • Don't argue with me here. I couldn't figure out another way where these aren't required.
  • Really, don't try. There's no way to straight convert this into a compiled *.bin and *.cue rom. asd
  • If you insists, you can skip exploring with these: PowerISO, MagicISO, DAEMON Tools Pro, Alcohol 120%, and Nero Burning ROM.
  • I don't know if it's possible to substitute a CD-R for a DVD-R or BD-R.
  • Oct-17, 2018 post edit: Thanks to @Savior-X, it's possible to avoid the messy and slow optical disc drive approach.

7B. In the Write image file to disc or Mode Write, use these settings to burn the game:
  • Source: ...\Patch\Dracula X ISO (Binchunker).cue
  • Destination: <the name and drive of your CD burner/writer>
  • Verify
  • Write Speed: <pick the slowest Performance (Write Speed): Descriptor 1... ; see the green highlighted box>
  • Img-Burn-Write.png
  • Img-Burn-Speeds.png
Explanation: You want a slow write speed so that you get a clean burn. If your computer sucks, I suggest you turn off all background programs and go do something else while the writing is in progress. You don't want your computer to lag or derp on you if you try doing multiple tasks at once. Also, you should not disturb the table or surface the disc writer is laying on. Any sudden movements or shakes will ruin the etching process. Have the Verify option selected to check that the final output is an exact 1-to-1 copy of the English patched source rom.


8. In the Create image file from disc or Mode Read, use these settings to extract the game:
  • Destination: ...\Desktop\
    • File Name: Dracula XXX
    • Save as type: BIN Files (*.bin)
  • Settings:
    • Read Speed: <pick the slowest Read Speed in Descriptor 1...; see the blue highlighted box>
  • Img-Burn-Read.png

9. If you did not use the original German intro and Japanese dubs, you should now have these output files:
  • Dracula XXX.bin (502 MB - AD857DEC) ← CRC-32 hash will not change if output file was named as something else.
  • Dracula XXX.cue

What's that? You don't like following this guide's crude naming scheme? I'm being disrespectful you say? This game isn't pr0n? You going to tell me that after I saw a big titty Sleeping Beauty lookin' blonde chick get badly penetrated by four dudes. ← Opps, spoilers. Really folks, go check this game out if you like chain whipping demons and shit.


10. I joked in step 9, so that you can learn how to rename the files as such:
  • Dracula XXX.bin → Castlevania - Rondo of Blood.iso
  • Dracula XXX.cue Castlevania - Rondo of Blood.cue

11. With Notepad text editor, open the *.cue file and change this line:
Code:
FILE "Dracula XXX.bin" BINARY
to
Code:
FILE "Castlevania - Rondo of Blood.iso" BINARY

12. Play the game in TemperPCE using syscard3.pce (256 KB - 6D9A73EF). Enjoy.​
 
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There is no "special" way to make Dracula X work in Temper. If it's properly patched, it'll work on any emulator.

I used alcohol 52% (free) to load the iso\cue into a virtual drive, rip that with turborip (included with patcher), patch the game, and used alcohol again to make a bin\cue (I used "customize"mode if it matters) . No need to actually burn a disc..
 
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There is no "special" way to make Dracula X work in Temper. If it's properly patched, it'll work on any emulator.

I used alcohol 52% (free) to load the iso\cue into a virtual drive, rip that with turborip (included with patcher), patch the game, and used alcohol again to make a bin\cue (I used "customize"mode if it matters) . No need to actually burn a disc..
From the previous posts by TeeDee and x149te, they mentioned getting a crackling sound playing the English patched Castlevania. The TemperPCE emulator can't handle the *.bin / *.iso broken into multiple *.wav and *.iso files. I was looking for a way to archive them back into a single *.bin and *.cue sheet and kept stumbling trying to do so on my HP laptop running Windows 8.1 64-bit:

PowerISO
- Fails to mount *.cue, stating that "The file format is invalid or unsupported". Also can't open the *.cue for either JPN or English patch.
- When adding the Dracula X files and saving them as a single *.bin, the produced *.cue sheet only lists one (1) track.
  • Tried with Data CD/DVD , Audio CD , and Mixed Mode CD.

MagicISO
- MagicDisc Virtual CD/DVD manager add-on fails to launch even when running with right-click properties Administrator privilege.
- Like PowerISO, opening the *.cue → "Can't find the file or file isn't CD image file!"
- Also, that add files and then spit out a *.bin + *.cue with all listed tracks idea doesn't work. ← No further mention of this for the later programs below (same result).

DAEMON Tools Pro
- Can mount the English patched *.cue and only allows outputing ISO, MDS, and MDX; none of these are the single *.bin / *.iso and *.cue with track lists.

:!: Here's where DAEMON could have worked. During testing, I found that this program can do virtual drives: HDD , DT , SCSI , and IDE. While I knew HDD meant hard disk drive and IDE was a really old connection standard from what I can remember in my Windows 98 days, I assumed all of them dealt specifically with hard drives and not optical ones. Also, I skipped checking this, out of frustration trying to virtual mount from the previous two programs.

- DAEMON can mount the *.cue with DT Virtual Drive, and ImgBurn can then output the correct *.bin and *.cue!


Alcohol 120%
- Installing this program crashed my computer due to an driver incompatibilities:
- After recovering my Windows boot and installing the HPDskFltDisabler to disable the HP ProtectSmart Hard Drive Protection, I found my installed copy of this software gone. Oh dear... Fully scanning with Avast, Malwarebytes, and BitDefender didn't reveal anything out of the ordinary. No further attempts were pursued.

- I later tried your idea of using Alcohol 52% (free trial), but BitDefender ended up blocking it on my HP. Sigh... I tried it again on my backup computer, a dinky netbook with Windows 7 64-bit. Like you said, Alcohol mounted the *.cue, and this allowed ImgBurn to do its thing.


Nero Burning ROM
- This one will virtual mount the *.cue but only has the option convert it to its proprietorial *.nrg format.


***

After all said it and done, I said "fuck this". Scavenging info from other forums that dealt with this game, all that I gathered was burning the game on disc and ripping it back to computer was the only way. I dusted my external DVD burner and some saved CD discs that look liked they could need some using; this was the final conclusion I could come up with.

After patching the base JPN rom several times and twice burning copies with verification on both Nero and ImgBurn, my output *.bin points to AD857DEC as the correct hash when ripped from the CD's.

Later virtual mounting on both DAEMON and Alcohol 120% (on Win7 netbook) and ripping those with ImgBurn gave me the same hash results.

Even though I stated no one should argue me, thanks @Savior-X. You proved it's possible otherwise and have prevented CD waste. :yay:
I'll be making the corrections on my post to reflect this.
 

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Well I do have Rondo of Blood already translated in bin/cue format (I think?), but I have only played it in Mednafen PCE on Wii U, I have yet to try on the 3DS with TemperPCE, but I could try it out if you want me to.

All I need to know is what file do I boot up, the bin or cue?
I'm assuming the cue but I'm not sure lol
 

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Well I do have Rondo of Blood already translated in bin/cue format (I think?), but I have only played it in Mednafen PCE on Wii U, I have yet to try on the 3DS with TemperPCE, but I could try it out if you want me to.

All I need to know is what file do I boot up, the bin or cue?
I'm assuming the cue but I'm not sure lol

The cue. I've never played rondo of blood for TG16, only the snes one. Am I missing out?
 
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The cue. I've never played rondo of blood for TG16, only the snes one. Am I missing out?
Plenty, it's quite a good game, might be my favorite in the classic 2D style, though SotN takes it for Metroidvania style. Though if you have the means, play the Dracula X Chronicles remake of it, it's WAY better (and doesn't have that distracting-and-out-of-place anime style)
 
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The cue. I've never played rondo of blood for TG16, only the snes one. Am I missing out?
It's basically a completely different game. They might share some music, enemies, bosses, but levels can be quite different. No multiple paths. No cutscenes. No Maria. The CD music is amazing.
 

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