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Japanese 16-bit and 32-bit computers ​

The X68000 uses the big-endian 68000 line. The PC-9801 and the FM Towns use x86 (CPU families). Each machine has its own custom video and sound chips. The PC-98's chips differ from the IBM PC's, even though the CPU and the OS match. A game that uses Human68k or MS-DOS can be traced at its OS calls. A game that drives the chips must be traced at its hardware register writes.

Sharp X68000 ​

Hardware ​

FactValue
YearsReleased in March 1987, in Japan only; to 1993
CPUHD68HC000 at 10 MHz; 16 MHz on the XVI; 68EC030 at 25 MHz on the X68030
RAM1–4 MB, to 12 MB
VRAM1056 KB, split into graphics, text and sprite areas
Sprites128, 32 per line; raster interrupts can raise that to 512
SoundYM2151 with eight FM channels; MSM6258 ADPCM channel at 15.6 kHz

Source: Wikipedia: X68000.

How games were made and loaded ​

The OS is Human68k, an MS-DOS-like OS made by Hudson Soft. Floppies hold 77 tracks of 8 sectors of 1024 bytes at 360 rpm, 1232 KiB in all (Wikipedia: X68000).

Media and image formats ​

The XDF, DIM and HDM image formats still need sources.

Tools ​

  • Use MAME's debugger when no other debugger is available.
  • The XM6, PX68k and Unz debuggers still need sources.
  • Ghidra has the 68000 built in. Unicorn runs 68000 code but none of the X68000's chips.

Projects to learn from ​

None listed yet.

For an exact reimplementation ​

  • Record whether the game uses raster interrupts to show more than 128 sprites.
  • Record the model. The XVI and X68030 run faster.

NEC PC-9801 ​

Hardware ​

FactValue
YearsLaunched in October 1982; the line ended on 30 September 2003
Sales18.3 million units
CPU8086 at 5 MHz; later V30, 80286, 80386
RAM128 KB to 640 KB at first
VideoTwo μPD7220 controllers, for text and graphics separately; 640x400 in 8 colours, later 16 from 4,096
BlittersGRCG (1985) and EGC (1986)
SoundFM on the PC-9801-26 card (YM2203) and the PC-9801-86 card (YM2608)

Source: Wikipedia: PC-98.

How games were made and loaded ​

The PC-98 runs x86 code under MS-DOS and N88-BASIC(86). Its display and sound hardware differ from the IBM PC's.

Media and image formats ​

KindFormats
FloppyFDI, FDD, D88/D98, HDM, NFD
Hard diskHDI, NHD

Sources: libretro: Neko Project II Kai, Batocera wiki.

Tools ​

  • Neko Project II Kai emulates the PC-98. It needs BIOS, font and sound ROMs.
  • GameFrame's DOS tools help with the CPU and DOS layer (DOS games). The hardware layer needs its own notes.
  • Ghidra has x86 real mode built in. Unicorn runs x86 16-bit code (re-emulate).

Projects to learn from ​

None listed yet.

For an exact reimplementation ​

  • Use the DOS method for the program and its calls (DOS games).
  • Write separate notes for the μPD7220, GRCG and EGC. The IBM PC's VGA notes do not apply (2D graphics).
  • Record which FM sound card the reference recording used.

Fujitsu FM Towns ​

Hardware ​

FactValue
YearsReleased on 28 February 1989; to 1997
SalesAbout 500,000
CPU80386DX at 16 MHz
SoundRF5c68 PCM, YM2612 FM
Sprites1024
MediaCD-ROM drive as standard

Source: Wikipedia: FM Towns.

The FM Towns Marty console (1993) runs Towns games.

How games were made and loaded ​

Towns OS is MS-DOS with the Phar Lap DOS extender (Wikipedia: FM Towns).

Media and image formats ​

Games came on CD-ROM. No image format details are listed yet.

Tools ​

  • A game built on the Phar Lap extender needs a loader for extended DOS programs. That differs from a real-mode MZ load (DOS games).
  • Ghidra has 32-bit x86 built in. Unicorn runs 32-bit x86 code.

Projects to learn from ​

None listed yet.

For an exact reimplementation ​

  • Identify the extender and its executable format before loading the program into Ghidra (IBM PC).
  • Write separate notes for the FM Towns sprite and sound hardware.

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