Last year started well with an order of Gamer's Cartridge from IGK, who is administrator of Dezaemon DB homepage. More than administrating Dezaemon DB, he is also a dezaemoner who (among other titles) developed Biometal Nemesis, which deserves its youtube link in this blog :)
Biometal Nemesis - Click above if you like shmups
I really like the style of this Dezaemon game ! Thank you very much IGK for creating such gem
Thanks to IGK, it was possible to finish support of Saturn Floppy Disk Drive on Save Data Manager : initialization of this device is slightly different than with internal backup memory and backup memory cartridge, and consequently was causing troubles on various configurations such as no backup memory cartridge inserted, but floppy disk connected, etc. Fixing all possible patterns wouldn't had been possible without kind help and beta testing from IGK. Thank you
Save Data Manager (version around 2017/01/30)
Configuration when this screen was taken was no "backup memory cartridge inserted, and floppy disk connected", which was causing troubles because among other things, unavailable device in the middle of devices table wasn't supported.
Additionally, this was the occasion to add virtual floppy disk support on Gamer's Cartridge, making Saturn considering a floppy disk drive is available, even if not physically connected.
Main purpose of this feature is to add 5 more save and load slots in Dezaemon 2, which, in addition of the 5 slots on backup memory cartridge, makes possible to manage up to 10 saves into a Dezaemon 2 session directly from a single SD card
I don't remember exactly what was the trigger which started the addition of this feature, but I think that a suggestion from IGK like "it would be cool if floppy disk would be supported by Gamer's Cartridge too" and me "Ah yeah, that's a nice idea ... how many save slots do you want ?"
After that, IGK continued to surprise me by asking his friend beebaraka to draw a Dezaemon 2 themed label for Gamer's Cartridge ... As a result, I received images for two labels, which I personally consider as the masterpieces among Gamer's Cartridge label collection
My preference goes to the white-themed label, but I suppose it's just a matter of personal taste.
Dezaemon 2 themed Gamer's Cartridges
Like shooting games ? Like DIY ? Theses cartridges are designed for you
In parallel of theses Dezaemon 2 adventures, generous contributors helped in dumping firmware of some exotic Saturn cartridges, and were successfully added to Pseudo Saturn Kai Save Data Manager.
Most relevant dumps were for X-Terminator cartridge, and Urawaza Dataro cartridge : first one is a cartridge with extended support for cheat codes, especially with extra controller allowing in-game search of cheat codes. Later one provides special save data for several (around 34 IIRC) Japanese games. Special thanks to Madrom for providing dump of this cartridge !
All the points below contributed to prepare the "20170423" release of Pseudo Saturn Kai. Warm thanks to all contributors who could make it possible !
Second half of the year mostly concerned cheat codes addition to Pseudo Saturn Kai. It started in June (or May ... I don't remember correctly) from a Gamer's Cartridge user asking when cheat codes will be available in Pseudo Saturn Kai ... this reminded me I still had to finish that until next release
First working version of cheat codes
hander, with USB transfer support
It's not visible on this picture, but many polygons weren't
drawn because of performance issues.
Unlimited time cheat code working : it took me around
one month to fix missing polygons, because of unoptimizedimplementation of cheat codes handler), but I did it
Cheat codes kept me busy for six solid months, basically in understanding to manage cheat codes in a similar way as is it done on Action Replay firmware, optimizing critical code, importing codes list, finishing cheat codes related interface, testing several games, etc.
That's honestly a hard work, but this was also an occasion to add in-game USB transfer via USB dev cart. Thanks to this, the basis in order to fix or improve cheat codes is ready Proper PC software for cheat codes detection is still missing, but hopefully this will be done someday.
Akumajo Dracula-X illustration with Maria's inifinite jump cheat code.
This game was a nasty one regarding cheat code support, with very
tight CPU and RAM left for cheat codes handler. This was an occasion
to develop many cheat codes debug features
Summer was also the occasion for me to officially end manufacturing and support of USB dev cart : after 5 years involved in this adventure, I considered it was enough, because :
1. USB dev cart interests basically nobody
2. In the rare cases USB dev cart interests somebody, it is usually used for closed-source projects
(But there are notable exceptions where USB dev cart contributed to Saturn open source projects. Big thanks to theses concerned peoples for making Saturn homebrew scene brighter )
I'm hesitating about the timing for next Pseudo Saturn Kai release : should I take some extra months in order to get proper cheat codes support for most popular games ? Or should I release it under few weeks with minimal cheat codes support (around an handful of games are currently tested and working), and hope to receive some feedback from users, so that I will eventually know which games need their cheat codes to be fixed ?
That's a very difficult choice : cheat codes is a niche feature (as everything else regarding Saturn !), so I shouldn't hope a lot of feedback. On the other hand, adding a cheat codes edition screen, and allowing cheat codes input on user side is (IMHO) a mistake too : maybe a motivated user would fix and/or add codes for some games, but rarely theses codes will be publicly available for everybody else, and in the other cases, user will simply consider Pseudo Saturn Kai cheat codes as a broken feature.
Let's see ... I honestly don't have any precise idea when next release should be done. Any suggestion regarding this is welcome in the comments
Generally speaking, I'm tired about Pseudo Saturn Kai maintenance : I started it around
Well, whatever it may be, I continue development of Pseudo Saturn Kai because I went too far to stop so near of the end (that's quite a pragmatic argument, sorry), but also (and that's the most important), because that's a nice hobby, which is important in order to keep a balance between private and work
Also, my first steps in Pseudo Saturn Kai maintenance were made during my hospitalization for cancer, and keeping such hobby during theses hard times was worth gold. I don't know (and don't want to know) how things would had turned without my Saturn hobbies.
BTW, things concerning my health are getting well : I'm still undergoing periodical screening, which all were OK last year Last year was the celebration of 3 years all right after surgery, which is not bad for a cancer with 50-60% 5 years survival rate
To finish this article on a rant note (sorry if you went here for some final positive note ), I would like to say "thank you for nothing" to
Why ? Reason is that I would like to add a rmenu equivalent to Pseudo Saturn Kai, but don't have any technical information to implement it, and it's not like I didn't asked about theses informations, but simply didn't received any relevant reply from concerned developer(s).
Why is that a pity ? Because some cheat codes will certainly not work by having rmenu running between Pseudo Saturn Kai and Saturn game. I know there's the solution to use rmenu's full boot, which does a system reset of nearly everything (except Rhea/Phoebe, obviously) after selecting a game, so that cheat codes can be enabled after that ... but I really don't know anybody motivated to do this messy setup : everybody is using the rmenu's quick boot solution, right ?
Pseudo Saturn Kai's rmenu, dated 20151214.
Latest version have some major improvements, such as
scrolling title of select game, etc
Because of lack of Rhea/Phoebe API, this feature is disabled.
I'm personally (and honestly) not concerned about this problem : my modded Saturn + USB dev cart are enough for my development needs, and I don't want to pay for a device costing an arm and a leg (plus a kidney when buying from ebay ...) and then having to do the reverse-engineering job for it after that ! So unless I got external help, clean support for Rhea/Phoebe will be done ... without me
From what I could found from static analysis of rmenu itself, version is checked by seeking to the last available data sector of the CD track, and game is selected by seeking to sectors just before that last available one.
After that's it's difficult to guess what data should be expected from Rhea/Phoebe without testing on real hardware. And reverse-engineering is usually a sluggish and hard work (I estimate the remaining as around a two weeks course ... and hope this to be a pessimistic estimation), and really would like to spend this time to other projects funnier.
2018/06/20 update : there will be proper support of Rhea/Phoebe image selection in Pseudo Saturn Kai, and consequently an user-friendly way of enabling cheat codes when using theses ODE
Very big thanks to Deunan Knute for the great job, providing the technical informations and everything else
And also I would like to thank privateye for contacting Deunan, his patience and great help in beta testing