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PC-FX homebrew, liberis and V810 development

Build an original PC-FX sample with V810 tools and liberis, package a complete disc and verify loading, controls and native saves.

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Use a PC-FX development stack

The PC-FX Programming Notes project identifies the V810 compiler, disc-building tools and libraries used for modern development. liberis provides libraries for PC-FX subsystems, including CD, input and video access, with different support levels documented by its author. Read those support notes before choosing a feature; an available API name does not imply that every operating mode has been tested.

pcfxtools contains the companion tools linked by the development notes. Pin the compiler, library and tool commits together and preserve build logs. A historical PC-FXGA development-board route is a separate environment; do not assume the same graphics hardware or output behavior as the retail console.

Build a complete sample before adding features

  1. Follow the selected compiler and library build instructions for your host system.
  2. Build an unchanged example and retain output checksums.
  3. Use the documented disc-linking process, preserving every output file and track description.
  4. Test in a configured PC-FX emulator with an appropriately supplied BIOS.
  5. Test the same release on known working retail hardware if physical-console support is claimed.

The original Simple Battle FX repository offers a small homebrew game and source as another reference. Treat an author's hardware expectation as a starting point for your own configuration testing. Build its unmodified release first and document the result before replacing its assets or initialization.

Design for hardware initialization and bounded loading

The programming notes describe a bare-metal environment rather than a modern process-running operating system. Begin with a visible version string, a controlled input test and one simple asset load. Keep initialization based on the library and documented startup code. Add markers before and after reading so a silent screen can be separated into loader failure, read failure and rendering failure.

Test controller modes explicitly and identify the supported input devices in the release. For sound, start with a small intentional example and verify it on the final disc layout. Retain the author's tested and untested subsystem distinctions rather than publishing an unsupported claim that the library covers the entire machine. Measure performance with your own bounded scene before extrapolating to a game engine.

Test persistence and release reproducibility

The Mednafen documentation includes native internal and external backup memory as well as its emulator configuration. Test your game's native save mechanism rather than relying only on emulator save states. Handle a missing external accessory, uninitialized memory and insufficient space deliberately. Use a disposable test save, shut down and confirm reload.

Distribute a clear license for code and assets, tool versions, a complete media layout, checksums and tested configurations. Keep debugger executables separate from player-ready disc images. Disclose BIOS expectations, emulator settings and retail-console results. Do not include proprietary BIOS or commercial assets without authorization. For reports, request the build checksum, first failing marker, disc layout, controller mode and storage target so another developer can reproduce the same behavior.

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