Great Hierophant
Veteran Member
I like the PCjr., if for no other reason than it has everything you need for oldskool 4.77MHz gaming. It is all there, it just requires a bit of tweaking in most cases to get games working on the machine that aren't supposed to work on it.
1. Floppy Drive
For no rational reason, IBM decided to put the diskette drive controller at different addresses in the PCjr compared to the PC. This is a huge hurdle to overcome for those games that write to the controller themselves and do not support the PCjr. That means that these games, undoubtedly copy-protected, must be cracked to work off a hard drive or have the disk accesses rerouted.
2. Graphics Hardware
IBM really cut corners here by leaving out those crucial CGA registers that would have provided full compatibility. Tandy later rectified this issue. For games that use the BIOS to set the palette and modes, this isn't a problem. For games that write to the hardware and do not support the PCjr., it is. These games must be hacked to support PCjr. graphics, which admittedly is not the worst hack in the world in most cases.
3. Memory and BIOS
Games that require 128KB or less do not have a problem here, its the games requiring more that do. Dumb games look for the memory address where the BIOS reports the total memory see only 128KB and refuse to run. They fail to look at the subsequent addresses to determine the amount of sidecar memory available. The solution is to either hack the game to take a second look or to eliminate the memory check entirely. Finally, the beginning 128KB of RAM is slower than additional RAM due to its being shared with the video controller, but this can be avoided in DOS with a device driver.
However, there are seven factors favoring the PCjr.
1. 320x200x16 and color composite support
2. 3-voice sound chip and speech adapter attachment
3. Expandable to 736KB RAM with Sidecars (DOS only)
4. Two IBM Joysticks supported
5. PC to PCjr. transfer via Serial Port, Parallel Sidecar for Zip disk support.
6. Cartridge games no other system can play
7. True 4.77MHz support
1. Floppy Drive
For no rational reason, IBM decided to put the diskette drive controller at different addresses in the PCjr compared to the PC. This is a huge hurdle to overcome for those games that write to the controller themselves and do not support the PCjr. That means that these games, undoubtedly copy-protected, must be cracked to work off a hard drive or have the disk accesses rerouted.
2. Graphics Hardware
IBM really cut corners here by leaving out those crucial CGA registers that would have provided full compatibility. Tandy later rectified this issue. For games that use the BIOS to set the palette and modes, this isn't a problem. For games that write to the hardware and do not support the PCjr., it is. These games must be hacked to support PCjr. graphics, which admittedly is not the worst hack in the world in most cases.
3. Memory and BIOS
Games that require 128KB or less do not have a problem here, its the games requiring more that do. Dumb games look for the memory address where the BIOS reports the total memory see only 128KB and refuse to run. They fail to look at the subsequent addresses to determine the amount of sidecar memory available. The solution is to either hack the game to take a second look or to eliminate the memory check entirely. Finally, the beginning 128KB of RAM is slower than additional RAM due to its being shared with the video controller, but this can be avoided in DOS with a device driver.
However, there are seven factors favoring the PCjr.
1. 320x200x16 and color composite support
2. 3-voice sound chip and speech adapter attachment
3. Expandable to 736KB RAM with Sidecars (DOS only)
4. Two IBM Joysticks supported
5. PC to PCjr. transfer via Serial Port, Parallel Sidecar for Zip disk support.
6. Cartridge games no other system can play
7. True 4.77MHz support
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