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Messages - Trevor

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EverDrive 64 / Re: Goldfinger 64 has been released!!!!
« on: September 16, 2017, 07:04 PM »
Kerr is right because its actually a Public Beta, but we released as finished product.
There WILL definatly be at least 1 new patch which should finish the game. However after that I have one more alteration and some improvements beyond the game, but If I happen to be quick, maybe it might make the patch hahaha.

Also please note that you will need to force the save type to 4kb EEP or add
to save_db.txt to be able to save

Enjoy Everybody


EverDrive 64 / Re: N64 Homebrew Community ?
« on: June 21, 2017, 01:15 AM »

oh nice link, Ill definetly see if he was able to get 4bit bmp's loaded... I still cant do that.



Personally the ntsc versions work just fine on my equipment so no pressure.


EverDrive 64 / Re: Messing with Libdragon
« on: January 15, 2017, 01:46 PM »
From what I see that code in fact does not create a new handle, it checks to see if it can or not.
If you only want 1 handle then set MAX_OPEN_HANDLES to 1

I beleve though you do not want this but then Im not sure what you want.

And yes... programming support here is virtually non-existant. I also had questions on how to load 4bit textures using SDK but got nothing. The Demos all load 16bit textures so I cant tell the order to put the 4bit commands (LoadTLUT etc)
With people on here quite freely posting full roms I cant see any issues with my choice of SDk either.


EverDrive 64 / Re: Messing with Libdragon
« on: January 03, 2017, 09:16 PM »
since games on Nintendo 64 are supposed to run at 30 fps(for NTSC) or 25 fps(for PAL).

Just on a technical note, the N64 actually runs at 60/50 depending on wich VI mode is selected and games "try" to run at that, usually unsucsesfully.

RE Mirror:
__rdp_ringbuffer_queue( ((texslot & 0x7) << 24) | (mirror_enabled == MIRROR_ENABLED ? 0x10100 : 0) | (hbits << 14 ) | (wbits << 4) );
No idea what Libdragon is actually doing but the RDP has hardware commands to do that called SetTile

Oh... Actually... I see... it is using SetTile

wbits = MaskS (4bit, 4bits left)
hbits = MaskT (4Bit, 14Bits left)
mirror_enabled == MIRROR_ENABLED ? 0x10100 : 0 ... this I have no idea...
If you want to enable mirror
Mirror S = 1bit 18bits left
Mirror T = 1bit 9 bits left


EverDrive 64 / Re: Goldeneye X version 5e has been released
« on: January 03, 2017, 05:34 PM »
Guys, plese understand that we cant just change code at will.
All code related to Slow-mo, blurr etc is "somewhere" but not accessible.
Its one of the reasons disarm was removed (though personally I re-enable it every patch) because too many complained about its "lasting effects".
Its obviously a bug rare couldnt fix but they decided the features were still better than nothing.


Are you going to edit the list otherwise the list is void as all editors fall under the same catagory of "depends on what you do"

Banjos backpack was also build Console first and they have released a few patches with different levels. If Im not mistaken, a "True Banjo-Three'ee" was in production for consol release and was being built in BB.

F-Zero Central also has some tools including a track editor and paintshop that make patches that work on console. I think its called F-Zero Execution.
Yeah, I still have it installed, its F-Zero Execution and I sucessfully imported new tracks into F-Zero on console


Goldeneye setup editor (Have not tested this, also partial support as quoted by wreck on that forum, "Playing on console depends on whether or not everything was handled correctly.")

Well, that goes for anything, but the Setup editor (supporting GE, Perfect Dark, Mickies speedway, Diddy Kong Racing amd Jet force Gemini) is fully compatable with the console as it was built for console first.
Obviously, if you go sticking a 128x128 texture in there and try and play the game its not going to work, nor if you start changing draw commands to do whaky things.


EverDrive 64 / Re: Creating a development environment
« on: December 11, 2016, 05:05 PM »
OH wow, real discs for the dev kit...

Very expencive though...

I really like the sdk, Ive learned a lot from it though that level 42 doesnt seem the have the latest as the latest is OS2.0L "Last updated February, 2000 "

Its simple enough to install (double click setup...done) when things go right although it can be a bugger if it fails to add the right environment variables.


I should say that x-delta is not specific to PerfectGold.

It is a similar technology to ips except that it can patch >16mb files.

You can download the stand-alone x-delta patcher if you dont want to use PerfectGold, however PerfectGold is very easy to use for patching.

Tools > x-delta patching >Apply Goldeneye x-delta patch
choose base GE rom
 choose x-delta file
  save as new rom

Contrary to what sogun said about keeping the .rom extension you can save it as anything, although in the interest of standards I would avoid using v64 since that indicates byteswapped.


EverDrive 64 / Re: The original Doom is coming to the N64...
« on: October 31, 2016, 11:55 AM »
cool, will that work by inserting it into the ed64 folder and then opening sega games just like N64 games (by simply pressing start on them)?

I guess that would actually require an edit to the OS to find the injection location.


EverDrive 64 / Re: Converting .N64 back to .NDD
« on: September 07, 2016, 02:19 AM »
The DDconversions dont save to the save directory, they save inside the rom in the "Ram Area".


EverDrive 64 / Re: Wish list for the next ED64 OS update.
« on: August 14, 2016, 03:29 PM »
Since Krikzz has his own OS, I kinda figured he would have his own shortcut system.  Say a text file or a hex file with possibly a header to identify it (or the extension) and then a file location from the root of the SD card to act as a pointer:

\Files\Legend of Zelda Ocarina of Time Master Quest (U) (1.0).z64

This data could then be loaded directly to the "Location" and "Open" commands.  I'm guessing it's a similar idea to the "Favorites".  A simple external program (created by the community or Krikzz), or anyone with a text editor could create the link files.  Once the link files were created they could be copied and/or moved wherever within the SD card.

So you would really be willing to type that for every game in your library?

If you got rid of the <shortcut> part you would almost have a .pif (without the windows extensions of window location etc) or in fact a .bat

I assumed that the reason people wanted shortcuts would be to right click on roms, copy, go to new folder, paste shortcut.

ok, I just realised you could do
Code: [Select]
REM Contents of pif are
REM CurDir\Filename

REM itterate though every file matching extension .N64 and make new pif shortcut in newfolder
for %%filename in (*.n64) do echo %cd%\%%filename > newfolder\%%filename.pif


EverDrive 64 / Re: Wish list for the next ED64 OS update.
« on: August 13, 2016, 01:49 PM »
Any such auto-restart option would definatly have to be an option and not default. Also, it may only be of use on a V3 as mentioned the save needs to be copied to sd, then the game re-loaded (as the first MB is overwritten by EDOS as per the N64 OS boot sequence). Since the v3 has battery backup save data you could skip that part and reduce time on game load by only reloading the lost data.
Actually... wait a sec... Im talking about ram here, the ED have onboard 64MB game chip, this might not actually need to be re-written so the restart process would be on a v3 at least, the exact same as a real cart.

Ive not had problems with game deletion and fragmentation and im deleting and overwriting roms all the time (Yes I do mean those seperatly, roms im finished with are deleted, roms in edit state are overwritten and new roms are created for new tests)

The only issue I have come across was that if I delete a rom, then add a new rom with the same name (say accidental deletion) then pressing start wont load the rom, I need to re-select the rom by finding it and pressing start or A. This isnt a problem now, im used to it.

Saturnus DD loader DID have a fragmentation problem and it was highlighted in the changelog.

Shortcuts are a good idea, but I assume we are talking windows .lnk type here. Some people might start pushing for mac types and linux types etc, etc, and thats putting a lot of work on krikzz.

As for gameshark codes, if you make your text files small or indavidual codes you can "Append Codes" to the code list. you can then edit the code list to turn codes off.
The biggest problem is the size of the codelist, either its size is larger than can be edited or its just too small.
Luckelly for myself, I only use the MCM code which was 4 lines :)

Dissabling AA is not a global thing, its per game specific. Some games already dont use it, mostly games that dont z-buffer as AA and Z-buffer almost makes AA free.

I quite like the idea of rotating through wallpapers although Krikz doesnt use an .ini style configuration file like saturnu does, EDOS config settings are stored in a binary dat file.
However on a related note, it would be nice if the binary file was made into a text file so that settings can be changed on PC.

Similarly related it would be nice if chillywilly (well he might have already, ill need to search) would fix his media player to work with ED sd cards as well as the neoflash cards.

Now for a really radical graphical suggestion - A rotating N on boot just like the DD with sound included hahaha


EverDrive 64 / Re: Cant download ios for v3
« on: August 07, 2016, 01:30 PM »
Glad to see youve got your files back on your site, viewing the changelog opened in less than a second compared with the ages waiting on dropbox.


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