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EverDrive 64 / Re: Sim City 64 (64DD) Translation
« Last post by krom on Today at 08:51 AM »
Hi ozidual,

Sorry it took me a while to reply, I got caught up doing GSU (SuperFX) ALU tests, to help SNES emu authors get their GSU cores more accurate, & hopefully get GSU running in FPGA on the SD2SNES.

I like all your new ideas, I think it is great that you looked at Sim City 2000, & changed the names of stuff to the new ones that you have (I do prefer these names to the originals I gave you).

Once again, you are doing really great work, thanks so much for all of this =D
EverDrive 64 / Re: Sim City 64 (64DD) Translation
« Last post by ozidual on Today at 06:30 AM »
Here it is: Left Menu v1.0 (aka VWF v0.5.1)

All of the base left menu has been translated except for the speed controls.  The boxes around the text will still be shrunk to fit the text - what you see is the max box size.  As a bonus, I threw together a few lines of code that added the shadow back.  Terrain is slightly messed up.  I was playing around with it last night and forgot to revert it.  I made no changes to the font that was in the screen cap for my previous post.  Let me know how it looks.  I tested it on my UltraHDMI and it looks decent.

Again, krom, this is still your translation.  If you prefer the exact menu titles that you translated just let me know and I'll revert them.  Check my previous post for an explanation on it.
Turbo EverDrive / Re: Question about Turbo EverDrive
« Last post by Sarge on Today at 01:37 AM »
Yeah, I didn't write my statement very clearly.  I think the seller is aware it doesn't work with all region mods, but that his does.  I've been reading the threads here on the subject as well.

As far as ordering from SAG, I thought they got their units directly from KRIKzz?  I remember that being the case with the Mega EverDrive X7 I ordered, at any rate.  That's kinda why I was asking if there's a board revision in the works, potentially.  I do want to make sure I'm getting the latest one.
Issue solved in firmware 3.05. Now it is possible to move through the everdrive menu with a mega drive controller on the 2p port, while keeping your master system controller in 1p port.

Thank you Krikkz!!!
Off Topic / Re: the next everdrive?
« Last post by Deltax5 on November 18, 2017, 11:47 PM »
I hope krikkz makes a everdrive for the neo geo's and neo geo pocket. The flash drives we have now are hilla expensive and I don't want something I have to wait 4 min for a game to get into memory. Atari systems would be nice to. I think that is worked on already by someone else. DOn't know much about them thou.
Just for laffs the 3ds when it get discontinued.
Off Topic / Re: when next black friday
« Last post by Deltax5 on November 18, 2017, 11:42 PM »
nice im picking something up. WOnder if will have a sale also. Atleast i know ill get something :)
Master EverDrive / Re: FM mod
« Last post by Deltax5 on November 18, 2017, 11:32 PM »
Just wondering were I can get this fm mod. It just goes where the expansion slot is right.
EverDrive GG / Re: SG-1000 support on EverDrive-GG with OS v8
« Last post by oskarzer0 on November 18, 2017, 11:24 PM »
Test build with fixed sg1000 palette available for download:

WOW! You're the best one. Thanks!  ;D
EverDrive 64 / Re: UltraCIC ASM compile?
« Last post by darknezz19 on November 18, 2017, 11:07 PM »
Thanks for the heads up. Its okay I'm only using it to test a ntsc game on a pal console.

Lylat wars looks like crap on a pal console(bad port) and I want to make sure the USA version looks normal.

Maybe someone with a pal n64 and overdrive can test starfox 64 in their console and report back? If you play Lylat Wars you should see grafics error on the 2d sprites in the main menus, especially right above the stars. If someone cold test this I would be thankful.

SD2SNES / Re: usb support
« Last post by redguy on November 18, 2017, 10:35 PM »

usb2snes v4.1

Added persistant patch support that can be applied anywhere including the menu.
Fixed save_state patch code so it doesn't conflict with the menu.
Added memory trigger for save and load into save_state patch.
Added (experimental) firmware update feature + power cycle.

The save state patch now lasts as long as you keep it powered.  You can change games and go back to the menu and it won't be disabled.  The patch still requires NMI hooks to be enabled to work.

Future updates will support updating at start of the usb2snes application and support uploading the various firmware files.  Unfortunately, that doesn't work until after you update to this version because of a bug in v3.x.
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