EverDrive Forum

General => EverDrive 64 => Topic started by: nuu on October 06, 2012, 01:52 PM

Title: Everdrive 64 Compatibility
Post by: nuu on October 06, 2012, 01:52 PM
Hello!
Here's the list of games that does not work to 100% on the ED64 with the latest OS version and a 6102/7101 CIC.

Everdrive 64 X7 note:
This newest ED64 should be able to do everything that the Everdrive 64 v3.0 with UltraCIC II does. This means that pretty much all games works properly unless there are extra hardware in the cartridge (like Mario no Photopie). The Real Time Clock used in Doubutsu no Mori cartridges is an exception and is supported.

Save note:
All versions of ED64 since v2 supports all cartridge save types. If a game doesn't save properly it is because of the ED64 sets the wrong save type for it. The save type can be set manually in the menu before loading a game or be set automatically according to a list in the save_db.txt file on the SD card. The latest save_db.txt can be found here (https://krikzz.com/forum/index.php?topic=6126.0#msg47751).
Controller Pak saving is no different from when playing the real cartridges (the ED64 can not simulate Controller Paks or anything), however the ED64 does have a tool for backing up the content on a Controller Pak to an SD card in its OS menu.
To manage the file system on a Controller Pak, the game Ganbare Goemon: Neo Momoyama Bakufu no Odori is a good choice. Its Controller Pak manager can be accessed from its main menu (or by pressing START when booting the game), and unlike some other games it's capable of displaying Japanese filenames.


Incompatibility list:

BattleTanx (works like normal again with the latest OS)
This game used to work in OS 1.29 but it no longer boots on later OS. Doesn't seem to affect all users though. A trained rom is reported to still boot ("BattleTanx (U) [t1].z64" from the goodset).

Star Wars Episode I - Racer (unclear - possible that a bad rom was used)
Some have no problems at all with this game but others have reported that saved data corrupts while playing. After a few races (3rd race from 2nd Championship), vehicle upgrades and money are lost. The game still save your racing progression but you are stuck without money.
The "Star Wars Episode I - Racer (U) [f1] (Save).z64" rom in the goodset is reported to have a fix for this problem.
Special instructions by cheaterdragon1:
Quote
When using the Star Wars patch for the first time you need initialize your save game. For NTSC users you need to press and hold Z+Start during the Crazy Nation intro otherwise the game will crash. The PAL patch was done by someone else and for that one you just need check off "CLEAR EEPROM" then hit Start at the intro. This is only done for first time use, if you make a save file on your Everdrive after doing this then you won't have to do it again.

When using either patch you can only use the first and second save files. This has something to do with the game being EEP16K instead of what was the usual EEP4K at the time. Back then you would need a boot cart with the same save-type and they did this so someone could just use an EEP4K game. This patch was clearly made for back-up units and not the Everdrive, I'm sure if someone re-did the patch today they would have no trouble getting all save files working.

The instructions for the patch also say not to use your save file from the normal version with the patched version. I haven't verified if this matters though.

Banjo Tooie (Should work with Ultra CIC II and up)
Incompatible because of lockout chip anti-piracy protection but works with crack. This crack is automatically patched to the rom on-the-fly with the latest OS. The crack can also be downloaded separately at http://www.64scener.com/. Look for the "dx-btusc.zip" or the ups version "dx-btusc.ups". The crack requires the Expansion pak even though it's never mentioned in the readme. And it only works for the USA version of the game. There is no patch for Japanese and PAL users.
Note: The Ultra CIC II successfully emulates Rare's anti-piracy protection CIC, so if your Everdrive 64 has an Ultra CIC II installed, this game should work properly. Japanese and PAL version should work as well in that case, and there's also no need for a patch. You can safely delete Banjo Tooie from the auto-patching list in your Everdrive 64 in that case to prevent the patch from being applied anyway.

Jet Force Gemini (Should work with Ultra CIC II and up)
Incompatible because of lockout chip anti-piracy protection but works with crack. May seem playable without crack but piracy protection crashes the game randomly and prevents running and shooting. "Jet Force Gemini (E) (M4) [f1].z64" and "Jet Force Gemini (U) [f1].z64" from the goodset are reported to have this crack pre-patched (goodset roms are not recommended, use no-intro roms if possible). No known patch for the Japanese version.
Note: The Ultra CIC II successfully emulates Rare's anti-piracy protection CIC, so if your Everdrive 64 has an Ultra CIC II installed, this game should work properly. Japanese version should work as well in that case, and there's no need for any patches.

Donkey Kong 64 (Should work with Ultra CIC II and up)
Rare's piracy protection CIC erases the save file after a random hours of play on flashcarts like the Everdrive 64. Older versions of the Everdrive 64 OS may also have problem handling 16kB EEPROM saving properly. Later OS versions have better EEPROM saving handling, but the anti-piracy CIC still deletes the save file. There is a hack that changes the game to use SRAM saving to get around the saving problem. "Donkey Kong 64 (E) [f1] (Boot&Save).z64" and "Donkey Kong 64 (U) [f2].z64" from the goodset are reported to have the SRAM hack pre-patched (the boot hack is not actually needed on ED64 but the save hack is, the boot hack is for older backup devices) (goodset roms are not recommended, use no-intro roms if possible). It's required to force SRAM on the game before loading the rom with this SRAM hack.
Note: The Ultra CIC II successfully emulates Rare's anti-piracy protection CIC, so if your Everdrive 64 has an Ultra CIC II installed, this game should work properly. Japanese version should work as well in that case, and there's no need for any patches.

Dezaemon 3D (This game should fully work with the latest OS)
Playable but saving may not work because it uses non-standard save file size, SRAM 768Kbit (96Kbyte). Can be fixed in a future OS update.

Pokemon Stadium Kin Gin / Pokémon Stadium 2 (should work on Everdrive 64 v3 and X7)
Although this game appears to work, the game will eventually run into problems due to the save file overwriting parts of the rom.
ED64 is actually using the last part of rom memory for save data. So if a game is using SRAM save type the total rom memory will be 64MB minus 32kB and if it's using FLASHRAM save type, only 64MB minus 128kB rom memory is available. The whole 64MB rom memory is only available for games that's using EEPROM save type because the save data is stored in the internal memory of the ED64 FPGA when using EEPROM. This seems to be the only 64MB game that suffers from this because Resident Evil 2 and Conker's Bad Fur Day doesn't use enough of the 64MB rom memory for a conflict to happen. Because this is a hardware related problem it can not easily be fixed in an OS update (technically it could be fixed by making a special mapper for it since there are apparently enough space in the rom).
Note: The Everdrive 64 v3 has true 64MB rom memory no matter what save type is used since it has separate ram for save data. Which means that this game should work on v3.

Doubutsu no Mori (should work on Everdrive 64 v3 and X7)
Because it uses an internal real time clock not present in the ED64. Playable but seems to hang when saving.
Note: The Everdrive 64 v3 has an RTC module, so this game should work on v3.

Mario no Photopi
Playable but since the original cartridge has two SmartMedia card slots which ED64 doesn't have, most of the features of this game is unsupported.
There is a cardless hack here (https://www.vice.com/en_us/article/8x8bjv/this-forgotten-nintendo-64-game-is-one-part-photoshop-one-part-mario-paint).

Others
Any other roms that has special hardware like the Capture Cartridge or the Randnet modem (if they even have roms), also would not work as intended on ED64.


Compatible Games:

Cartridge
All cartridges not in the incompatibility list should work as far as I can tell, which makes the Everdrive 64 have an impressive compatibility of around 99%! If any more problematic games are discovered, please post in this thread and I will add it to the list. Games that requires or optionally uses specific external hardware like: Controller Pak, Rumble Pak, Expansion Pak, Transfer Pak, VRU or other accessories will work with them just like the real cartridges. The ED64 has nothing to do with this and does not get in its way.

64DD
Now when 64DD disks have been dumped, they have also been patched to work on flashcarts to a certain extent. This now also includes Everdrive 64 (from v2 and up at least)! They all require the Expansion Pak just like a real 64DD. Saving requires resetting the N64 and letting the ED64 OS load before turning off, even on Everdrive 64 V3 and X7.
http://krikzz.com/forum/index.php?topic=2978.0

Aleck64
Aleck64 is a series of arcade systems based on the Nintendo 64 hardware. Since the games are so similar to N64 games they have all been patched to work on Nintendo 64 systems, and be played with N64 controllers. They are now compatible with Everdrive 64 with the latest OS!
http://krikzz.com/forum/index.php?topic=2609.0


About hacks
If a hacked version of a rom that normally work doesn't work (like all those Super Mario 64 hacks) it's usually because the hacker didn't care about the limitations of the N64, but only cared that it worked in an emulator. Such hacks are broken roms and most likely wouldn't work on any existing devcart or copier. The Everdrive 64 can't do anything about this, it must be fixed by the hacker.

About UltraCIC II
Using the UltraCIC the ED64 finally becomes 100% region free. There's a patch for it called UltraCIC II that makes CIC 6105 games (Jet Fore Gemini, Donkey Kong 64 and Banjo Tooie) fully compatible with ED64 without patches (so Japanese and PAL versions should work too).
http://krikzz.com/forum/index.php?topic=3450.0
ED64 X7 comes with UltraCIC III which can do everything UltraCIC II can but also has automatic region detection which doesn't requires a physical switch.

Update 1: Banjo Tooie now has a crack!
Update 2: Added Mario no Photopi.
Update 3: Added Dezaemon 3D but I leave it as "unconfirmed" until I'm 100% sure saving doesn't work.
Update 4: Apparently Donkey Kong 64 never needed a crack for it to boot. It only needs a hack for saving. I changed the list to reflect this new information.
Update 5: Added Pokemon Stadium Kin Gin and BattleTanx.
Update 6: Added Starwars Episode 1 - Racer.
Update 7: Updated list with latest info.
Update 8: Added 64DD and Aleck 64 compatibility info. Dezaemon 3D seems to work now, so I stroke it from the incompatibility list. It's still there for historical reasons and for v1 users I guess.
Update 9: Updated list to match latest OS (v2.11) and added info about UltraCIC II.
Update 10: Added a note and info about ED64 X7. Also added a note about save types and memory cards.
Title: Re: Everdrive 64 Compatibility
Post by: dvd2vcd on October 06, 2012, 11:52 PM
iv never had problems with DK64 and banjo tooie i play those beauties with my neo myth cart with an original jet force gemini for a boot cart ;) as for that japanese animal crossing game....meh its jap no biggie
Title: Re: Everdrive 64 Compatibility
Post by: nuu on October 07, 2012, 01:18 AM
I forgot to mention that I don't have an Everdrive 64 yet so I wanted to ask if this information is correct. Also my question is about Dezaemon 64. Has anyone saved successfully with that game on an Everdrive 64?
Title: Re: Everdrive 64 Compatibility
Post by: dvd2vcd on October 07, 2012, 02:20 AM
your info is spot on, i have the best of both worlds tho, i have both ED64 and NEO MYTH carts :) i dont know about Dezaemon 64 because i cant stand playing jap games.
Title: Re: Everdrive 64 Compatibility
Post by: nuu on October 08, 2012, 10:08 AM
your info is spot on, i have the best of both worlds tho, i have both ED64 and NEO MYTH carts :)
Thanks. But if you have a Neo Myth 64 why would you need an Everdrive? Doesn't it have 100% compatibility minus Doubutsu no Mori already? If you have a few carts with the correct CIC chips to put in the back of it that is.
Hmm after researching some more the Neo Myth can only have like one or two roms at the same time.

i dont know about Dezaemon 64 because i cant stand playing jap games.
Oh really? I want to play Japanese games though. Drive64 can apparently save in Dezaemon 3D so I hope Everdrive 64 can do that too.
Title: Re: Everdrive 64 Compatibility
Post by: INFILTRAT on October 24, 2012, 07:33 PM
On my side i have loaded Quake1 rom and ED64 did not seem to load it. All i got was a black screen and i had to reset que N64.

Maybe it is the rom ? The rom name is: Quake 64 (U) [!].z64

Anyone here knows if its the rom itself ?

The rom came from this pack i downloaded about 2 years ago: Nintendo 64 Collection 308 Roms Vol 1 of 3 H33T 1981CamaroZ28
                                                                                                    Nintendo 64 Collection 308 Roms Vol 2 of 3 H33T 1981CamaroZ28
                                                                                                    Nintendo 64 Collection 308 Roms Vol 3 of 3 H33T 1981CamaroZ28

Any inputs ?
Title: Re: Everdrive 64 Compatibility
Post by: butfluffy on October 24, 2012, 10:27 PM
i don't see why quake wouldn't work for you. i just tried out quake 64 for you on my setup and it works fine. are you playing on a pal setup by any chance? if not i would just get another rom you probs got a dodgy quake 64 rom thats all :)
Title: Re: Everdrive 64 Compatibility
Post by: dvd2vcd on October 26, 2012, 01:22 PM
@nuu i bought my myth a while back before i knew about ED i bought ED because of the faster loading speeds, kept my myth cart because it can play banjo tooie and the ED cannot
Title: Re: Everdrive 64 Compatibility
Post by: dvd2vcd on October 26, 2012, 01:24 PM
@INFILTRAT have u tried different region rom? also make sure its from a goodset :)
Title: Re: Everdrive 64 Compatibility
Post by: INFILTRAT on October 27, 2012, 01:25 AM
Ok so yesterday i loaded the rom and it works fine now, maybe just some random glitch.
:)
Title: Re: Everdrive 64 Compatibility
Post by: nuu on October 31, 2012, 11:42 PM
OK so I tried out Dezaemon 64 and played the one of the sample games for a bit, died and entered my name in the high-score. Then I pressed reset and loaded the game again and my name was not in the sample game's high-score list.  :(

I'm not sure the high-score is supposed to save though. Next I have to try make a game and see if that saves.
Title: Re: Everdrive 64 Compatibility
Post by: nuu on April 27, 2013, 08:27 PM
I tried making a game in Dezaemon 3D (I just changed the font then saved) and then I hit reset and booted the game again. It didn't save. I tried forcing all the different kinds of save types but none worked. Then I tried the same thing in Project 64 and it didn't work there either. I'm not 100% sure I did something wrong.

I added Mario no Photopi to the incompatibility list.
Title: Re: Everdrive 64 Compatibility
Post by: suiken_2mieu on October 04, 2013, 05:30 PM
Has anyone got animal forest working yet? When I try to get past the start screen, it freezes. I'm more interested now because I have an english patch working.
Title: Re: Everdrive 64 Compatibility
Post by: dvd2vcd on October 04, 2013, 11:06 PM
Has anyone got animal forest working yet? When I try to get past the start screen, it freezes. I'm more interested now because I have an english patch working.
it will never work, ED64 doesnt contain a battery which is needed for the real time clock
Title: Re: Everdrive 64 Compatibility
Post by: Doom on October 05, 2013, 12:11 AM
Dumb question incoming;
Is it possible to solder on this "battery" onto the ED64 to make those games work, sort of like the CIC chip & USB port or is this a whole other story?
Title: Re: Everdrive 64 Compatibility
Post by: dvd2vcd on October 05, 2013, 05:59 AM
Dumb question incoming;
Is it possible to solder on this "battery" onto the ED64 to make those games work, sort of like the CIC chip & USB port or is this a whole other story?
no, the board wasnt designed that way
Title: Re: Everdrive 64 Compatibility
Post by: kmksoulja on October 05, 2013, 08:21 AM
yeah it sucks but its the only game that supports the real time clock and it was only released in japan so krikzz probably didn't see a need for  going through the trouble of adding it on there just to support 1 game.

An N64 emulator is probably the only way your ever gonna get to play that translated rom.
Title: Re: Everdrive 64 Compatibility
Post by: nuu on October 05, 2013, 04:58 PM
Has anyone got animal forest working yet? When I try to get past the start screen, it freezes. I'm more interested now because I have an english patch working.
It shouldn't freeze that early. First you'll get an error that the battery has run dry and will be prompted to set the clock. Then you can make a character/town and play the game for as long as you want as long as you don't save. It froze for me when I tried to save and quit.

Dumb question incoming;
Is it possible to solder on this "battery" onto the ED64 to make those games work, sort of like the CIC chip & USB port or is this a whole other story?
I can't say for sure but I THINK it's technically possible. But I have no idea if all that extra hardware would fit into the cartridge, and Krikzz would probably have to release an update that supports it.
Title: Re: Everdrive 64 Compatibility
Post by: dvd2vcd on October 05, 2013, 06:14 PM
Has anyone got animal forest working yet? When I try to get past the start screen, it freezes. I'm more interested now because I have an english patch working.
It shouldn't freeze that early. First you'll get an error that the battery has run dry and will be prompted to set the clock. Then you can make a character/town and play the game for as long as you want as long as you don't save. It froze for me when I tried to save and quit.
the translation freezes for me too when im prompted to set the time, but the clean japan version does not, my guess is that the translation version is some sort of texture hack (within the time set screen) im pretty sure ED64 does not support texture hacked roms..
Title: Re: Everdrive 64 Compatibility
Post by: nuu on October 06, 2013, 01:25 PM
As long as a hack is made within the technical limitations of the N64 there's no reason it wouldn't work on the ED64.

The reason the old Sin and Punishment translation doesn't work on ED64 is because the patch comes in the form of a plugin that was designed for certain emulators and thus only works for those emulators. The official English VC version works in a similar way but that patch only works in the VC N64 emulator.
Title: Re: Everdrive 64 Compatibility
Post by: Kerr Avon on October 06, 2013, 04:23 PM
Regarding Animal Forest, how often does the game check the clock to find out the time? If it's only when the game is first booted, then the game could be hacked to not look for the clock at all, but to ask the player to enter the time. If it checks the clock multiple times during gameplay, then this would be more complicated (as the game would have to be altered so that it  keeps track of the time itself by using the N64's (or the emulator's) progress in frames or VIs or whatever, and the game would therefore need to be hacked to change the clock-reading routines to the hardware-reading and time calculations needed to work out the time elapsed since the player entered the time manually) but as far as I can see, it should be possible for someone who knows N64 coding.


As long as a hack is made within the technical limitations of the N64 there's no reason it wouldn't work on the ED64.

The reason the old Sin and Punishment translation doesn't work on ED64 is because the patch comes in the form of a plugin that was designed for certain emulators and thus only works for those emulators. The official English VC version works in a similar way but that patch only works in the VC N64 emulator.

The hack at

http://krikzz.com/forum/index.php?topic=909.0

does work on both console and emulator though.
Title: Re: Everdrive 64 Compatibility
Post by: nuu on October 07, 2013, 12:00 AM
Since you can play the game on the ED64 without problems, it probably only checks when booting, and maybe when you save. When the power is on it might be using the CPU clock to keep track of time but I don't know.

As long as a hack is made within the technical limitations of the N64 there's no reason it wouldn't work on the ED64.

The reason the old Sin and Punishment translation doesn't work on ED64 is because the patch comes in the form of a plugin that was designed for certain emulators and thus only works for those emulators. The official English VC version works in a similar way but that patch only works in the VC N64 emulator.

The hack at

http://krikzz.com/forum/index.php?topic=909.0

does work on both console and emulator though.
Yup! That's what I call the new patch.
Title: Re: Everdrive 64 Compatibility
Post by: Arnold101 on January 24, 2014, 05:43 PM
were i can find all the cracks in the first page? thanks!
Title: Re: Everdrive 64 Compatibility
Post by: nuu on January 24, 2014, 07:48 PM
I don't know about the standalone cracks but if you have the Goodset roms some of the patches are included there.

I have not tried any of these patches but this is what other people said should work:
For Jet Force Gemini look for roms named "Jet Force Gemini (E) (M4) [f1].z64" or "Jet Force Gemini (U) [f1].z64".
And for Donkey Kong 64 look for "Donkey Kong 64 (U) [f2].z64". This patch includes both the boot crack and the SRAM hack (which changes save type to SRAM). so remember to force SRAM before booting.

The Banjo Tooie patch can be found at http://www.64scener.com/ but Krikzz included it in ED64 OS and it's applied automatically so you don't really need it.
Title: Re: Everdrive 64 Compatibility
Post by: dvd2vcd on January 24, 2014, 08:32 PM
Jet Force Gemini (E) (M4) [f1].z64 does not work but Jet Force Gemini (U) [f1].z64 does :)
Title: Re: Everdrive 64 Compatibility
Post by: pcfreak324 on January 24, 2014, 11:09 PM
Jet Force Gemini (E) (M4) [f1] works, see it for yourself (http://www.youtube.com/watch?v=NnN-QpaNtj0).
Title: Re: Everdrive 64 Compatibility
Post by: nuu on January 25, 2014, 03:10 PM
dvd2vcd since you have tested these do you know if you need to force another save type other than the default one on any of these games except Donkey Kong 64?
Title: Re: Everdrive 64 Compatibility
Post by: butfluffy on January 25, 2014, 04:09 PM
i remember that some cracked games forced another save type. i cant remember if any cracks had option for saving to original save type if present or force save type if not present with a simple button menu present within the intro (like pal/ntsc selection on some ps1 patch intros).
 it was so long ago that i played some of these games on my doctor v64 copier i'm not sure if this feature was present in some cracks at the time or if i thought this feature would be cool back then but never happend.
 it would be cool in this day in age given the fact that everdrive64 can save all game data types to sd card if some of these cracks could be revisited to bypass game protection but leave save type as the original. goes to show lac is still somewhat interested in whats happening in the n64 world these days because he decided to finally finish and release his banjo tooie crack.
 top and bottom of it... forcing save types was awesome back in the day but but totally not needed for everdrive.
Title: Re: Everdrive 64 Compatibility
Post by: nuu on January 25, 2014, 11:49 PM
It is needed if the ED64 doesn't detect what save type the game is using (or however the default type is decided). I've played several games that didn't save with the default option. Try Akumajou Dracula Mokushiroku and the default save type is "none" even though it's supposed to have cartridge backup saving.
Title: Re: Everdrive 64 Compatibility
Post by: butfluffy on January 26, 2014, 03:50 AM
It is needed if the ED64 doesn't detect what save type the game is using (or however the default type is decided). I've played several games that didn't save with the default option. Try Akumajou Dracula Mokushiroku and the default save type is "none" even though it's supposed to have cartridge backup saving.

thats not what i ment. i just read back through my post and i was not very clear so i apolagize for that. i didn't mean everdrive force save type option was not needed. that option is actually really useful for the reason you mentioned.
 what i ment was some cracks force for example save type from flash ram to sram. mainly because back in the day when flashram was a new save type for n64 games it was a pain for copier owners. saving to sram instead of flashram had it's drawbacks though for example only being able to use one save slot but at least the game was playable and could be saved.    what i ment was because everdrive64 can cope with all save types because everdrive don't need the correct save chip present with a piggy backed original game like the copiers did, the need for some of the old cracks to change the save type aswell as bypass protection is not needed. maybe the cracks could be revisited/modified to leave the saving part the same as the original game.
 guess it depends on if anyone with the knowhow could modify the old cracks, although the games are fully playable anyways.
Title: Re: Everdrive 64 Compatibility
Post by: fabio_rosendo on February 09, 2014, 12:21 AM
I have noticed the new Everdrive 2.04 OS, don't have an option to change the Save Type anymore.
.
Puyo Puyo Sun 64 shows "Save Type OFF" and i can't change.
This game don't works in this new OS, but works on OS 1.29 changing the Save Type.  :'(
Title: Re: Everdrive 64 Compatibility
Post by: nuu on February 09, 2014, 12:51 AM
Select your game and pick "select only" and then press Z and the main menu appears. Choose the save type in the main menu and start the game.
Title: Re: Everdrive 64 Compatibility
Post by: fabio_rosendo on February 10, 2014, 10:06 PM
Select your game and pick "select only" and then press Z and the main menu appears. Choose the save type in the main menu and start the game.
.
I tried this in every option available, but still don't work.
.
So............. Puyo Puyo Sun 64 enters in the list of non compatible Everdrive 64 game.  :-\
Title: Re: Everdrive 64 Compatibility
Post by: KRIKzz on February 11, 2014, 03:14 AM
You should do it in sequence like nuu said. You probably select save type in optyons and after that you select the game. options resets when you select the game
Title: Re: Everdrive 64 Compatibility
Post by: Mezmorize on February 13, 2014, 03:02 AM
I tried all of the save types, and still could not get Puyo Puyo Sun 64 (J) to boot up.
I was doing it this way:

1. Highlight game and choose Select Only.
2. Using the Z button, change the save type to whatever.
3. Start the game using the usual option Select and Start.

The problem was using Select and Start to boot the game.
Use the Start button on the controller instead, to properly boot it.

Use EEP4K to boot Puyo Puyo Sun 64 (J).
Use SRAM or SRAM128 to boot Jinsei Game 64 (J).

Even after trying this method, there is one single game I'm not able to boot.
Could someone else confirm this?
BattleTanx (U) [Expansion Pak incompatibility?]

-----
Edit:
Here's some ROM names to play these European releases on a NTSC console.
Airboarder 64 (E) [f1] (NTSC)
Centre Court Tennis (E) [f1] (NTSC) [aka Let's Smash (J)]
F-1 World Grand Prix II (E) (M4) [f1] (NTSC) [Change Game Mode setting from Default to NTSC.]
Premier Manager 64 (E) [f2] (NTSC100%) [Full color, but not properly aligned on my TV.]
Rakuga Kids (E) [f1] (NTSC)
Taz Express (E) (M6) [f2] (NTSC) [Full color, but not properly aligned on my TV.]
Title: Re: Everdrive 64 Compatibility
Post by: fabio_rosendo on February 15, 2014, 05:56 PM
Thanks Mezmorize.  ;)
Now Puyo Puyo Sun 64 is working.
.
You right BattleTanx (U) dont´t works anymore, but works on old OS 1.29.
Don't worry, KRIKzz is the King of Everdrive, and probably in the next update this game will work again.  8)
Title: Re: Everdrive 64 Compatibility
Post by: fabio_rosendo on February 15, 2014, 09:49 PM
I just tested "BattleTanx (U) [t1].z64", and works on Everdrive with the OS 2.04.
.
Is a hacked version of BattleTanx, but works.  :)
Title: Re: Everdrive 64 Compatibility
Post by: nuu on February 15, 2014, 11:52 PM
The problem was using Select and Start to boot the game.
Use the Start button on the controller instead, to properly boot it.
Oh that's what I was doing wrong! I should give Dezaemon 3D another shot, I'll test Battle Tanx too.
Title: Re: Everdrive 64 Compatibility
Post by: cheaterdragon1 on February 16, 2014, 05:58 AM
Donkey Kong 64
Because of lockout chip but works with crack. Even with a crack that lets it boot, it randomly looses the save file after one or two hours of play. So it might need a hack for saving as well.
Just want to clarify what I know. When DK 64 was released in 1999, the N64 copying scene ran into the same saving issues that we face now. With or without a patch, DK64 will boot and you can play through it. The only issue is of course with saving. DK64 saves with 16KB Eeprom and the cracks that the N64scene made changed the default saving method to SRAM. That's why when you run a cracked version you need to switch the save method in the Everdrive menu from the default 16KB Eeprom to SRAM. Although I haven't played the cracked version from beginning to end, I haven't read about anyone having any trouble with it. With the cracks being out for 15 years, I'm sure someone would've said something by now if they didn't work. This user here claims to have made it to level 5 with the cracked version: http://krikzz.com/forum/index.php?topic=725.0

As you've seen in the other thread, I'm currently playing through DK64 on a clean ROM which is working so far. Krikzz said that OS 2.04 might make DK64 work better, which it does, but it's still not perfect. I'm sure it's going to eventually screw up. Hopefully when I share the save file with Krikzz he might be able to come with something to allow a normal ROM to work. As is, the patched version works just fine and gamers can use that one for now.
Title: Re: Everdrive 64 Compatibility
Post by: nuu on February 16, 2014, 03:59 PM
With or without a patch, DK64 will boot and you can play through it. The only issue is of course with saving.
......
......
As you've seen in the other thread, I'm currently playing through DK64 on a clean ROM which is working so far. Krikzz said that OS 2.04 might make DK64 work better, which it does, but it's still not perfect.
Do you mean that in OS 2.04, DK64 is patched on-the-fly with a boot crack so it doesn't need the boot crack anymore, or do you mean that it never needed one in the first place? I'll update the list accordingly.
Title: Re: Everdrive 64 Compatibility
Post by: Kerr Avon on February 16, 2014, 04:06 PM
As you've seen in the other thread, I'm currently playing through DK64 on a clean ROM which is working so far.

Tux's save became corrupted, so please backup your save every time you update it, in case it corrupts, as if you have a backup then you can restart from there, and also send it to Krikzz to help him locate the source of the problem.
Title: Re: Everdrive 64 Compatibility
Post by: butfluffy on February 16, 2014, 07:14 PM
wanted to play some battletanx today and also discovered it wernt working. i'm going to download the BattleTanx (U) [t1].z64 version. does anyone know whats been hacked in this version?
 i wonder why the hacked version works and the original, guess it's something krikzz will fix for next update. does anyone know if there are any other games that should be working that don't since the new OS? if so i may run the old OS until compatibility issues are solved.

edit - just tried the BattleTanx (U) [t1].z64 version and it works fine, seems it's just a +6 trainer intro thats different (that would explain the [t1] doh) seems strange that the trained version works and the unmodified one don't though.
Title: Re: Everdrive 64 Compatibility
Post by: cheaterdragon1 on February 16, 2014, 11:02 PM
With or without a patch, DK64 will boot and you can play through it. The only issue is of course with saving.
......
......
As you've seen in the other thread, I'm currently playing through DK64 on a clean ROM which is working so far. Krikzz said that OS 2.04 might make DK64 work better, which it does, but it's still not perfect.
Do you mean that in OS 2.04, DK64 is patched on-the-fly with a boot crack so it doesn't need the boot crack anymore, or do you mean that it never needed one in the first place? I'll update the list accordingly.
I believe it never needed a boot crack to work with the Everdrive in the first place.
Title: Re: Everdrive 64 Compatibility
Post by: nuu on February 18, 2014, 02:33 PM
OK I updated the incompatibility list with this information. I also added some more details like what goodroms are pre-patched.
Title: Re: Everdrive 64 Compatibility
Post by: Kerr Avon on February 18, 2014, 10:18 PM
It's a great idea to have an incompatibility list, and it might be an idea if you divided the list into two parts - one part for games that will run but only under special circumstances (i.e. Jet Force Gemini would be in this list, with the note that only the versions with the file names "Jet Force Gemini (E) (M4) [f1].z64" or "Jet Force Gemini (U) [f1].z64" work on the Everdrive 64, the other versions either crash upon loading, or don't let you run or jump), and one part of the list for games that at the moment cannot be run on the Everdrive 64 under any circumstances (such as Doubutsu no Mori). The 'Doesn't (yet) work" category should ideally contain an entry saying that "At present no Super Mario 64 hack will work on the N64, though a user called Vertrex claims to have fixed this (http://krikzz.com/forum/index.php?topic=1253.0), and so hopefully soon we'll be able to play the SM64 hacks on the Everdrive 64".




OK I updated the incompatibility list with this information. I also added some more details like what goodroms are pre-patched.

Has anyone confirmed that any given version of Donkey Kong 64 can be played from beginning to end with saving via the Everdrive 64? If so, what region was that, please, in case only the (E)urope or (U)SA version works without wiping the save. And is there a way to force the Everdrive 64 to always force SRAM when using Donkey Kong 64 (I can't find an .ini or .cfg file on the ED64's SD card, which is a pity as a user alterable text file would be great for things like this)?
Title: Re: Everdrive 64 Compatibility
Post by: nuu on February 19, 2014, 07:08 PM
It's a great idea to have an incompatibility list, and it might be an idea if you divided the list into two parts - one part for games that will run but only under special circumstances (i.e. Jet Force Gemini would be in this list, with the note that only the versions with the file names "Jet Force Gemini (E) (M4) [f1].z64" or "Jet Force Gemini (U) [f1].z64" work on the Everdrive 64, the other versions either crash upon loading, or don't let you run or jump), and one part of the list for games that at the moment cannot be run on the Everdrive 64 under any circumstances (such as Doubutsu no Mori). The 'Doesn't (yet) work" category should ideally contain an entry saying that "At present no Super Mario 64 hack will work on the N64.
Thanks for your suggestions. I could divide the list in two, but since the list is so short I don't see much point in it. You can see that the first three games are the partly working ones and the rest would need some hardware mod to work, so it's already partly divided. I moved up Dezaemon 3D in the list a bit since I think it's fixable (assuming it's broken in the first place). So now the last three entries are only carts with special hardware while the first four are the fixable ones.

I've already added that they need to be patched and what roms in the goodset has such patches.

I'm not going to include hacks. This is an incompatibility list of all titles known to not be 100% supported. If a hack doesn't work, it's usually because it doesn't follow the rules of the N64, and that isn't limited to Super Mario 64 hacks. That said I added a note about this at the bottom of the list.
Title: Re: Everdrive 64 Compatibility
Post by: Kerr Avon on February 19, 2014, 11:40 PM
OK mate, thanks.
Title: Re: Everdrive 64 Compatibility
Post by: fabio_rosendo on April 03, 2014, 04:00 AM
Anyone have lucky with HVS Adventure Racing on NTSC Everdrive ???
This is the Asian version for Beetle Adventure Racing with different cars.
.
The game dont' boot, gives a message that don't works on the system. :'(
.
There's any patch or something ???
Title: Re: Everdrive 64 Compatibility
Post by: Mezmorize on April 10, 2014, 11:55 AM
Anyone have lucky with HVS Adventure Racing on NTSC Everdrive ???
This is the Asian version for Beetle Adventure Racing with different cars.
.
The game dont' boot, gives a message that don't works on the system. :'(
.
There's any patch or something ???

If I'm not mistaken, that game will work properly if you press Z to change the console region setting before running the game.

Here is a list of games that have a region check:
Code: [Select]
And here is the list of games that will NOT boot on a system from a different region than what the game was made for, without some type of region bypass cartridge/cheat [or EverDrive64]:
007: The World Is Not Enough (USA)
1080 TenEighty Snowboarding (Japan, USA) (En,Ja)
40 Winks (Europe) (En,Es,It) (Proto)
64 Hanafuda: Tenshi no Yakusoku (Japan)
Aidyn Chronicles: The First Mage (USA)
All Star Tennis 99 (USA)
All-Star Baseball 2001 (USA)
Army Men: Air Combat (USA)
Army Men: Sarge’s Heroes (USA)
Army Men: Sarge’s Heroes 2 (USA)
Asteroids Hyper 64 (USA)
Automobili Lamborghini (USA)
Bakuretsu Muteki Bangaioh (Japan)
Bass Rush: ECOGEAR PowerWorm Championship (Japan)
Bassmasters 2000 (USA)
Batman Beyond: Return of the Joker (USA)
BattleTanx: Global Assault (USA)
Battlezone: Rise of the Black Dogs (USA)
Big Mountain 2000 (USA)
Blues Brothers 2000 (USA)
Body Harvest (USA)
Bomber Man 64 (Japan)
Bomberman 64: The Second Attack! (USA)
Brunswick Circuit Pro Bowling (USA)
Buck Bumble (USA)
Bust-A-Move ’99 (USA)
Bust-A-Move 2: Arcade Edition (USA)
California Speed (USA)
Carmageddon 64 (USA)
Castlevania: Legacy of Darkness (USA)
Choro Q 64 II: Hacha Mecha Grand Prix Race (Japan)
Command & Conquer (USA)
Conker’s Bad Fur Day (USA)
Cruis’n Exotica (USA)
Cruis’n World (USA)
Custom Robo (Japan)
Custom Robo V2 (Japan)
CyberTiger (USA)
Dance Dance Revolution: Disney Dancing Museum (Japan)
Densha de Go! 64 (Japan)
Derby Stallion 64 (Japan)
Destruction Derby 64 (USA)
Donald Duck: Goin’ Quackers (USA) (En,Fr,De,Es,It)
Donkey Kong 64 (USA)
Doraemon 3: Nobita no Machi SOS! (Japan)
Doubutsu no Mori (Japan)
Dr. Mario 64 (USA)
Duck Dodgers Starring Daffy Duck (USA) (En,Fr,Es)
Duke Nukem: Zero Hour (USA)
Earthworm Jim 3D (USA)
ECW Hardcore Revolution (USA)
Elmo’s Letter Adventure (USA)
Elmo’s Number Journey (USA)
Excitebike 64 (USA)
F-1 World Grand Prix II (Europe) (En,Fr,De,Es)
F1 Racing Championship (Europe) (En,Fr,De,Es,It)
Fighter Destiny 2 (USA)
Frogger 2 (USA) (Proto)
Fushigi no Dungeon: Fuurai no Shiren 2: Oni Shuurai! Shiren Jou! (Japan)
Gauntlet Legends (USA)
Gex 3: Deep Cover Gecko (USA)
Glover (USA)
Goemon: Mononoke Sugoroku (Japan)
Hamster Monogatari 64 (Japan)
Harvest Moon 64 (USA)
Hercules: The Legendary Journeys (USA)
Hey You, Pikachu! (USA)
Hot Wheels: Turbo Racing (USA)
Hybrid Heaven (USA)
Hydro Thunder (USA)
Ide Yosuke no Mahjong Juku (Japan)
In-Fisherman: Bass Hunter 64 (USA)
Indiana Jones and the Infernal Machine (USA)
Indy Racing 2000 (USA)
International Superstar Soccer 2000 (USA) (En,Es)
International Track & Field 2000 (USA)
Itoi Shigesato no Bass Tsuri No. 1 Kettei Ban! (Japan)
Jeremy McGrath Supercross 2000 (USA)
Jet Force Gemini (USA)
Jikkyou Powerful Pro Yakyuu 2000 (Japan)
Jikkyou Powerful Pro Yakyuu Basic Ban 2001 (Japan)
John Romero’s Daikatana (USA)
Ken Griffey Jr.’s Slugfest (USA)
Kirby 64: The Crystal Shards (USA)
Knockout Kings 2000 (USA)
Legend of Zelda, The: Majora’s Mask (USA)
LEGO Racers (USA) (En,Fr,De,Es,It,Nl,Sv,No,Da,Fi)
Madden NFL 2000 (USA)
Madden NFL 2001 (USA)
Madden NFL 2002 (USA)
Mario Golf (USA)
Mario Party 2 (USA)
Mario Party 3 (USA)
Mario Tennis (USA)
Mega Man 64 (USA)
Mia Hamm Soccer 64 (USA) (En,Es)
Mickey’s Speedway USA (USA)
Midway’s Greatest Arcade Hits: Volume 1 (USA)
Monaco Grand Prix (USA)
Monopoly (USA)
Monster Truck Madness 64 (USA)
Mortal Kombat 4 (USA)
Mortal Kombat Mythologies: Sub-Zero (USA)
Ms. Pac-Man: Maze Madness (USA)
Namco Museum 64 (USA)
NASCAR 2000 (USA)
NASCAR 99 (USA)
NBA Courtside 2 featuring Kobe Bryant (USA)
NBA in the Zone 2000 (USA)
NBA Jam 2000 (USA)
NBA Live 2000 (USA) (En,Fr,De,Es)
NBA Showtime: NBA on NBC (USA)
Neon Genesis Evangelion (Japan)
New Tetris, The (USA)
NFL Blitz 2000 (USA)
NFL Blitz 2001 (USA)
NFL Blitz: Special Edition (USA)
NFL QB Club 2001 (USA)
NFL Quarterback Club 2000 (USA)
Nintama Rantarou 64 Game Gallery (Japan)
Nuclear Strike 64 (USA)
Nushi Zuri 64: Shiokaze ni Notte (Japan)
O.D.T. (USA) (En,Fr,Es) (Proto)
Ogre Battle 64: Person of Lordly Caliber (USA)
Paper Mario (USA)
Paperboy (USA)
PD Ultraman Battle Collection 64 (Japan)
Perfect Dark (USA)
PGA European Tour (USA)
Pokemon Puzzle League (USA)
Pokemon Snap (USA)
Pokemon Stadium (USA)
Pokemon Stadium 2 (USA)
Polaris SnoCross (USA)
Power Rangers: Lightspeed Rescue (USA)
Powerpuff Girls, The: Chemical X-Traction (USA)
Premier Manager 64 (Europe)
Pro Mahjong Tsuwamono 64: Jansou Battle ni Chousen (Japan)
Puyo Puyo 4: Puyo Puyon Party (Japan)
Quake II (USA)
Rally Challenge 2000 (USA)
Rat Attack! (USA) (En,Fr,De,Es,It,Nl)
Rayman 2: The Great Escape (USA) (En,Fr,De,Es,It)
Razor Freestyle Scooter (USA)
Re-Volt (USA)
Ready 2 Rumble Boxing (USA)
Ready 2 Rumble Boxing: Round 2 (USA)
Resident Evil 2 (USA)
Road Rash 64 (USA)
Roadsters (USA) (En,Fr,Es)
Robot Ponkottsu 64: 7tsu no Umi no Caramel (Japan)
Robotron 64 (USA)
Rocket: Robot on Wheels (USA)
RR64: Ridge Racer 64 (USA)
Rugrats in Paris: The Movie (USA)
Rugrats: Scavenger Hunt (USA)
S.C.A.R.S. (USA)
San Francisco Rush 2049 (USA)
Scooby-Doo!: Classic Creep Capers (USA)
Shadow Man (USA)
Shadowgate 64: Trials of the Four Towers (USA) (En,Es)
Snowboard Kids 2 (USA)
South Park Rally (USA)
South Park: Chef’s Luv Shack (USA)
Space Invaders (USA)
SpaceStation Silicon Valley (USA)
Spider-Man (USA)
Star Wars Episode I: Battle for Naboo (USA)
Star Wars Episode I: Racer (USA)
StarCraft 64 (USA)
Starshot: Space Circus Fever (USA) (En,Fr,Es)
Stunt Racer 64 (USA)
Super Bowling (USA)
Super Robot Taisen 64 (Japan)
Super Smash Bros. (USA)
Supercross 2000 (USA)
Superman: The New Superman Aventures (USA) (En,Fr,Es)
Sydney 2000 (USA) (Proto)
Tarzan (USA)
Taz Express (Europe) (En,Fr,De,Es,It,Nl)
Taz Express (USA) (Proto)
Tigger’s Honey Hunt (USA)
Tom and Jerry in Fists of Furry (USA)
Tom Clancy’s Rainbow Six (USA)
Tonic Trouble (USA)
Tony Hawk’s Pro Skater (USA)
Tony Hawk’s Pro Skater 2 (USA)
Tony Hawk’s Pro Skater 3 (USA)
Toon Panic (Japan) (Proto)
Top Gear Hyper-Bike (USA)
Top Gear Rally 2 (USA)
Toy Story 2: Buzz Lightyear to the Rescue! (USA)
Transformers: Beast Wars Transmetals (USA)
Tsumi to Batsu: Hoshi no Keishousha (Japan)
Turok 3: Shadow of Oblivion (USA)
Turok: Rage Wars (USA)
V-Rally Edition 99 (USA)
Vigilante 8 (USA)
Vigilante 8: 2nd Offense (USA)
Virtual Chess 64 (USA) (En,Fr,Es)
Virtual Pro Wrestling 2: Oudou Keishou (Japan)
WCW Backstage Assault (USA)
WCW Mayhem (USA)
WCW Nitro (USA)
WCW-nWo Revenge (USA)
WinBack: Covert Operations (USA)
World Driver Championship (USA)
Worms Armageddon (USA) (En,Fr,Es)
WWF Attitude (USA)
WWF No Mercy (USA)
WWF WrestleMania 2000 (USA)
Xena: Warrior Princess – The Talisman of Fate (USA)
Yakouchuu II: Satsujin Kouro (Japan)
Title: Re: Everdrive 64 Compatibility
Post by: cheaterdragon1 on May 23, 2014, 08:36 PM
I read this post by Krikzz in the Everdrive 64 Version 3.0 thread that got me thinking:

Sounds awsome Krikzz. Keep up the good work! Btw, what would be able to use the extra 64kb of rom memory? Potential homebrew?

It is not extra 64Kb, it means that actual max rom size for v2 is 64Mbyte minus 32Kb (if sram used), or 64Mbyte minus 128Kbyte (if flashram used). Whole 64Mbyte avaialble only for games with used eeprom or wihich have no save meory at all. V3 can use whole 64Mbyte of ROM memory with any type of saves

We have 3 Nintendo 64 games that are 64 MB: Conker's Bad Fur Day, Resident Evil 2, and Pokemon Stadium 2. Conker's Bad Fur Day uses EEP16K for saving though so it won't have any issues.

Resident Evil 2 saves with SRAM so the last 32 KB of the ROM get cut off. I took a look at the ROM in a hex editor and it seems the last 180 KB was all left blank by the developers so we have nothing to worry about with this game either.

Pokemon Stadium 2 on the other hand will get 128 KB cut off as it saves with FLASH. I took a look at the ROM and it seems only the last 72 KB are blank so we are losing a small piece of the ROM. This explains why the Pokemon images aren't working. It also explains why we were able to change the save-type to an incorrect one and then the Pokemon images would suddenly work again. Of course with an incorrect save-type selected you won't be able to save.

The solution is to convert the ROM to save some other way, EEP16K, or even SRAM is fine as it shouldn't cause any issues with only 32 KB missing. I wouldn't have any idea how to do that or even where to begin. It does look like Krikzz is going to have this game fixed for Everdrive Version 3.0, but I'd really like to see it working in our Version 2.0s.


Also regarding Battletanx not working, I dumped my copy of the game last night with the Z64. This new ROM worked just fine in emulator, but the Everdrive 64 won't play it. The trainer ROM definitely does work, but why? The Trainer simply added some cheat codes they didn't do any patching or fixing.
Title: Re: Everdrive 64 Compatibility
Post by: Paulweeze on May 23, 2014, 10:25 PM
Good findings Cheaterdragon1! Forgot that Pokemon Stadium 2 was 64mb as well. Too bad those old hackers of the n64 aint as prominatly in the scene, including the dudes who turned dk64 into sram. I think fixing pokemon would be hard due to it using the largest save type already (flash). One would have to find filler data in the save and rid of that to compress it to a smaller save type like epk16 or sram.
Title: Re: Everdrive 64 Compatibility
Post by: nuu on May 25, 2014, 04:22 PM
Good job finding out this Cheaterdragon1!

Also regarding Battletanx not working, I dumped my copy of the game last night with the Z64. This new ROM worked just fine in emulator, but the Everdrive 64 won't play it. The trainer ROM definitely does work, but why? The Trainer simply added some cheat codes they didn't do any patching or fixing.
How is adding cheats any different from other kinds of patching or fixing though? I'd guess they added a trainer menu too.
Title: Re: Everdrive 64 Compatibility
Post by: cheaterdragon1 on May 26, 2014, 03:05 AM
No problem guys. Looks like Krikzz says he can fix it here: http://krikzz.com/forum/index.php?topic=1583.msg17122#new

I hope by can he means will.
Title: Re: Everdrive 64 Compatibility
Post by: nuu on July 22, 2014, 03:18 PM
Thanks for making this a sticky. :)
I will try to keep it updated.
Title: Re: Everdrive 64 Compatibility
Post by: fabio_rosendo on July 29, 2014, 04:59 AM
I found a problem with "Star Wars Episode I - Racer (U) [!].z64".
After a few races (3rd race from 2nd Championship), the game lost your vehicle upgrades.
The game still save your racing progression, but loses all your upgrades.  :'(
.
But there's "A New Hope" ;D, using the Rom named "Star Wars Episode I - Racer (U) [f1] (Save).z64"
Is a hacked Rom that use a modified saving type, and the game works flawless.
Title: Re: Everdrive 64 Compatibility
Post by: Paulweeze on July 29, 2014, 05:01 AM
Wow, nice find!
Title: Re: Everdrive 64 Compatibility
Post by: nuu on July 29, 2014, 12:29 PM
I found a problem with "Star Wars Episode I - Racer (U) [!].z64".
After a few races (3rd race from 2nd Championship), the game lost your vehicle upgrades.
The game still save your racing progression, but loses all your upgrades.  :'(
.
But there's "A New Hope" ;D, using the Rom named "Star Wars Episode I - Racer (U) [f1] (Save).z64"
Is a hacked Rom that use a modified saving type, and the game works flawless.
Do you loose anything besides vehicle upgrades? I'm not familiar with how this game works.
Do you have to change the save type with this hack?
Title: Re: Everdrive 64 Compatibility
Post by: fabio_rosendo on July 29, 2014, 05:23 PM
Do you loose anything besides vehicle upgrades? I'm not familiar with how this game works.
Do you have to change the save type with this hack?

You expend money to upgrade your Pod Race, when the save corrupts you stay without money and without upgrades.
The game stuck because there's no way to recover your money, and you can't win new races without upgrades.  >:(
The hacked Rom creates a working saving file at the first time, you don't need to worry about this.
Title: Re: Everdrive 64 Compatibility
Post by: GBM on September 08, 2014, 10:29 PM
Did anyone of you get "newly released" Pokemon Stadium v1.2 to work on ED64? Everytime I try to launch the game I get the BAD CRC error. What about you guys?
Title: Re: Everdrive 64 Compatibility
Post by: saturnu on September 08, 2014, 10:35 PM
you can try to fix the checksum on your computer

it seems like the cic6103 crc fixing might be broken :>
(have to be confirmed)
so if some 6103 romhacks are not working, you may want to use rn64crc.exe. ^^

Title: Re: Everdrive 64 Compatibility
Post by: butfluffy on September 08, 2014, 10:59 PM
the hacked save type for episode 1 pod racer was pretty much created to allow save compatibility for old copiers which didn't support 16kb epprom save type, as far as i know the hack uses sram instead of 16kb eeprom.
 the fact that the everdrive 64 supports 16kb eeprom should mean that the unmodified game rom should save correctly. krikzz did state that he has improved eeprom save compatibility, by that i gather he means the 16kb eeprom type. hopefully now the unmodded version of pod racer will be saving 100%.
 also hoping we will get the upcomming everdrive 64 os for v2 everdrives.
Title: Re: Everdrive 64 Compatibility
Post by: saturnu on September 08, 2014, 11:33 PM
Did anyone of you get "newly released" Pokemon Stadium v1.2 to work on ED64? Everytime I try to launch the game I get the BAD CRC error. What about you guys?

doesn't work for me and rn64crc says the chksum is a correct one :/
Title: Re: Everdrive 64 Compatibility
Post by: GBM on September 09, 2014, 12:14 PM
Thank you for checkin as well! So since this version is most likely not a hack we can add it to the incompatibility list right?
Title: Re: Everdrive 64 Compatibility
Post by: fabio_rosendo on September 11, 2014, 05:43 AM
the hacked save type for episode 1 wpod racer was pretty musc created to allow save compatibility for old copiers which didn't support 16kb epprom save type, as far as i know the hack uses sram instead of 16kb eeprom.
 the fact that the everdrive 64 supports 16kb eeprom should mean that the unmodified game rom should save correctly. krikzz did state that he has improved eeprom save compatibility, by that i gather he means the 16kb eeprom type. hopefully now the unmodded version of pod racer will be saving 100%.
 also hoping we will get the upcomming everdrive 64 os for v2 everdrives.
.
I used the last Krikzz OS, and Star Wars Racer still lost the save with me.
I advise you to use the hacked Rom for this game.
.
I think the compatibility isn't perfect yet.
Title: Re: Everdrive 64 Compatibility
Post by: butfluffy on September 11, 2014, 12:28 PM
the hacked save type for episode 1 wpod racer was pretty musc created to allow save compatibility for old copiers which didn't support 16kb epprom save type, as far as i know the hack uses sram instead of 16kb eeprom.
 the fact that the everdrive 64 supports 16kb eeprom should mean that the unmodified game rom should save correctly. krikzz did state that he has improved eeprom save compatibility, by that i gather he means the 16kb eeprom type. hopefully now the unmodded version of pod racer will be saving 100%.
 also hoping we will get the upcomming everdrive 64 os for v2 everdrives.
.
I used the last Krikzz OS, and Star Wars Racer still lost the save with me.
I advise you to use the hacked Rom for this game.
.
I think the compatibility isn't perfect yet.

i have the hacked rom aswell but i did not mean the save big should be fixed in the latest 2.04 os. krikzz stated that in an upcomming os eeprom saving problems should be fixed.
Title: Re: Everdrive 64 Compatibility
Post by: Avrel on September 16, 2014, 05:04 PM
I think there is something currently missing on the compatibility list.

Jet Force Gemini is said to be working with a patch for both NTSC and PAL version.

It seems that the patched PAL version is not working (game freezing just after the introduction video, when you are suppose to start playing). I tried myself with the rom from different sources (prepatched and patched myself) and always the same result.
The NTSC version is woking.

I also saw other reports on this forum from people experiencing the same issue with the PAL version.
Title: Re: Everdrive 64 Compatibility
Post by: butfluffy on September 16, 2014, 08:25 PM
the botched JFG pal patch has been an issue for some time. even back in the old copier days from what i remember pal users didn't get a fixed patch. i think the way to go for pal users for now is to use the proper cracked usa game on your pal n64 and make the most of it.
 i'm not sure if there are any issues playing trough the usa rom on a apl console. i remember burning the cracked usa rom onto cds for local pal copier owners back in the day and i cant recall anyone having any issues which would make the game unplayable or anything. i also cant remember if i had to video fix the usa rom with a patch or spaladin to work on pal systems.
 it's not the ideal outcome by anymeans :)
Title: Re: Everdrive 64 Compatibility
Post by: MockyLock on September 17, 2014, 08:14 AM
Jet Force Gemini (E) (M4) [f1]
is fully working on my PAL Everdrive on PAL console.
Title: Everdrive 64 Compatibility
Post by: Avrel on September 17, 2014, 10:26 AM
Interesting. There must be something different that makes it work in a case and not in the other.

I have a french N64 (PAL) with RGB mod.
OS V2.04.
I don't think the TV can make any difference ?
Any other idea what the difference can be ?
Title: Re: Everdrive 64 Compatibility
Post by: MockyLock on September 17, 2014, 11:00 AM
I'm French and I use a NUS-001(FRA) model, RGB modded.
I played a litlle while through JFG, passed the Goldwood forest, and reached what i can remember as Anubis, using many saves.

EDIT : can't remember which OS i use, will check this afternoon after work.
Title: Re: Everdrive 64 Compatibility
Post by: cheaterdragon1 on September 18, 2014, 03:11 AM
When I recently revised my Everdrive page I added Star Wars Episode I - Racer. I tested the patches and they do work, but they have a few specific instructions that should be added to the list here.

When using the Star Wars patch for the first time you need initialize your save game. For NTSC users you need to press and hold Z+Start during the Crazy Nation intro otherwise the game will crash. The PAL patch was done by someone else and for that one you just need check off "CLEAR EEPROM" then hit Start at the intro. This is only done for first time use, if you make a save file on your Everdrive after doing this then you won't have to do it again.

When using either patch you can only use the first and second save files. This has something to do with the game being EEP16K instead of what was the usual EEP4K at the time. Back then you would need a boot cart with the same save-type and they did this so someone could just use an EEP4K game. This patch was clearly made for back-up units and not the Everdrive, I'm sure if someone re-did the patch today they would have no trouble getting all save files working.

The instructions for the patch also say not to use your save file from the normal version with the patched version. I haven't verified if this matters though.

Also regarding Jet Force Gemini PAL, I've heard from several people the PAL patch does work, and from others that it doesn't work. It's a weird thing. I do appreciate people commenting here as maybe we can figure out what's wrong.


EDIT: Okay I just found a second JFG PAL patch. Download link still works. Has anyone tried this? http://web.archive.org/web/20020402024452/http://www.dextrose.com/info/0710hs-jfgp.htm

Also I've tested the regular PAL patch by Dextrose on my NTSC Everdrive, NTSC system, and NTSC TV and so far so good. Watched the opening cutscene, moved around, I can shoot, run and jump no problem, and I watched the cutscene from King Jeff.

EDIT AGAIN: I was wondering why that above patch didn't like the PAL version, it was instead made for converting the patched NTSC version to PAL. Well hopefully they actually did something besides just put the NTSC version through PALadin. I prepatched it for you guys, download this and let me know what happens:

https://www.mediafire.com/?yq1qhsjb43ac1la
Title: Everdrive 64 Compatibility
Post by: Avrel on September 19, 2014, 05:56 PM
I am currently on holiday. I can only try your links when iI am back home. (30.09)
Title: Re: Everdrive 64 Compatibility
Post by: Polar Hacker on September 30, 2014, 06:31 PM
Quick question. Does SM64 Multiplayer by Skelux work on Everdrive64?
Title: Re: Everdrive 64 Compatibility
Post by: Paulweeze on September 30, 2014, 06:48 PM
Quick question. Does SM64 Multiplayer by Skelux work on Everdrive64?
Unfortunatly no. Its doing too much to actually work.
Title: Re: Everdrive 64 Compatibility
Post by: Polar Hacker on September 30, 2014, 06:54 PM
Quick question. Does SM64 Multiplayer by Skelux work on Everdrive64?
Unfortunatly no. Its doing too much to actually work.
Shame... :(
Title: Re: Everdrive 64 Compatibility
Post by: bidou67 on October 03, 2014, 01:13 PM
Hello :)

i look for the good version Jet force gemmini US version working on my everdrive 64 v2 , Jet Force Gemini (U) [f1].z64 not working for me
Title: Re: Everdrive 64 Compatibility
Post by: Kerr Avon on October 03, 2014, 03:41 PM
Hello :)

i look for the good version Jet force gemmini US version working on my everdrive 64 v2 , Jet Force Gemini (U) [f1].z64 not working for me

I've pm'd you the download for the version I have, which is working for me. If it doesn't work for you, then post here a description of how it's not working for you (say what it does wrong), and I'll try it on my N64.
Title: Re: Everdrive 64 Compatibility
Post by: IlDucci on October 05, 2014, 12:15 AM
I just beat Star Wars Episode I: Racer (Haven't done the Invitational course yet, but I've seen the credits) and I haven't found my save erased or damaged. Here's my specs:

 - PAL ROM with the Spanish translation v1.0.1. (As far as I'm concerned, there's no save fix injected into that translation).
 - The game was beaten in five-six runs, resetting the console, saving the file to my HDD, then continuing.
 - Done with a single character (Anakin), but upgrading his stuff.
 - Cheats used: RRTANGENTABACUS, Invincibility only.
 - EverDrive V2 with Firmware 2.31, OS v2.04, PAL CIC, assembled 31.7.2014.
Title: Re: Everdrive 64 Compatibility
Post by: koao on October 05, 2014, 03:00 PM
Hello Every one. I'm new on this forum  ;D

I buy a Japanese Nintendo 64 today and i want buy an everdrive 64 v2 with NTSC setup. But I have 3 questions about compatibility.

1/ Everdrive 64 v2 is region free. So its means I can play to my pal games on  an everdrive 64 v2 with NTSC setup?

2/ I'm french (and sorry about my english) and I want an everdrive essentially to play some games in French (pal version). Like Ocarina of time, Majora's mask, Concker bad fur day, Donkey kong 64, perfect dark banjo Kazooie and Banjo tooie.
All of them works today (Save? game who use intern clock)? ( i'm not sur for banjo Kazooie and Banjo tooie).

If one of them doesn't work on pal version, maybe US version are better?
 
3/ To update the everdrive do I need an USB port?

I try to found answer on internet, but i'm not sure to the answer. :-\ I hope I'm on the right topic
Title: Re: Everdrive 64 Compatibility
Post by: Fmamarksman on October 05, 2014, 06:22 PM
Hello Every one. I'm new on this forum  ;D

I buy a Japanese Nintendo 64 today and i want buy an everdrive 64 v2 with NTSC setup. But I have 3 questions about compatibility.

1/ Everdrive 64 v2 is region free. So its means I can play to my pal games on  an everdrive 64 v2 with NTSC setup?

2/ I'm french (and sorry about my english) and I want an everdrive essentially to play some games in French (pal version). Like Ocarina of time, Majora's mask, Concker bad fur day, Donkey kong 64, perfect dark banjo Kazooie and Banjo tooie.
All of them works today (Save? game who use intern clock)? ( i'm not sur for banjo Kazooie and Banjo tooie).

If one of them doesn't work on pal version, maybe US version are better?
 
3/ To update the everdrive do I need an USB port?

I try to found answer on internet, but i'm not sure to the answer. :-\ I hope I'm on the right topic

1) yes you can. TV might not agree with setup, but you can.
2) If you want a game that has an internal clock to work you need ED64 v3. The first 3 you listed and perfect dark are all good, but the last 3 might have some issues.
3)No. USB is only for developing homebrew.
Title: Re: Everdrive 64 Compatibility
Post by: koao on October 05, 2014, 06:31 PM
1) yes you can. TV might not agree with setup, but you can.
2) If you want a game that has an internal clock to work you need ED64 v3. The first 3 you listed and perfect dark are all good, but the last 3 might have some issues.
3)No. USB is only for developing homebrew.

Thank you for your answers.
1/What do you mean about "TV might not agree with setup"
2/ I really don't know witch game support Internal Clock or not  ;D (exept animal forest). What some issue do you think about banjo's games and DK64. I know DK64 need a patch for save (it's work?), but i don't anderstand what's the problem with banjo's games. Problems are for all version (US and Pal)?
3/OK great
Title: Re: Everdrive 64 Compatibility
Post by: IlDucci on October 05, 2014, 06:36 PM
2/ I'm french (and sorry about my english) and I want an everdrive essentially to play some games in French (pal version). Like Ocarina of time, Majora's mask, Concker bad fur day, Donkey kong 64, perfect dark banjo Kazooie and Banjo tooie.
All of them works today (Save? game who use intern clock)? ( i'm not sur for banjo Kazooie and Banjo tooie).
You won't be able to play Banjo Tooie in French (The fixed version was NTSC-U, which I think didn't had a language selector).
Title: Re: Everdrive 64 Compatibility
Post by: koao on October 05, 2014, 06:39 PM
2/ I'm french (and sorry about my english) and I want an everdrive essentially to play some games in French (pal version). Like Ocarina of time, Majora's mask, Concker bad fur day, Donkey kong 64, perfect dark banjo Kazooie and Banjo tooie.
All of them works today (Save? game who use intern clock)? ( i'm not sur for banjo Kazooie and Banjo tooie).
You won't be able to play Banjo Tooie in French (The fixed version was NTSC-U, which I think didn't had a language selector).

Ho great! English is enought for Banjo's games. Banjo Kazooie works on NTSC-U too?
Title: Re: Everdrive 64 Compatibility
Post by: MockyLock on October 05, 2014, 06:42 PM
Hello koao,
I f you wanna play rather PAL french games, why did you buy a jap' N64 ?
Anyway, I can play any US rom on my French N64, so i suppose it's the same for NTSC console.
By the way, I'm french too. Where are you from ?
Title: Re: Everdrive 64 Compatibility
Post by: Fmamarksman on October 05, 2014, 06:43 PM
well, i'm not certain because I use the ROMs that go with my region but people report that the image is in black and white when using ROM's from another region.

And yeah only like 1 game has a RTC

You can find the specifics to these questions in the forum. I'm fairly sure that with the most recent OS, an unpatched Banjo K. will work fine. it didn't work for me but others have reported success. And i haven't tried Banjo Tooie to know.

EDIT:
Oh and i played like 30 seconds of DK64 to see if it worked when i got my expansion pak. Seemed fine. Don't know about saving
Title: Re: Everdrive 64 Compatibility
Post by: koao on October 05, 2014, 06:49 PM
well, i'm not certain because I use the ROMs that go with my region but people report that the image is in black and white when using ROM's from another region.

And yeah only like 1 game has a RTC


Ho! seriously? It would be annoying indeed. XD The problem come from the TV or cartridge?
Title: Re: Everdrive 64 Compatibility
Post by: Fmamarksman on October 05, 2014, 06:50 PM
It is a television problem.
Title: Re: Everdrive 64 Compatibility
Post by: koao on October 05, 2014, 07:28 PM
It is a television problem.

My Tv is fairly recent. I don't know it's the if it's the same thing, but my Japanese wii work in color on my tv. :P

If my N64 jap work fine on my TV, everdrive must works in color too? Right?
Title: Re: Everdrive 64 Compatibility
Post by: Fmamarksman on October 05, 2014, 07:39 PM
I believe there isn't really that much of an issue with modern televisions. But no, it isnt the N64, it is the games. If you have an NTSC system, you can play PAL games. If your television doesn't fully support the PAL region, then it will appear black and white. The same is true for the opposite. If you have a PAL tv and N64 and play NTSC games there will be errors.
Title: Re: Everdrive 64 Compatibility
Post by: koao on October 05, 2014, 07:52 PM
I believe there isn't really that much of an issue with modern televisions. But no, it isnt the N64, it is the games. If you have an NTSC system, you can play PAL games. If your television doesn't fully support the PAL region, then it will appear black and white. The same is true for the opposite. If you have a PAL tv and N64 and play NTSC games there will be errors.

I understand. Thank you a lot :)

I look the manual of my TV and i see that (color & video standard)
https://s3.amazonaws.com/uploads.hipchat.com/43289/288829/7Iqz3r6QzqNCTLy/upload.png

Title: Re: Everdrive 64 Compatibility
Post by: Fmamarksman on October 05, 2014, 08:17 PM
I believe there isn't really that much of an issue with modern televisions. But no, it isnt the N64, it is the games. If you have an NTSC system, you can play PAL games. If your television doesn't fully support the PAL region, then it will appear black and white. The same is true for the opposite. If you have a PAL tv and N64 and play NTSC games there will be errors.

I understand. Thank you a lot :)

I look the manual of my TV and i see that (color & video standard)
https://s3.amazonaws.com/uploads.hipchat.com/43289/288829/7Iqz3r6QzqNCTLy/upload.png

You're welcome. Enjoy the everdrive if you get one, and you can always find help here if you need it.
Title: Re: Everdrive 64 Compatibility
Post by: nuu on October 08, 2014, 10:31 AM
Even if your TV support NTSC it's possible that the N64 will produce a black & white image with NTSC games. My Japanese N64 does that with PAL games but my PAL N64 can play both PAL and NTSC games (with 1% sound timing off), it varies from console to console. It's possible to mod it though.

The ED64 itself emulates the region protection of the game so that's why it says it can play both regions.
Title: Re: Everdrive 64 Compatibility
Post by: interesting thoughts on October 14, 2014, 11:25 PM
Would it be possible to get nba 2k2 onto the everdrive64? using a raphnet adapter and wireless gamecube controller you could configure the buttons in a way that would probably work well... Also be one of the few people to expirience 2k sports on an n64.


http://www.ign.com/games/nba-2k2/dc-16849

I would like to know if this can happen and if so I want to purchase one pre loaded with the rom nba 2k2 and if possible have accurate draft classes on the game spanning from 2002 to 2008
Title: Re: Everdrive 64 Compatibility
Post by: cheaterdragon1 on October 15, 2014, 01:29 AM
Would it be possible to get nba 2k2 onto the everdrive64? using a raphnet adapter and wireless gamecube controller you could configure the buttons in a way that would probably work well... Also be one of the few people to expirience 2k sports on an n64.


http://www.ign.com/games/nba-2k2/dc-16849

I would like to know if this can happen and if so I want to purchase one pre loaded with the rom nba 2k2 and if possible have accurate draft classes on the game spanning from 2002 to 2008
I hate to say it but that would be one heck of a difficult and time consuming project. I'm sure it would be a great game but something like that would require a professional development team. There's 12 Basketball games for the N64 I would suggest sticking with one of them.
Title: Re: Everdrive 64 Compatibility
Post by: Martianman on November 24, 2014, 10:27 AM
So I just tried Animal Forest English patch on my V3 and it works...up to a point. KK Rider tells me something is wrong with my internal clock and when I try to save it appears to work but then the next time I boot up the game...everything is gone and I have to set the clock again. I haven't updated the Everdrive OS since I got my V2, would that make a difference?
Title: Re: Everdrive 64 Compatibility
Post by: nncoolg on November 30, 2014, 11:36 AM
Anyone have lucky with HVS Adventure Racing on NTSC Everdrive ???
This is the Asian version for Beetle Adventure Racing with different cars.
.
The game dont' boot, gives a message that don't works on the system. :'(
.
There's any patch or something ???

Anyone get HSV adventure racing working on a NTSC console with a PAL TV?
The 'NTSC' patched version flashes on and off and the original version looks fine but gets stuck at the 'not meant for this console' screen...
Title: Re: Everdrive 64 Compatibility
Post by: butfluffy on November 30, 2014, 06:29 PM
Anyone have lucky with HVS Adventure Racing on NTSC Everdrive ???
This is the Asian version for Beetle Adventure Racing with different cars.
.
The game dont' boot, gives a message that don't works on the system. :'(
.
There's any patch or something ???

Anyone get HSV adventure racing working on a NTSC console with a PAL TV?
The 'NTSC' patched version flashes on and off and the original version looks fine but gets stuck at the 'not meant for this console' screen...

i sent you a pm for the rom which worked fine on my ntsc console. my tv is a sont trinatron which seems to have good compatibility with pal/ntsc issues. for example premier manager 64 pal with ntsc fix seems to be displayed in black and white on every other tv i tried it on but it displays in full colour on my sony trinatron.
 if you have tried the fixed version from my pm and are still having issues i guess it's just like the Premier manager 64 issue, seems to me the only way to play that game properly on an ntsc console is to own a sony trinatron tv or a tv with equally good pal/ntsc compatibility.
Title: Re: Everdrive 64 Compatibility
Post by: nncoolg on December 01, 2014, 08:03 AM
Some more info about the issue, I tried the original PAL rom and changed the ED64 setting to 'PAL' and it does the same black & White flicker screen as the 'fixed' NTSC rom in default mode. I tried PAL-M and it displays the region warning and the screen moves from side to side.

and yes, that is the 'ntsc' rom I am using, there appears to be only one.

I haven't tried that premier manager game, perhaps I should.
Title: Re: Everdrive 64 Compatibility
Post by: cheaterdragon1 on December 03, 2014, 09:07 AM
@butfluffy, have you tried both Premier Manager patches? f1 was no good for me, try f2.
Title: Re: Everdrive 64 Compatibility
Post by: butfluffy on December 03, 2014, 04:41 PM
@ cheaterdragon1 - non of the fixed premier manager versions would work in colour on my samsung hd tv but work on my sony trinatron perfectly, my sony trinatron is now my tv of choice for my retro corner gaming setup upstairs so all is good with pal/ntsc issues.
@ nncoolg - yeah there is only 1 ntsc fixed version of HSV and more than likely the reason it's working without issues for me is due to my trinatron tv. other then getting your hands on a tv with better pal over ntsc display compatibility i'm not sure there is anything you can do.
Title: Re: Everdrive 64 Compatibility
Post by: Jincman on February 03, 2015, 05:18 PM
BattleTanx works under OS 2.09 and Everdrive64 v2.0.
Title: Re: Everdrive 64 Compatibility
Post by: GBM on February 04, 2015, 12:58 PM
I can confirm that Pokemon Stadium v1.2 now works under the latest ED64 OS with CRC-check turned off.
It seems to be an NTSC version of the game and my display flashed twice at the same location somewhere in the menus. Other than that I couldn't figure out any differences but I have to say that I had only tested it very briefly.
Is there anybody else out there who knows about further differences or issues in comparison to other versions of the game?
Title: Re: Everdrive 64 Compatibility
Post by: David J. on March 19, 2015, 04:54 AM
So if I buy v3, will I need to use trained or hacked roms for the following games?

BattleTanx
Star Wars Episode 1 Racer
Banjo Tooie
Jet Force Gemini
Donkey Kong 64
Dezaemon 3d
Pokemon Stadium 2/Kin Gen
Title: Re: Everdrive 64 Compatibility
Post by: nuu on March 20, 2015, 08:55 PM
Try the original BattleTanx rom first and if it doesn't work you can try the trained rom.

I'm not sure about Star Wars, there are conflicting reports regarding that game.

Banjo Tooie is patched automatically by the ED64 (USA version only), all you need is an Expansion Pak.

Donkey Kong 64 might need a patched rom but Krikzz insists that it should work anyway so I'm not sure. If you are brave you can try the unpatched rom. If you manage to play the unpatched rom to the end without problems, be sure to report back here so that we know.

Dezaemon 3D isn't fully supported yet but Krikzz has plans to fix it. No patch should be required for that game.

Pokemon 2 Kin/Gin isn't supported on ED64 v2 and it can't be patched (hardware limitation). You need a v3.
Title: Re: Everdrive 64 Compatibility
Post by: HappehLemons on March 21, 2015, 05:56 AM

Star Wars Episode I - Racer (unclear)
This game is reported to corrupt saved data while playing. After a few races (3rd race from 2nd Championship), vehicle upgrades and money are lost. The game still save your racing progression but you are stuck without money.
The "Star Wars Episode I - Racer (U) [f1] (Save).z64" rom in the goodset is reported to have a fix for this problem.
Special instructions by cheaterdragon1:

I have a save that I started on the Everdrive v2 and have beaten the 3rd race from the 2nd championship three times now and gotten many different rankings and my save file is fine. I am using the (U) ROM and play pod races pretty frequently.
Title: Re: Everdrive 64 Compatibility
Post by: Sunken on May 25, 2015, 01:03 AM
I actually have an Everdrive v3 with OS 2.09 and Jet Force Gemini PAL isn't working. The game crashes just when the game begins (when you can control the character). I tried with the fixed rom and even when patching the good dump. Still the same problem.
So, I think the patch only works with emulation.
Title: Re: Everdrive 64 Compatibility
Post by: Kerr Avon on May 25, 2015, 01:35 PM
I actually have an Everdrive v3 with OS 2.09 and Jet Force Gemini PAL isn't working. The game crashes just when the game begins (when you can control the character). I tried with the fixed rom and even when patching the good dump. Still the same problem.
So, I think the patch only works with emulation.

The PAL fixed version doesn't work, no. You have to use the fixed NTSC version, which does work but your TV might not support NTSC (though it probably does, most PAL TVs have also supported NTSC for more than a decade now).

Jet Force Gemini is the only N64 game where you have to use the NTSC version instead of the PAL version on the N64.
Title: Re: Everdrive 64 Compatibility
Post by: sqturn2k on May 25, 2015, 06:22 PM
I actually have an Everdrive v3 with OS 2.09 and Jet Force Gemini PAL isn't working. The game crashes just when the game begins (when you can control the character). I tried with the fixed rom and even when patching the good dump. Still the same problem.
So, I think the patch only works with emulation.

Go to the Options and force the game to boot in NTSC.
Title: Re: Everdrive 64 Compatibility
Post by: D4v3WTF on May 25, 2015, 08:20 PM
I actually have an Everdrive v3 with OS 2.09 and Jet Force Gemini PAL isn't working. The game crashes just when the game begins (when you can control the character). I tried with the fixed rom and even when patching the good dump. Still the same problem.
So, I think the patch only works with emulation.

The PAL fixed version doesn't work, no. You have to use the fixed NTSC version, which does work but your TV might not support NTSC (though it probably does, most PAL TVs have also supported NTSC for more than a decade now).

Jet Force Gemini is the only N64 game where you have to use the NTSC version instead of the PAL version on the N64.

That's wrong, the fixed PAL version does work. You just have to set M-PAL or NTSC in the video mode section. I've played the whole game with M-PAL.

Title: Re: Everdrive 64 Compatibility
Post by: Kerr Avon on May 25, 2015, 11:43 PM
That's wrong, the fixed PAL version does work. You just have to set M-PAL or NTSC in the video mode section. I've played the whole game with M-PAL.

Weird, the patched version I played didn't work, you couldn't run or shoot, what's the exact name of the PAL version that you use, please?
Title: Re: Everdrive 64 Compatibility
Post by: Sunken on May 26, 2015, 02:14 AM
I found the solution! I need to force the NTSC mode in the ED menu and the game works fine! ;)
Title: Re: Everdrive 64 Compatibility
Post by: MockyLock on May 26, 2015, 12:32 PM
Maybe you've found it, but D4V3WTF gave it to you earlier :p
Title: Re: Everdrive 64 Compatibility
Post by: Buleste on May 26, 2015, 01:54 PM
I must be missing something. I have either a 2 or 2.5 Everdrive with OS2.09 with a PAL CIC and Jet Force Gemini PAL works fine, no fixes etc needed.
Title: Re: Everdrive 64 Compatibility
Post by: pixiestix88 on June 15, 2015, 03:49 AM
I am looking to get the everdrive 2.5. But i want to be able to play Donkey Kong 64 and Banjo Tooie.  I am guessing these will work with the correct patches? Im a little weary since the post is from 2012. Thank you!

I already own Pkmn 2 and dont care for Animal Crossing 64. So there is no reason for 3.0 correct?
Title: Re: Everdrive 64 Compatibility
Post by: nuu on June 15, 2015, 05:13 PM
Correct Pokemon 2 and Animal Forest are the only games that requires v3. Other things missing from v2.5 is the developers USB port and the battery. You need to reset after each play session to save your data on a non-v3 ED64.
Title: Re: Everdrive 64 Compatibility
Post by: Kerr Avon on June 15, 2015, 07:30 PM
I am looking to get the everdrive 2.5. But i want to be able to play Donkey Kong 64 and Banjo Tooie.  I am guessing these will work with the correct patches? Im a little weary since the post is from 2012. Thank you!

Yes, they work with the correct patches. Although some people say Donkey Kong 64 works without a patch, whereas some others say it doesn't, so you'll have to see for yourself (I'd recommend using the patched version anyway, just to be on the safe side).



Quote
I already own Pkmn 2 and dont care for Animal Crossing 64. So there is no reason for 3.0 correct?

As far as I know, yes.

Animal Crossing needs the v3.0 for the real time clock, but I've heard there's a hacked version of the game that will work on the v2/v2.5 (and so the v3.0) where you manually enter the time when you boot up the game, and it works fine after that. I've not tried it, so I can't confirm it.

Pokemon Stadium 2 works fine on the v3.0, but on the v2.0/2.5 there is some graphical corruption. I don't know how much, and I think it might be fixable in software, but you'll have to seach this forum for more information on how bad the problem is.

Title: Re: Everdrive 64 Compatibility
Post by: Kerr Avon on June 15, 2015, 07:33 PM
Correct Pokemon 2 and Animal Forest are the only games that requires v3. Other things missing from v2.5 is the developers USB port and the battery.

I suppose the USB port would be very handy if you were a programmer. But if you've no intention of programming the N64, then it's not important.



Quote
You need to reset after each play session to save your data on a non-v3 ED64.

Don't worry about that, it becomes second nature after a while. All the more so since you automatically reset the N64 to get back to the game load menu, when you've finished playing the present game.
Title: Re: Everdrive 64 Compatibility
Post by: Sephiroth81 on June 15, 2015, 07:57 PM

Animal Crossing needs the v3.0 for the real time clock, but I've heard there's a hacked version of the game that will work on the v2/v2.5 (and so the v3.0) where you manually enter the time when you boot up the game, and it works fine after that. I've not tried it, so I can't confirm it.


Its of course nice to have "the full set", but I think with Animal Crossing (Animal Forest) I accept it was never released in PAL regions or North America so don't miss it terribly. The other solution (which I have done), is acquire the Gamecube version - this is the same game (but probably with some very minor enhancements). I downloaded the game and run it on my hacked Wii.

Or you could just buy Animal Forest, the Japanese game, its pretty cheap, as is the Gamecube version. Either way, its a lot cheaper than Everdrive V3 compared to V2.5!


Title: Re: Everdrive 64 Compatibility
Post by: pixiestix88 on June 16, 2015, 12:18 AM
Thank you everyone for the fast replies. I wanted to be sure before purchasing.  The 2.5 is exactly what im looking for and i dont mind resetting.
Title: Re: Everdrive 64 Compatibility
Post by: nuu on June 16, 2015, 03:02 PM
Animal Crossing needs the v3.0 for the real time clock, but I've heard there's a hacked version of the game that will work on the v2/v2.5 (and so the v3.0) where you manually enter the time when you boot up the game, and it works fine after that. I've not tried it, so I can't confirm it.

Pokemon Stadium 2 works fine on the v3.0, but on the v2.0/2.5 there is some graphical corruption. I don't know how much, and I think it might be fixable in software, but you'll have to seach this forum for more information on how bad the problem is.
No and no. So far there is no Animal Forest hack that gets around the RTC. All versions of the game hangs on v2.5 sooner or later.
And there's no way to fix Pokemon in an OS update, the v2.5's memory is insufficient for that one game.
Title: Re: Everdrive 64 Compatibility
Post by: Kerr Avon on June 16, 2015, 07:29 PM
Animal Crossing needs the v3.0 for the real time clock, but I've heard there's a hacked version of the game that will work on the v2/v2.5 (and so the v3.0) where you manually enter the time when you boot up the game, and it works fine after that. I've not tried it, so I can't confirm it.

Pokemon Stadium 2 works fine on the v3.0, but on the v2.0/2.5 there is some graphical corruption. I don't know how much, and I think it might be fixable in software, but you'll have to seach this forum for more information on how bad the problem is.
No and no. So far there is no Animal Forest hack that gets around the RTC. All versions of the game hangs on v2.5 sooner or later.

I don't know from experience, but I was basing this on Zoinkity (who's done a lot of technical things on the N64) saying

"[Animal Forest] is fully playable even without the RTC present" at

http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=6772#top




Quote
And there's no way to fix Pokemon in an OS update, the v2.5's memory is insufficient for that one game.

Again, I've not played it, but didn't it work OK on earlier versions of the OS? If so, then perhaps it could (as others have speculated) be fixed fully in an OS update?
Title: Re: Everdrive 64 Compatibility
Post by: butfluffy on June 16, 2015, 08:33 PM
i don't think pokemon stadium 2 worked ok in previous versions just that it was not properly tested. the only way i gather to make it work is to change the save type from 1mb flash ram to use sram. that way there should be enough memory left over to allow all the game data to fit into the everdrives memory without corruption.
 i have mentioned this on this forum a few times before but unfortunatly there are no n64 rom hackerstaking on the task of a pokemon stadium 2 save fix for older everdrive compatibility.
 all the guys that done the save fix hacks from yesteryear are not working on old n64 games anymore. the last activity i know of was when lac decided to release his banjo tooie crack which he had worked on years prior to the release.
Title: Re: Everdrive 64 Compatibility
Post by: saturnu on June 16, 2015, 09:07 PM
technical, there's maybe a solution to support it on a v2/v2.5 with a special sram mapper whitch splits the savefile to different locations, where a few bytes seem to be unused.
but i don't think krikzz is intereseted in doing such workarounds, to get the least out of the v2.5 or ever older carts.

his solution was to release the v3 which is the superior cartridge, so there is no real reason to put a lot of effort into the v2 hardware any more.
even resetless saving could be possible on v2.5 hardware without a batterie, but what's the point into transforming the v2.5 nearly into a v3 with firmware updates.
if i would sell this hardware i wouldn't put both cards into competition even further. ^^

there are better things that could be done with rare development time, like working on new hardware. :D
Title: Re: Everdrive 64 Compatibility
Post by: butfluffy on June 16, 2015, 09:47 PM
yeah i understand that there is a v3 cart revision which supports pokemon stadium 2 and i understand why krikzz is not performing miracles to get the game running properly on v2 everdrives, the fact is the best way to make this game playable without issues was for a hardware rvision of the everdrive.
 the thing is i am happy with my v2 everdrive and don't want to upgrade to v3 version anytime soon. thats why it would be better to hack the actual rom and force it to save a different way (sram) like some of the old save hacks from back in the day as opposed to pwerforming miracles with the everdrive v2 OS.
 i reckon that a save type hack for this rom would not be too hard a task for soemone with n64 rom hacking expertise but as i say there is nobody hacking these games like back in the old days when the n64 was stilll a current gen system and the old copiers like v64 z64 and so on were the best way to play n64 roms.
Title: Re: Everdrive 64 Compatibility
Post by: nuu on June 18, 2015, 12:16 PM
Animal Crossing needs the v3.0 for the real time clock, but I've heard there's a hacked version of the game that will work on the v2/v2.5 (and so the v3.0) where you manually enter the time when you boot up the game, and it works fine after that. I've not tried it, so I can't confirm it.

Pokemon Stadium 2 works fine on the v3.0, but on the v2.0/2.5 there is some graphical corruption. I don't know how much, and I think it might be fixable in software, but you'll have to seach this forum for more information on how bad the problem is.
No and no. So far there is no Animal Forest hack that gets around the RTC. All versions of the game hangs on v2.5 sooner or later.

I don't know from experience, but I was basing this on Zoinkity (who's done a lot of technical things on the N64) saying

"[Animal Forest] is fully playable even without the RTC present" at

http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=6772#top
Maybe you are right, it may just have seemed to hang for me because I just didn't understand how the game worked. But I'm sure there's no RTC hack.


technical, there's maybe a solution to support it on a v2/v2.5 with a special sram mapper whitch splits the savefile to different locations, where a few bytes seem to be unused.
but i don't think krikzz is intereseted in doing such workarounds, to get the least out of the v2.5 or ever older carts.

his solution was to release the v3 which is the superior cartridge, so there is no real reason to put a lot of effort into the v2 hardware any more.
even resetless saving could be possible on v2.5 hardware without a batterie, but what's the point into transforming the v2.5 nearly into a v3 with firmware updates.
if i would sell this hardware i wouldn't put both cards into competition even further. ^^

there are better things that could be done with rare development time, like working on new hardware. :D
There sure are. That kind of dirty fix wouldn't be much different from hacking the rom itself, and isn't an universal fix at all. Say should another 64 MB rom show up (unreleased prototype, homebrew or whatever) the problem would be back.
Title: Re: Everdrive 64 Compatibility
Post by: butfluffy on June 18, 2015, 06:40 PM
i would be shocked if an unreleased prototype showed up which was almost the full 64mb not leaving enough room in ram for save data and all the game data so it corrupts.
 it would be likely i guess if the proto was using flash ram for saving like pokemon stadium 2, but the chance of such a game showing up is very slim indeed.
pokemon stadium 2 is unique because it uses almost all the 64mb for data not leaving enough room for flashram save without corruption. there is enough room for sram size save however.
 if someone were to hack the rom so it would save to sram instead of flashram and if krikzz ever implement save type for dezaemon 3D then the only reason to upgrade to v3 everdrive would be for animal forest and then some people claim that animal forest works ok with the rtc clock hack.
 animal forest is one game i have no interest in personally. i have the gamecube version which is in english and is renamed animal crossing burned onto mini dvdr but it's not my type of game at all.
Title: Re: Everdrive 64 Compatibility
Post by: nuu on June 19, 2015, 01:18 PM
i would be shocked if an unreleased prototype showed up which was almost the full 64mb...
...
It doesn't matter how slim the chance is for this and that and whatever. It was just an example. My point is that a flashcart that relies on hacks for compatibility is comparable to emulators that relies on speed hacks instead of accuracy. It's up to each person what is desirable. The separate save memory is still a feature of the v3 worth pointing out.

some people claim that animal forest works ok with the rtc clock hack.
I'd like to see this RTC hack. In your link Zoinkty didn't mention a hack at all. He just said the game works without the RTC. I wonder if he has tried saving.
Title: Re: Everdrive 64 Compatibility
Post by: butfluffy on June 19, 2015, 03:47 PM
well there are a few games that needed to be hacked one way or another to make them compatible with flashcarts. jet force gemini, donkey kong 64 and banjo tooie and maybe a few others. these games were hacked a long time ago to make them compatible with the copiers of the day.
 the point i'm making is that everdrive 64 v3 is not 100% compatible with every unmodified rom for n64 so in a way even the newer v3 is relying on hacks for 100% compatibility. the seperate save memory is cool but only one game (pokemon stadium 2) is confirmed broken due to shared game data/save memory.
 you could play pokemon stadium 2 fine on an old dr v64 jnr flashcart because that cart didn't use the ram space for both game data and save data and thats probably why no hackers back in those days made a save hack for this game.
 pokemon stadium 2 is the only game not working properly on the everdrive 64 that i care about and a save fix for it would be great but i can't see it happening.
 i just can't justify upgrading to v3 cart for pokemon stadium 2 and the ability to play one jap game with the rtc. also having to press reset to backup save data with v2 is no probem at all imo.
 regarding the animal forest hack, i may be wrong but i'm sure i read somewhere that there is an hack which allows you to set the time making the game playable. there were hacks like this for some of the gameboy pokemon games which used rtc.
 
Title: Re: Everdrive 64 Compatibility
Post by: nuu on June 19, 2015, 10:25 PM
well there are a few games that needed to be hacked one way or another to make them compatible with flashcarts. jet force gemini, donkey kong 64 and banjo tooie and maybe a few others. these games were hacked a long time ago to make them compatible with the copiers of the day.
 the point i'm making is that everdrive 64 v3 is not 100% compatible with every unmodified rom for n64 so in a way even the newer v3 is relying on hacks for 100% compatibility.
Yes this is why the mentioned games are still in the incompatibility list so to let people know that they can be problematic. Dezaemon 3D however, will be removed from the list completely once Krikzz figured out the save type memory mapping.

regarding the animal forest hack, i may be wrong but i'm sure i read somewhere that there is an hack which allows you to set the time making the game playable. there were hacks like this for some of the gameboy pokemon games which used rtc.
There was talk about that such a hack could make the game playable, but none was made to my knowledge.
Title: Re: Everdrive 64 Compatibility
Post by: butfluffy on June 19, 2015, 11:32 PM
yeah i see what you mean, if a game is incompatible without being modified in some way it remains on the incompatibility list. i'm happy with hacked game versions myself so long as it means they are working and fully playable.
 i've been playing cracked games right back since commodore 64 days and then on the amiga, ps1 and many other systems, cracked games are cool so long as it's not a messed up crack cos i hate those.
 it shows just how much interest i had in animal forest because i didn't even know if there was an existing hack for the rtc or not lol
Title: Re: Everdrive 64 Compatibility
Post by: nuu on June 20, 2015, 11:41 AM
There are other reasons they are still on the list. Take Banjo Tooie for example. The crack for that game doesn't work for the Japanese or PAL version, the list points out these flaws. The cracks may be satisfying for many but they aren't always for everyone.
Title: Re: Everdrive 64 Compatibility
Post by: D4v3WTF on June 29, 2015, 08:35 PM
That's wrong, the fixed PAL version does work. You just have to set M-PAL or NTSC in the video mode section. I've played the whole game with M-PAL.

Weird, the patched version I played didn't work, you couldn't run or shoot, what's the exact name of the PAL version that you use, please?

Hey, sorry for the long delay :-\ I've used the normal PAL f1 but you have to set your ED64 to M-PAL or NTSC. With this settings there are no problems  :o
Title: Re: Everdrive 64 Compatibility
Post by: welfnm on August 18, 2015, 11:35 AM
I was about to play Donkey Kong 64 and I remebered this game was patched by me using the patch file from LaC which says "101%" but many people seem to get issues.

Do I have to force SRAM?
Is [f3] better than [f2] on ED64?

Now this is the last game I need to worry !

The patch I downloaded was released in the year 2000 - it says "101% working version"
 so I'm kinda lost to what has been improved regarding save type.

Thanks!

EDIT: Some people are saying that the only version that works is [f2] using SRAM , could someone confirm it pelase?
Title: Re: Everdrive 64 Compatibility
Post by: Nubcake on September 27, 2015, 09:44 AM
can anyone confirm if Pokemon Stadium 2 is working?

And is Game Boy / SNES emulation working well or no?

thanks
Title: Re: Everdrive 64 Compatibility
Post by: saturnu on September 27, 2015, 09:59 AM
only on the ed64v3 Pokemon Stadium 2 is fully working

on the other everdrives you have to deecide between save support or missing pictures inside the pokedex. ^^
this happens 'cause only the v3 has seperate save ram and isn't overwriting the last few bytes of the 64MB sdram.

but if you ask me it's totally playable on all everdrives. ^^


game boy and snes emulation isn't working well
Title: Re: Everdrive 64 Compatibility
Post by: Rexnus on October 31, 2015, 09:24 AM
Well my question would be this. I really don't know how any of this stuff works, I'm just an avid nintendo 64 collector, and I'm interested in purchasing one just so I can play my games but don't have to worry about damaging my carts with normal wear and tear. When you play on an emulator, they have the games that save to the cart and all that works fine and dandy, but there's also an option to save as and make a file where when opened loads up from that exact moment. I was wondering if in the future this would be possible to do? This would fix compatibility with donkey kong as you can just make a separate file that saves directly to the SD card and you don't have to worry about it auto deleting because it loads up from the same point, also with games that use a controller pak it completely removed the need for one as you just create a save file. Is this something that's only possible because of the emulation only being on a computer or would this be possible. Apologies in advance for me not having and understanding of how this stuff works
Title: Re: Everdrive 64 Compatibility
Post by: saturnu on October 31, 2015, 10:03 AM
i doubt it. ^^
Title: Re: Everdrive 64 Compatibility
Post by: Gh0st on November 11, 2015, 04:46 PM
Question regarding Pokemon Stadium 2's incompatibility:

If space is the issue here, could a patch be made that removes some unnecessary information?

If you look on this page (https://tcrf.net/Pok%C3%A9mon_Stadium_2_%28International%29), there are a number of unused elements in the game that could be potentially removed without affecting any gameplay. It looks like the code for the debug menu should be pretty sizable in itself, and there's at least one character model that can be removed.

The only issue that I could foresee is some bits of program at the end of the rom not executing properly due to being in different memory locations than before... But since other patches work, I feel like there's a way around this.
Title: Re: Everdrive 64 Compatibility
Post by: saturnu on November 11, 2015, 05:33 PM
in theory it should be possible to shrink the game and relocate the data at the end of the memory.
normally the data section is located at the end of the game and the code section is located at beginning of the cartspace.

but i think, the way to go is to relocate the sram position with a special mapper. it would be the much easier solution, 'cause you don't have to hassle with rompatching at all.
btw. this concept is already approved  by another flashcart. ^^

here are my two cents about the compatibility of the usual suspects

after a bit forum search, i'm not sure if  "star wars episode 1 - racer" has a problem at all.
maybe some guys are just using a bad dump.
there is no special feature in the 6102 cic you could check for and epprom access is done through pif commands. ^^
the eeprom chip isn't transparent nor special in any way in respect to the game.

the problem with dk64 was never an inaccurate eeprom simulation and it is simply a random cic 6105 test, 'cause RARE is using a cic test in JFG and BT, too.
i don't think it's just a coincidence that it's a 6105 game. there is a good chance it's fixed with an UltraCIC II (it should work ^^).

some note about "battle tanx"
the previous fix for that was to manually set the timing within the cic simulation.
the new cic simulation, that was introduced with parasytes game shark core, is working more accurate.
it's reading out that information in the header of every game and "battle tanx" is running fine for me, too.

about "pokemon stadium 2"
as many of you know, this is just a problem of the sram location at the end of the sdram.
technically it is possible to get this running on a v2/2.5 with an fpga update and a splitted mapper.
but there is "animal forest" too so you will only gain full compatibility on a v3 anyway,
even if krikzz would decide to go through this crude implementation. ^^

Dezaemon 3D is already fixed with >OS2.10
Jet Fore Gemini should now work with UltraCIC II
Banjo Tooie should now work with UltraCIC II
Title: Re: Everdrive 64 Compatibility
Post by: nuu on November 16, 2015, 12:09 AM
I updated the first post with the latest info.
It just occurred to me that technically if you have an Everdrive V3, latest OS and an UltraCIC II installed, the only known incompatible game is Mario no Photopi! :D
Title: Re: Everdrive 64 Compatibility
Post by: welfnm on December 03, 2015, 02:19 PM
I thought of starting a new thread but this should be the best place.
I've working with patches for the last two months and few days ago when news about the CIC II arrived I was helped by other users to clear some issues regarding patches/fixes

THIS POST IS TO TRY TO EXPLAIN THE NEED FOR PATCH FIXES FOR THOSE WHO DONT HAVE ULTRACIC II

I posted a zip with some roms and here is the original txt file. At that time I thought that MANY roms need patches/fixes in order to work (save fixes, protection removers etc)
This has changed. Read the following:

Code: [Select]
*1080 Snowboarding (JU) (M2) [f5] (SRAM)
*Banjo-Kazooie (U) (V1.0) [f1].z64
*Banjo-Kazooie (USA) (Rev A).n64
*Banjo-Tooie (U) [!].z64
*Donkey Kong 64 (U) [f2].z64
*Excitebike 64 (U) [!] [f1] patched.z64
*HSV Adventure Racing (A) [f1] (NTSC).z64
*Jet Force Gemini (U) [!].z64
*Mickey's Speedway USA (U) [f1].z64
*Mini Racers (Patched).v64
*notes.txt
*Resident Evil 2 (U) (V1.1) [!].z64
*Sin and Punishment -  PATCHED.z64
*Star Wars - Rogue Squadron (U) [f1].z64
*Star Wars - Shadows of the Empire (U) (V1.2) [!].z64
*Star Wars Episode I - Racer (U) [f1] (Save).z64
*Turok 2 - Seeds of Evil (U) (V1.1).z64
*WCW vs. nWo - World Tour (U) (V1.1) [!].z64
*WWF No Mercy (U) (V1.1) [!].z64

I'll now try to update the list using the new information I have along with other games

1) 1080 Snowboarding
--- You don't need any patch/fix for it. There are literally more than 8 fixes for it, some alters the save type (to SRAM) others are unclear. Anyway, does not matter, use the [!] and nevermind the [f5] SRAM patch


2) Banjo-Kazooie (USA) (Rev A)
--- .You may use REV A [!] it fixes some bugs by the developer . REV A = v1.1. No patches, nothing. Just plug n' play.

3) Banjo-Tooie
--- Micro-64 explains: "When you add an NTSC Banjo-Tooie ROM to your Everdrive it will be automatically patched for you; just start the game like normal and enjoy. I've played through the fixed version of this game 100% and have had no issues with it."
So you don't need to patch yourself the rom but you could and you may use it the [f1] version but I recommend you apply the patch by yourself

4)Donkey Kong 64
---This game is being tested by me. I'm testing the [!] version, no fixes.
I'm not 100% sure if this feature is still on 2.11 but "Normally the game is EEP16K, but now it's SRAM. If you're running OS 2.09 then the Everdrive will automatically apply this save-type change for you."

So I really don't know if when I'm playing [!] I'm playing it with save type SRAM or 16k.
(I will post eventually my results. People reported to work 100% with [f2] so you may want to use it.)

5) Excitebike 64
-- Patch not needed. Use the [!].

6) HSV Adventure Racing (A) [f1] (This game is in pal originally)
--- I remember reading information about this but I think the only thing that this does is convert the rom to NTSC so you can play in NTSC with no problems. Anyway, it's not something you should worry about, just play Beetle Adventure Racing instead.

7) Jet Force Gemini
-- You'll need the patch. Apply by yourself or get the [f1].
I BELIEVE KRIKZZ ADDED AN AUTO PATCH SO YOU DONT HAVE TO PATCH IT

8) Star Wars Episode I - Racer
-- Use the [!] but watch if your upgrades are not lost. If they do, use the  [f1] and press Start+Z at the intro in order to this game work, otherwise it won't start properly.

9) Sin and Punishment
-- This is the only game I recommend downloading my version of it. I tested 2 other versions that I applied the patch by myself but it was not only on the third rom that it worked. Who knows?
I have no idea if there are a better way to play it other than patching

10) Mickey's Speedway USA
--- Use the [!] not [f1]

11) WCW vs. nWo - World Tour
-- Some users said they lost their files after hours of playing. I have no idea what cause this issue and if this issue is a problem of ED64. My bet is that the games should run normally in the OS2.11. I recommend using the (v.1.1) [!]

12) WWF No Mercy
---Use the (V1.1) [!]
http://www.nesworld.com/n64-wwfnomercyv1.php

That's it. For Star Wars use the latest version (v1.2) and for Rogue Squadron use the normal [!]
Mini racers patch is needed of course, it's not a regular release.
----------------------------------

The Good news for people who ordered the ULTRACIC II version or are installing them is this

seems like patching times are over :D
i'm a bit in a hurry and i'm going to tell you guys later :D

test session:
6105 Banjo Tooie pal/ntsc works
6193 Banjo Kazooie works
6105 Jet Force Gemini works
6103 Diddy Kong Racing works
6106 Yoshi's Story works
6103 1080 Snowboarding pal/ntsc works
6103 Excitebike 64 works
6106 Crusi'n world works
6102 Super Mario 64 works
6103 Pokemon Stadium works
6102 Battle Tanx works
6106 F-Zero X works
RTC Doubutsu no Mori works
64DD Sim City 64 works
Aleck64 Hi Pai Paradise works

Cheers!
Title: Re: Everdrive 64 Compatibility
Post by: rafaelalvesals on December 03, 2015, 02:48 PM
4)Donkey Kong 64
---This game is being tested by me. I'm testing the [!] version, no fixes.
I'm not 100% sure if this feature is still on 2.11 but "Normally the game is EEP16K, but now it's SRAM. If you're running OS 2.09 then the Everdrive will automatically apply this save-type change for you."

So I really don't know if when I'm playing [!] I'm playing it with save type SRAM or 16k.
(I will post eventually my results. People reported to work 100% with [f2] so you may want to use it.)

Check the ID or CRC HI of your ROM and look your save_db.txt, if it have a entry there and the ID/CRC HI match, you are playing with sram.
Title: Re: Everdrive 64 Compatibility
Post by: welfnm on December 03, 2015, 02:52 PM
4)Donkey Kong 64
---This game is being tested by me. I'm testing the [!] version, no fixes.
I'm not 100% sure if this feature is still on 2.11 but "Normally the game is EEP16K, but now it's SRAM. If you're running OS 2.09 then the Everdrive will automatically apply this save-type change for you."

So I really don't know if when I'm playing [!] I'm playing it with save type SRAM or 16k.
(I will post eventually my results. People reported to work 100% with [f2] so you may want to use it.)

Check the ID or CRC HI of your ROM and look your save_db.txt, if it have a entry there and the ID/CRC HI match, you are playing with sram.

There was the [f2]
It was forcing SRAM on the savedb but I removed :D

So I believe if I play either [!] or [f2] I won't be using SRAM

I'd like to test if the game works by default
The problem is that if I lose 100 bananas

BUT the issue is that maybe the [f2] code forces SRAM regardless ED 64
Title: Re: Everdrive 64 Compatibility
Post by: Bassraupe on December 03, 2015, 04:56 PM




test session:
6105 Banjo Tooie pal/ntsc works
6193 Banjo Kazooie works
6105 Jet Force Gemini works
6103 Diddy Kong Racing works
6106 Yoshi's Story works
6103 1080 Snowboarding pal/ntsc works
6103 Excitebike 64 works
6106 Crusi'n world works
6102 Super Mario 64 works
6103 Pokemon Stadium works
6102 Battle Tanx works
6106 F-Zero X works
RTC Doubutsu no Mori works
64DD Sim City 64 works
Aleck64 Hi Pai Paradise works

Hey

I have an Everdrive v3 and installed the latest OS, but the PAL version of Banjo-Tooie does not work. The NTSC Version is working fine though. What can I do?

thx
Title: Re: Everdrive 64 Compatibility
Post by: rafaelalvesals on December 03, 2015, 05:23 PM




test session:
6105 Banjo Tooie pal/ntsc works
6193 Banjo Kazooie works
6105 Jet Force Gemini works
6103 Diddy Kong Racing works
6106 Yoshi's Story works
6103 1080 Snowboarding pal/ntsc works
6103 Excitebike 64 works
6106 Crusi'n world works
6102 Super Mario 64 works
6103 Pokemon Stadium works
6102 Battle Tanx works
6106 F-Zero X works
RTC Doubutsu no Mori works
64DD Sim City 64 works
Aleck64 Hi Pai Paradise works

Hey

I have an Everdrive v3 and installed the latest OS, but the PAL version of Banjo-Tooie does not work. The NTSC Version is working fine though. What can I do?

thx

You need to change your CIC chip (if you have the version that use a cic from a original cart) or update you CIC (if you have the one with UltraCIC) to the UltraCIC II, you can see how to do this here:

http://krikzz.com/forum/index.php?topic=3450.0
Title: Re: Everdrive 64 Compatibility
Post by: welfnm on December 03, 2015, 10:56 PM
Two questions please;

1) DK64 [f2] is on save.db as "force sram". isn't this game already in sram?. (I mean, I thought the [f2] version was modified to force sram already)

2) Jet Force: Auto Patch not working. Perhaps because I'm using No-intro set? the dump is ok, good.
Confirmed: Jet Force Gemini is not patched by the OS if you use the no-intro set. The CRC32 of the no-intro set rom is B5932174

Also it does not work if you patch the no-intro rom. It also does not work if you don't pre patch in your windows/mac/linux

So to play JFG you must have a patched rom :)



Title: Re: Everdrive 64 Compatibility
Post by: rafaelalvesals on December 03, 2015, 11:10 PM
Two questions please;

1) DK64 [f2] is on save.db as "force sram". isn't this game already in sram?. (I mean, I thought the [f2] version was modified to force sram already)

2) Jet Force: Auto Patch not working. Perhaps because I'm using No-intro set? the dump is ok, good.

1) i think that the patch is to make the rom compatible with this kind of save only, dont know for sure

2)download the last update and substitute the files, mine was from the no-intro set too and worked fine before i change for the UltraCIC II and delete the folder.
Title: Re: Everdrive 64 Compatibility
Post by: welfnm on December 04, 2015, 12:08 AM
Two questions please;

1) DK64 [f2] is on save.db as "force sram". isn't this game already in sram?. (I mean, I thought the [f2] version was modified to force sram already)

2) Jet Force: Auto Patch not working. Perhaps because I'm using No-intro set? the dump is ok, good.

1) i think that the patch is to make the rom compatible with this kind of save only, dont know for sure

2)download the last update and substitute the files, mine was from the no-intro set too and worked fine before i change for the UltraCIC II and delete the folder.

I edited my comment above to include some updates
I've been testing this for the last 1 hour

So far I conclude that only goodset Jet Force Gemini [!] works but you MUST patch it first. The auto patch/IPS/APS does not work, you must manually patch it first in your linux/mac/windows or download already patched rom

p.s: on planet-emu most files are from no-intro.

Now I'm going to thest Banjo Tooie no-intro patched/not patched and goodset patched/not patched

UPDATE:
Banjo Tooie worked using the no-intro rom and with the patch just like the [!] goodset rom also worked with the patch.

Banjo Tooie also works  (just as reported before) using the auto patch feature. Just throw the [!] there and be happy.

Title: Re: Everdrive 64 Compatibility
Post by: nuu on December 04, 2015, 02:10 AM
welfnm what are you trying to achieve with this? You are just trying out random patches that was created long ago for ancient copiers without having a clue what the patches do.

The only thing I gather from you list list that DK64, JFG, Banjo Tooie, Star Wars Episode I and Sin and Punishment needs patches. And all but Sin and Punishment are already in the incompatibility list. And Sin and Punishment doesn't need any patches, I've played it from start to finish several times, you are probably using a bad rom.

There are only three 6105-games and they are the only ones that are fixed by the ultra CIC II. JFG isn't auto-patched by the ED64 by default, only Banjo Tooie is. Look in the auto-patch folder in the OS.

DK64 uses EEPROM save type by default, the patch changes the rom to use SRAM instead, it doesn't have anything to do with auto-forcing the save type in the ED64.

I also believe like Saturnu that Star Wars Episode I needs a patch is bogus, but I'll leave it in the list until I bother testing it myself or someone else tests it properly.
Title: Re: Everdrive 64 Compatibility
Post by: mrpopsicleman on December 04, 2015, 10:07 AM
11) WCW vs. nWo - World Tour
-- Some users said they lost their files after hours of playing. I have no idea what cause this issue and if this issue is a problem of ED64. My bet is that the games should run normally in the OS2.11. I recommend using the (v.1.1) [!]

World Tour uses the Controller Pak for saving. That could be why some are losing progress after hours of play, maybe they aren't using a Controller Pak or Memory Card.
Title: Re: Everdrive 64 Compatibility
Post by: welfnm on December 04, 2015, 01:11 PM
welfnm what are you trying to achieve with this? You are just trying out random patches that was created long ago for ancient copiers without having a clue what the patches do.

The only thing I gather from you list list that DK64, JFG, Banjo Tooie, Star Wars Episode I and Sin and Punishment needs patches. And all but Sin and Punishment are already in the incompatibility list. And Sin and Punishment doesn't need any patches, I've played it from start to finish several times, you are probably using a bad rom.

There are only three 6105-games and they are the only ones that are fixed by the ultra CIC II. JFG isn't auto-patched by the ED64 by default, only Banjo Tooie is. Look in the auto-patch folder in the OS.

DK64 uses EEPROM save type by default, the patch changes the rom to use SRAM instead, it doesn't have anything to do with auto-forcing the save type in the ED64.

I also believe like Saturnu that Star Wars Episode I needs a patch is bogus, but I'll leave it in the list until I bother testing it myself or someone else tests it properly.

Exactly

Back in August I uploaded a bunch of patches because I wasn't aware of the many games that DIDN'T need patches in the first place

Now I'm correcting this , that's why I posted info about all games that I posted back in August, except now I'm saying "why you should use the [!] and why you don't need the patch" :)

Also, the Sin&P game patch is the english patch of course, nothing to do with the japanese [!]

For me the only way to play S&P in english was to find a third rom after 3 different ones didn't work, I also applied the patch by myself  and and I downloaded already in english a couple of ones.

I know my english is bad, so I apologize for that


P.S: So yes.. the only two games that should be looked upon are DK64 and Star Wars Racing. I'm focusing on playing DK64 [!] at the moment.
Title: Re: Everdrive 64 Compatibility
Post by: punio75 on December 05, 2015, 07:38 PM
Hi guys- new to the forum.

 :D

Just bought  EverDrive-64 v3   Cart Type: NTSC+PAL(UltraCIC) 

For some reason I can't get a picture. I have a RGB modded pal machine.
It works with standard pal games so I know the machine is ok.

Any help appreciated.
Title: Re: Everdrive 64 Compatibility
Post by: saturnu on December 05, 2015, 07:40 PM
check if the switch in the sdcard slot is set to PAL.

https://www.dropbox.com/sh/fdt8185a8kpjozb/AAD3Wg9c3OTgBMYYcjsQk9ywa/everdrive-64/os-bin?dl=0&preview=UltraCIC_config.JPG
Title: Re: Everdrive 64 Compatibility
Post by: punio75 on December 05, 2015, 07:53 PM
Doh!  ::)

Thanks!

Newbie to all this- can I play US roms on this machine? I understand they are the superior versions.

Title: Re: Everdrive 64 Compatibility
Post by: saturnu on December 05, 2015, 07:59 PM
sure, this is working ^^
Title: Re: Everdrive 64 Compatibility
Post by: punio75 on December 05, 2015, 08:10 PM
Yes, it works now. Thanks so much.
Title: Re: Everdrive 64 Compatibility
Post by: D4v3WTF on December 05, 2015, 11:03 PM
Yes, it works now. Thanks so much.

I hope you have fun with your ED64, my brother and me are playing every weekend with the ED64  :)
Title: Re: Everdrive 64 Compatibility
Post by: punio75 on December 05, 2015, 11:21 PM
Thanks guys, really looking froward to reliving some classic games.

Sorry for the silly questions- but am I right in thinking I can now play any game from any region?
Title: Re: Everdrive 64 Compatibility
Post by: D4v3WTF on December 06, 2015, 12:28 AM
If you have an RGB modded N64 you won't have any problems! Maybe you have some ED64 menu blinking, but there is a fix for this.
Title: Re: Everdrive 64 Compatibility
Post by: nuu on December 06, 2015, 07:01 PM
welfnm what are you trying to achieve with this? You are just trying out random patches that was created long ago for ancient copiers without having a clue what the patches do.

The only thing I gather from you list list that DK64, JFG, Banjo Tooie, Star Wars Episode I and Sin and Punishment needs patches. And all but Sin and Punishment are already in the incompatibility list. And Sin and Punishment doesn't need any patches, I've played it from start to finish several times, you are probably using a bad rom.

There are only three 6105-games and they are the only ones that are fixed by the ultra CIC II. JFG isn't auto-patched by the ED64 by default, only Banjo Tooie is. Look in the auto-patch folder in the OS.

DK64 uses EEPROM save type by default, the patch changes the rom to use SRAM instead, it doesn't have anything to do with auto-forcing the save type in the ED64.

I also believe like Saturnu that Star Wars Episode I needs a patch is bogus, but I'll leave it in the list until I bother testing it myself or someone else tests it properly.

Exactly

Back in August I uploaded a bunch of patches because I wasn't aware of the many games that DIDN'T need patches in the first place

Now I'm correcting this , that's why I posted info about all games that I posted back in August, except now I'm saying "why you should use the [!] and why you don't need the patch" :)

Also, the Sin&P game patch is the english patch of course, nothing to do with the japanese [!]

For me the only way to play S&P in english was to find a third rom after 3 different ones didn't work, I also applied the patch by myself  and and I downloaded already in english a couple of ones.

I know my english is bad, so I apologize for that


P.S: So yes.. the only two games that should be looked upon are DK64 and Star Wars Racing. I'm focusing on playing DK64 [!] at the moment.
Fair enough. If people just read the compatibility list though, they would never believe you needed all those unneeded patches.
Title: Re: Everdrive 64 Compatibility
Post by: welfnm on December 06, 2015, 10:02 PM
welfnm what are you trying to achieve with this? You are just trying out random patches that was created long ago for ancient copiers without having a clue what the patches do.

The only thing I gather from you list list that DK64, JFG, Banjo Tooie, Star Wars Episode I and Sin and Punishment needs patches. And all but Sin and Punishment are already in the incompatibility list. And Sin and Punishment doesn't need any patches, I've played it from start to finish several times, you are probably using a bad rom.

There are only three 6105-games and they are the only ones that are fixed by the ultra CIC II. JFG isn't auto-patched by the ED64 by default, only Banjo Tooie is. Look in the auto-patch folder in the OS.

DK64 uses EEPROM save type by default, the patch changes the rom to use SRAM instead, it doesn't have anything to do with auto-forcing the save type in the ED64.

I also believe like Saturnu that Star Wars Episode I needs a patch is bogus, but I'll leave it in the list until I bother testing it myself or someone else tests it properly.

Exactly

Back in August I uploaded a bunch of patches because I wasn't aware of the many games that DIDN'T need patches in the first place

Now I'm correcting this , that's why I posted info about all games that I posted back in August, except now I'm saying "why you should use the [!] and why you don't need the patch" :)

Also, the Sin&P game patch is the english patch of course, nothing to do with the japanese [!]

For me the only way to play S&P in english was to find a third rom after 3 different ones didn't work, I also applied the patch by myself  and and I downloaded already in english a couple of ones.

I know my english is bad, so I apologize for that


P.S: So yes.. the only two games that should be looked upon are DK64 and Star Wars Racing. I'm focusing on playing DK64 [!] at the moment.
Fair enough. If people just read the compatibility list though, they would never believe you needed all those unneeded patches.

In August the list was not incomplete but lacked explanations for DK64 and JFG

Back in august it was not only incomplete but inaccurate. Thankfully you did edited and fixed. Thanks!
Title: Re: Everdrive 64 Compatibility
Post by: nuu on December 08, 2015, 12:10 AM
Hopefully it's more clear now. Only Star Wars Episode I - Racer is still a question mark.
Title: Re: Everdrive 64 Compatibility
Post by: Gh0st on December 09, 2015, 10:43 AM
in theory it should be possible to shrink the game and relocate the data at the end of the memory.
normally the data section is located at the end of the game and the code section is located at beginning of the cartspace.

but i think, the way to go is to relocate the sram position with a special mapper. it would be the much easier solution, 'cause you don't have to hassle with rompatching at all.
btw. this concept is already approved  by another flashcart. ^^

here are my two cents about the compatibility of the usual suspects

after a bit forum search, i'm not sure if  "star wars episode 1 - racer" has a problem at all.
maybe some guys are just using a bad dump.
there is no special feature in the 6102 cic you could check for and epprom access is done through pif commands. ^^
the eeprom chip isn't transparent nor special in any way in respect to the game.

the problem with dk64 was never an inaccurate eeprom simulation and it is simply a random cic 6105 test, 'cause RARE is using a cic test in JFG and BT, too.
i don't think it's just a coincidence that it's a 6105 game. there is a good chance it's fixed with an UltraCIC II (it should work ^^).

some note about "battle tanx"
the previous fix for that was to manually set the timing within the cic simulation.
the new cic simulation, that was introduced with parasytes game shark core, is working more accurate.
it's reading out that information in the header of every game and "battle tanx" is running fine for me, too.

about "pokemon stadium 2"
as many of you know, this is just a problem of the sram location at the end of the sdram.
technically it is possible to get this running on a v2/2.5 with an fpga update and a splitted mapper.
but there is "animal forest" too so you will only gain full compatibility on a v3 anyway,
even if krikzz would decide to go through this crude implementation. ^^

Dezaemon 3D is already fixed with >OS2.10
Jet Fore Gemini should now work with UltraCIC II
Banjo Tooie should now work with UltraCIC II

Really late reply, but how difficult would it be to implement the split mapper for Pokemon Stadium 2 compatibility? I (and I feel like others feel this way) am fine with having a flashcart compatible with just about every game except Animal Forest (since it got a GC release anyway) and that one game with a modem. I could easily understand no one willing to do it if it's a hard implementation that still would leave the ED64 v2 at 99.9% compatibility, but I feel like it would also make v2 owners happy if the fix was somewhat easy and was implemented in a future OS/FW update.
Title: Re: Everdrive 64 Compatibility
Post by: saturnu on December 09, 2015, 10:54 AM
it's not that hard, there is another flashcart on the market with this feature. you can do a bindiff of the current cartspace and then you have the useable spots in memory.
after that it's some copy&paste in hdl and the menu source.

it's even possible to get rid of the reset saving on the v2, but why should krikzz do that? that would make the v3 nearly pointless beside the rtc and usb.
i would even sell the ultracic II only with the v3, to differentiate it a better from the v2:>
Title: Re: Everdrive 64 Compatibility
Post by: Aroenai on January 06, 2016, 05:31 PM
Just in case anyone is interested, wareya released a patch for the Legend of Zelda Majora's Mask debug rom to make it NTSC with proper sound: linky (https://pb.ajf.me/index.php?topic=25.0)
Title: Re: Everdrive 64 Compatibility
Post by: exorer on February 03, 2016, 09:21 AM
Hi guys

Just bought EverDrive-64 v3 Cart Type: NTSC + PAL (UltraCIC II)
Banjo-tooie and many ROM has works fine.
However, Taz Express (USA) (Proto) have sound issue. that's no sound.
also Taz Express (Europe) dosen't boot.

My n64 is Japanese Console.

Thanks you all!
Title: Re: Everdrive 64 Compatibility
Post by: saturnu on February 03, 2016, 10:05 AM
seriously guys i just loaded taz express usa proto rom on my usa n64 and everdrive setup and it works fine with sound. all you need to do is at the screen where you pick a game save slot, go to the game options at bottom of the screen and you will see that by default the sound and music options are set to 0, all you do is raise the levels and there you go taz express with sound :)
Title: Re: Everdrive 64 Compatibility
Post by: exorer on February 03, 2016, 02:59 PM
seriously guys i just loaded taz express usa proto rom on my usa n64 and everdrive setup and it works fine with sound. all you need to do is at the screen where you pick a game save slot, go to the game options at bottom of the screen and you will see that by default the sound and music options are set to 0, all you do is raise the levels and there you go taz express with sound :)
Thx a lot. I'll check the option.
Title: Re: Everdrive 64 Compatibility
Post by: exorer on February 04, 2016, 12:09 AM
Taz Express seems to use the EEP4K, but so that it is not detected in the ED64.
I added the TX = 1 to save_db.txt.
I got a sound without changing the music option.  :)
Title: Re: Everdrive 64 Compatibility
Post by: Traveller on May 30, 2016, 04:07 PM
So if you have an Everdrive V3 pretty much everything works without patching at all now? Is the goodset the best way to get the best dumps?

Also, does (!) mean the original unaltered rom? Is there a list for all the rom terms? Im not actually sure of a bunch of them.

Thanks.
Title: Re: Everdrive 64 Compatibility
Post by: Junninx on May 31, 2016, 01:05 AM
 I read about the Donkey Kong 64 save problem and maybe this will help.

 The Original cartridge already comes with that problem, and the workaround was turn on and off until the save file comes back.

 I dont know why, but this worked with the original one.
Title: Re: Everdrive 64 Compatibility
Post by: saturnu on May 31, 2016, 01:09 AM
there is no dk64 save problem with the ultracic II models.
this was simply an addition copy protection.
Title: Re: Everdrive 64 Compatibility
Post by: Junninx on May 31, 2016, 01:19 AM
 I'm searching in the forum a compatibility list of hacked roms working with EverDrive v3.0
 I found a list with the v2.5; someone know something about?
Title: Re: Everdrive 64 Compatibility
Post by: nuu on June 11, 2016, 11:11 PM
So if you have an Everdrive V3 pretty much everything works without patching at all now? Is the goodset the best way to get the best dumps?

Also, does (!) mean the original unaltered rom? Is there a list for all the rom terms? Im not actually sure of a bunch of them.

Thanks.
Yes an ED64 v3 and Ultracic II will play everything. Only Mario no Photopi cartridge has special hardware and won't work properly.
No no-intro is best not the goodset. The (!) is used by the goodset to mark a good dump, but it's sometimes wrong. There's a list of the symbols used in in goodset rom names, but the goodset isn't recommended.

I'm searching in the forum a compatibility list of hacked roms working with EverDrive v3.0
 I found a list with the v2.5; someone know something about?
The v3.0 should do everything the v2.x does in this case.
Title: Re: Everdrive 64 Compatibility
Post by: Bubolius on September 06, 2016, 03:15 PM
Yesterday, i bought Everdrive v.3 (CIC7101) but it doesn't ultra cic II, so, couldnt I play all games? What's different?  :-[
Title: Re: Everdrive 64 Compatibility
Post by: saturnu on September 06, 2016, 03:59 PM
you can't play the PAL version of banjo tooie, because a patch only exists for the NTSC-US version.

no patches available:
ntsc-jp banjo tooie
pal banjo tooie
ntsc-jp jet force gemeni?
ntsc-jp DK64?
Title: Re: Everdrive 64 Compatibility
Post by: Bubolius on September 06, 2016, 05:34 PM
you can't play the PAL version of banjo tooie, because a patch only exists for the NTSC-US version.

no patches available:
ntsc-jp banjo tooie
pal banjo tooie
ntsc-jp jet force gemeni?
ntsc-jp DK64?

Well, I have original cartridge of Banjo-Tooie, it won't be a problem with this. Thanks for your answer!
Title: Re: Everdrive 64 Compatibility
Post by: Zombar on October 10, 2016, 06:36 PM
Everdrive 64 v2, N64 NTSC-J. In Biohazard 2 then i open first door game freeze.
Title: Re: Everdrive 64 Compatibility
Post by: GadgetUK on October 15, 2016, 06:57 PM
Does anyone know the situation of save support with Animal Forest on the v2.5?  Should I be able to save, do I need to specify a certain SRAM type before I launch the game?

I got to the save point a few times and it said it appeared to be working.  Held down reset for 3 seconds, and then loaded again to find no save =/
Title: Re: Everdrive 64 Compatibility
Post by: nuu on October 24, 2016, 01:03 AM
I don't remember which save type I used, but for me it just hanged and displayed an animated waiting screen that never ended when I tried to save.
Are you playing a patched version? Some of the patches are buggy.
Title: Re: Everdrive 64 Compatibility
Post by: gamerjay on November 14, 2016, 05:30 AM
this game wont work on everdrive 64 2.5 http://www.emuparadise.me/Nintendo_64_ROMs/Toon_Panic_(Japan)_(Proto)/40295
Title: Re: Everdrive 64 Compatibility
Post by: scx on April 26, 2018, 05:00 PM
All zelda - majora mask on the typical rom sites all had a glitch/crashed. I tried zelda majora mask (GC patched) .z64 and she working fine . The other roms start up at the horse scene with the mask thief... the horse nose is glitched (triangles coming out of nose) into the tree's.... the working GC one has no problem here.
Title: Re: Everdrive 64 Compatibility
Post by: nuu on May 29, 2018, 04:01 AM
That's weird. I haven't noticed any problems with any Zelda game. Which version od the ED64 do you have and what console?
Title: Re: Everdrive 64 Compatibility
Post by: fabio_rosendo on May 31, 2018, 07:58 AM
The user TheBigMan1106 from Assembler Games forum, says that have an easy solution for Pokemon Stadium 2 save problem in Everdrive 2.5.
He removed the last 256kb from the Rom, so the game become smaller and don't conflict with the Flash Save.  :o
.
https://assemblergames.com/threads/pokemon-stadium-2-ed2-5-possible-fix.69307/
.
I'm not a big Pokemon fan, i never played any Pokemon games, so i can't confirm if this really works.
Title: Re: Everdrive 64 Compatibility
Post by: phoenixdownita on June 04, 2018, 02:03 AM
The user TheBigMan1106 from Assembler Games forum, says that have an easy solution for Pokemon Stadium 2 save problem in Everdrive 2.5.
He removed the last 256kb from the Rom, so the game become smaller and don't conflict with the Flash Save.  :o
.
https://assemblergames.com/threads/pokemon-stadium-2-ed2-5-possible-fix.69307/
.
I'm not a big Pokemon fan, i never played any Pokemon games, so i can't confirm if this really works.

http://krikzz.com/forum/index.php?topic=5241.msg60663#msg60663

I took a quick look and there does not seem to be 256KB available at the end of the rom.
Worth a shot but I have the original cart so I don't really care either way.
Title: Re: Everdrive 64 Compatibility
Post by: Alberto8192 on October 27, 2018, 04:52 AM
everdrive v3: SD hiryuu no ken densetsu freezes in story mode and Taz express has no sound. I have already tried other microsd cards and other roms but it keeps freezing in the story mode.
Title: Re: Everdrive 64 Compatibility
Post by: Barawer on October 27, 2018, 09:42 AM
everdrive v3: SD hiryuu no ken densetsu freezes in story mode and Taz express has no sound. I have already tried other microsd cards and other roms but it keeps freezing in the story mode.
Just tried it on my V3. SD hiryuu no ken densetsu seems to work fine for me. Taz express has the sound on 0 by default, so before you start the game go into options and change that.
Title: Re: Everdrive 64 Compatibility
Post by: Alberto8192 on October 27, 2018, 02:57 PM
everdrive v3: SD hiryuu no ken densetsu freezes in story mode and Taz express has no sound. I have already tried other microsd cards and other roms but it keeps freezing in the story mode.
Just tried it on my V3. SD hiryuu no ken densetsu seems to work fine for me. Taz express has the sound on 0 by default, so before you start the game go into options and change that.
The game freezes at a specific level of the story mode, although sometimes you can end the fight without freezing (1 of 3). Please play the story mode until it completes and you will see that there is a fight that freezes. Do not try to finish that fast fight, sometimes you can complete it but most of the time it freezes, sometimes in the first round and sometimes in the second round. I'm from Spain and my Nintendo 64 is PAL, my everdrive is V3 and the rom is Japanese. I already try several roms and in all the same thing happens.
this is the fight in which it happens, watch the video at minute 2.40 ... with that same fighter the fight is frozen. https://www.youtube.com/watch?annotation_id=annotation_1700476627&feature=iv&src_vid=e490R_0tSmU&v=a8ol4vZOiBg
Title: Re: Everdrive 64 Compatibility
Post by: jonesalmighty on October 27, 2018, 03:59 PM
everdrive v3: SD hiryuu no ken densetsu freezes in story mode and Taz express has no sound. I have already tried other microsd cards and other roms but it keeps freezing in the story mode.
Just tried it on my V3. SD hiryuu no ken densetsu seems to work fine for me. Taz express has the sound on 0 by default, so before you start the game go into options and change that.

I am guessing Taz Express sound being zero is because the savetype is not defined in the OS for this game... you can try to set it manually or my unofficial official OS for that...
Title: Re: Everdrive 64 Compatibility
Post by: Alberto8192 on October 28, 2018, 05:12 PM
I tested the game in an emulator and it freezes at the same level as everdrive. It seems that it is a flaw of the game, perhaps a bug, I do not know ... I have already tried several roms and the same thing happens with all of them (SD Hiryuu no Ken Densetsu (J) [!]). Does anyone know why this happens? bug? bad rom?
Title: Re: Everdrive 64 Compatibility
Post by: ozidual on October 28, 2018, 08:59 PM
I tested the game in an emulator and it freezes at the same level as everdrive. It seems that it is a flaw of the game, perhaps a bug, I do not know ... I have already tried several roms and the same thing happens with all of them (SD Hiryuu no Ken Densetsu (J) [!]). Does anyone know why this happens? bug? bad rom?

Haven't looked at it yet, but have you tried it with/without the expansion pak?
Title: Re: Everdrive 64 Compatibility
Post by: Alberto8192 on October 29, 2018, 07:09 PM
I tested the game in an emulator and it freezes at the same level as everdrive. It seems that it is a flaw of the game, perhaps a bug, I do not know ... I have already tried several roms and the same thing happens with all of them (SD Hiryuu no Ken Densetsu (J) [!]). Does anyone know why this happens? bug? bad rom?

Haven't looked at it yet, but have you tried it with/without the expansion pak?
I played it with expansion pak
Title: Re: Everdrive 64 Compatibility
Post by: ozidual on October 30, 2018, 10:45 PM
Do you have a jumper pak you can toss in there, or maybe test on an emulator set to 4MB?  It looks like the game will play without an Expansion pak.
Title: Re: Everdrive 64 Compatibility
Post by: Alberto8192 on November 01, 2018, 11:29 PM
Do you have a jumper pak you can toss in there, or maybe test on an emulator set to 4MB?  It looks like the game will play without an Expansion pak.
I will try with jumper pack... Is it possible that the expansion pak causes error in some game?
Title: Re: Everdrive 64 Compatibility
Post by: ozidual on November 05, 2018, 08:56 PM
Did you get a chance to try it yet?  At least one other game had issues with the Expansion Pak - Space Station Silicon Valley.  It had a bug that loaded data from the Expansion Pak.  Not a problem when there was no Expansion Pak (I think it returned 00), but if there was an Expansion Pak, it would return any data which might be in that location.  Bad data caused crashes.
Title: Re: Everdrive 64 Compatibility
Post by: TobyRieper on June 23, 2019, 02:02 PM
I have an Everdrive 2.5 and have put a load of kids games on it for my daughters. When we load up Elmo's Number Journey (USA' it crashes when we talk to the Cookie Monster. I tried it on my own console (NTSC J) and it works without a hitch. I've tried a couple of different PAL systems and various roms but the  just refuses to work and crashes at the same spot each time, any ideas? I've also tried with and without an expansion pak.
Cheers :)
Title: Re: Everdrive 64 Compatibility
Post by: supersign on June 23, 2019, 03:14 PM
I have an Everdrive 2.5 and have put a load of kids games on it for my daughters. When we load up Elmo's Number Journey (USA' it crashes when we talk to the Cookie Monster. I tried it on my own console (NTSC J) and it works without a hitch. I've tried a couple of different PAL systems and various roms but the  just refuses to work and crashes at the same spot each time, any ideas? I've also tried with and without an expansion pak.
Cheers :)
Probably the rom is a bad dump. Did you check its crc32 checksum? It should either be the two:

BigEndian: EA3B92D8
ByteSwapped: B7AD0F05
Title: Re: Everdrive 64 Compatibility
Post by: TobyRieper on June 23, 2019, 09:42 PM
Hiya,
I did check the ROM details, they are as follows:

[F733453ED26AFA0ACA8D3EB3B5B6D8EA]
Good Name=Elmo's Number Journey (USA).z64
Header Code=02B1538F-C94B88D0-C45
Size: 8388608 bytes (8192 KiB)
CRC: EA3B92D8

I'm using Everdrive 2.5 with the latest 2.13, 18.01.2019 Update PAL N64 NUS001

It only does this on PAL systems, it's very odd.
Title: Re: Everdrive 64 Compatibility
Post by: supersign on June 23, 2019, 10:30 PM
Criss-crossing PAL games to a NTSC N64 is not really recommended as they can glitch, play at the wrong speed, etc. Although some PAL games may be fully playable on NTSC, this one probably isn't. AFAIK, there's no region patch to fix it.
Title: Re: Everdrive 64 Compatibility
Post by: TobyRieper on June 24, 2019, 12:45 AM
Darn it. I thought it may be due to region stuff.  Thanks for your help though :) at least i can stop racking my brains about it. All the other US games shes plays work fine  :)
Title: Re: Everdrive 64 Compatibility
Post by: Metro City on September 18, 2019, 09:40 AM
I tried Mario 64 in Italian and the multiplayer version, but it doesn't work, do you know if there is a patch?
Title: Re: Everdrive 64 Compatibility
Post by: supersign on September 18, 2019, 03:02 PM
As far as I know, Rulesless's Italian translation and Skelux's Multiplayer are broken on console. Also you're posting in the wrong thread. See: https://krikzz.com/forum/index.php?topic=9310.0
Title: Re: Everdrive 64 Compatibility
Post by: Metalex123 on March 24, 2020, 08:16 AM
Do iQue Player games work on Everdrive 64? I don't see them mentionned on the main post, so that's why I'm asking. It would make sense to work, since iQue Player is just China's N64, but it'd still be nice to play these games on Everdrive 64.
Title: Re: Everdrive 64 Compatibility
Post by: nuu on March 24, 2020, 01:55 PM
As long as they are just normal N64 roms they should work. But if they did something to them they might not work without some hacking. I'm not sure if the iQue is some kind of emulator or does it contain N64 hardware? I have the encrypted firmware which should contain the roms. Have they been decrypted yet?

I agree with you that it would be nice to see the roms working on hardware. I heard some of them may have bug fixes that not even the PAL or Japanese shindou editions have since they are based on an even later version of the source code.
Title: Re: Everdrive 64 Compatibility
Post by: ozidual on March 28, 2020, 04:31 AM
As long as they are just normal N64 roms they should work. But if they did something to them they might not work without some hacking. I'm not sure if the iQue is some kind of emulator or does it contain N64 hardware? I have the encrypted firmware which should contain the roms. Have they been decrypted yet?

I agree with you that it would be nice to see the roms working on hardware. I heard some of them may have bug fixes that not even the PAL or Japanese shindou editions have since they are based on an even later version of the source code.

They've been out in the wild for about a year now, and they run fine on the N64 with a flash cart as long as you don't need to save.  The iQue has it's own memory card and so all the ROMs had their save code converted to work with it.  Oh, and I think Doubutsu no Mori has some issues on flash carts, though they may have solved that by now.
Title: Re: Everdrive 64 Compatibility
Post by: fluffysorbet on April 13, 2020, 02:36 PM
Am having a really hard time specifically getting the Debug Master Quest ROM (verified good - checksum matches the first post listing) to work when patched on my actual N64 (expansion pak is in). The regular Master Quest works fine with the patches, just not the MQ debug version. Tried both the compressed and uncompressed patches. Any ideas?

Tried;
The ROM SHA1 matches that listed for the debug version the patches are for; 50BEBEDAD9E0F10746A52B07239E47FA6C284D03.
Used patches (separate copies of ROM);
http://www.mediafire.com/download/y9vt4uuuiqf2atn/oot_debug_firetemple.zip   - Uncompressed
http://www.mediafire.com/download/f05dvo87kztfky2/comp_oot_debug_firetemple.zip   - Compressed

Both resulting versions tried on NTSC N64 w/exp pak, forced TV option off, forced to NTSC, forced to PAL
Both resulting versions tried on PAL N64 w/exp pak, forced TV option off, forced to NTSC, forced to PAL

All result in nothing but a black screen. Are the debug patches actually correct versions (the file names within do not mention debug, just Master Quest...) and if so... Why are they apparently not working? These are literally the only ROM variants out of a lot of mods, prototypes or hackjobs that I cannot get to boot. (I can even mod Mario 64 with my own "levels" and have them boot.)

Feel like I'm missing some trick here but I can't figure it out.
Title: Re: Everdrive 64 Compatibility
Post by: Kerr Avon on April 13, 2020, 04:37 PM
Fluffysorbet, I've just sent you a PM.
Title: Re: Everdrive 64 Compatibility
Post by: ozidual on April 14, 2020, 03:07 AM
I had an issue with loading Ocarina of Time until I realized the 64DD was blocking it.  Don't try to load Ocarina of Time if you have a 64DD attached to your N64 :)
Title: Re: Everdrive 64 Compatibility
Post by: oswaldopasquier1989 on May 11, 2020, 11:28 PM
I recently received my everdrive x7. but I haven't used it to use as I want since that red screen error comes out and the rom doesn't start. sometimes it doesn't come out and sometimes yes! but the logical thing is that it did not give that error because I have to be rebooting until it wants to start. any solution?


https://www.youtube.com/watch?v=ntTpkMCQce0&feature=youtu.be

Title: Re: Everdrive 64 Compatibility
Post by: imjustcalledtwobrothers on May 27, 2020, 07:12 PM
Hi all. I just bought an old version of the everdrive 74 v3, without Ultra CIC. I figured it wouldn't be a big deal to patch a few roms, but I was wrong! I found patches for donkey kong 64 and banjo tooie, but they're aps files and the winaps program I downloaded won't run on my computer. It looks like I can patch them via the everdrive?

Even so, I'm having a hard time figuring out which rom I need. I think I found the right version of donkey kong 64, but all the rom references here are to a goodset that I can't seem to find. I know you can't link me to the rom, but can someone point me in the right direction for a banjo-tooie rom which I can patch? Or how I can find an already patched rom would be great. And I own these games already. I bought the everdrive so I can store the originals safely away.

Thanks in advance.
Title: Re: Everdrive 64 Compatibility
Post by: nuu on May 27, 2020, 08:32 PM
Goodset roms are not recommended, you should really go with no-intro for N64 roms. Also those pre-patched roms may have a number of other fixes for older copiers that the Everdrive 64 have no need of. It's much better to use a no-intro rom and apply the patch if you have it.

Yes the Everdrive 64 can auto-patch for you. If it's the same on the v3 as on v2, you need to name the patch file the same as the CRC of the rom (plus the ips or aps extension) and put the patch file in the AUTO folder on your SD card. This should soft-patch a copy of the rom in memory every time you launch it. To find out the CRC you can use Real N64 CRC Tool V2 (By RaO) or possibly just use 7zip.

I would rather just have a hard-patched copy of the rom on the SD card though. If winaps doesn't work, look for another program. There are web-based patchers too.