EverDrive Forum

General => EverDrive 64 => Topic started by: Kerr Avon on January 25, 2017, 11:08 PM

Title: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Kerr Avon on January 25, 2017, 11:08 PM
The following is a list of all the needed save_db.txt settings that I know of (as of the 27th March 2019). The file save_db.txt is used to tell the Everdrive 64 how to handle game saving and loading for games it's not been pre-programmed to handle, so you should keep the file up to date, so as to avoid saving problems with new hacks or homebrew games.

I suggest you open your save_db.txt file (it's in the ED64 folder, on your Everdrive 64's SD card) with a text editor, clear out all of the text, then copy and past the data from this post, starting with the line  'OFF       : 0'  up to and including the last line of this post ( 0x6D75410B=2   (Yoshi's Story - modified controls - http://krikzz.com/forum/index.php?topic=6087.0) ), in other words, just copy and past the black text into your text editor, and save it as the save_db.txt file.

That way, you'll have all of the known fixes on your SD card.






OFF       : 0
EEPROM 4k : 1
EEPROM 16k: 2
SRAM      : 3
SRAM 768  : 4
FLASHRAM  : 5
ROM ID or CRC HI can be used for game detection. (check "ROM Info" menu for details)
-----------------------------------


OS=1      (64 Oozumou)
O2=1      (64 Oozumou 2)
B5=3      (Biohazard 2 - Resident Evil 2)
N6=1      (Dr. Mario. ROM ID detection)
SI=3      (Fushigi no Dungeon - Furai no Shiren 2 - Oni Shuurai! Shiren Jou!)
GL=1       (Getter Love!!)
GF=1       (Goldfinger 64 save game)
JG=3       (Jinsei Game 64)
SB=1       (King Hill 64 Extreme Snowboarding)
PS=3      (Pokemon Stadium, Japan-only title)
PM=1      (Premier Manager 64)
PT=1      (Puyo Puyo 4 Puyo Puyo Party)
R7=2      (Robot Ponkotsu 64 7tsu no Umi no Caramel)
IB=3      (Shigesato Itoi's No. 1 Bass Fishing! Definitive Edition)
T3=2      (Shin Nihon Pro Wrestling Toukon Road 2)
TX=1       (Taz Express - http://krikzz.com/forum/index.php?topic=147.165)
A2=3        (Virtual Pro Wrestling 2 English translation by S.K. Stylez)
VF=3        (Virtual Pro Wrestling 2 Freem Edition)

0x0D40E9C6=2   (Conker's Bad Fur Day Modded 28-1-2017 - Altered Colors and Deathmatch modes)
0x96BA4EFB=3    (Derby Stallion 64 Beta)
0xD52FE29D=1   (Donchan Puzzle)
0x1F95CAAA=3   (Donkey Kong 64 (E) [f1] Boot&Save)
0xce84793d=3    (Donkey Kong 64 [f2]. CRC detection)
0x7D2D1059=3   (Donkey Kong 64 - Tag Anywhere - use D-PAd Left Right (V4) (U) [f2])
0x19E0E54C=1   (Dragon King)
0x6D9D1FE4=1   (Eleven Beat: World Tournament)
0x25414DCA=1    (Glover Prototype)
0x0D93BA11=2   (Kirby 64 - The Crystal Shards (E) [!])
0x46039FB4=2   (Kirby 64 - The Crystal Shards (U) [!])
0x0AC29131=2   (Kirby 64 - The Crystal Shards (U) [!] Analog Controls)
0x4248BA87=1   (Kuru Kuru Fever)
0x0160E9E5=1   (Last Legion UX (English Translation - 4k eeprom save))
0x21548CA9=3    (Mini Racers Prototype)
0x16082F95=3        (Mario Artist Talent Studio - T+Eng - N64DD)
0x1974961C=4   (neon64 NES emulator v3 - Press L and R for savestates)
0x8233301C=1   (Puyo Puyo Sun 64 English patch)
0xB73AB6F6=1   (Sin and Punishment - English Translation)
0x315C7466=1   (Star Soldier: Vanishing Earth Arcade)
0xFD6907F0=5   (Starcraft 64 German Prototype)
0xBC9B2CC3=5   (Starcraft 64 Prototype)
0x1649D810=3   (Super Robot Taisen 64 - Japanese)
0x7f43e701=1         (Top Gear Rally PAL - http://krikzz.com/forum/index.php?topic=5385.0)
0x90AF8D2C=1   (Tower & Shaft)
0x1BD1EBFB=1        (Tower & Shaft (USA) English Translation)
0x5D40ED2C=1   (Viewpoint 2064 (Unreleased Game Prototype - uses 4kb save))
0x7280E03F=1   (Viewpoint 2064 English Translation (Unreleased Game Prototype - uses 4kb save))
0xC130FFE8=3   (Virtual Pro Wrestling English Translation Beta v1.77)
0x045C08C4=3   (Virtual Pro Wrestling Original)
0x5DC5466E=3   (Virtual Pro Wrestling 2 - Freem Edition (2020-01-28) - English translation and mod)
0x2F57C9F7=1   (Vivid Dolls)
0x6D75410B=2   (Yoshi's Story - modified controls - http://krikzz.com/forum/index.php?topic=6087.0)
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: mikeveli20 on March 02, 2017, 09:13 PM
Can you verify that Kirby uses EEP16K and not EEP4K? According to the list at http://n64.icequake.net/mirror/www.elitendo.com/n64/usa_boot_save_list.html (http://n64.icequake.net/mirror/www.elitendo.com/n64/usa_boot_save_list.html), it's supposed to use EEP4K.

I went through my games and found a couple more discrepancies in the ED64 defaults. ED64 has Castlevania Legacy of Darkness as EEP4K and Duke Nukem Zero Hour as SRAM96K. However, both those games should use controller pak as per the linked list above. Can anyone verify these?
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: sysopgrace on May 15, 2017, 12:46 AM
Hi, I agree with you mikeveli20, the micro-64 site is showing the same stuff. Now I'm not sure if thats because they are using the same incorrect source or if these are some kind of required work-around for the ED64
http://micro-64.com/database/gamesave.shtml

I'll go through the database sometime and check for more issues.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: jonesalmighty on May 15, 2017, 02:26 AM
In the case of top gear (and possibly others) it depended on the region as to which save type you got.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: sysopgrace on May 15, 2017, 07:23 AM
In the case of top gear (and possibly others) it depended on the region as to which save type you got.

yeah i suspected this could be the case... i guess i'll just leave my txt file alone for now...
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Yoshidaka on May 15, 2017, 10:37 AM
Your information is very good.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Kerr Avon on May 15, 2017, 03:28 PM
Can you verify that Kirby uses EEP16K and not EEP4K? According to the list at http://n64.icequake.net/mirror/www.elitendo.com/n64/usa_boot_save_list.html (http://n64.icequake.net/mirror/www.elitendo.com/n64/usa_boot_save_list.html), it's supposed to use EEP4K.

I went through my games and found a couple more discrepancies in the ED64 defaults. ED64 has Castlevania Legacy of Darkness as EEP4K and Duke Nukem Zero Hour as SRAM96K. However, both those games should use controller pak as per the linked list above. Can anyone verify these?

The PAL version of Duke Nukem: Zero Hour does save only to the controller pak, yes.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: nuu on November 14, 2019, 05:06 PM
Yes and only Japanese version of the Castlevania games uses cartridge backup (EEP4k) while other versions uses the controller pak. Krikzz corrected it (and many other games) so that Japanese version can save.


BTW I think this thread is a good candidate for a sticky. I added a link to it in the compatibility sticky so people can find it at least.
The list could be organized a bit better though. Consider this:
Code: [Select]
N6=1 (Dr. Mario)
GF=1 (Goldfinger 64 save game)
SI=3 (Fushigi no Dungeon - Furai no Shiren 2 - Oni Shuurai! Shiren Jou!)
OS=1 (64 Oozumou)
O2=1 (64 Oozumou 2)
GL=1 (Getter Love!!)
JG=3 (Jinsei Game 64)
...
0xBC9B2CC3=5 (Starcraft 64 Prototype)
0xD52FE29D=1 (Donchan Puzzle)
0x4248BA87=1 (Kuru Kuru Fever)
0x315C7466=1 (Star Soldier: Vanishing Earth Arcade)
0x90AF8D2C=1 (Tower & Shaft)
0x2F57C9F7=1 (Vivid Dolls)
0xB73AB6F6=1 (Sin and Punishment - English Translation)
...
The ID and the CRC high detection entries are sorted separately and all entries uses equal spacing for the comment field so it's much easier to read. My own save_db.txt looks something like this, although I also sorted the ID entries alphabetically (this example is sorted randomly).
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Junninx on January 03, 2020, 07:55 AM
 IS Just copy and paste? The game need to have a exact name or It is automatic or what Else? How this differ different games named equal? I forgot many things about my everdrive, I just want to update all my rom hacks and get new ones, any help pm.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Kerr Avon on January 03, 2020, 01:48 PM
Yes, just empty your own save_db.txt file, or if you don't have one in your \ED64\ on your SD card then create one. Then copy the data from the first post of this thread into the save_db.txt file.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Kerr Avon on January 03, 2020, 01:48 PM
Junninx, I've just sent you a PM.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: nuu on January 04, 2020, 04:38 PM
The name before the "=" must be exact, and the number after the "=" must be the save type you want for the rom (e.g. "SI=3" or "0xD52FE29D=1"). Anything after that is probably a comment and you can type anything there you want, preferably you type the name of the game and possibly some explanation if it's a hack or something. Also the [name]=[type] statement must probably be first on its line. I guess it must also all be ASCII so don't use any characters that needs to change the encoding of the file (like Japanese characters).

If you only care that things works you can just copy Kerr Avon's first post (don't copy my post, it was just an example and is missing most games). I just suggested to him to clean it up a bit since it's so messy and uses inconsistent spacing. The ED64 won't complain, but I see little reason to make it hard to read for humans when you can easily have it look neat. It's not a very long list.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: nuu on January 22, 2020, 04:14 PM
I haven't confirmed this myself yet, but Biohazard 2 should most likely be forced to SRAM (https://krikzz.com/forum/index.php?topic=9590.msg72672#msg72672).

Just add this line:
Code: [Select]
B5=3 (Biohazard 2)
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Kerr Avon on January 26, 2020, 07:45 PM
I haven't confirmed this myself yet, but Biohazard 2 should most likely be forced to SRAM (https://krikzz.com/forum/index.php?topic=9590.msg72672#msg72672).

Just add this line:
Code: [Select]
B5=3 (Biohazard 2)

I've just added that to the list, thanks. Can anyone confirm that it works, please?

Also, I've modified the first post as Nuu asked, so it's clearer to read, and the games are listed alphabetically.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Galron on January 26, 2020, 08:03 PM
Quote
Yes and only Japanese version of the Castlevania games uses cartridge backup (EEP4k) while other versions uses the controller pak. Krikzz corrected it (and many other games) so that Japanese version can save.

Man I would love it if someone hacked that save feature back into the US/UK release of the game, and hacked the extra speech from the Pal version's fight with False-Dracula into the US release...
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Kerr Avon on January 28, 2020, 04:59 PM
Added VF=3 for the Virtual Pro Wrestling 64 English Translation, as detailed in:

http://krikzz.com/forum/index.php?topic=8561.0 (http://krikzz.com/forum/index.php?topic=8561.0)
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: supersign on January 28, 2020, 05:28 PM
Added VF=3 for the Virtual Pro Wrestling 64 English Translation, as detailed in:

http://krikzz.com/forum/index.php?topic=8561.0 (http://krikzz.com/forum/index.php?topic=8561.0)
Er, slight mistake, there's already an English translation of VPW2 a few years ago by S.K. Stylez which uses A2=3.
The Freem edition - although translated - is unrelated to S.K. Stylez' project.

However Startrinket released their beta English translation for the first VPW today.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Kerr Avon on January 28, 2020, 08:20 PM
OK. Should I change the text to:

VF=3      (Virtual Pro Wrestling 64  2 English Translation)

and should I also add:

A2=3      (Earlier Virtual Pro Wrestling 64 2 English Translation)

for anyone who wants to try the latter?

Also, the VPW2 freem webpage seems to show a new version of that mod, released today, for anyone who's interested.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: supersign on January 28, 2020, 08:34 PM
OK. Should I change the text to:

VF=3      (Virtual Pro Wrestling 64  2 English Translation)

and should I also add:

A2=3      (Earlier Virtual Pro Wrestling 64 2 English Translation)

for anyone who wants to try the latter?

Also, the VPW2 freem webpage seems to show a new version of that mod, released today, for anyone who's interested.
VF=3      (Virtual Pro Wrestling 2 Freem Edition)

A2=3      (Virtual Pro Wrestling 2 English translation by S.K. Stylez)

I remember making a wrestler on S.K. Stylez' translation but it didn't save my creation because I didn't put in A2=3. Adding it in fixes it so that's good. Edit: I'm not sure why I'd said that, I need to check again.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Kerr Avon on January 28, 2020, 10:22 PM
Changed now, thanks.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: nuu on January 29, 2020, 01:41 AM
"A2" isn't a unique ID for the English translation though, the original rom is using it too, so saying it's for the English translation in the comment field implies that it's different from the clean rom. If the hacker changed the save type, it must be added with the CRC for the patched rom instead of ID.

Freem's version seems to have changed both save type and ID though, so we have to trust Freem that "VF" doesn't conflict with any other games (or one can just add the CRC instead).

I've modified the first post as Nuu asked, so it's clearer to read, and the games are listed alphabetically.
Great! It's much easier to read. I see the spaces are still weird though. I suggest to use code tags for this. It makes the font mono-spaced so that everything will be lined up perfectly as long as you use equal number of spaces for each comment. It also makes it clear what to copy.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Kerr Avon on February 07, 2020, 08:38 PM
Updated to add:

NVPE=3      (Virtual Pro Wrestling English Translation Beta v1.75)
NVPJ=3      (Virtual Pro Wrestling Original)

for Startrinket's English translation of that game. The second code is to allow the untranslated (Japanese) version to save correctly too.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: nuu on February 10, 2020, 06:34 PM
As it turns out the full 4-letter game code doesn't work. Only the two middle letters (which is an abbreviation of the game's title). So NVPE=3 and NVPJ=3 should be changed to just one VP=3 entry.


The first Japanese-exclusive Pokemon Stadium game is incorrectly set to FLASH by the ED64. It should be 32kByte SRAM. Add the following line to save_db:
Code: [Select]
PS=3 (Pokemon Stadium, Japan-only title)
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Kerr Avon on February 10, 2020, 10:36 PM
OK, I've changed the two Virtual Pro Wrestling entries to:

0xC130FFE8=3    (Virtual Pro Wrestling English Translation Beta v1.77)
0x045C08C4=3    (Virtual Pro Wrestling Original)


and also added:

PS=3 (Pokemon Stadium, Japan-only title)
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Kerr Avon on March 28, 2020, 05:18 PM
Added save data for the newly released prototype Viewpoint 2064, as linked in the thread http://krikzz.com/forum/index.php?topic=9766.0 (http://krikzz.com/forum/index.php?topic=9766.0). Thanks to DustyK112 for the announcement.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Nobody09 on June 06, 2020, 05:12 PM
This fixes Super Robot Taisen 64 original.
Code: [Select]
S4=3 (Super Robot Taisen 64)
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Kerr Avon on June 12, 2020, 02:37 PM
This fixes Super Robot Taisen 64 original.
Code: [Select]
S4=3 (Super Robot Taisen 64)

Thanks (I'd never even heard of the game before), but it's probably best to use:

0x1649D810=3   (Super Robot Taisen 64)

instead, as S4=3 isn't necessarily specific to just that game - it might well be, but it's possible that another game with a different save requirement might also be recognised by the value 'S4', and confuse the ED64. The value '1649D810' (which I found by using method number one in this post:

https://krikzz.com/forum/index.php?topic=6125.0 (https://krikzz.com/forum/index.php?topic=6125.0) )

is unique to the game rom.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: nuu on June 13, 2020, 02:59 AM
I don't think there would be any conflicts with two different games using the same code, as the codes were assigned by Nintendo uniquely for every licensed game.

The problem with using the CRC is that it will only affect one specific rom. Sometimes there are several revisions of a game or regional versions that uses the same code and if you use CRC without reason, you miss those other versions of the game. Therefore I think it's better to use the code unless there is a problem with it.

Reasons to use CRC is when for example two different regional versions of the same game (with the same code) uses a different save type, or if some homebrew or hack uses a code that conflicts with a licensed game.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Kerr Avon on June 27, 2020, 02:28 PM
Added:

0x8233301C=1   (Puyo Puyo Sun 64 English patch)

Thanks to Supersign for this information.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: nuu on June 28, 2020, 06:20 PM
Code: [Select]
PY=1Would also work, and might be better as the patch doesn't seem to change anything regarding saving. It seems there is a homebrew game (Pyoro 64) that also uses PY as game code, but it probably also uses save type 1.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Owlmus on July 10, 2020, 01:00 PM
Will these VPW2  English by SK Stylez and VPW 2 Vreem work on a 2.5 and save correctly if you add these texts to the file?
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: nuu on July 10, 2020, 01:11 PM
Yes, v2 and v2.5 (but maybe not the old v1, I forgot) both uses the save_db file and supports all these save types.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: IRL Random Hajile on September 20, 2020, 05:24 AM
Just wanted to throw this out there.
I recommend adding this line of text into save_db.txt

0x16082F95=3   (Mario Artist Talent Studio - T+Eng - N64DD)

On my end using the ED64 V3, trying to start LuigiBlood's English Translation of Mario Artist Talent Studio without this line of text would always freeze at the 64DD logo, as it has no idea how the game should save. So it hangs...
Adding this line of text will fix the problem, and Mario Artist Talent Studio English Translation now works properly as it knows that it should save via SRAM.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Larry on September 20, 2020, 09:54 AM
Since the 64DD has been brought up...Does anyone know how to get custom tracks and vehicles to save on the F-Zero X Expansion Kit? There was a fix on the unofficial OS but I can’t seem to get anything to work on the X7.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: IRL Random Hajile on September 20, 2020, 01:02 PM
Huh, that's odd...
I do know that when it comes to 64DD cartridge ports, you do need to press the reset button on the console if you want to save stuff like custom courses and custom vehicles in F-Zero X Expansion Kit. Made plenty of random courses in the past especially reversed versions of the official courses and such.
Let me know if resetting the console after creating a custom course or vehicle ingame helps on your end or not.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Larry on September 20, 2020, 05:29 PM
No, resetting doesn’t work. I can save progress in the cups and the names of custom tracks and courses but if I try to load them I get an error message saying “file corrupted”. The ALT64 OS had a custom save to ROM+SRAM but that OS doesn’t work on X7.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Kerr Avon on September 20, 2020, 08:36 PM
Just wanted to throw this out there.
I recommend adding this line of text into save_db.txt

0x16082F95=3   (Mario Artist Talent Studio - T+Eng - N64DD)

On my end using the ED64 V3, trying to start LuigiBlood's English Translation of Mario Artist Talent Studio without this line of text would always freeze at the 64DD logo, as it has no idea how the game should save. So it hangs...
Adding this line of text will fix the problem, and Mario Artist Talent Studio English Translation now works properly as it knows that it should save via SRAM.

Thanks for that. I've added it to the list in the first post.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: IRL Random Hajile on September 22, 2020, 03:18 AM
No, resetting doesn’t work. I can save progress in the cups and the names of custom tracks and courses but if I try to load them I get an error message saying “file corrupted”. The ALT64 OS had a custom save to ROM+SRAM but that OS doesn’t work on X7.
That's honestly really weird... I went and used one of my spare SD cards to test out the new firmware update v3.05 to see what's going on. Made a simple custom course within F-Zero X Expansion Kit as a means to test out 64DD Cartridge Port saving on there. Weirdly enough, resetting the console doesn't work for me either on the X7 v3.05 OS, and I'm using a V3. Seems like another issue that Krikzz needs to patch up in a future firmware release, as the earlier official v2.13 OS allowed you to save stuff made within 64DD Cartridge Ports.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: jonesalmighty on September 22, 2020, 03:34 AM
Have you tried adding 'DD=31' to you 'save_db.txt' file as outlined in the readme of the new OS? I have attempted to make it clear here: https://github.com/krikzz/ED64/blob/master/docs/rom_config_database.md
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: IRL Random Hajile on September 22, 2020, 03:56 AM
Have you tried adding 'DD=31' to you 'save_db.txt' file as outlined in the readme of the new OS? I have attempted to make it clear here: https://github.com/krikzz/ED64/blob/master/docs/rom_config_database.md
Yes. "DD=31" is in my save_db.txt file, and that doesn't make a difference unfortunately. When saving custom courses and vehicles onto F-Zero X Expansion Kit, it's normally supposed to rewrite certain sections of the ROM itself, not solely save in SRAM. The SRAM is used for stuff like keeping Grand Prix cup trophies won for each racer (win all trophies on Master with every racer and something cool happens), X Cup unlockable, Master Difficulty unlockable, Personal Best Times, etc.
Resetting the console doesn't seem to have the same behavior like it does on the older OS v2.13 and your Unofficial-Official OS which also works as it should with 64DD Cartridge Ports.
I should mention that when I tried making a test course in F-Zero X Expansion Kit, and resetting the console again, the course disappeared the next time I booted up the game so it didn't save the course on v3.05 OS.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Larry on September 22, 2020, 10:47 AM
Well I’m pleased it’s not just an issue specific to me. Hopefully someone can come up with a custom save type or we can get it included in a future firmware update.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Kerr Avon on September 22, 2020, 04:52 PM
Have you tried adding 'DD=31' to you 'save_db.txt' file as outlined in the readme of the new OS? I have attempted to make it clear here: https://github.com/krikzz/ED64/blob/master/docs/rom_config_database.md

What about pre-RTC Everdrive 64s? Should 'DD=31      All 64DD games SRAM+RTC' or at least 'DD=3      All 64DD games SRAM' be added to the save_db.txt file?

And if entries to the save_db.txt file that only apply to certain Everdrive 64 versions are included in the save_db.txt file on a different ED64 (i.e. if they are included in the contents of the first post in this thread, and are used by people with different ED64s) then will the inapplicable (to the ED64 currently being used) lines simply be ignored by the OS software?
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: KRIKzz on September 25, 2020, 04:44 PM
Have you tried adding 'DD=31' to you 'save_db.txt' file as outlined in the readme of the new OS? I have attempted to make it clear here: https://github.com/krikzz/ED64/blob/master/docs/rom_config_database.md

What about pre-RTC Everdrive 64s? Should 'DD=31      All 64DD games SRAM+RTC' or at least 'DD=3      All 64DD games SRAM' be added to the save_db.txt file?

And if entries to the save_db.txt file that only apply to certain Everdrive 64 versions are included in the save_db.txt file on a different ED64 (i.e. if they are included in the contents of the first post in this thread, and are used by people with different ED64s) then will the inapplicable (to the ED64 currently being used) lines simply be ignored by the OS software?

Old and new save_db formats is cross compatible. Old OS will ignore second number, new OS always will assume 0 if there is no second number. For pre-rtc everdrives rtc setting just have no effect. You can check Rom Info menu to make sure that settings was applied to certain file.

No, resetting doesn’t work. I can save progress in the cups and the names of custom tracks and courses but if I try to load them I get an error message saying “file corrupted”. The ALT64 OS had a custom save to ROM+SRAM but that OS doesn’t work on X7.
That's honestly really weird... I went and used one of my spare SD cards to test out the new firmware update v3.05 to see what's going on. Made a simple custom course within F-Zero X Expansion Kit as a means to test out 64DD Cartridge Port saving on there. Weirdly enough, resetting the console doesn't work for me either on the X7 v3.05 OS, and I'm using a V3. Seems like another issue that Krikzz needs to patch up in a future firmware release, as the earlier official v2.13 OS allowed you to save stuff made within 64DD Cartridge Ports.

Hm, weird. I tested disk saves using mario paint and it worked fine.

Edit:
I just tried Fzero and seem it worked fine. I created course, reset the system, then back to the game and created course was here. After power cycle course still was there.
ROM CRC HI: C6E39C0A
ROM Name: NUD-EFZE-USA_2.n64
Tested on ED64-X7, OS v3.05.
I did not made any changes in save_db


Edit2:
I just realized that 64dd disk saves can not be handled on v2x/v3x using OS v3.xx because i forced to reconfigure fpga at each boot for legacy hardware, but 64dd save table get lost after fpga reconfig. I should find some way to make it work without fpga reconfig
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Larry on September 25, 2020, 09:21 PM

Quote
I just tried Fzero and seem it worked fine. I created course, reset the system, then back to the game and created course was here. After power cycle course still was there.
ROM CRC HI: C6E39C0A
ROM Name: NUD-EFZE-USA_2.n64
Tested on ED64-X7, OS v3.05.
I did not made any changes in save_db

Amazing! I tried the ROM with the same name and the vanilla save db and it worked. Thanks a million!
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Kerr Avon on September 25, 2020, 09:48 PM
What about pre-RTC Everdrive 64s? Should 'DD=31      All 64DD games SRAM+RTC' or at least 'DD=3      All 64DD games SRAM' be added to the save_db.txt file?

And if entries to the save_db.txt file that only apply to certain Everdrive 64 versions are included in the save_db.txt file on a different ED64 (i.e. if they are included in the contents of the first post in this thread, and are used by people with different ED64s) then will the inapplicable (to the ED64 currently being used) lines simply be ignored by the OS software?

Old and new save_db formats is cross compatible. Old OS will ignore second number, new OS always will assume 0 if there is no second number. For pre-rtc everdrives rtc setting just have no effect. You can check Rom Info menu to make sure that settings was applied to certain file.

Great! Thanks for the information.

Actually, one thing I've always wondered about the Everdrive 64 is, is the operating system written completely in N64 code, or is any actual program code executed by the FPGA, and if so, what processor type does the FPGA have (if any)? I know nothing about FPGAs, so apologies if the answer is boringly obvious, but I'm curious if you, Krikzz, are conversant in machine code for every machine you make an Everdrive for (NES, SNES, Megadrive, Gameboy, etc) or if the FPGA does most of the work, and is standard (at least to a point) across the range of Everdrives. I can't see how you could make an Everdrive without having to also write a hardware level program for that particular console (and so in that console's CPU code), but then I don't know how capable FPGAs are.

I have heard that FPGAs can be made to emulate almost exactly any given console, and I'm hoping that one day this will become a reality with the N64, as that way maybe we can get a third party N64 FPGA based console with a HDMI output. Because finding a decent HDMI output kit for a PAL N64 nowdays is almost impossible, and Nintendo don't seem at all to want to sell us any sort of solution.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: jonesalmighty on September 26, 2020, 12:54 AM
The menu is an N64 ROM written exactly the same way that any game for the N64 would be written. The FPGA is like a computer BIOS, that acts like an interface between software and Hardware. It performs the really low level stuff... A normal game ROM sees the FPGA firmware the same way as its original cartridge would normally see it (after being setup using the config like defined in save_db.txt) and the menu has extra knowledge so it can manipulate the config before the game...
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Kerr Avon on September 26, 2020, 02:12 PM
So Krikzz has to be able to natively code for every console that he makes an Everdrive for (the NES, the SNES, the N64, the PC Engine, etc)? That is impressive. It's not like you can get, say, C/C++ across the board, so in many or all cases, he's writing pure machine code, I assume.

Of course, if we were in the movie Independence Day, then every computer and console (be it made by humans or aliens) would all have the same basic CPU code set and memory configuration (how else did Jeff Goldblum's character hack the alien computer using only the hardware of, and the knowledge gained from, human made computers?).

Actually, it would be great if computers were the way Hollywood thinks that they are. There would be no crashing, and every time you searched the internet for something you'd find the right answer on the first page of your google/non-google search, hacking would involve playing a simple game like moving a very low resolution character through a series of large yellow blocks, fixing any computer problem would take thirty seconds at most (and speaking as someone who works in I.T., I *really* wish that last one were true  :o), printers never get paper jammed in movies, and no one has to wait for a software update to download and install that then has a good chance of accidentally stopping some of the hardware from working (*cough* Windows 10 *cough*).
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: nuu on September 26, 2020, 02:20 PM
Another way to see it, is that the FPGA simply turns into the hardware part of the N64 cartridge. It's very flexible as it can turn into any cartridge a game expects.

The OS ROM in all Everdrives are basically just a normal "game", so yup Krikzz probably knows a lot of the assembly languages and the hardware used in all the different consoles. In the case of the N64 I think you can get away with coding the OS in C though. That's how commercial games were made for the PS1, N64, GBA and newer systems, but on anything before that assembly were the norm.

NES, SNES and PC Engine shares the same assembly language family (65x family), and so does Game Boy and all Sega systems up to the Mega Drive (8080/Z80 family, but Mega Drive also uses Motorola family for its main CPU). But the hardware for all these systems is different and must be known to be able to make anything on them.

I think the computer geniuses in movies are just very fast to figure out a new system, rather than all computers using the same architecture.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Kerr Avon on September 26, 2020, 06:45 PM
Another way to see it, is that the FPGA simply turns into the hardware part of the N64 cartridge. It's very flexible as it can turn into any cartridge a game expects.

The OS ROM in all Everdrives are basically just a normal "game", so yup Krikzz probably knows a lot of the assembly languages and the hardware used in all the different consoles. In the case of the N64 I think you can get away with coding the OS in C though. That's how commercial games were made for the PS1, N64, GBA and newer systems, but on anything before that assembly were the norm.

NES, SNES and PC Engine shares the same assembly language family (65x family), and so does Game Boy and all Sega systems up to the Mega Drive (8080/Z80 family, but Mega Drive also uses Motorola family for its main CPU). But the hardware for all these systems is different and must be known to be able to make anything on them.

I see, thanks.



Quote
I think the computer geniuses in movies are just very fast to figure out a new system, rather than all computers using the same architecture.

No, in Independence Day, the bloke who writes the virus has no time or chance to learn anything, he just comes up with the idea of using a computer virus to destroy the otherwise more or less invincible alien invaders, pulls out an Apple Mac, and writes the virus using Mac software. Still, to be fair (though I personally didn't like the movie anyway), the galaxy-wide plot hole about the human hero using a human made computer to create a virus that accessed and successfully destroyed alien computers and equipment might not have been anywhere near as stupid as it ended up being. Still pretty stupid, just much less so.

See, apparently there was a scene cut from the movie where we find out that actually all human computers and computer breakthroughs came from alien computers that the American's salvaged from a crashed UFO and kept in area 51. So human computers are, in the movie, derived from alien computers.

Of course, even if this were so, then it wouldn't explain how Jeff Goldblum's character managed to know exactly what memory addresses to attack, what operating system protection threads (if any) to disable or modify, how to actually control the hardware of the alien computers, etc. Let alone explain why a single UFO from nearly fifty years before would be running the exact same OS, with the same entry points and protection, as the entire alien armies ships and equipment, regardless of their size or purpose. But it would have made the hacking part of the story just very unlikely rather than Elvis-flying-to-Mars-on-the-Loch-Ness-Monster unlikely.

I don't know if the scene was filmed and cut from the end movie, or if it was cut before it was filmed, but they should have included it.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: nuu on September 27, 2020, 12:06 AM
In other words, the only scene that explains the plot hole was cut and there ended up being no explanation for it. People watching movies usually don't sweat the technical details too much, but yeah this is pretty dumb. I can understand why they cut that scene from the movie though.

Speaking of Independence Day on a N64 forum, although that movie wasn't great, it did inspire some cool scenes in Star Fox 64.
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: IRL Random Hajile on October 18, 2020, 02:18 AM
Random post here! Here's another thingy to add to save_db.txt:

0x1BD1EBFB=1   (Tower & Shaft (USA) English Translation)

Been diggin' this Aleck64 game, simple to play but pretty fun! Though Zoinkity's Tower & Shaft English Translation won't save correctly without forcing EEPROM 4k to it first, at least on the V3. This should fix that!
Title: Re: Here are the known fixes for games/hacks/etc to save and load correctly
Post by: Kerr Avon on October 18, 2020, 06:57 PM
Random post here! Here's another thingy to add to save_db.txt:

0x1BD1EBFB=1   (Tower & Shaft (USA) English Translation)

Been diggin' this Aleck64 game, simple to play but pretty fun! Though Zoinkity's Tower & Shaft English Translation won't save correctly without forcing EEPROM 4k to it first, at least on the V3. This should fix that!

I've just added that to the first post, thanks!

I've also just sent you a PM, for when you have a minute.