EverDrive Forum

General => EverDrive 64 => Topic started by: saturnu on July 27, 2013, 08:17 PM

Title: [release] alternative ED64 Menu
Post by: saturnu on July 27, 2013, 08:17 PM
Hi,
I have good and bad news for you guys. ^^
The bad one is, i'm going to stop working on that menu, but the good one is... you'll maybe hear from me in conjuction with a new mystical retrogaming project. :D

Young minds, fresh ideas!
If you are interested in improving that menu, feel free to download the source and do whatever you want with it. ^^
Here's a tutorial sanni made if you need some help to get started.

Tutorial + virtual machines (http://dl.dropboxusercontent.com/u/20912715/html/n64codingtut/n64codingtutorial.htm)
https://github.com/parasyte/alt64
Learn C The Hard Way (http://c.learncodethehardway.org/book/)



Hello everyone,

here is my menu for the ED64, it's based on libdragon, Neo64Menu, ED64IO, nrage-plugin, lib-hkz, libmikmod and some great help of Krikzz. ^^

-no official support on that from krikzz! don't blame him on that :D
use it on your own risk

(http://abload.de/thumb/listi7je1.png) (http://abload.de/image.php?img=listi7je1.png)(http://abload.de/thumb/boxartabk9v.png) (http://abload.de/image.php?img=boxartabk9v.png) (http://abload.de/thumb/config7ljmo.png) (http://abload.de/image.php?img=config7ljmo.png) (http://abload.de/thumb/toplist6hjkh.png) (http://abload.de/image.php?img=toplist6hjkh.png) (http://abload.de/thumb/confirmn1kli.png) (http://abload.de/image.php?img=confirmn1kli.png) (http://abload.de/thumb/file_content9yjbe.png) (http://abload.de/image.php?img=file_content9yjbe.png) (http://abload.de/thumb/gbgzjnv.png) (http://abload.de/image.php?img=gbgzjnv.png)(http://abload.de/thumb/long_fileo3jhk.png) (http://abload.de/image.php?img=long_fileo3jhk.png) (http://abload.de/thumb/mpk_contentlwj5r.png) (http://abload.de/image.php?img=mpk_contentlwj5r.png) (http://abload.de/thumb/mpk_quick_optqaj8r.png) (http://abload.de/image.php?img=mpk_quick_optqaj8r.png) (http://abload.de/thumb/mpk_subsysosjun.png) (http://abload.de/image.php?img=mpk_subsysosjun.png)(http://abload.de/thumb/neon12bz6szn.png) (http://abload.de/image.php?img=neon12bz6szn.png)


Download 27 Aug 2015:
ALT64 Version 0.1.8.23 (for ED64v1 and ED64v2 only)
alt64_v1823.zip (http://krikzz.com/forum/index.php?topic=2298.0)

Source v0.1.8.6:
https://github.com/parasyte/alt64

Installation hints:
Make sure you have created all neccessary folders by hand
/ED64
/ED64/SDSAVE
/ED64/CFG

For the Mempak default save dir, it's possible to change the name in ALT64.ini
/MEMPAKS


Key settings;
L brings up the mempak menu
      B abort
      A backup
      R format
      Z view controller pak
Z about screen
A start rom/directory/mempak
B back/cancel
START start last rom
C-left rom info / mempak content view
C-right rom config  screen
C-up view full filename
C-down Toplist 15

Configuration comments:
Code: [Select]
[ed64] ; Menu config
This is the so called section.
All keys after the section declaration are associated with that
section, until a new one
is defined.

border_color_1=FFFFFFFF ; 0x00000080 RGBT
border_color_2=3F3F3FFF ; 0x3F3F3FFF RGBT 00000060 w light
The border colors are for the thin line around the boxes.

box_color=000000B6 ; 0x00000080 RGBT
This box color is used for the main filelist. The last byte is the
alpha value (transparency level).

selection_color=80008070 ; 80008070 RGBT 6495ED60
This color is used for the cursor line in the fileliste.

list_font_color=CDC9C940 ; 80008070 RGBT 6495ED60
The filelist font color for normal files.

list_dir_font_color=FFFFE040 ; 80008070 RGBT 6495ED60
The filelist font color for directory entries.

selection_font_color=FFB90FFF ; 80008070 RGBT 6495ED60
The color for the font on to of the cursor line.

text_offset=0 ; shift menu horizontal e.g. -1
This key shifts the screen contet to the left or the right, not only
text, even the boxes.

cd_behaviour=1 ; 0=first entry 1=last entry
You can configure what happens if you leave a directory. The default setting
lets you return with the cursor over the just left directory.

scroll_behaviour=0 ; 0=page-system 1=classic
The scroll behaviour lets you switch between page-wise brwosing and a
pageless filelist.

quick_boot=1 ; 'START' boots last rom
If you disable that key 'START' boots roms like the 'A' button.

sound_on=1 ; sounds 1=on 0=off
If you disable the sound, you might be able to navigate a bit faster.

page_display=1 ; display page - 1=on 0=off
The e.g. '1/4' in front of SD:// on top of the filelist

tv_mode=0 ; 1=ntsc 2=pal 3=mpal 0=force_off
This is the key where you can force the menu to 60Hz if you are on PAL.
It's very useful if you have a RGB modded n64.

enable_colored_list=1 ; 1=enable 0=disalbe
This is the on/off switch for the rating colors in the filelist.
If you have rated a lot of games and have performance issues, try to disable it.

ext_type=0 ; 0=classic 1=OS64
ALT64 classics: e4k,e16,srm,128,fla
 OS64 settings: eep,eep,sra,sra,fla

sd_speed=2 ; 1=25MHz 2=50MHz
50/60Hz SDCard settings just like in the original menu

background_image=background.png ; backgrund png image 320x240 32bit
The name of the wallpaper in '/ED64/WALLPAPER'.

menu_font=TINYTYPE.pf ; pixelfont file
font file

hide_sysfolder=0 ; 1=hide 0=don't hide
With this setting you decide if, you want to hide 'ED64' from the fileliste.

mempak_path=/MEMPAKS/ ; surround with slashes
The default save path for new mempak-backups (when you enter the filename).

save_path=SDSAVE ; save directory inside ED64
If you decide to use your old savegames you could change this to 'SAVE' and
'ext_type' to '1', instead of renaming the files. :>

[user]
name = saturnu        ; Username
Maybe it's useful for further customization, but now it's just a leftover
of a example ini. ^^

[gblite]
save_path=/ED64/SDSAVE/ ; save directory surround with slashes
tv_mode=0 ; 1=ntsc 2=pal 3=mpal 0=force_off
The gblite version auf gnuboy64 uses this two entries.
With the 'tv_mode' key you can force 60Hz like the setting for the menu itself.
[/spoiler]

Working features:
filebrowser
sounds
gameshark cheats (parasyte)
Aleck64 conversion games
64DD conversion games
mempak restore
mempak backup - with filename input screen
savetyp detection based on a cart-id list
sd speed 25/50MHz
tv-type force
save force
cic force
boot_region force
crc fix
boxart
can run gameboy games (Colnes gnuboy64 port)
can run nes games (neon64)
can play gamegear roms
can maybe play msx2 roms
mpk file view
controller pak view
toplist of best rated roms
rom rating

eeprom4k
eeprom16k
sram
sram128
flashram
ROM
ROM+Sram


cic 6102/7101 std cic
cic 6103/7103
cic 6105/7105 without crypto stream
cic 6106/7106
cic 6101/7102
cic 5167 64dd conv
cic 5101 aleck64


png background loading from the sd card
pixel font support (https://www.min.at/prinz/o/software/pixelfont/)
color settings for the menu
horizontal menu shift
hide sysfolder
Title: Re: [release] alternative ED64 Menu
Post by: KRIKzz on July 27, 2013, 09:09 PM
awesome!
Title: Re: [release] alternative ED64 Menu
Post by: Troyus on July 28, 2013, 08:29 AM
Great work, I love the idea of mods from teh community.

What the dif with this mod?
Title: Re: [release] alternative ED64 Menu
Post by: Redifer on July 28, 2013, 08:41 AM
Yeah, good job, I love that you put effort into this. A feature list of what this alternative menu does would be great.
Title: Re: [release] alternative ED64 Menu
Post by: dvd2vcd on July 28, 2013, 07:07 PM
wow nice release! i love it here on the ED forum :)
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on August 06, 2013, 01:55 AM
Do you guys have an idea why my dump through the pi of the sram region after reset starting at 0xA8000000 offset 0x0
is slightly different of what the ed64 original os writes into its savefiles? ^^

did i miss to initialize something before the pif simulation?
so that the game is missing data and don't know what to write after offset 0x2b?

the right one is my bad sram dump - it's ocarina of time (pal)
(http://abload.de/thumb/sram_diffh7r0i.png) (http://abload.de/image.php?img=sram_diffh7r0i.png)
http://wiki.spinout182.com/w/Ocarina_of_Time:_Save_Format

greetings saturnu
Title: Re: [release] alternative ED64 Menu
Post by: Chilly Willy on August 06, 2013, 03:03 AM
Looks like the PI lost sync in places. Did you remember to change the bus controller speed before doing the DMA? Like this

Code: [Select]
    // Init the PI for sram
    vu32 piLatReg = PI_BSD_DOM2_LAT_REG;
    vu32 piPwdReg = PI_BSD_DOM2_PWD_REG;
    vu32 piPgsReg = PI_BSD_DOM2_PGS_REG;
    vu32 piRlsReg = PI_BSD_DOM2_RLS_REG;
    PI_BSD_DOM2_LAT_REG = 0x00000005;
    PI_BSD_DOM2_PWD_REG = 0x0000000C;
    PI_BSD_DOM2_PGS_REG = 0x0000000D;
    PI_BSD_DOM2_RLS_REG = 0x00000002;

    // DMA sram space to buffer
    data_cache_hit_writeback_invalidate(dmaBuf, len);
    while (dma_busy()) ;
    PI_STATUS_REG = 3;
    dma_read((void *)((u32)dmaBuf & 0x1FFFFFF8), 0xA8000000, len);
    data_cache_hit_invalidate(dmaBuf, len);

    PI_BSD_DOM2_LAT_REG = piLatReg;
    PI_BSD_DOM2_PWD_REG = piPwdReg;
    PI_BSD_DOM2_PGS_REG = piPgsReg;
    PI_BSD_DOM2_RLS_REG = piRlsReg;
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on August 06, 2013, 12:19 PM
Yes i did. :/
I even tried to read in smaller blocks and disable the interrupts during reading, but the results are still the same. ^^

edit:
BTW: src/dma.c changed a bit on 25 feb 2012

 {
     while (dma_busy()) ;
     PI_regs->ram_address = ram_address;
-    PI_regs->pi_address = pi_address;
+    PI_regs->pi_address = (pi_address | 0x10000000) & 0x1FFFFFFF;
     PI_regs->write_length = len-1;
     while (dma_busy()) ;
 }
Title: Re: [release] alternative ED64 Menu
Post by: Chilly Willy on August 07, 2013, 02:20 AM
Yes i did. :/
I even tried to read in smaller blocks and disable the interrupts during reading, but the results are still the same. ^^

edit:
BTW: src/dma.c changed a bit on 25 feb 2012

 {
     while (dma_busy()) ;
     PI_regs->ram_address = ram_address;
-    PI_regs->pi_address = pi_address;
+    PI_regs->pi_address = (pi_address | 0x10000000) & 0x1FFFFFFF;
     PI_regs->write_length = len-1;
     while (dma_busy()) ;
 }

Oh yeah!! That's the bug right there! When Sean changed the DMA code, he broke it. I had reports of the save ram on the N64 Myth not working, and that code is the source. I did this to the line in dma.c

Code: [Select]
    PI_regs->pi_address = pi_address; //(pi_address | 0x10000000) & 0x1FFFFFFF;
and everything was fine again. Sean goofed - his change forced all DMAs to work on the cart space exclusively, which is fine for reading the cart, but it doesn't allow reading/writing the alternate cart space which is where the save ram is located. His original code was fine and worked as it should. My guess is he changed it because some homebrew using the lib passed an incorrect address in, and he wanted to make incorrect addresses work despite being wrong.

EDIT: Here's my current libdragon: http://www.mediafire.com/download/pjtg8pc9chj0ebd/libdragon-20121203.7z

It has that change made, has PROPER interlace support (official libdragon doesn't do interlaced mode correctly), direct sound passing (rather than copying buffers), C++ support (with an example), and support for using the RSP (still a work in progress, but I'd really like folks to look it over and see what they think). Also includes another example on using the RSP DMA channel for fast blitting of images.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on August 07, 2013, 09:34 AM
ah that's nice of you, thanks chillywilly. ^^

I already changed my dma.c the same way, but the other features are looking interesting. Fixing my sram problem is like to find a needle in a haystack, it's very frustrating. I think I have to do something else and go back if I have a good idea. ^^
Title: Re: [release] alternative ED64 Menu
Post by: Chilly Willy on August 07, 2013, 10:01 PM
Remember to be careful of the caches. Cache issues can make DMAd data turn out wrong. It's why modern CPUs do bus snooping on DMA operations and the like. Old CPUs like the MIPS and SuperH leave all cache issues up to the programmer. It's one of the primary pains in using both SH2s in the 32X.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on August 10, 2013, 08:25 PM
My SRAM implementation is working. ^^
I made a SRAM-Testrom that was working and later I double checked it with F-Zero X.

Now I'm almost sure that something must be wrong with the way I start ocaria of time.
The strange thing is, that I just copied the pif_simulation of the neo-myth menu.

I think I have to call the function with the cic the everdrive boots of, for the expansion pak detection and with cic 6105 for oot.
The country code is correctly recognized with the game-header.

Does oot need some special timing like Battle Tanx? :>
- or what else could i do? ^^

I have a pal console and cic-7101

btw. resident evil 2 isn't loading, too...

 hopefully someone has an idea :D
greetings, saturnu
Title: Re: [release] alternative ED64 Menu
Post by: Chilly Willy on August 11, 2013, 06:25 AM
Battle Tanx is the only one that needs the timing set. The difference may be in the flash hardware - the Myth has the ability to simulate any of the CICs to an extent that allows booting. So the neo_run_psram sets the simulated CIC to what the game expects before calling simulate_pif_boot. It's not a full implementation, so those really nasty games need patching for full operation, but most things don't need the CIC past the boot, like ZOOT.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on August 13, 2013, 05:10 PM
new testversion with a minimal version of chillywillys gameshark-engine
a readme.txt is included that explains how to use it

dl: first post

happy cheating, saturnu
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on August 13, 2013, 09:30 PM
new testversion with a minimal version of chillywillys gameshark-engine
a readme.txt is included that explains how to use it

alt64_gs_beta.7z (http://www57.zippyshare.com/v/48333991/file.html)

happy cheating, saturnu

Thanks. I'm downloading it just to read through the text file - wish I had the power of teleportation, so I could nip home and get my N64...

Mind you, this is 2013 - we should all have jet packs by now...  :(
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on August 15, 2013, 04:30 PM
alt64_gs_cover_beta.7z

new: press C-Left for an infoscreen with a gamecover

edit: im not sure if i can  provide the menu in a bundle with all the covers here
i think i have to split it and provide an option to add them by your own :/
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on August 15, 2013, 05:24 PM
alt64_gs_cover_beta.7z

new: press C-Left for an infoscreen with a gamecover

Thanks (though I still can't try it >:( >:( >:( - still, it's nearly the weekend  :D)

Have you made any progress with the sram/flashram bugs yet?


Quote
edit: im not sure if i can  provide the menu in a bundle with all the covers here
i think i have to split it and provide an option to add them by your own :/

Yes, I think a seperate download for the covers (and maybe screenshots?) would be better, as once that file(s) is uploaded, you won't need to update it again, whenever you update your OS download.


Edit: I've just tried to download it (to see the cover art provided), and it seems that the filename is simply pure text, not a link to the file at all.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on August 15, 2013, 10:36 PM
with "im not sure if i can  provide", i mean, i am not sure if i am allowed to provide. (copyright)
i think i am going to provide a script that will setup the the directorys, if you could finde the
required cover collection by your own. ^^
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on August 16, 2013, 03:03 AM
with "im not sure if i can  provide", i mean, i am not sure if i am allowed to provide. (copyright)
i think i am going to provide a script that will setup the the directorys, if you could finde the
required cover collection by your own. ^^

Sorry, my misunderstanding. I'm not sure that anyone would come down on you if you did make only the box art (and/or screenshots) available, but maybe it is best to play it safe. If you just listed the specifications of the files needed (the naming structure of the files, and their resolutions, etc) then I'd imagine someone would put together a package on a file hosting site, and you'd be legally in the clear as you weren't providing them yourself.

I've never heard of a company prohibiting the distributing of jpeg files of the box images from a retro console (or a retro computer), but if any company is going to do it, it might well be Nintendo...
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on August 16, 2013, 12:42 PM
Filebrowser:
(http://abload.de/thumb/alt1_cutd6kf3.png) (http://abload.de/image.php?img=alt1_cutd6kf3.png)

Rominfo screen:
(http://abload.de/thumb/alt2_cut24kjg.png) (http://abload.de/image.php?img=alt2_cut24kjg.png)

Mempak Menu:
(http://abload.de/thumb/alt3_cutszkk5.png) (http://abload.de/image.php?img=alt3_cutszkk5.png)

Loading with Cheats:
(http://abload.de/thumb/alt4_cut9ika1.png) (http://abload.de/image.php?img=alt4_cut9ika1.png)


new:
- png wallpaper
- gameshark
- cover support (covers not included, see readme)

png loading is a bit slow, maybe it's faster if they are converted in sprites.
but png is a bit more userfriendly :D
Title: Re: [release] alternative ED64 Menu
Post by: dvd2vcd on August 17, 2013, 01:35 PM
holy crap! what a update! gameshark!  :o BOXART IS BACK!!!!!!!!!!!!
i gotta say saturnu you know your stuff, congrats on this epic project :)

question.....would the boxart from chilly willys myth menu be compatible with this?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on August 17, 2013, 01:50 PM
I first wanted to use them but they are only 16bit and a bit small in size and i can't load them up in my 32 bit display context. ^^
If you read the readme.txt, it should only take a few minutes to get the covers and to rename/resize them. :>
Title: Re: [release] alternative ED64 Menu
Post by: dvd2vcd on August 17, 2013, 02:12 PM
excellent :) your contribution to ED64 is absolutely fantastic!
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on August 17, 2013, 11:47 PM
the menu is running at 320x240 32bit atm and it could be increased up to 640x480.
but if you do that, you will have to rearrange the size and coords of the boxes, wallpapers, fonts etc..
the loading speed will go down, so you may have to convert the images into sprites first instead pngs for faster/direct loading.
another way to increase loading speed, would be to put the images into the rom-filesystem instead of the sd-card.
i just didn't experiment much with the boxart, the menu is more a big playground for me to try out some stuff. ^^
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on August 19, 2013, 10:55 AM
I thought I'd posted here (either I didn't click "Post", or I'm going senile?).

Anyway, I tried the Gameshark support with three games, and two of them didn't work. The third might have worked, but I'm not sure.


The games are:

Perfect Dark (E)

I tried using the following, which allows you to toggle on and off (via Left Shoulder Button and D-Pad Down) the Combat Boost at any time

D109A040 0020
8009A977 0001
D109A040 0020
8109A96E 01F4

The N64 just locks up on the screen where your OS says it's loading the game (the screen doesn't change from your loading message).




Duke Nukem: Zero Hour (E)

I tried using the invincibility code (from http://www.kai666.com/games/duke_nuke_zero.htm)

800DF203 0001 Enable Invincible mode

But the game loads, then stops with "The Game is Not Designed for this System."



Duke Nukem 64 (E)

I tried the following, to enable the in-game cheat menu (http://www.kai666.com/games/duke_nuke_64.htm)

50000504 0000 Enable Cheat Menu
80101308 0001

and it might have worked, I don't know, as it did enable the menu, but didn't allow me to select anything from the menu.

All of the games, and my N64, are PAL, and the n64has a 4MB expansion pak attached. Regarding your OS's menu, why does it flash every time the selection bar is moved up or down? And whey you view the 'About' page, how do you get back to the main menu, please?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on August 19, 2013, 11:30 AM
I can't really answer you questions about chillywillys gs-engine, it was more or less a copy&paste job.
i tested it with top gear rally pal^^

The message: "The Game is Not Designed for this System.", may happen 'cause i set the tv hardcoded to ntsc and the game is checking for that.
hm i can upload a not hardcoded version with just a few clicks, wait a second. :D
http://www41.zippyshare.com/v/48597341/file.html

you can leave the about screen after some time by pushing up or down, but not instantly.
.. and if you are asking why the menu is flickering, it's just poorly designed it's rewriting the full screen every time you move the selection bar. ^^
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on August 19, 2013, 12:24 PM
I can't really answer you questions about chillywillys gs-engine, it was more or less a copy&paste job.
i tested it with top gear rally pal^^

The message: "The Game is Not Designed for this System.", may happen 'cause i set the tv hardcoded to ntsc and the game is checking for that.
hm i can upload a not hardcoded version with just a few clicks, wait a second. :D
http://www41.zippyshare.com/v/48597341/file.html


Thanks mate, I'll test it when I get home, I brought my N64 with me this time (plus my 360, I'm currently replaying (and loving) Batman: Arkham City, an incredible game, even better than Arkham Asylum)

Quote
you can leave the about screen after some time by pushing up or down, but not instantly.

I see, thanks.

Quote
.. and if you are asking why the menu is flickering, it's just poorly designed it's rewriting the full screen every time you move the selection bar. ^^

Understood. I know it's still at an early test stage, and it's going to be fantastic when it's done. Personally I'm not too bothered about aesthetics like box art or wallpapers (though they are a nice option, and lots of people like them), so I'd rather you concentrated on functionality over beauty.

One request I'd like to make is a "Are you sure? Yes/No" prompt for any action that formats the controller pak, or deletes any data from it (or that overwrites anything on the SD card). And please make is so that it's not a simple "press A - Yes, B - No" type confirmation, but that the user has to move the cursor left, from the forward slash in the "Yes / No", and then press A when "Yes" is highlighted, as that way the user would have to accidentally press D-Pad Left, then A, to accidentally agree. Also, on this prompt, please make it so that if the user presses B then the prompt goes away and the user returns to the main game select menu.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on August 19, 2013, 01:21 PM
maybe i should stop working on the menu until someone has a good idea about the pif-simulation and sram bug. ^^
i think it's not a worthwhile goal to improve a menu, that is only half working. :D
Title: Re: [release] alternative ED64 Menu
Post by: Chilly Willy on August 19, 2013, 09:50 PM
Some notes on the current cheat engine:

Certain codes aren't yet supported - code 50 isn't supported, and any word codes (like 81) that use an odd address won't work. Next issue is the size/number of codes - the current cheat engine merely generates all codes to the exception handler at 0x180, and there's limited space... too many codes will fail (not sure of the total you can use). Finally, the code doesn't handle games that know about the GS - if the game is GS aware, it will fail.

All of these can be addressed, but I haven't gotten around to the update yet. Quite a few games work, and quite a few don't. Anyone wishing to help would be appreciated since I have limited time to spend on it. The code is fairly straightforward. The simulate_pif_boot() function has a big switch statement that generates the machine code from the cheat codes - looking at the existing code generators should tell you how it works.
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on August 21, 2013, 12:09 AM
I can't really answer you questions about chillywillys gs-engine, it was more or less a copy&paste job.
i tested it with top gear rally pal^^

The message: "The Game is Not Designed for this System.", may happen 'cause i set the tv hardcoded to ntsc and the game is checking for that.
hm i can upload a not hardcoded version with just a few clicks, wait a second. :D
http://www41.zippyshare.com/v/48597341/file.html

Thanks. That cures the loading, but the code doesn't work (there's not infinite health), though to be fair maybe the cheat code I used is itself wrong, I don't think I tried it with the real game (I didn't tend to use infinite whatever codes, but I can't really remember much that I did use, and the ones I think I remember are too complex, as they use controller buttons and lots of codes, mainly to alter something in Perfect Dark or Goldeneye).




maybe i should stop working on the menu until someone has a good idea about the pif-simulation and sram bug. ^^
i think it's not a worthwhile goal to improve a menu, that is only half working. :D

I suppose so, it does make more sense to fix the bugs before going further. What you've done so far is impressive enough, and with time it will be even better. Things like Gameshark codes and box art are great, but fixing game saving bugs is, as you say, more important. The work that you and Chilly Willy are doing is very much appreciated, and we end users know that quality takes time, and that your free (and unpaid) time is limited.





Some notes on the current cheat engine:

Certain codes aren't yet supported - code 50 isn't supported, and any word codes (like 81) that use an odd address won't work. Next issue is the size/number of codes - the current cheat engine merely generates all codes to the exception handler at 0x180, and there's limited space... too many codes will fail (not sure of the total you can use). Finally, the code doesn't handle games that know about the GS - if the game is GS aware, it will fail.

All of these can be addressed, but I haven't gotten around to the update yet. Quite a few games work, and quite a few don't. Anyone wishing to help would be appreciated since I have limited time to spend on it. The code is fairly straightforward. The simulate_pif_boot() function has a big switch statement that generates the machine code from the cheat codes - looking at the existing code generators should tell you how it works.

Fair enough mate, it's very complicated, and I (and no doubt other ED64 users) am very grateful for what you've done so far, and look forward to seeing any progress you make with the Gameshark engine in the future. If I could program or knew anything about the N64 or Gameshark then I'd help, but my knowledge is zero in these matters.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 05, 2013, 12:26 AM
beta2:

small update:
big games >32Mb like

- resident evil 2
- pokemon stadium 2

are loading now

thanks for that info krikzz! ^^
Title: Re: [release] alternative ED64 Menu
Post by: dvd2vcd on November 05, 2013, 12:36 AM
small update:
big games >32Mb like

- resident evil 2
- pokemon stadium 2

are loading now

thanks for that info krikzz! ^^


alt64_beta2.7z (http://www32.zippyshare.com/v/50556480/file.html)
thank you for your continued support for V1 OS software, very much appreciated :)
Title: Re: [release] alternative ED64 Menu
Post by: Doom on November 05, 2013, 09:42 AM
Appreciated indeed :)
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 05, 2013, 12:04 PM
bugfix:
roms with a strange filesize like

- homebrews
- some patched files (Wonder Project J2 English patch)

are loading now

beta3
----------
beta4

the menu is running with the default tv type now
it's still possible to override it in the ALT64.ini

ALT64.ini
tv_mode=1    ; 1=ntsc 2=pal 3=mpal 0=force_off



Title: Re: [release] alternative ED64 Menu
Post by: dvd2vcd on November 05, 2013, 04:25 PM
bugfix:
roms with a strange filesize like

- homebrews
- some patched files (Wonder Project J2 English patch)

are loading now

beta3
----------
beta4

the menu is running with the default tv type now
it's still possible to override it in the ALT64.ini

ALT64.ini
tv_mode=1    ; 1=ntsc 2=pal 3=mpal 0=force_off

alt64_beta4.7z (http://www38.zippyshare.com/v/56754084/file.html)
8) genius
Title: Re: [release] alternative ED64 Menu
Post by: r00t670 on November 06, 2013, 06:05 AM
Great work, I'll test this out on my V2 sometime soon. Btw, I noticed your GitHub repository for the menu appears to have been deleted. Do you plan to bring it back at some point? Would love to take a peak :)
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 06, 2013, 03:33 PM
sure i'm going to upload the source again, maybe on subversion.
i have to clean the code and write some docs first.
the github code was just outdated.

-----------
beta5:
fix cheat boot program counter

----
beta6:

pal/ntsc is now set by header-information and could be forced to menu settings before startup


Title: Re: [release] alternative ED64 Menu
Post by: floriane67 on November 06, 2013, 09:20 PM
Thanks SATURNU :) But this alternative Menu ED64 is unstable on my ED64 V2 NTSC System and not work properly  ,  but its normal its beta test version ,  i understand  ..And thanks again :) ...Otherwise the OS 2.04 krikzz  work fine for me on my everdrive64 V2 NTSC :)

Keep the good work krikzz and saturnu ;)
Title: Re: [release] alternative ED64 Menu
Post by: reprep on November 07, 2013, 02:28 PM
thanks a lot.

can't wait for the transfer pak version.
Title: Re: [release] alternative ED64 Menu
Post by: D4v3WTF on November 08, 2013, 01:26 PM
Nice work Saturnu, keep up the good work! Love the boxart
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 08, 2013, 11:29 PM
beta7:

new:
analog-stick navigation
scrolling with held dpad or analog stick

fix:
cursor position overflow
menu flickering!

now it's a much better experience using the filebrowser

beta8:
fix Eeprom16K
e.g. Perfekt Dark
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 10, 2013, 07:48 PM
the right one is my bad sram dump - it's ocarina of time (pal)
(http://abload.de/thumb/sram_diffh7r0i.png) (http://abload.de/image.php?img=sram_diffh7r0i.png)

I did a bit testing on my sram bug:
 - where some bytes from sram are missing

if i edit the header of my menu, so it looks like zelda and boot it with the original menu and from there zelda,
the original menu stores the sram fine.
so i hope it's everything ok with my boot simulation and that there is something wrong with the way i backup the sram

the strange thing is that my sram testrom und other games like f-zero are working fine. ^^


OOT should have a different bootcode for CIC-NUS-6105 but how should that effect sram saving? ^^
i think all i have to do is setting the domain2 timing to

05   Latency
OC   Pulse Width
OD   Page Size //maybe 0F for flashram
02   Release Duration

check if PI DMA is Busy

and set
PI_DRAM_ADDR_REG buffer-addr
PI_CART_ADDR_REG 0xa8000000
PI_WR_LEN_REG length-1

PI_STATUS_REG //0x2 or 0x3

then write back and invalidate the cache lines 'cause it's a mips system

and what about this guy
http://themanbehindcurtain.blogspot.de/2013/08/n64-sramflashram-results.html
why did he have the same problem with real sram-chips? ^^


I would be thankful for any help :D


btw. i uploaded the source code in the first post
Title: Re: [release] alternative ED64 Menu
Post by: KRIKzz on November 10, 2013, 09:44 PM
Those guy may have problems cuz he used bunch of long wires, n64 don't likes thing like that.
Do you set timings for PI dom2 or for PI dom1? sram area is a dom2.
In the os i used same timing like for the ROM, when i backup sram or flashram, but normal sram timing should work also. By the way, you can read sram and flashram from rom area, they located in 0xB4000000 - ram size (except eeprom, it available only via standard eeprom interface)
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 11, 2013, 03:04 PM
yes i set it for dom2 but it gives me the same results as if i didn't touch the timing anyway. ^^

thanks for your hint with the sram mapped to cartspace, i can read a working zelda sram dump from there,
but reading is obviously only half the story. ^^

i tried this two functions of the ED64IO, too - but without success ^^
dma_write_sram(void* src, u32 offset, u32 size)
void dma_write_sram(void* src, u32 offset, u32 size)
Title: Re: [release] alternative ED64 Menu
Post by: KRIKzz on November 11, 2013, 04:36 PM
Seems like i know what is going on. Yours menu use default bootloader firmware. You should not care about firmware if your program loads after OS, but if it loads directly... You need this thing: http://krikzz.com/pub/support/ed64/fpga.zip
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 11, 2013, 05:15 PM
Hey, thank you krikzz ^^
i will definitly try that out. :D
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 11, 2013, 07:10 PM
WUUUUUHUUUUUUUU!!!!!!

it works!
you are the best krikzz :D
Title: Re: [release] alternative ED64 Menu
Post by: KRIKzz on November 11, 2013, 07:21 PM
By the way, did you noticed that you can set full speed 50mhz SD interface? By default it works in 25Mhz mode
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 12, 2013, 05:31 PM
yes i know about that from your menu,
but even 25Mhz is very fast in my opinion.

i defined "#define BI_SPI_SPD_LO 0"
spi_cfg = SPI_CFG_SS | BI_SPI_SPD_LO;

i think i have to define "#define BI_SPI_SPD_HI 1" for 50Mhz? ^^
spi_cfg = SPI_CFG_SS | BI_SPI_SPD_HI;

but it's just a guess :>
Title: Re: [release] alternative ED64 Menu
Post by: KRIKzz on November 12, 2013, 05:47 PM
both speed bits should be 0 for 50mhz (bit 0 and bit 1)
#define BI_SPI_SPD_LO 2 // around 200khz (only for sd initialization)
#define BI_SPI_SPD_25 1
#define BI_SPI_SPD_50 0
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 12, 2013, 08:29 PM
ah great,
now i can switch between 25/50Mhz just fine, that's definitly worth an option. :>

------------
beta9

sd_speed 25/50MHz
fix sram support
flashram support
fix cursor position after mempak backup
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 15, 2013, 06:00 PM
(http://abload.de/thumb/beta10qfuh1.png) (http://abload.de/image.php?img=beta10qfuh1.png)

beta10
fix:
force_tv mode
fix ALT64.ini rgb color settings

new:
new std wallpaper + theme

skip splash screen after reset for faster save backup

gnuboy64 integration (but the sound isn't great ^^)
to save you have to press c-left while gameboy emulation
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 16, 2013, 12:14 PM
beta11

We are getting closer.. ^^

Title: Re: [release] alternative ED64 Menu
Post by: dvd2vcd on November 16, 2013, 01:26 PM
 8)
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 16, 2013, 07:03 PM
beta12

i was a bit unhappy with the mempak features.
i think it's a useful feature to be able to check what's in the files before uploading them to the actual pak. ^^
e.g. if you are looking for a file and forgot the name :D


beta13


beta14.1


I think that's all for now, no beta15 for a while. ^^
if someone would like to test it now, i would be grateful for some feedback. :D

happy weekend, saturnu!
Title: Re: [release] alternative ED64 Menu
Post by: speedruntrainer on November 17, 2013, 04:22 PM
So, beta4 has a new tv_force mode in ALT64.ini.
I read that beta10 has a fix of it, so dorce tv mode wasn't working in beta4 at all?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 17, 2013, 04:34 PM
it was broken in beta9 due to a copy&paste failure. :>
Title: Re: [release] alternative ED64 Menu
Post by: celgadis84 on November 17, 2013, 05:18 PM
Does it works with ED64 v1?
I have copy this into a SD but the ED64 not found OS64.v64 in /ED64/ directory
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 17, 2013, 05:28 PM
Finding and booting the OS64.v64 isn't something of which the menu has any influence. ^^
Maybe it's a filesystem error and formating and newly creating the ED64 folder could help, but that's just a guess.
Title: Re: [release] alternative ED64 Menu
Post by: celgadis84 on November 17, 2013, 05:31 PM
Which format I have to select? FAT, FAT32.
SD Card 2GB
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 17, 2013, 05:39 PM
Filesystem: FAT32
The cluster size must be 2KB or bigger, recommed 32KB.
Title: Re: [release] alternative ED64 Menu
Post by: celgadis84 on November 17, 2013, 05:49 PM
Thanks. I could run your OS.

I want to test with it since with last original OS doesn't works Conker Bad Fur Day.

After that, with your version neither. Bad news for me.













Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 17, 2013, 06:22 PM
I tried running Conker Bad Fur Day (NUS-NFUE-USA) on my menu with my ED64v2 and it's running. :>
Maybe it's a v1 specific problem rather than just wrong cic/save settings.
Title: Re: [release] alternative ED64 Menu
Post by: KRIKzz on November 17, 2013, 08:43 PM
Must be bad rom. conker bfd works fine with ed64 v1
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 17, 2013, 09:23 PM
but he pointed out that the same rom is running with an older os version. ^^

I could check that with OS 1.02 it still works. Then it is a bug in the new release OS.
It may fix this error for use the last features of OS?

Title: Re: [release] alternative ED64 Menu
Post by: MockyLock on November 17, 2013, 09:28 PM
Sorry if it has laready been asked before but,
would it be possible to get some kind of "dual boot" ?
either choose the OS at start, or even boot an OS from another ? (like swiss for the GameCube for those who knows).

It could be useful, booting different rev. of the original OS, or boot alternative OS, imporving testing and compatibility (some game seems to work beter with older OS, or some tools of the alternative may not exist in the original). So we could swap the OS to get the best for the use we want.
I hope i could explain what i meant to :/
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 17, 2013, 09:45 PM
You actually can boot an OS from another, but there will be issues in the save functionality.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 20, 2013, 11:31 AM
beta15


you will have to rename the the savefiles, to get them working again.
the good news are:
- you will be able to identify the save-files more easily now
- hacks and fixes sharing the same cartid, won't share the same save-file anymore
- homebrew and hacks without cartid are now saving properly

upload when it's done, atm 50% :D
Title: Re: [release] alternative ED64 Menu
Post by: D4v3WTF on November 20, 2013, 06:30 PM
Hey saturnu,

Quick question. When I run the gnuboy port on krikzz's OS, I only got the message "please, power off!!!"

What's wrong? Does krikzz's OS 2.04 not support it?

Greetings
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 20, 2013, 06:39 PM
yes it's not supported, i altered Colnes gnuboy64 port, so that i can directly load roms from my menu.
the idea behind that was, not to have two romlists one in the menu and one in the emulator.
Title: Re: [release] alternative ED64 Menu
Post by: D4v3WTF on November 20, 2013, 06:55 PM
yes it's not supported, i altered Colnes gnuboy64 port, so that i can directly load roms from my menu.
the idea behind that was, not to have two romlists one in the menu and one in the emulator.

Thanks for the info saturnu!

The idea to implement the emulator in your menu is very good!
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 21, 2013, 01:09 AM
hurray!

beta15
is finished ^^

you have to create a folder /ED64/CFG and if you already have a savegame you have to rename the file after the romname ^^

-the new rom config screen pops up with c-right
-the old rom loading screen is gone and replaced with quickstart
-cheats are activated under the rom config screen now ^^

beta16

you can switch to PAL in the emulator by pressing "C-UP" ^^
Title: Re: [release] alternative ED64 Menu
Post by: psyko_chewbacca on November 21, 2013, 07:20 PM
Thank you very much. This will be excellent for us poor v1 owners!
Title: Re: [release] alternative ED64 Menu
Post by: gundamn on November 21, 2013, 08:21 PM
Hey saturnu what about implementing smplayer in your menu?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 22, 2013, 12:32 AM
Maybe I'll make a standalone port auf smplayer, but i don't think it's really useful. ^^

(http://abload.de/thumb/menu0111sml.png) (http://abload.de/image.php?img=menu0111sml.png)(http://abload.de/thumb/confirm3rsfd.png) (http://abload.de/image.php?img=confirm3rsfd.png) (http://abload.de/thumb/file_mempakwhs26.png) (http://abload.de/image.php?img=file_mempakwhs26.png) (http://abload.de/thumb/mem_submenucosur.png) (http://abload.de/image.php?img=mem_submenucosur.png)  (http://abload.de/thumb/neon12bz6szn.png) (http://abload.de/image.php?img=neon12bz6szn.png) (http://abload.de/thumb/rom_confignosqm.png) (http://abload.de/image.php?img=rom_confignosqm.png)


the beta phase is finished hurray!

ALT64 Version 0.1.5

Installation hints:
Make sure you have created all neccessary folders by hand
/ED64
/ED64/SDSAVE
/ED64/CFG

For the Mempak default save dir, it's possible to change the name in ALT64.ini
/MEMPAKS


I think it's finished by now and it's time for a big break. ^^
cheers, saturnu
Title: Re: [release] alternative ED64 Menu
Post by: dvd2vcd on November 22, 2013, 06:21 AM
your work is excellent saturnu thank you so much :) enjoy your break, you earned it!
Title: Re: [release] alternative ED64 Menu
Post by: D4v3WTF on November 23, 2013, 07:32 PM
Hey saturnu,

is the compatibility the same like krikzz's OS?

Greetings
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 23, 2013, 08:26 PM
to say the truth...
i don't know it :D
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 24, 2013, 07:48 PM
Today I fixed a little graphic glitch in the character input screen and I made a new more modern looking font.
Because I'm a bad artist I uploaded two versions, one with only the bugfix and another one with bugfix and font. ^^
Title: Re: [release] alternative ED64 Menu
Post by: MockyLock on November 24, 2013, 09:42 PM
You must be a coding-addict. You told us that you'll stop coding and have a rest, but we've all seen that you can't.
Some kind of codalcoholism...
 :P
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 24, 2013, 10:51 PM
maybe  :'(
Title: Re: [release] alternative ED64 Menu
Post by: speedruntrainer on November 25, 2013, 12:49 PM
You must be a coding-addict. You told us that you'll stop coding and have a rest, but we've all seen that you can't.
Some kind of codalcoholism...
 :P

Code: [Select]
Yeah, he can have a rest.
Title: Re: [release] alternative ED64 Menu
Post by: Doom on November 27, 2013, 12:06 AM
Consider it an intervention :P
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 27, 2013, 12:26 AM
I have got it!  ;)


but if you guys like, you could leave your features whises here, for the time i'm going back to that. ^^
Title: Re: [release] alternative ED64 Menu
Post by: reprep on November 27, 2013, 01:09 AM
any info about transfer pak features?
Title: Re: [release] alternative ED64 Menu
Post by: speedruntrainer on November 27, 2013, 10:52 AM
Interesting. What else is possible with the Transfer Pak besides playing Pokemon Stadium and Perfect Dark?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 27, 2013, 11:01 AM
- you could import chars. from Mario Tennis 64
- use the gb camera
- or just dump/(write) rom/sram
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 30, 2013, 02:36 AM
v0.1.6
just added an crc fix option to the rom configuration screen :>
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 30, 2013, 06:00 PM
v0.1.7
a little emulator update.

I have included the 'Gamegear' and 'MSX2' emulator.
Gamegear roms need the ending '.gg' and MSX2 roms '.msx'.

Gamegear roms > 512kB are not working and MSX2 roms > 128kB, but the msx emulator isn't really worth a try or i've done something really wrong. :>

The startup takes a few seconds, 'cause im injecting in rdram first. :/ - sdram would be better ^^
Title: Re: [release] alternative ED64 Menu
Post by: MockyLock on November 30, 2013, 07:11 PM
Codalcoholic...
Title: Re: [release] alternative ED64 Menu
Post by: gfhg on December 01, 2013, 02:16 AM
I can't get any gameboy game to work  :-[

Where do I put the games or what are the steps to make it work?

Thanks, and great work Saturnu.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 01, 2013, 10:05 AM
Hi,
it's not important where the gameboy roms are on the sdcard. ^^

make sure you have created all neccessary folders by hand
it seems, that there is a little bug in the fat-functions and it's more secure to do it by yourself :>

/ED64
/ED64/SDSAVE <- the emulator will try to read here
/ED64/CFG

the gameboy emulator have to be placed in
/ED64/gblite.z64
just like in the archive, so that the menu can find it

normal gameboy roms need the file ending '.gb'
gameboy color roms the ending '.gbc'

i hope you could get it working with that info :D

greetings, saturnu
Title: Re: [release] alternative ED64 Menu
Post by: gfhg on December 02, 2013, 07:14 PM
Hi Saturnu,

I got the emulator working :) thanks.
The problem was in Save files DIR.
Why don't you make that configurable like MEMPAKS?
Also why my saves from OS 1.29 don't work with your's OS?

Just another thing  :o in filebrowser I can't move one entire page, I need to scroll one by one.


Thank you and I'm sure you will achieve perfection with this OS.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 06, 2013, 01:12 AM
What should I say about that?
It's definitely possible to implement savegame compatibility or page-wise scrolling, but it never was my goal to achieve perfection at all. :D
Btw. i think nobody really cares, there is still the original os that is supported by krikzz and has this features. ^^
Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on December 08, 2013, 04:04 AM
saturnu I just found this today and it is awesome but how do I fast scroll the pages of the games?  Krikzz menu lets you do it and I think the Neo Myth carts do it as well.  This was one feature I really like in Krikzz menu.

Also I find it doesn't auto patch Banjo Tooie like Krikzz menu does (at least it appears to anyway, not sure why it would have to)

Also I could be wrong but I think there's no Favorites any more too.

I like the way the screen looks with this menu and I like the font better than Krikzz font.  It makes this have a much better quality feel than the original menu.  The ability to save the mempak to the SD is pretty awesome too.  That is really convenient.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 08, 2013, 10:01 PM
v0.1.8

done:
page-wise scrolling
optional save compatibility to original os

wip:
favorite system

upload: when it's finished and tested :>
Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on December 09, 2013, 02:49 AM
Wow cool those additions will be helpful.  Oh I forgot to check and see if it has option for large/small font.  The font that it defaults to was easier to view than krikzz small font so I can't complain.  Edit, I don't see larger font setting and there's no sideways scrolling of the file names (I don't think ED64 or 64Drive do that anyway).  I can do without those both though, I mean that page-wise scrolling is the ticket imho.

I almost forgot to ask, where do we download box art packs?

Thanks and this is great news

v0.1.8

done:
page-wise scrolling
optional save compatibility to original os

wip:
favorite system

upload: when it's finished and tested :>
Title: Re: [release] alternative ED64 Menu
Post by: thx1138 on December 09, 2013, 03:45 AM
hi guys where do i find the gameboy emulator please did not know there was one for the ED64 :)
Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on December 09, 2013, 04:06 AM
I'd also like to know where to get the emulators.  I had the NES one but never heard of the other ones that are supported.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 09, 2013, 10:27 AM
the emulators are all included in alt64_v017.7z, you just have to copy the ED64 directory to your sdcard.
after that you can start roms with the following file-endings directly.
gamegear -> filename.gg
msx2 -> filename.msx
nes -> filename.nes
gameboy -> filename.gb
gameboy color -> filename.gbc


if you plan to use emulators other than the nes one with the original os, it's a bit more complicated.
for msx2 and gamegear you will have to inject the roms manually in the emulator roms at a specific offset and fix the checksums.
for the gameboy emulator you will need a special sram savegame including the full path of the gameboy rom in /ED64/SDSAVE.

btw. krikzz knows about the other emulators but only included the nes one 'cause it's the only good emulator. :D
to be honest i don't know how good gnuboy64 is working on a ntsc n64, but on my pal the sound isn't perfect. ^^
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on December 09, 2013, 03:37 PM
Saturnu, I've not yet tried your OS (I'm currently working away from home, never get a job that involves this, it's a real nuisance), though I intend to when I get some free time at home - I sometimes take my N64 with me, but for the last few weeks I've had my 360 and PS2. Anyway, I'm really interested in your OS, but I have to ask, why have you made savegame compatibility with KRIKzz's OSes optional? I'd have thought it would have been better all round to just make it compatible from the off? Then again, I know nothing of the technical side of the N64/ED64, so I'm probably missing an obvious consideration.

BTW, what features does your OS have that KRIKzz's OSes lack, and vice versa, please?

Also, would it be possible for you to add an entry type to the configuration file, that sets the save type for a given filename, please? I mean, some N64 games have hacked/modded versions, which of course fail a checksum test for the ED64 (if it uses a checksum to determine which save type to use?) even though the save type they should use is the same type as the unmodded file would use. You could use, say, the key word "Save" to denote that that line in the configuration file sets the savetype for a file, with the format

Save [name] = [type of save]

i.e. since Perfect Dark uses the save method of 'EEPROM (16 Kbits)' (I think, I don't have my N64/Ed64 here to check, but that's what it is according to http://www.elitendo.com/n64/usa_boot_save_list.html, at least for the NTSC version), then any PD hacked versions would use the same save type, so the config file would include the following text:

Save PD_MP2 = EEPROM (16 Kbits)
Save Perfect Dark - All GE weapons in multiplayer = EEPROM (16 Kbits)
Save Goldeneye X v5 = EEPROM (16 Kbits)


So that the files named 'PD_MP2', 'Perfect Dark - All GE weapons in multiplayer', and 'Goldeneye X v5' would all be set to save type 'EEPROM (16 Kbits)'. The player could find out what the normal, unhacked file (in this case, Perfect Dark) was set to by
looking in the OS when the unhacked game was highlighted in the menu, as the save type would be written on screen.

Actually, it might be a bit friendlier if you, say, if you listed all the save types in a comment section in the configuration file, and referenced them by a number, i.e. the configuration file might include the following [Note:    ';' in the example below means a comment, any line beginning with ';' is ignored by the ED64's OS] :





; Save types are 1 - SRAM, 2- EEPROM (4 Kbits), 3 - EEPROM (16 Kbits)


Save PD_MP2 = 3
Save Perfect Dark - All GE weapons in multiplayer = 3
Save Goldeneye X v5 = 3


Of course the 'save' keyword would cover everything possible (as regards the Ed64's emulation of cartridge saving), not just the three I've listed (I seem to remember that there are more save types listed in the ED64's OS (KRIKzz's OS), but the web page at http://www.elitendo.com/n64/usa_boot_save_list.html only lists the three I've mentioned).
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 09, 2013, 03:49 PM
every rom is already configurable :>
you can just press c-right to override rom specific settings.
after that it creates a romname.cfg in /ED64/CFG, you don't have to work with files by your own. ^^

in v017 there is one option more for checksum fix and it uses a new font
(http://abload.de/thumb/rom_confignosqm.png) (http://abload.de/image.php?img=rom_confignosqm.png)

there are a lot of differences, but it's already written in this thread. :D
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on December 09, 2013, 05:08 PM
every rom is already configurable :>
you can just press c-right to override rom specific settings.
after that it creates a romname.cfg in /ED64/CFG, you don't have to work with files by your own. ^^

Great, thanks!


Quote
there are a lot of differences, but it's already written in this thread. :D

OK.

Do you think save/loading will ever be implemented in the Gameboy emulator, please? I'd like to try to complete Monster Max - it's by the same bloke (genius, really) who wrote Head over Heels on the Spectrum (also available on the C64/Amstrad CPC/Atari ST/etc, and even ported (by a fan) to the PC; http://retrospec.sgn.net/games/hoh/).
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 09, 2013, 05:37 PM
saving in gameboy games is working :>
you have to push c-left if you are ready to save to the sdcard. ^^
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on December 09, 2013, 07:21 PM
saving in gameboy games is working :>
you have to push c-left if you are ready to save to the sdcard. ^^

Great! The reason I asked is that I downloaded alt64_v017.7z so I could read any included information, and according to it's readme.txt;

"Gameboy:
lite version of Conles Gnuboy64 port

gblite.z64 habe to be in /ED64/
minimum alt64 beta10

Controls:
c_left: menü -> B to SAVE/EXIT

savestates/screenshots/menu are disabled in this version
"

is the text file out of date?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 09, 2013, 09:34 PM
ah ok,
no it's not outdated savestats aren't working but normal saving is working. ^^
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on December 09, 2013, 09:59 PM
ah ok,
no it's not outdated savestats aren't working but normal saving is working. ^^

OK. Thanks for the answers (and for all the work on the OS, which I'm looking forward to trying, along with the enhanced version of Goldeneye's Cradle level http://www.goldeneyevault.com/viewfile.php?id=286).
Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on December 10, 2013, 12:16 AM
ah ok,
no it's not outdated savestats aren't working but normal saving is working. ^^

OK. Thanks for the answers (and for all the work on the OS, which I'm looking forward to trying, along with the enhanced version of Goldeneye's Cradle level http://www.goldeneyevault.com/viewfile.php?id=286).

That level looks very cool.
Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on December 11, 2013, 01:30 AM
ah ok,
no it's not outdated savestats aren't working but normal saving is working. ^^

saturnu, how is the testing for v0.1.8 coming along?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 11, 2013, 10:14 AM
at first i only wanted to implement a favorite list, but i think i managed to create something that is even cooler :D
you can rate a rom now from common, uncommon, rare, epic to legendary and view a sorted toplist with colored entries. :>
beside of that there is a new option to force the boot-region, for playing betas and prototypes with uncomplete headers.

the rating and the list are done, but i still need to put a selection bar over the list. ^^
Title: Re: [release] alternative ED64 Menu
Post by: Doom on December 11, 2013, 03:27 PM
Wow, very neat idea!  8)
Title: Re: [release] alternative ED64 Menu
Post by: MockyLock on December 11, 2013, 04:17 PM
Hey saturnu, can i ask you what is your job (meaning is it related to your skill for programming ?)
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 11, 2013, 04:30 PM
student of international business administration. ^^
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on December 11, 2013, 04:59 PM
at first i only wanted to implement a favorite list, but i think i managed to create something that is even cooler :D
you can rate a rom now from common, uncommon, rare, epic to legendary and view a sorted toplist with colored entries. :>
beside of that there is a new option to force the boot-region, for playing betas and prototypes with uncomplete headers.

the rating and the list are done, but i still need to put a selection bar over the list. ^^

That is a very good idea!

Regarding favourites, how is it done? I think it would be great if, in the normal file browser (where you selected and loaded a game) then on the right of the screen (after the rating?) there is an 'F' if the game is also in the current list of favourites. And when the user presses C-Down when a file is highlighted, then if the file is not in the favourite list then a prompt comes up saying;

Add [game name] to list of favourites? Press A for yes, press B for no.

and if the file is in the favourites list then it says

Remove [game name] from the list of favourites? Press A for yes, press B for no.

and ideally you can also remove files directly from the favourite menu.


When on the file browser, if the user presses C-Up then the the favourites menu appears, and the user can select and load a file from there, or press B to return to the main file browser.

Another good feature I'd like to see in the favourites menu is a quick load function. I.e. in the favourite menu, then if the user presses C-Right then a message appears saying;

Assign [game name] to quick load key? Press A for yes, press B for no.

If the user selects yes, then the screen clears and a list of all currently preset quick load games appear, with a prompt that says;

Press Right Shoulder Button and the quick load button you wish to use, or press Z and the corresponding
quick load button to clear that quick loading slot, or just press B to return to favourites menu.

This will allow the user to set ten games to quick load buttons, i.e.

Right Shoulder + D-Pad Up
Right Shoulder + D-Pad Down
Right Shoulder + D-Pad Left
Right Shoulder + D-Pad Right

Right Shoulder + A
Right Shoulder + B

Right Shoulder + C Up
Right Shoulder + C Down
Right Shoulder + C Left
Right Shoulder + C Right

and the menu would list the keypresses, plus the already assigned games, so that the user could assign the selected game to a key combination of the player's choice, i.e. the menu would say;


Right Shoulder + D-Pad Up                       is currently set to    Banjo-Kazooie (E) (M3) [!]
Right Shoulder + D-Pad Down                  is currently set to    Banjo-Tooie (U) [!] (patched to work on Everdrive 64)
Right Shoulder + D-Pad Left                     is currently Empty   
Right Shoulder + D-Pad Right                   is currently Empty   

Right Shoulder + A                                    is currently set to    Perfect Dark (E) [!]
Right Shoulder + B                                    is currently set to    Goldeneye X - NTSC v5b

Right Shoulder + C Up                              is currently Empty   
Right Shoulder + C Down                         is currently set to    Beetle Adventure Racing! (E) (M3) [!]
Right Shoulder + C Left                            is currently set to    GoldenEye (Europe)
Right Shoulder + C Right                          is currently set to    Body Harvest (Europe) (En,Fr,De)

and if the user presses Right Shoulder Button + C Down, then this becomes the quick load combination for the game.

and then at any time, on the main browser or wherever, if the user press Right Shoulder Button + one of the ten buttons listed above, then the ED64 loads that game. Like, I imagine, most N64 gamers, I mainly only play a few game, and this would be a fantastic feature, being able to quickload my favourite games.

It would be handy, if, at any time when quick loading is possible (i.e. not when doing memory card operations, for example) then if the N64 detects that only Right Shoulder Button is pressed, then all quick load games are listed on screen, i.e.


Right Shoulder + D-Pad Up                       is currently set to    Banjo-Kazooie (E) (M3) [!]
Right Shoulder + D-Pad Down                  is currently set to    Banjo-Tooie (U) [!] (patched to work on Everdrive 64)
Right Shoulder + D-Pad Left                     is currently Empty   
Right Shoulder + D-Pad Right                   is currently Empty   

Right Shoulder + A                                    is currently set to    Perfect Dark (E) [!]
Right Shoulder + B                                    is currently set to    Goldeneye X - NTSC v5b

Right Shoulder + C Up                              is currently Empty   
Right Shoulder + C Down                         is currently set to    Beetle Adventure Racing! (E) (M3) [!]
Right Shoulder + C Left                            is currently set to    GoldenEye (Europe)
Right Shoulder + C Right                          is currently set to    Body Harvest (Europe) (En,Fr,De)

and of course if the user then presses, say, B, whilst the Right Shoulder Button is held down, then game "Goldeneye X - NTSC v5b" is loaded, as that's what's listed in the quick load menu.

Please consider adding this feature, as I think quick loading would be a great feature, and ten slots would probably be enough for most people.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 11, 2013, 05:42 PM
shortcuts beside a fav list.. hm ^^
to be honest that sounds a bit overdone to me :D

maybe i set up a button to load the last played game.
Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on December 11, 2013, 06:56 PM
shortcuts beside a fav list.. hm ^^
to be honest that sounds a bit overdone to me :D

maybe i set up a button to load the last played game.

Yeah I didn't realize it didn't have a button for loading the last played game.  I haven't had a lot of time to try it out yet.  But I played a bit of 40 winks the other day.  Also managed to acquire the latest good set and some other things.  I gotta sort through it all and see what needs to be put on the sd card.

Thanks for doing the fixes for betas/prototypes that should be really cool.  Will lead to a lot less confusion on which 40 winks rom to load and possibly get some other stuff to work.  I notice lots of hacked roms don't work but I do also realize at the same time that a lot of current hacks are specifically made for emulators (with graphics packs, high res and such that you will never get on an N64 console [not that I care, emulation of this system is lacking in other areas so I like flash cart best]). :)
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on December 11, 2013, 10:09 PM
shortcuts beside a fav list.. hm ^^
to be honest that sounds a bit overdone to me :D

It's just a suggestion. But I do think it would be a nice feature to have, and one that might be popular with a fair few users.
Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on December 12, 2013, 12:49 AM
Next release is going to be awesome.  The region fix is something I was thinking about requesting but he already figured that out on his own :)
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 13, 2013, 07:19 PM
little status update ^^

fixed some ghost entry bugs in the new browsing system :>
it's really fluent now and much more fun ^^
but if you prefer, you could still return to the old one via config file :D

the file-list font color is now adjustable and even the the color of the selected file over the selection bar. ^^
it looks much nicer now :D

the fav/toplist feature is finished ~70%

i plan to add the possibility to dump directly to a selected mpk files, too in v0.1.8
so that it's not necessary any longer to create a new mpk file every time you want to backup
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on December 14, 2013, 12:38 AM
Thanks for keeping us updated, mate!
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 14, 2013, 02:30 AM
v0.1.8

i know the toplist could be done better, but i think it's still useful at it's current state :>
the highlight of this update, maybe is the new faster browsing. :D

roms could be rated at the rom-configscreen with c-right
c-down opens the toplist

btw. the minimum update would be
OS64.v64, ALT64.ini and gblite.z64


Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on December 14, 2013, 02:51 AM
Totally awesome I'm going to put it on my SD card now and try it out.
Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on December 14, 2013, 06:02 AM
Hmm so far this new menu doesn't work on my console.  It is forcing PAL mode and only has a message on the screen saying "Please Power Off".  I'm trying to figure out how to fix that but so far I can't.

I just tried editing the cfg (I don't even know what to edit it in, notepad doesn't seem to favor it, wordpad seems a little better but I'm not confident in it).

Also it wants us to rename SDSAVES to SDSAVE?  I'm not sure.  I tried some more stuff, including putting in SDSAVE folder.. this still defaults to PAL flipping on my 60hz tv and it says to turn off the deck.

I'm going back to version 0.17.   I tried 0.17 again and it works fine.  Seems something is wrong with the 0.18 build or the config file or the directories or it is a PAL region only rom.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 14, 2013, 10:25 AM
what have i done at 02:00 am? ^^

it seems that i just uploaded gblite.z64 instead of OS64.v64. i renamed the saves folder to 'SDSAVE', but with this release it should be configurable anyway. :D

About editing the ALT64.ini you could try http://notepad-plus-plus.org/ or just use wordpad. ^^
I'm not on Windows, so It is in unix file format. :D

sorry for that confusion. :>

UPDATE:
v0.1.8.1
hotfix: cancel mempak quick-backup is now working :>
Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on December 14, 2013, 07:23 PM
what have i done at 02:00 am? ^^

it seems that i just uploaded gblite.z64 instead of OS64.v64. i renamed the saves folder to 'SDSAVE', but with this release it should be configurable anyway. :D

About editing the ALT64.ini you could try http://notepad-plus-plus.org/ or just use wordpad. ^^
I'm not on Windows, so It is in unix file format. :D

sorry for that confusion. :>

UPDATE:
v0.1.8.1
hotfix: cancel mempak quick-backup is now working :>

Yeah it looks like unix format to me, where there are no Microsoft end line characters.  So I know exactly what you mean :)

Well I think I don't know how to use the last run game option or the favorites option.  There's a couple buttons on the controller that make the menu freeze.  Ok edit, I just reset from a game and read the readme file.  When I press c down, it freezes the menu.  I only have one ROM rated.  Maybe I need to rate 15 roms for it to work?

But overall I like this because it has the page-wise scrolling and I haven't tried the emulators yet but I am sure they will work.  I wonder how good the Gameboy emulator works.  I should load some roms on there and try it out.  I still have a couple gig free on my 32gb microsdhc so that will be fine.

Thanks for this again, it is really good.  I wonder if in the future we will see a menu for manually entering codes within the GUI.  I'm not sure if any other N64 flash cart has that anyway.  I guess what it would be is entering codes and storing them in the cheats folder in the SD and then launching the game.  Seems like it probably could be done.

Oh also I tried 40 winks and 40 winks [fixed], so your country mode stuff does indeed work and that is cool.  Even though 40 winks says it is in the wrong region I can clearly see it display that in 60hz and I like that.  I still have the second fix of the rom and that should work fine.  I wouldn't expect you to hard code on the fly UPS/IPS patch and game cracks into this since the roms fixes and tools are already available.

Anyway great stuff.  Man that page-wise scrolling made the whole difference in the world.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 14, 2013, 08:33 PM
thanks for that feedback, i will look into that problem tomorrow. ^^
btw. it should work fine without 15 roms rated :>
but maybe 15 roms configured? :>
Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on December 14, 2013, 08:48 PM
thanks for that feedback, i will look into that problem tomorrow. ^^
btw. it should work fine without 15 roms rated :>
but maybe 15 roms configured? :>

I rated 4 roms, same issue.  I'll try to do more.  configure 15 roms rather than rate?  I can try that as well.
Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on December 14, 2013, 10:19 PM
thanks for that feedback, i will look into that problem tomorrow. ^^
btw. it should work fine without 15 roms rated :>
but maybe 15 roms configured? :>

That worked.  I configured 15 Europe ROMs and now my toplist is showing with the 4 games I stated earlier.  I have one Japan game in there and 3 US.

Cool.  two are in orange and two are in purple.  it does actually look very nice.

Btw next feature you probably should add is the quick launch of the previously loaded game although I am uncertain how much I would use it.  People that heavily play RPGs will use it I imagine.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 15, 2013, 01:50 AM
using 'START' to play the last started rom might be a good idea - because it's just doing the same job as 'A' atm and maybe i should rename 'toplist 15' to 'toplist' and enable scrolling in that window. ^^
Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on December 15, 2013, 02:29 AM
using 'START' to play the last started rom might be a good idea - because it's just doing the same job as 'A' atm and maybe i should rename 'toplist 15' to 'toplist' and enable scrolling in that window. ^^

I think top 15 is cool but if you were going to go that direction, maybe make it a configuration option in the config file "maximum favorites in list" where 0 is infinite and you can set it to 15 if you want.

I forgot what krikzz assigned for quick start button.. hmm I kinda like being able to press start or A to load the game, not sure what my preference with that is tho.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 15, 2013, 06:05 PM
v0.1.8.3

fix: toplist freezing - if too less roms are configured
fix: another freezig problem
new: c-up show the filename in full length
new: rating colors in the filelist

it looks really nice if the listbox is dark enough but if you decide to use a
different color setting, the rating colors in the filelist could be disabled
enable_colored_list=1         ; 1=enable 0=disalbe

i think this feature is even cooler than the toplist :D
Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on December 15, 2013, 07:19 PM
v0.1.8.3

fix: toplist freezing - if too less roms are configured
fix: another freezig problem
new: c-up show the filename in full length
new: rating colors in the filelist

it looks really nice if the listbox is dark enough but if you decide to use a
different color setting, the rating colors in the filelist could be disabled
enable_colored_list=1         ; 1=enable 0=disalbe

i think this feature is even cooler than the toplist :D

It seems that normally I use the B button to start the game, so assigning start to quick launch would be ok except not exactly 100% intuitive for the user.  Maybe if you implement that consider having the button configurable in the cfg file.

Also wouldn't it be better to host these on sourceforge?  That way users could download previous versions.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 15, 2013, 07:34 PM
who wants previous versions? ^^
v0.1.8.3 is the most advanced one atm. :D

maybe i should make one or two themes, to show what's possible in customization. :>
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 15, 2013, 10:15 PM
v0.1.8.4

START: quick boot - last rom

could be turned off via config :>
quick_boot=1            ; 'START' boots last rom


Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on December 15, 2013, 11:22 PM
I was just trying out the NES emulator on it (yeah I know the emulator works on other flash carts, menus etc whatever but this is what I'm running :)  And it is cool, all the games I used to own work fine except for Super Mario + Duck Hunt (unsupported mapper) and a couple games gave me problems til I tried alternates or overdumps.

it's cool.  NES isn't really that great of a machine to me though, can barely find anything to hold my interest on that console.  So from here I'm going to have to check out the other emulators next :)

Cool updates on this menu, this is my flash cart of choice now *shuffles NeoFlash N64 Myth and 64Drive under the rug*.  Finally something that is better than the 64Drive.  Without your menu I wouldn't necessarily be saying that though, I think Krikzz did a good job as well so I would be using it a bit anyway I guess.

Too bad this system isn't powerful enough to run SNES games :P
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 16, 2013, 03:21 PM
What a pleasure to hear that from you. :D

i've made a few new screenshots and updated the first post ^^
Title: Re: [release] alternative ED64 Menu
Post by: dvd2vcd on December 17, 2013, 01:16 AM
can you upload latest OS with complete boxart please saturnu, thank you.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 17, 2013, 01:29 AM
i fear that i'm not allowed to do so. :/
but there are some hints and scripts inside the archive, on how to obtain them.

EDIT:
v0.1.8.5
fixed a glitch, which sets the menu color to the color of the last filename on the current page :>
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 19, 2013, 09:19 PM
plans for 1.9
is going to take some time

Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on December 20, 2013, 12:22 AM
Take as long as you need, mate. When it's done, it's done!

And how I wish a lot of game's developers had that attitude - there are so many games that could have been massively improved by spending another month or two in development.

Erm, I'm not including your OS in that blanket statement, by the way! I'm not saying that your OS is a rushed mess, or anything!

Incidentally, you clearly don't work for Microsoft or EA, as if you did then you'd;

a) stop listening to what the users want for your OS,
b) start shipping the OS with huge bugs,
c) every time you make an important change, you'd change at least three working things to make them harder to use or less convenient,
d) when the OS boots up, you'd make the user wait for at least thirty seconds whilst the OS displays at least six unskippable splash screens

and

e) you wouldn't name each release numerically, you'd name them something like;

0.19,
0.20,
0.24,
Dangermouse,
OS Violet,
Rainbow 4 OS
0.02
0.0347
Qqueattttreaqltoo,

and you'd occasionally remove features that the users like, and call that "progress".

I hate the way modern computing is going >:(
Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on December 20, 2013, 02:23 AM
configurable font will be cool but I do agree.  this looks very polished.  I'm still on the previous version.. man.. it is good.  seriously this cart is great with this and I should probably sell my other flash cart haha

but you gotta understand, when people program things and it is working good sometimes they enjoy adding more features and like to send it out.  I can understand.  it might not feel like a lot of work for him, he is probably having a good time.

I should start programming as well, I am still new to programming.  I have a pc project I'm trying to do.  It takes a bunch of research on the net and things to figure out how to fix mine but it can be done.

I should play some more N64 I am back and forth between 3DS and N64 but I was having more fun with N64, especially 40 winks.  that game itself is a better platformer than practically every 3d platformer on that system.  it tops anything that rare made by far.  it is fun, banjo is not :) but it is cool that people managed to crack all the banjo games. what isn't cool is that there's intros on them, makes it feel less clean.  if I learn asm again some day i'll see what I can do to clean that stuff up but the programmer probably put his own copy protections in to prevent anyone from modifying it.  I have seen intros in the past for other consoles done that way, where if you bypass the 'crack-tro' the game won't work and just give black screen or possibly some 'crack-tro' error screen.  It is lame but that is how things go :)
Title: Re: [release] alternative ED64 Menu
Post by: Greg2600 on December 24, 2013, 09:44 PM
This looks great!  Only things I am not big on is the font type (many others would be easier to read).  Love the box art feature.
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on December 26, 2013, 11:17 PM
...but I was having more fun with N64, especially 40 winks.  that game itself is a better platformer than practically every 3d platformer on that system.  it tops anything that rare made by far.  it is fun, banjo is not :)

I briefly tried 40 Winks, and it did seem good, but I've not gone back to it yet. How far are you into it (no spoilers, please) and has their been any bugs/glitches/missing things? Can the game be completed, or is the available version of the game unfinished?

Gamerankings totals up the review scores for the PSX version to 66% (http://www.gamerankings.com/ps/196519-40-winks/index.html), which isn't great. Do you know if the PSX version is different in any way(s) from the N64 version?

Sorry for all the questions, it's just that you piqued my interest in the game, and I can't play it until I get home again (Jan 2nd) as I only brought my PS2 and 360, and I can't find any information on the 'net about 40 Winks on the N64.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 27, 2013, 04:43 PM
v0.1.8.6
cheap check for chinese clones :>
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on December 27, 2013, 10:20 PM
v0.1.8.6
cheap check for chinese clones :>

I didn't know there were any clones of the N64. I've never used any console clone (NES, SNES, the RetroN multi console that people have been talking about, etc), but from what I've read they tend to be inferior to the original console, hardware-wise. How are the N64 clones different from the original, and is the compatibility the same? I suppose it's too much to hope that they have HDMI-out (that would be great!), and (fingers crossed) save-state support (probably asking far too much of a clone, but someone might have added it.

Do you have any links to information about the clones, please?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 28, 2013, 02:33 AM
ed64 clones :>
i think you are right about the non existance of n64 clones
Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on December 28, 2013, 03:00 AM
v0.1.8.6
cheap check for chinese clones :>

What does this do and how is it useful?  I have genuine ED64 1.01, not the clone.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 28, 2013, 03:29 AM
i just don't want to support strange chinese "plus" versions of the ed64
it doesn't affect genuine carts at all.
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on December 28, 2013, 04:30 PM
ed64 clones :>
i think you are right about the non existance of n64 clones

Ah, I see, sorry. Shame though, an N64 clone could be great (if it was done properly, I mean).
Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on December 28, 2013, 09:42 PM
i just don't want to support strange chinese "plus" versions of the ed64
it doesn't affect genuine carts at all.

Oh cool well I'm still using the previous one, seems great.  I am having no issues :)  thanks

I'm considering RGB modding my deck now cos I have an RGB adapter kit.
Title: Re: [release] alternative ED64 Menu
Post by: Heavyz on December 29, 2013, 04:15 PM
What about the Zelda Master quest Debug Rom? It's bigger in size than you have mentioned the OS can handle (64mb), a lot of Zelda hackers don't know where to find a good tool to compress the debug rom. I remember trying one out when I was thinking about making a Wii wad channel for my mod, but couldn't find a good tool, the only thing I found was something released by Spinout a long time ago and I was disheartened trying to use it to the point I gave up on Wii wad channels for the Debug rom.

Lately we've been testing things for N64 hardware compatibility at The-GCN. We've found out the problems for custom maps and models on hardware very recently.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on December 29, 2013, 06:38 PM
That's no restriction by the menu, there is "only" 64Mbyte SDRAM on the cart.
Title: Re: [release] alternative ED64 Menu
Post by: Heavyz on December 30, 2013, 02:44 AM
That's awesome, sorry for the confusion. I love your OS! it's amazing if I find any bugs or think of things that could be improved I'll be sure to give you some input ^ ^

Edit:
Not sure why but even though I used the windows batch file on the images for the box art (303, no-into), seen it changed the names, and put it into the low res folder whenever I try to display the game info on the ED64 the box art is way too big and goes off screen.  I know this problems gonna end up being something simple and I'm gonna be facepalming myself later..

Also if I had any feedback now the only thing I think should be changed with the menu is the size of the text. It covers a lot of the cool background image when searching for games and sometimes the text goes off screen when that wasn't the case in the official menu. Love the Nes Emulator compatibility, + 1 for the GB emulator compatibility and the higher resolution backgrounds as well.

and what about getting custom box art to work for mods?

Edit 2:
Problem resolved with the box art. I have found one glitch so far. When I tried to look at the info for Sin and Punishment (the English mod) the menu froze after pulling up the blue box with the info, I tried hitting B, but to no avail. I tried looking at the SD Hiryu Stadium info as well and it froze so it seems as though the menu will freeze if trying to look at any info for Japanese games.
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on December 31, 2013, 07:36 PM
Saturnu, the link you gave for the image resizer (http://www.imagemagick.org/download/binaries/ImageMagick-6.8.6-8-Q16-x86-windows.zip) isn't working, so I had to download it from;

http://www.imagemagick.org/script/binary-releases.php#windows

Anyway, I've uploaded the renamed/resized, OS compatible, images as a zip file to;

http://www.putlocker.com/file/722403A63C95FA3C

(no password), for anyone to download, as it's only a quarter of the size of the original 'Nintendo 64 2D Box Art (303) (No-Intro)' download.

BTW, how do you work out what to call an image file for a new rom file? What I mean is, say you have a rom that doesn't have a commercial cover (such as a modded rom like Goldeneye X, at http://www.goldeneyevault.com/viewfile.php?id=202) or a homebrew file (such as Wolfenstein 3D, at http://www.assemblergames.com/forums/showthread.php?48712-Wolfenstein-3D-for-Nintendo-64) what do you name an image file so that your OS displays the image file for that rom file?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on January 02, 2014, 12:21 AM
BTW, how do you work out what to call an image file for a new rom file?

the images are namend after the cart-id. the advantage was not to have an extra list to translate checksums or romnames to the image filenames.
so if you have a hacked Goldeneye rom it should just display the right cover and If you need to name an image you could just look at the rom info screen.

Example:

007: Goldeneye:
NUS-NGEP-EUR   
NUS-NGEJ-JPN

i took the middle of the ID 'GE' and as a result, i only need one image for all international releases.
the downside is that that there're a few collisions like

Dezaemon 3D
NUS-CDZJ-JPN

Duke Nukem: Zero Hour
NUS-NDZE-USA   

both DZ...
which i just realised a few days ago, don't know about any other yet. ^^

Quote from: Heavyz
the menu will freeze if trying to look at any info for Japanese games.
i don't think that there is anything special about japanese games. ^^
i once had some read error on box art and just needed to clean the sd-card contacts

Quote from: Heavyz
and the higher resolution backgrounds as well.
the image resolution is even smaller :> 320x240 but it's in 32bit

and btw. the font only consists of a few pixels, a port of 640x480 would do the trick but there are somehow more compatibility issues with older tvs at this resolution. for the romnames that aren't fully displayed there is a button mapped to show the full filename.
Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on January 02, 2014, 06:48 AM
I got all the images set up.  I can't complain but it would be cool if all the Japan stuff was included too and if someone out there made some for the good prototypes that were released.  If I have spare time maybe I'll see if I can sort that out though :)

This is a really nice setup.  It's cool to have stuff like this come out recently, really gets me into the fun of this hobby.  I should play some more 40 winks, that game is excellent.

edit: if you search 40 winks box art on google there does exist box art for it.  pretty cool find, I should see how that will go in and work.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on January 02, 2014, 04:30 PM
if someone likes to improve that feature, i could alter it to first search for romname.png, than the full cart ID eg. NGEJ.png (Japanese release) and if not found search for GE.png (generic).
Title: Re: [release] alternative ED64 Menu
Post by: Heavyz on January 05, 2014, 04:34 AM
I think it would be a lot easier for people if that feature was changed.

Also why hasn't anyone started a thread for games tested on this OS!?
Is there any that have known problems at this time, and what about games like Donkey Kong, Jet Force Gemini, and Banjo Tooie?
They had problems on Krikzz's old OS's and even Jet Force Gemini needs to be a specific rom to play still I believe
Title: Re: [release] alternative ED64 Menu
Post by: phonz on January 05, 2014, 07:57 AM
I was wondering if anyone else is having issues with the GB emulator w/ v0186 ?
I can get the other emulators to work fine, but the GB emulator just tells me to turn off the console.
I read through the other pages here, and I have the ED64/SDSAVE/ folder with the files (NK4E.E4K, CFZE.SRM).
I've tried fiddling with forcing NTSC on/off for gb, but didn't seem to help.

Any thoughts?
Thanks.

Great OS btw [=

EDIT: Nevermind! I figured it out. I had the ext type set to OS64 (so I could use my old saves) and when you do that it won't let Alt64 read the GB save file in the SDSAVE directory
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on January 05, 2014, 01:13 PM
EDIT: Nevermind! I figured it out. I had the ext type set to OS64 (so I could use my old saves) and when you do that it won't let Alt64 read the GB save file in the SDSAVE directory

i was hoping nobody would figure that out :D

about the compatibility:
it should be nearly the same beside the games that are prepatched by the original os
there is an extra option to force the boot region, but that's not important for normal roms with correct headers

btw. i'm not sure what krikzz is doing on that point :>
my rom tv-force option just presets the tv type.
Quote from: Krikzz
changelog:
8)Forcing of TV mode in the game. It may help to run some PAL games in color with NTSC system
Title: Re: [release] alternative ED64 Menu
Post by: snoer on January 09, 2014, 08:45 PM
hi there..
ive run into problems getting your os to work..

i just copied all the stuff from your zip to the sdcard but when i switch on my n64 it just doesnt give a signal.
i also tried formating the sd and creating all the folders by hand which doesnt change anything.
then i tried copying the os64.v64 to the root folder.. (had to do this, to get the original fw to run for some reason (am i the only one?))
..but still no luck :/

any hints?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on January 09, 2014, 09:06 PM
os64.v64 in the root folder is working at your ed64? :>
it shouldn't work if it's not placed at /ED64/OS64.V64  ^^

did you quickformat your sd card?
if so, try a _full_ reformat with your sd card with fat32, this sounds like some serious filesystem errors :>
Title: Re: [release] alternative ED64 Menu
Post by: snoer on January 09, 2014, 09:32 PM
yeah right... im a litte confused about that behavior too.

I try guessing that it could come from the fact that I also named my sdcard "ED64".
when i just put the file to the ED64 folder the fw cant locate the OS and tells me to put it to that folder.
Title: Re: [release] alternative ED64 Menu
Post by: snoer on January 09, 2014, 10:07 PM
it seems my guessing was right.
i reformated the sdcard and renamed it. now the behavior is as expected.

another point.. is there a way to alter your boot img except from recompiling?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on January 13, 2014, 01:52 AM
in theory you should be able to replace the romfs and recalc the chksum. :>
i could make an option to replace or disable it, but atm the cpu fan of my dev computer has given up and i can't access the code and the toolchain. :D
it's not lost, i'm just a bit too lazy to fix it right now. ^^
Title: Re: [release] alternative ED64 Menu
Post by: Mickkn on January 21, 2014, 11:54 AM
Very nice contribution to this nice piece of hardware I must say :)

Got a few problems tho.

1 - My .eep savefiles doesn't work with this OS it recognize EEP4K saves as .E4K instead of .eep that Krizz uses. Are there a fix for that ?

2 - Another thing, does Gamesharks cheat's work ? Tried to make some .cht files in the /CHEATS folder and it says it try to load the cheat file when loading a game. But there aren't any cheats in game.

3 - Is it possible to change the bootscreeen ?

Thank you for the great work. Much appreciated :)
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on January 21, 2014, 12:10 PM
ahoi

1. you could select the original file extention mode in the config file
2. it should work.. but many gameshark cheats aren't working at all
3. atm it is only changeable with recompiling or romhacking ^^
Title: Re: [release] alternative ED64 Menu
Post by: Mickkn on January 21, 2014, 01:51 PM
Okay found it :) but sadly they doesn't contain any saves.

The .eep's I got from fx. GoldenEye 007 and Mario Tennis are 512Byte and 2KB they seem to load but they are just fresh games with no saves on them :( and when I reset the console in-game, I end up with a fresh 4KB .eep file.

They DO work, when I switch to OS-v2.04.
Title: Re: [release] alternative ED64 Menu
Post by: Arnold101 on January 24, 2014, 05:10 PM
want to try this but wich games do not work? i mean n64 games
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on January 25, 2014, 01:42 AM
i think it's nearly the same as OS2.04 except the games that the original os is prepatching, so you have to do that manually. ^^
Title: Re: [release] alternative ED64 Menu
Post by: Eisi on January 25, 2014, 12:29 PM
A while ago I created a little patch for Neon64 to make it compatible with mapper 10 games (Famicom Wars, Fire Emblem). hcs knows that it exists but he didn't update the repository yet. These games suffer from graphical glitches however because the emulation is not accurate and would probably require a complete rewrite of the core.
Seeing that you are using the latest version of Neon64 you might want to have a look at it.

http://pastebin.com/xyA9eZwb

Also, thanks for your work, it is awesome!
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on January 27, 2014, 04:27 PM
Hi,
I have good and bad news for you guys. ^^
The bad one is, i'm going to stop working on that menu, but the good one is... you'll maybe hear from me in conjuction with a new mystical retrogaming project. :D

Young minds, fresh ideas!
If you are interested in improving that menu, feel free to download the source and do whatever you want with it. ^^
Here's a tutorial sanni made if you need some help to get started.

Tutorial + virtual machines (http://dl.dropboxusercontent.com/u/20912715/html/n64codingtut/n64codingtutorial.htm)
alt64 v0.186 source (http://www40.zippyshare.com/v/86499413/file.html)
Learn C The Hard Way (http://c.learncodethehardway.org/book/)
Title: Re: [release] alternative ED64 Menu
Post by: stunty999 on January 27, 2014, 10:25 PM
Thanks a lot for this amazing work and good luck on your new project! Hope you'll keep us aware of it ;)
Title: Re: [release] alternative ED64 Menu
Post by: Arnold101 on January 30, 2014, 01:51 PM
i think it's nearly the same as OS2.04 except the games that the original os is prepatching, so you have to do that manually. ^^
prepatching what? can you explain?
Title: Re: [release] alternative ED64 Menu
Post by: KRIKzz on February 01, 2014, 08:50 PM
Hi,
I have good and bad news for you guys. ^^
The bad one is, i'm going to stop working on that menu, but the good one is... you'll maybe hear from me in conjuction with a new mystical retrogaming project. :D

Young minds, fresh ideas!
If you are interested in improving that menu, feel free to download the source and do whatever you want with it. ^^
Here's a tutorial sanni made if you need some help to get started.

Tutorial + virtual machines (http://dl.dropboxusercontent.com/u/20912715/html/n64codingtut/n64codingtutorial.htm)
alt64 v0.186 source (http://www40.zippyshare.com/v/86499413/file.html)
Learn C The Hard Way (http://c.learncodethehardway.org/book/)

You did a very good job. Thank you!
Title: Re: [release] alternative ED64 Menu
Post by: Arnold101 on February 07, 2014, 01:47 PM
what you mean with prepatching??
Title: Re: [release] alternative ED64 Menu
Post by: TeamShake on February 07, 2014, 02:44 PM
what you mean with prepatching??

The original OS auto patches the copy protection on Banjo Tootie (I think its the only one).  On this OS, you will need to patch the file before you transfer it to your SD card.
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on February 07, 2014, 03:27 PM
what you mean with prepatching??

Banjo Tooie needs a patch to work correctly (see  http://www.assemblergames.com/forums/showthread.php?43143-Banjo-Tooie-(U)-NTSC-Crack-amp-Save-Fix-released-today!&highlight=tooie ), but OS 2 works with an unpatched copy of the game, as it applies the patch in-memory. OS2 doesn't patch the game file itself, though, so even though an unpatched Banjo Tooie rom will work with OS2, afterwards that rom file on the SD Card will still be unpatched.

Like TeamShake, I'm not sure if any other games are auto-patched too, or if it's just Banjo Tooie.
Title: Re: [release] alternative ED64 Menu
Post by: copyman on February 23, 2014, 06:18 PM
Thanks cant wait to check this out when I get my Everdrive in the mail! Im just wondering about the saving and how reliable it is with this OS. Anyone ever have any issues? Want to avoid any corrupt saving if possible.
Title: Re: [release] alternative ED64 Menu
Post by: rocketblast on March 17, 2014, 03:07 AM
Hi,
I have good and bad news for you guys. ^^
The bad one is, i'm going to stop working on that menu, but the good one is... you'll maybe hear from me in conjuction with a new mystical retrogaming project. :D

Young minds, fresh ideas!
If you are interested in improving that menu, feel free to download the source and do whatever you want with it. ^^
Here's a tutorial sanni made if you need some help to get started.

Tutorial + virtual machines (http://dl.dropboxusercontent.com/u/20912715/html/n64codingtut/n64codingtutorial.htm)
alt64 v0.186 source (http://www40.zippyshare.com/v/86499413/file.html)
Learn C The Hard Way (http://c.learncodethehardway.org/book/)

The source code for alt64 v0.186 in your post is corrupt, it shows 0 files and I get an error trying to uncompress the file.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on March 17, 2014, 09:40 AM
i would say it's not corrupt, you are just doing something wrong ^^
Title: Re: [release] alternative ED64 Menu
Post by: MockyLock on March 17, 2014, 01:31 PM
Im' not a coder at all, so my question may sound dumb, but, well, let's go.
Would it be possible to play a menu background music in such devices as Everdrives ? (and specially N64 Everdrive ?)
Like the Madmab's emultors for XBOX, for exemple.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on March 17, 2014, 01:46 PM
It's definitely possible. ^^
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on March 17, 2014, 03:10 PM
Hi,
I have good and bad news for you guys. ^^
The bad one is, i'm going to stop working on that menu, but the good one is... you'll maybe hear from me in conjuction with a new mystical retrogaming project. :D

Young minds, fresh ideas!
If you are interested in improving that menu, feel free to download the source and do whatever you want with it. ^^
Here's a tutorial sanni made if you need some help to get started.

Tutorial + virtual machines (http://dl.dropboxusercontent.com/u/20912715/html/n64codingtut/n64codingtutorial.htm)
alt64 v0.186 source (http://www40.zippyshare.com/v/86499413/file.html)
Learn C The Hard Way (http://c.learncodethehardway.org/book/)

The source code for alt64 v0.186 in your post is corrupt, it shows 0 files and I get an error trying to uncompress the file.

I recommend using 7zip, which is fast, free, and can even test groups of files (i.e. highlight a load of zip/rar/7z files, right click on them and select Test).

http://www.7-zip.org/
Title: Re: [release] alternative ED64 Menu
Post by: copyman on March 17, 2014, 08:35 PM
Still havnt used this OS for a few reasons. I dont know how reliable the saving is and I assume the save files from Krikzz OS are compatible.
Pretty much want to know if there is any disadvantages to using this OS over the other. I see what the difference is and what this can do just trying to decide if I should switch.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on March 17, 2014, 10:17 PM
my main intention wasn't to make anyone to use this os instead of the original. ^^
by releasing it, i wanted to share my 'discoveries' for educational reasons. :D
i'm not a progammer at all, just a hobbyist.
i wish others would do the same so there is more homebrew on the ed64. ^^
so for the brave and faithful nothing is difficult :D

talking stability:
it's using krikzz disk/fat libs from the ED64-IO lib and krikzz firmware :D
- eeproms/mempaks are written with libdragon, just like in the original os.
- sram is dma'ed by the n64s pif and just written from ram to a file
- flashrom has a little workaround, -> i treat it like sram and switch over the fpga-setting

the os is highly configurable, you could set it to use krikzz save file endings and folders or something else :D
there is no special format - the save files are just memory dumps (in both os)

disadvantages:
-no bango tooie - autopatch
-no patch system at all
-no usb-support (for now ^^)
-no "high-res"
-no support by krikzz
-no updates (but never say never :D)
-no on-screen cheat input
Title: Re: [release] alternative ED64 Menu
Post by: WayneTerrell on March 20, 2014, 07:28 AM
I'm sorry if this has already been asked, but has anyone else had problems with the Game Boy emulator? I've only tried a couple, but they've all crashed. Super Mario Land worked for a few seconds, but as soon as I selected a save slot, the game froze.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on March 20, 2014, 11:45 AM
Is your 'save_path' set to an existing directory in your ALT64.ini?

[gblite]
save_path=/ED64/SDSAVE/         ; save directory surround with slashes
tv_mode=0            ; 1=ntsc 2=pal 3=mpal 0=force_off

The gblite version of gnuboy64 uses this two entries.
With the 'tv_mode' key you can force 60Hz like the setting for the menu itself.
Title: Re: [release] alternative ED64 Menu
Post by: WayneTerrell on March 21, 2014, 03:00 AM
I'm sorry, I can't even pretend I know what any of that meant. Are you saying I'm supposed to have some folder established on the SD card?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on March 21, 2014, 11:33 AM
I'm sorry, I can't even pretend I know what any of that meant. Are you saying I'm supposed to have some folder established on the SD card?

No, you could set the save-folder like you want in the config file. :D

btw.
i've added some usb-features to the menu v0.1.9.1 but there is no windows client yet and only a few people have a usb-port on the ed64. ^^
so, it's not really worth a release. :D
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on April 07, 2014, 04:31 PM
here are some screenshots uploading a rom via usb to the sdcard. ^^

(http://abload.de/thumb/listeningumusy.png) (http://abload.de/image.php?img=listeningumusy.png) (http://abload.de/thumb/create7audr.png) (http://abload.de/image.php?img=create7audr.png)(http://abload.de/thumb/donexpu3a.png) (http://abload.de/image.php?img=donexpu3a.png)(http://abload.de/thumb/dir2nuai.png) (http://abload.de/image.php?img=dir2nuai.png)


Title: Re: [release] alternative ED64 Menu
Post by: copyman on April 15, 2014, 09:25 PM
Not sure if this was mentioned but wondering about switching from Krikzz OS. I would like to try this but worried about saves. Can I just replace all the OS files or something without having any issues with saves?
Thanks
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on April 15, 2014, 09:47 PM
all you have todto is to copy the ED64 directory from the archive to the root of the sdcard

you need at last ALT64.ini and OS64.v64
in \ED64\

if you want to switch with your saves you could reconfigure the menu in ALT64.ini

OS64-2.04 save mode would be
ext_type=1
save_path=SAVE

ALT64 save mode would be (default setting)
ext_type=0
save_path=SDSAVE

so if you are unsure and maybe just want to switch back
you could copy your save files to SDSAVE and just set
ext_type=1 and leave at save_path=SDSAVE
so ALT64 won't touch your old savegames and uses just the copied files

-----

ext_type=0            ; 0=classic 1=OS64
ALT64 classics: e4k,e16,srm,128,fla
 OS64 settings: eep,eep,sra,sra,fla

save_path=SDSAVE         ; save directory inside ED64
If you decide to use your old savegames you could change this to 'SAVE' and
'ext_type' to '1', instead of renaming the files. :>
Title: Re: [release] alternative ED64 Menu
Post by: copyman on April 15, 2014, 10:04 PM
Thanks! So doing this today!

One last thing I am wondering about is the boxart. I saw that there was a collection here but I will have to rename to match each rom I would think. I will make a US box art (NoIntro) collection if knowone else has. As complete as I can get it. I was part of a Hyperspin project years ago so I have my methods. What size do the images need to be? Of course not everyone the same rom file names. How do u guys go about this?
Really I wouldnt mind uploading to my seedbox and sharing my complete ED64 compatible rom collection with box art on a torrent tracker for everyone but not sure if that is allowed.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on April 15, 2014, 10:19 PM
just look at the readme in the archive and the included conversion scripts :>
Title: Re: [release] alternative ED64 Menu
Post by: bidou67 on April 19, 2014, 09:51 PM

Hello saturnu ;) you have a link for your latest alternative menu ? thanks in advance because i see alternative menu on december ?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on April 19, 2014, 11:47 PM
menu 1.9.1 is only an unstable dev menu with special usb-features, there're no benefits for users, even the corresponding usb-tools aren't working on windows, atm. ^^
Title: Re: [release] alternative ED64 Menu
Post by: bidou67 on April 19, 2014, 11:51 PM
what the best version alternative menu at this time saturnu ? :)
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on April 20, 2014, 12:11 AM
if you don't give up until you hold something new in your hands. :D
here is a little update, which let you disable the bootup screen in the config file. ^^
you still need to install all files from the v0.1.8.6 archive, before using this.

update v0.1.8.6 -> v0.1.8.7
alt64_u187.zip (http://www56.zippyshare.com/v/81824547/file.html)

new:
enable/disable splash screen

ALT64.ini:
splash_on=0 ;1=enable splash 0=disable splash
Title: Re: [release] alternative ED64 Menu
Post by: Arnold101 on June 18, 2014, 01:54 AM
hello, where is the folder for game covers? you have an archive of ready to use covers to download? thanks :)
Title: Re: [release] alternative ED64 Menu
Post by: Paulweeze on June 18, 2014, 02:03 AM
hello, where is the folder for game covers? you have an archive of ready to use covers to download? thanks :)
Visit this thread, courtesy of Kerr Avon. http://krikzz.com/forum/index.php?topic=1207.msg12157#msg12157
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on June 18, 2014, 02:06 AM
i haven't uploaded any covers. ^^
i think it isn't legal in my country to do so, 'cause of that i just uploaded a script to convert them.

...link already posted while typing :>
Title: Re: [release] alternative ED64 Menu
Post by: Arnold101 on June 19, 2014, 02:35 AM
thanks paul :)
Title: Re: [release] alternative ED64 Menu
Post by: Excalibur007 on June 20, 2014, 07:05 AM
Thanks for all the work on this.  I really like the features, but I hate the font.  I'd prefer a font more like the one in the original OS.  How can this be changed?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on June 20, 2014, 11:09 AM
the font is hardcoded in the libdragon headers. all you have to do is download the source, setup a mips-toolchain and recompile the menu with the vanilla headers.

i used a random pixel font editor.
this one can export your font as c header file. ^^
http://www.min.at/prinz/o/software/pixelfont/
Title: Re: [release] alternative ED64 Menu
Post by: toshineon on August 03, 2014, 03:27 PM
What does "CIC fix" mean?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on August 03, 2014, 03:56 PM
maybe you mean "crc fix"?

it recalculates the cyclic redundancy check values inside the romheader.

0010h - 0013h     (1 dword): CRC1
0014h - 0017h     (1 dword): CRC2
Title: Re: [release] alternative ED64 Menu
Post by: swaaye on September 03, 2014, 07:43 PM
I gave this alternative OS a try and it is really nice.  I love the box art!

I have a couple of questions about it.

1) Saves.  I have some saves from Krikkz's OS. I put them in the SDSAVE directory and set the ext_type=1 option.  When I tried to load Perfect Dark the OS froze after the save transfer was said to be complete.  So I deleted my saves and tried making a new game within Perfect Dark. The OS didn't use the ROM name for the save file like Krikkz does but used a 4 letter code name (game ID?)

2) High-rez.  I love the high resolution of Krikkz's OS.  I saw a post in this thread that said high-res causes some problems on old TVs?  Is that why it's not in this alternative OS?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on September 03, 2014, 10:15 PM
to be honest, i can hardly remember anything about the saving. :D

i think some reasons for lowres are:
- the boxart is faster to render or bigger on screen :>
- highres is only 16bit and i wanted 24bit wallpapers and boxart
- more work, to have a second mode, 'cause of the window positons file list lines etc. ^^

it was on the todo list with some other features i have never finished.
like a mempak editor for individual saves, or a font selection

maybe i should come back to this project some day ^^
Title: Re: [release] alternative ED64 Menu
Post by: eadmaster on January 26, 2015, 11:32 PM
hi, i've just tried the build from the "alt64_font_fix+debug_0187b.zip" archive with my new EverDrive 64 v2.5.
But it resulted in a black screen @ startup.
The SD card was freshly formatted and all the files should be in the correct place:
Code: [Select]
K:\ED64\BOXART
K:\ED64\CFG
K:\ED64\CHEATS
K:\ED64\MEMPAKS
K:\ED64\SAVE
K:\ED64\SDSAVE
K:\ED64\WALLPAPER
K:\ED64\ALT64.INI
K:\ED64\gblite.z64
K:\ED64\neon64bu.rom
K:\ED64\OS64.v64
K:\ED64\readme.txt
K:\ED64\ultraMSX2.z64
K:\ED64\UltraSMS.z64
K:\ED64\BOXART\lowres
K:\ED64\BOXART\lowres\00.png
K:\ED64\SDSAVE\CFZE.SRM
K:\ED64\SDSAVE\NK4E.E4K
K:\ED64\CHEATS\Banjo Kazooie (USA).yml
K:\ED64\CHEATS\Donkey Kong 64 (USA).yml
K:\ED64\CHEATS\F-ZERO X (U) [!].yml
K:\ED64\CHEATS\Legend of Zelda, The - Majora's Mask (USA).yml
K:\ED64\CHEATS\Legend of Zelda, The - Ocarina of Time (U) (V1.2) [!].yml
K:\ED64\CHEATS\Paper Mario (U) [!].yml
K:\ED64\CHEATS\Perfect Dark (USA).yml
K:\ED64\CHEATS\RR64 - Ridge Racer 64 (U) [!].yml
K:\ED64\CHEATS\Star Fox 64 (U) (V1.1) [!].yml
K:\ED64\CHEATS\Super Mario 64 (U) [!].yml
K:\ED64\CHEATS\Super Smash Bros. (U) [!].yml
K:\ED64\CHEATS\WWF No Mercy (USA).yml
K:\ED64\CHEATS\Yoshi's Story (U) (M2) [!].yml
K:\ED64\WALLPAPER\background.png
K:\ED64\WALLPAPER\background1.png
K:\ED64\SAVE\AeroGauge (U) [!].eep
K:\ED64\SAVE\...

I've only changed a few lines in the ALT64.INI:
Code: [Select]
tv_mode=1
ext_type=1
save_path=SAVE
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on January 26, 2015, 11:54 PM
try v0.1.8.8-cheat if your ed64 is above v2.0.

v0.1.8.8-cheat
changelog:
-skipped firmware loading for v2.5 and v3


Title: Re: [release] alternative ED64 Menu
Post by: lee4 on January 27, 2015, 05:36 AM
try v0.1.8.8-cheat if your ed64 is above v2.0.

v0.1.8.8-cheat
changelog:
-skipped firmware loading for v2.5 and v3

alt64_v188-cheat.zip (http://www11.zippyshare.com/v/huStVqYH/file.html)
alt64 v0.1.8.8-cheat works on ED64 v3
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on January 27, 2015, 10:13 PM
i'm not sure if saving is working correctly on the ed64v3. it was programmed on a v2.0, so maybe not. :>

most of the alt64 features are now available in the std OS64, so it's kinda obsolete. ^^
but i think, it's still useful for ed64v1 owners and generell testing.
btw. i have some cool ideas for alt64 v2.0. :D
Title: Re: [release] alternative ED64 Menu
Post by: lee4 on January 28, 2015, 12:17 AM
i'm not sure if saving is working correctly on the ed64v3. it was programmed on a v2.0, so maybe not. :>

most of the alt64 features are now available in the std OS64, so it's kinda obsolete. ^^
but i think, it's still useful for ed64v1 owners and generell testing.
btw. i have some cool ideas for alt64 v2.0. :D
alt64 v0.1.8.8-cheat treats ED64v3 as ED64v1/v2

because you programmed alt64 for v1/v2 only

you must use "reset to save" to save to sd

because alt64 always load save from sd card on next boot
Title: Re: [release] alternative ED64 Menu
Post by: eadmaster on January 28, 2015, 12:21 AM
try v0.1.8.8-cheat if your ed64 is above v2.0.

v0.1.8.8-cheat
changelog:
-skipped firmware loading for v2.5 and v3

alt64_v188-cheat.zip (http://www11.zippyshare.com/v/huStVqYH/file.html)
Thank you for pointing me that out, it boots fine!
btw defaulting to "tv_mode=0" (force_off) is not a good idea, I have to change it manually for every rom...  ???

side question:
do roms must be in interleaved format (.n64/.v64//Doctor V64/NoIntro) for cheats to work?
I've tried the bundled cheats with my not-interleaved roms (.Z64/Mr. Backup/GoodN64) and they don't work (games do not boot at all with cheats enabled).

side request:
add an option to disable the rumblepack check to improve compatibility with 3rd party mempacks like mine (http://krikzz.com/forum/index.php?topic=2657).
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on January 28, 2015, 12:43 AM
the rom format shouldn't make any difference, 'cause at the stage of dma'ing the rom it's unswapped to the sdram.
otherwise the n64 wouldn't be able to boot the game anyway, so everthing should be on it's place. :D
Title: Re: [release] alternative ED64 Menu
Post by: eadmaster on January 28, 2015, 08:25 PM
When i enable cheats i always get a black screen (the game does not boot). Sometimes the OS gets screwed and i can't even go back to it by pressing the Reset button (i'm forced to turn the console off and on with the power switch).
This is the same behavior i've got with the official OS.

Maybe i will have a better luck with scene trainers... btw, if i use "Auto IPS" patching, do you know if they are applied after or before the unswapping?
I've seen scene trainers are usually meant for roms in interleaved format (.n64/.v64//Doctor V64/NoIntro).
Title: Re: [release] alternative ED64 Menu
Post by: lee4 on January 28, 2015, 09:39 PM
What game you trying to use cheat codes?

Can you post the cheat codes trying to use?

I have no problem use alt64 gs feature and official os gs feature.
Title: Re: [release] alternative ED64 Menu
Post by: eadmaster on January 28, 2015, 11:46 PM
I've tried the cheats bundled in the zip archive with my GoodN64 roms (after renaming):
Code: [Select]
./ED64/CHEATS/Super Mario 64 (U) [!].yml
./ED64/CHEATS/F-ZERO X (U) [!].yml
./ED64/CHEATS/Paper Mario (U) [!].yml
./ED64/CHEATS/Star Fox 64 (U) (V1.1) [!].yml
./ED64/CHEATS/Legend of Zelda, The - Ocarina of Time (U) (V1.2) [!].yml
./ED64/CHEATS/RR64 - Ridge Racer 64 (U) [!].yml
Title: Re: [release] alternative ED64 Menu
Post by: lee4 on January 29, 2015, 05:56 AM
I just tested those 6 games with pre cheat files

games boot fine and cheats are work

rev A = v1.1
rev B = v1.2

what video mode you using?

video mode should be default / off (auto change to game's video output)
Title: Re: [release] alternative ED64 Menu
Post by: eadmaster on January 29, 2015, 06:21 AM
I am sure the filenames match correctly because when loading the roms it prints  "cheatfile loaded" for an instant...
I've tried with both video mode = off and NTSC, same results.  :'(
Do you have the same ED64 v2.5 like mine?

Oh, i forgot another request for the alt64 OS:
- add some basic file management functions (like rename, delete, move, etc.)
+ add a basic text viewer
Title: Re: [release] alternative ED64 Menu
Post by: lee4 on January 29, 2015, 06:32 AM
no,
I have v1, v2.0 and v3
and my n64 is usa version with no mods
Title: Re: [release] alternative ED64 Menu
Post by: eadmaster on January 29, 2015, 06:36 AM
Then maybe there is something in my hardware setup breaking the cheat engine, but i am not sure about that... maybe the JAP N64?

UPDATE: i definitively had a better luck with trainers! Still could not figure out what is wrong with the cheat engine btw...
Title: Re: [release] alternative ED64 Menu
Post by: Kodewerx on April 05, 2015, 11:00 AM
The cheat engine assumes you have an Expansion Pak; it uses the extra memory for the engine and code list at runtime.
Title: Re: [release] alternative ED64 Menu
Post by: kane159 on April 05, 2015, 04:31 PM
hello master , is it possible to add chinese support for it?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on April 05, 2015, 04:46 PM
sure, technical it's possible, but i don't speak chinese and i would have to create some chinese font.
so it's near to impossible for me, to create something that's not totally wrong and just based on guessing. ^^

if you want to do it, i could write some instructions for you, what have to be done and how to edit the font.
Title: Re: [release] alternative ED64 Menu
Post by: kane159 on April 05, 2015, 08:11 PM
cool~i'm very interesting but i have no knoledge for coding is it ok?of course i can translate the menu no prb,but is it possable to just use a ttf format font to make it possable to show chinese file name?couse this is the main problem for me , when i use any everdrive i need to edit the name to non-chinese and i have meny meny games so i always forgot whitch file is whitch you know
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on April 05, 2015, 08:19 PM
i think i have a ttf library but i would need some time to test it. ^^
this would be ideal for internationalisation in general.

for my last font i used this 8x8 font editor, but i don't know if this is big enough for the more complex chinese letters.
http://www.min.at/prinz/o/software/pixelfont/
Title: Re: [release] alternative ED64 Menu
Post by: kane159 on April 06, 2015, 03:44 AM
i check it a lil and yeah...Unfortunately..i think it may just barely enough for the menu in chinese....
Title: Re: [release] alternative ED64 Menu
Post by: eadmaster on April 06, 2015, 04:39 PM
The cheat engine assumes you have an Expansion Pak; it uses the extra memory for the engine and code list at runtime.
Oh, that's quite a requirement!
I run my N64 without the ExpPack because it tends to overheat and sometimes makes games crash.
btw manually training ROMs with this tool (https://github.com/jfktrey/n64hijack) seems to work even without the ExpPack, so i'll avoid using the cheat engine by now.
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on April 07, 2015, 08:25 PM
I run my N64 without the ExpPack because it tends to overheat and sometimes makes games crash.

That should not be happening at all. The expansion pak is simply 4MB of RAM, nothing more. There are no moving parts (such as a fan) that could have broken and therefore be causing to heat. I take it you've cleaned the connections and the top of the expansion pak? Can you check the expansion pak in another N64 and see if that N64 overheats too?

Also, is it an official (made by Nintendo) expansion pak, or a third party model? I've heard that some third party models aren't too reliable, who makes yours?
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on April 07, 2015, 08:36 PM
The cheat engine assumes you have an Expansion Pak; it uses the extra memory for the engine and code list at runtime.
Oh, that's quite a requirement!
I run my N64 without the ExpPack because it tends to overheat and sometimes makes games crash.
btw manually training ROMs with this tool (https://github.com/jfktrey/n64hijack) seems to work even without the ExpPack, so i'll avoid using the cheat engine by now.


Come to think of it, can you make a tutorial of how you put codes into a ROM, please? It would be interesting to see some examples of how it is done.
Title: Re: [release] alternative ED64 Menu
Post by: eadmaster on April 07, 2015, 11:56 PM
I run my N64 without the ExpPack because it tends to overheat and sometimes makes games crash.

That should not be happening at all. The expansion pak is simply 4MB of RAM, nothing more. There are no moving parts (such as a fan) that could have broken and therefore be causing to heat. I take it you've cleaned the connections and the top of the expansion pak? Can you check the expansion pak in another N64 and see if that N64 overheats too?

Also, is it an official (made by Nintendo) expansion pak, or a third party model? I've heard that some third party models aren't too reliable, who makes yours?
It is the official one that was bundled with Donkey Kong 64.
I've tried it recently with an original copy Zelda OOT and the game freezed after 3/4 hours of gameplay.
This is a well-know issue btw. This mod suggests adding an heatsink to solve it (http://fixmodbreak.blogspot.it/2012/06/expansion-pack-mod-n64-overclock-part-2.html).

Concerning n64hijack, maybe i've done a wrong statement:
since it is based on the same cheat engine of alt64 it requires the ExpPack too, correct?
Title: Re: [release] alternative ED64 Menu
Post by: wilykat on April 09, 2015, 07:18 AM
That should not be happening at all. The expansion pak is simply 4MB of RAM, nothing more. There are no moving parts (such as a fan) that could have broken and therefore be causing to heat. I take it you've cleaned the connections and the top of the expansion pak? Can you check the expansion pak in another N64 and see if that N64 overheats too?

Also, is it an official (made by Nintendo) expansion pak, or a third party model? I've heard that some third party models aren't too reliable, who makes yours?

Nintendo used RAMBUS for N64 and the 4MB expansion. RAMBUS do get very warm and it can crash if it's worked too hard or if there's poor airflow around the N64.  Many cheap clones are often unreliable, I've tried a few and none of them would last an hour before crashing or freezing the game.  Stick with Nintendo brand only, and the heat sink mod would help if you still get freezing or crashing game.
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on April 10, 2015, 01:49 AM
It is the official one that was bundled with Donkey Kong 64.
I've tried it recently with an original copy Zelda OOT and the game freezed after 3/4 hours of gameplay.
This is a well-know issue btw. This mod suggests adding an heatsink to solve it (http://fixmodbreak.blogspot.it/2012/06/expansion-pack-mod-n64-overclock-part-2.html).

Ocarina of Time doesn't use the expansion pak at all, so you'd doubly not expect a crash!

Then again, maybe the N64 does still route important data through the expansion pak, even when the expansion pak's RAM isn't used (which could be possible, since the expansion pak replaces the jumper pak). If you do decide to add the heatsink, then please post up about your experience with it, and if it (hopefully) fixes the problem, in case other people want to try it too.

I don't remember any of my mates' N64s crashing, but then I can't remember which of them had an expansion pak (for well over ten years now I've been the only person I know still to own/use an N64). My own expansion pak is a third party one, made (or at least sold) by Pelikan, and already has a heatsink on top, and has never (as far as I can remember, which isn't too great a guide  :o) caused the N64 to crash. I'd really recommend it to anyone.

This is how it looks (not my photo, I found this on the 'net) :

(http://i166.photobucket.com/albums/u90/SilverGromit/PelikanExpansionPak_zps905a9fef.jpeg)
Title: Re: [release] alternative ED64 Menu
Post by: aterraformer on April 10, 2015, 04:24 AM
Could these expansion mods make OoT and Mario 64 hacks that don't work right now on Everdrive, work?
Title: Re: [release] alternative ED64 Menu
Post by: kane159 on April 18, 2015, 07:59 PM
ok after few day using this ,almost everything is grate :D just a lil problem for ed64 v3
1.still need to restart first or will lost the save file...
2.dont know if rtc function work or not
3.cant manual insert the cheat code without pc(maybe i was wrong?)
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on April 19, 2015, 03:23 PM
Could these expansion mods make OoT and Mario 64 hacks that don't work right now on Everdrive, work?

No, sadly, the Oot and SM64 problems are caused by their hacks' method of memory access (they were made to work with emulators, which didn't accurately emulate memory access), not by the amount of memory present.




ok after few day using this ,almost everything is grate :D just a lil problem for ed64 v3
1.still need to restart first or will lost the save file...
2.dont know if rtc function work or not
3.cant manual insert the cheat code without pc(maybe i was wrong?)

1. Are you sure? If so, your v3 might be faulty, you should ask Krikzz about it (he'll probably see your post here, if not, then pm him).

2. Sorry, I don't know how to check this - does the Everdrive OS have a clock checking function built in?

3. No, you're right. You have to add the codes via editing a text file, which can only be done by putting the SD card into a PC or Mac (or tablet?) and editing it on that machine. Perhaps Krikzz will write a function for users to add/edit codes via the Everdrive.
Title: Re: [release] alternative ED64 Menu
Post by: kane159 on April 19, 2015, 05:57 PM
Quote
1. Are you sure? If so, your v3 might be faulty, you should ask Krikzz about it (he'll probably see your post here, if not, then pm him).

2. Sorry, I don't know how to check this - does the Everdrive OS have a clock checking function built in?

3. No, you're right. You have to add the codes via editing a text file, which can only be done by putting the SD card into a PC or Mac (or tablet?) and editing it on that machine. Perhaps Krikzz will write a function for users to add/edit codes via the Everdrive.
thanks for the answer im very sure that my v3 version is functional when i'm using the official OS then i can just turn off the power then turn on my save will still there
but using this os it just lost the save file i just save then throw me back to the last save point (i think the problem is everytime starting the game it'll upload the save file by using the one in sd card)   
Title: Re: [release] alternative ED64 Menu
Post by: vgpro on June 10, 2015, 12:36 AM
Hello, joined this forum just to ask if there can be a reupload of the alt menu? It seems the original DL link via pomf is down because pomf shut down yesterday..

Thanks!
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on June 10, 2015, 12:45 AM
just use this file and the mirror link
http://krikzz.com/forum/index.php?topic=3098.0
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on August 27, 2015, 10:30 PM
update time :D

alt64 v0.1.8.23

Changelog:
new: 8x8 PixelFont support

the fonts are located under /ED64/FONTS
you can change it in ALT64.ini

ALT64.ini
Code: [Select]
menu_font=TINYTYPE.pf ; pixelfont file

TINYTYPE
(https://d.maxfile.ro/exnblkfnxo.png)

(https://d.maxfile.ro/qoulnffkfc.png)

FANTASY
(https://d.maxfile.ro/xjuusjtjyl.png)

(https://d.maxfile.ro/hisaxhcqkp.png)

READABLE
(https://d.maxfile.ro/bhkkqqlvhi.png)

(https://d.maxfile.ro/xqdotwkoxm.png)

Standard
(https://d.maxfile.ro/jwsqybywgl.png)

(https://d.maxfile.ro/tbwwjeqtbd.png)

you can use Richards PixelFont Editor to make or edit your own font!
https://www.min.at/prinz/o/software/pixelfont/

(https://d.maxfile.ro/tauwetdgwl.png)
Title: Re: [release] alternative ED64 Menu
Post by: swaaye on September 04, 2015, 08:20 AM
Any chance of high resolution coming to your menu???  ::)
Title: Re: [release] alternative ED64 Menu
Post by: zero_01 on September 04, 2015, 10:22 PM
Hi.
I have an ED64 v1 and I'm using your OS (Great OS btw)

But I have a little problem. I can reset-save normally. But if I turn off the console without reset, when I turn on again, the save is erased.

I notice when I turn on the console, the OS write the last save to the SD, thats why my saves are erased.

Can I do something in the .INI or in the menus?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on September 04, 2015, 10:53 PM
if you are on a v3 you should star your last game with 'START' instead of 'A' so it's not loading an old savegame and hit 'reset' in your last gaming session.
this was programmed even before the v3 was available. ^^
but nobody is fixing this... :D
Title: Re: [release] alternative ED64 Menu
Post by: zero_01 on September 04, 2015, 11:00 PM
if you are on a v3 you should star your last game with 'START' instead of 'A' so it's not loading an old savegame and hit 'reset' in your last gaming session.
this was programmed even before the v3 was available. ^^
but nobody is fixing this... :D
Thanks for the reply.

But I'm using the v1 everdrive  :-\
Title: Re: [release] alternative ED64 Menu
Post by: lee4 on September 04, 2015, 11:33 PM
Turn off console directly for Everdrive64 v1, v2 & v2.5 series will lose power to hold save data

Everdrive64 v1 , v2 & v2.5, press reset is mandatory, to save data to sd card for any ED64 OS
due they have no battery to hold save data, which ED64 v3 has battery.

Alt OS does not support v3 new features

Title: Re: [release] alternative ED64 Menu
Post by: zero_01 on September 04, 2015, 11:52 PM
Turn off console directly for Everdrive64 v1, v2 & v2.5 series will lose power to hold save data

Everdrive64 v1 , v2 & v2.5, press reset is mandatory, to save data to sd card for any ED64 OS
due they have no battery to hold save data, which ED64 v3 has battery.

Alt OS does not support v3 new features

Sorry, I did not explain properly. (English is not my first language).


When I load a game and turn of the console without press the reset first, my save is erase.
The next time I turned on the console, I see a saving mensagem ("got save from fpga... reset-save done"). And my save was overwritten with a new blank save.

With the 1.28 original OS, If I turn off the console, I just lose the new progress in the game. But in the ALT64, my save was permanent erased.
Title: Re: [release] alternative ED64 Menu
Post by: gfhg on September 05, 2015, 10:49 AM
Yes, I have the same problem.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on September 05, 2015, 05:20 PM
i can't reproduce this error on my ed64v2.
the only possibility that this message shows up, would be a present save register value.
save_cfg_stat = evd_readReg(REG_SAV_CFG);

btw.
why don't you use OS1.29, you can't even download OS1.28 any longer. ^^

Download:
OS.129 (https://www.dropbox.com/sh/fdt8185a8kpjozb/AABlQiUDWCCSXz43g5A0EWBva/everdrive-64/os-bin/1.29/OS64.v64?dl=0)

---------------------------------------
1.29
14.01.2013
1)Allows to load/save controller pak to file. Please use any .mpk file and c-down button. It works only if controller pak plugged into joy port1. /ED64/dummy.mpk file can be used for exchange
2)Ability to force default save type
3)Ability to force M-PAL TV mode. Not sure if it work properly, cuz i don't have PAL-M system for tests
4)Os can run Banjo-Tooie U without manual patching
---------------------------------------
1.28
25.07.2012
1) sram saves bugfix
---------------------------------------
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on September 05, 2015, 07:17 PM
alt64 v1.8.24 alpha version :D
highres mode with 32bit wallpaper

(http://i.imgur.com/v1lKwF5.png)
Title: Re: [release] alternative ED64 Menu
Post by: CGA Gillian Seed on September 06, 2015, 10:06 AM
Greetings saturnu. I wanted to point out something related to Alt64 0.1.8.23 which is a save glitch to one game I've played on my EverDrive 64 V3.

The ROM is GoldenEye 007 (U). Felt like going through this game again after years of not playing it, though the problem I have when playing it on Alt64 is that reset saves don't seem to work properly for this one. The error it gives me when doing a reset save is
"getSaveFromCart error" which deletes my save progress.

Turning off the console after I'm done playing keeps the save temporarily, but when I go to play a different game and then come back to GoldenEye, the save progress is completely wiped out and I have to start back at the beginning again.

What I find interesting is that OS-V2.09 on the EverDrive 64 website doesn't have this problem at all, though I honestly prefer Alt64 over it because of 64DD support, cool features and such.

As an experiment, I went and tried the GoldenEye 007 (E) ROM to see if the same issue would happen again on Alt64, and to my surprise, this ROM saves absolutely fine, including reset saves. Problem is, I don't have a TV with a PAL signal, so lots of flickering in my TV occurs, making it difficult to know what's exactly happening on-screen.

Just wondering if there is a fix for this, I would really appreciate it. With all that said, keep up the good work!
Title: Re: [release] alternative ED64 Menu
Post by: Trevor on September 19, 2015, 05:20 PM
Oh my god, I cant beleve I missed this, Trying to download now but all your links say 1.8.23 not 24, am I to assume they are 24 anyway?

That screenshot looks SOOO much better, esilly read text, more text on-screen, lovelly smooth BG image (no mach-bands), I love it Yipeee.

Trev

Ill try the link for now untill you reply :)
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on September 19, 2015, 05:30 PM
it's not finished yet.
i have to relocate all these popup boxes and maybe i should add horizontal font doubling as an option, too.
(or 16x16 fonts) :>
Title: Re: [release] alternative ED64 Menu
Post by: iwasaperson on September 29, 2015, 12:34 AM
I can't get any alt menu or OS 1.29 to work on my ED64 2.5. Only OS 2.09 will work.
Whenever I try to install it, I just get a black screen. Same if I try to launch the .v64 from OS 2.09.

Any idea?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on September 29, 2015, 06:00 PM
nope ^^
Title: Re: [release] alternative ED64 Menu
Post by: iwasaperson on October 03, 2015, 01:48 AM
nope ^^

That sucks. I really wanted to play 64DD games and have an open source menu.
Title: Re: [release] alternative ED64 Menu
Post by: chrisw80 on October 12, 2015, 01:35 AM
Is there anywhere I can find a working download? Would like to try this.
Title: Re: [release] alternative ED64 Menu
Post by: bit on October 18, 2015, 03:46 PM
Is anyone able to reupload alt64_v1823.zip? The link doesn't seem to work.
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on October 18, 2015, 05:25 PM
If either of you (or anyone else) wants the file alt64_v1823.zip then pm me your e-mail address and I'll send it.
Title: Re: [release] alternative ED64 Menu
Post by: Trevor on October 19, 2015, 04:36 PM
http://fgfc.ddns.net/PerfectGold/alt64_v1823.zip
Title: Re: [release] alternative ED64 Menu
Post by: chrisw80 on October 20, 2015, 12:45 AM
^Thank you.
Title: Re: [release] alternative ED64 Menu
Post by: Koyuki on November 07, 2015, 10:18 PM
can someone help me to make a wallpaper for the ED64 altmenu?

that one with the anime girl is really annoying, and I cant make it appears for the alt menu...

I use this one for the krikzz OS - http://s17.postimg.org/mlycyvxf3/majora3d.png

What do I have to to, besides save it at 320x240 png format and name it as bg_01.png ???
Title: Re: [release] alternative ED64 Menu
Post by: Trevor on November 08, 2015, 09:36 PM
Original OS (2.10) is 16bit 640x480 bmp, Alt64 is 320x320 32bit png.

As far as I know, there is nothing else needed, although I have not changed it.

Id assume that either new 640x480x32 images will be needed for the new menu in development, or it will simply upscale 320x240 ones.

Original OS down-scales 640 ones in lo-res mode.

Trev
Title: Re: [release] alternative ED64 Menu
Post by: Koyuki on November 08, 2015, 11:14 PM
Original OS (2.10) is 16bit 640x480 bmp, Alt64 is 320x320 32bit png.

As far as I know, there is nothing else needed, although I have not changed it.

Id assume that either new 640x480x32 images will be needed for the new menu in development, or it will simply upscale 320x240 ones.

Original OS down-scales 640 ones in lo-res mode.

Trev


I made it as a PNG format RGB and added a layer for alpha channel, so 8+8+8+8 = 32 bit

The wallpaper showed now, I had to add the alpha channel to make it work

Also, the alt OS is nice for the covers, but this low resolution is really bad . Thanks anyway

Title: Re: [release] alternative ED64 Menu
Post by: saturnu on November 11, 2015, 04:24 PM
i seems like there is a need for a complete rewrite, so alt64 v1.8.24 is cancelled and v1.8.23 is the last one of this series.
maybe there is a new alternative os on the horizon, that's technically is based on the original os but has a different gui and some special featues. ^^
Title: Re: [release] alternative ED64 Menu
Post by: Trevor on November 11, 2015, 07:50 PM
Oh, complete re-write?

So the new one will be a v2 series?

Hmm, wounder what the special features are :P sounds interesting.

Trev
Title: Re: [release] alternative ED64 Menu
Post by: rimmyjustles on December 29, 2015, 09:20 PM
OP I'm not asking you to do this since you said you're not working on it anymore but given with what brilliant stuff you've done so far, could you have also somehow implemented something where a the ED right after it boots goes straight to the rom, rather than showing a menu?  Kind of like having it act like a real cart?  Just curious.  I'm in no way interested in doing this for repro reselling purposes; that's ridiculous to begin with since I'd technically be paying 150+ for a donor cart lol.  This is functionality I've wanted for N8 as well but it does not seem to exist.
Title: Re: [release] alternative ED64 Menu
Post by: Trevor on January 01, 2016, 01:36 PM
I still dont get why or even how this would work.
Re-setting is how to change game. if you change it to re-start the game how would you change?
It doesnt take that long to hold "Start" to restart last played game.

Ive seen people say its for "Speedruns", they should either use an original cart, or if its a mod, then everyone is in the same boat anyway.
Not only that, why do speedruns include downtime anyway?

Trev
Title: Re: [release] alternative ED64 Menu
Post by: aterraformer on January 05, 2016, 01:02 AM
For games like Ocarina of Time for instance, saving and resetting is fastest in sections.  I would imagine this would be similar for hacks, even if only like 2 work so far.  The way the SD2SNES works is that you reset to reset the game, then power cycle to get to the menu.  It works fine for me, especially if I want to reset my lives in say a Super Mario World hack for instance or if I was ever to speedrun one of them.  I wasn't really aware holding the start button reset though so this might be a better solution.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on February 03, 2016, 02:52 AM
Alt65 alpha

(https://f.zdev.com/dl/wwwldb.png)
Title: Re: [release] alternative ED64 Menu
Post by: fandangos on February 07, 2016, 09:55 PM
Hey I've read that game shark is supported but I can't find some correct information on how it works.

I need to create a file with the same name as the rom file with the cheats and enable it within the menu?
Does it need to be unicode? UTF-8?

Is there any pattern to follow?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on February 07, 2016, 10:24 PM
OS64 cheat format info
http://micro-64.com/features/everdrive64.shtml

alt64 cheat format info
http://krikzz.com/forum/index.php?topic=1879.msg20977#msg20977
Title: Re: [release] alternative ED64 Menu
Post by: fandangos on February 08, 2016, 01:45 AM
Thank you! It worked :)
Title: Re: [release] alternative ED64 Menu
Post by: Poregon on February 09, 2016, 09:27 AM
Hi! I am new to the community.

Not sure why this hasn't been posted yet...
Got my EDv3 this week and wanted to try alt64 but it did not work on v3.  Now it does.

Changed the following:

menu.c
Code: [Select]
801:   //bi_load_firmware(firmware);
3015:  int fpf = dfs_open("/firmware_v3.bin");

Download Archive (http://www.filedropper.com/readme_26) (extract entire archive to SD, overwrite)

Good luck, and let me know if the DL link breaks.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on February 09, 2016, 12:45 PM
in theory you can just disable the firmware overwrite/loading on a v3 and use the stock firmware.
but to fully support a v3 you would need to alter the saving, too.

it's acting like a v2 if you use alt64 on a v3. ^^
so you have to push reset - which is pointless. :D
the mechanism, that the still alive savegame needs to be saved, if another game than the last one is started needs to be implemented

v0.1.8.23 is working on a v3 anyway, even without your modification
and the github source is outdated it stopped at v0.1.8.6, 'cause nobody is updating it

so you are better off in using v0.1.8.23, it has more features and less bugs. ^^
-64dd support
-font support
-aleck64 support
-use 'START' to load the last game without resetting the savegame.

http://fgfc.ddns.net/PerfectGold/alt64_v1823.zip


what still needs to be fixed in v0.1.8.23 is fast 64DD saving and the dezaemon 3d savetype. :>
maybe i should do some life extension and add these features, so you don't have to mess around with old versions of alt64
Title: Re: [release] alternative ED64 Menu
Post by: iwasaperson on February 10, 2016, 05:59 AM
v0.1.8.23 is working on a v3 anyway, even without your modification
and the github source is outdated it stopped at v0.1.8.6, 'cause nobody is updating it

Then where can we get the source for the latest version?

Also can't wait for the rewritten version. Maybe I will finally be able to get alt64 working on my 2.5.

My 2.5 refuses to run either OS 1.xx or alt64, so the new one being based on 2.xx makes me hopeful.
Title: Re: [release] alternative ED64 Menu
Post by: stormywheater on February 27, 2016, 07:37 PM
Just a silly question but, wouldnt it be nice if the menu had different bars?  :)

Latest played
Most played
Favorite games
Random game? (pick between 3 random games)

Damn i would pay $$ just for that  :)
Title: Re: [release] alternative ED64 Menu
Post by: rimmyjustles on March 02, 2016, 08:28 PM
I still dont get why or even how this would work.
Re-setting is how to change game. if you change it to re-start the game how would you change?
It doesnt take that long to hold "Start" to restart last played game.

Ive seen people say its for "Speedruns", they should either use an original cart, or if its a mod, then everyone is in the same boat anyway.
Not only that, why do speedruns include downtime anyway?

Trev

64 Reproductions aren't possible, I guess.  That repro feel could be simulated through having the ED boot straight to the game, instead of having the user go through a menu at all.
Title: Re: [release] alternative ED64 Menu
Post by: jonesalmighty on March 30, 2016, 04:04 AM
@saturnu thanks for all of the work you have put into this open source menu for the ED64.

I would be very grateful if you would update the source code on GitHub to the latest version. I would like to perform some code refactoring and look at implementing V3 support (for which I will create a fork and then pull request) but don't see the point without the latest features and bug fixes.
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on March 30, 2016, 02:30 PM
64 Reproductions aren't possible, I guess.

I don't know anything about the N64's internals myself, but I've heard that the reason you never see repro (pirated) N64 cartridges is because the protection that Nintendo built into the N64 and it's cartridges was so good that by the time the pirates had found a way to make cheap cartridges that worked on a real N64, it was no longer worth it since the N64 was all but dead commercially.

I don't know if that's true or not, but it does make sense.
Title: Re: [release] alternative ED64 Menu
Post by: Kyle on March 30, 2016, 05:25 PM
My understanding from following the Nintendolife forums is that N64 repros just recently became a thing. They were freaking out over it because there hasn't traditionally been concerns if a N64 cart was legit.
Title: Re: [release] alternative ED64 Menu
Post by: D4v3WTF on March 30, 2016, 07:59 PM
Hi, just look here: http://www.64scener.com/n64piratecarts.php and here: http://www.64scener.com/n64piracy.php
Title: Re: [release] alternative ED64 Menu
Post by: Kyle on March 31, 2016, 04:13 AM
This is what was a big stink recently. N64 games on Alibaba. The PCB shows a real CIC and isn't terrible as a fake. It's not like there are glop tops and wires soldered.

http://www.aliexpress.com/item/64bit-game-card-Clay-Fighter-Sculptor-s-Cut-USA-Version/32459787639.html

http://www.aliexpress.com/item/5pcs-lot-64bit-game-card-Clay-Fighter-Sculptor-s-Cut-USA-Version-PCB-board-sticker-ONLY/32544360277.html
Title: Re: [release] alternative ED64 Menu
Post by: rafaelalvesals on March 31, 2016, 08:09 AM
I think that now because of ultracic its alot easier to make a repro of n64 carts.
Title: Re: [release] alternative ED64 Menu
Post by: aterraformer on April 01, 2016, 12:39 AM
I would love a Japanese OoT MQ repro for no reason in particular. ;D
Title: Re: [release] alternative ED64 Menu
Post by: aterraformer on April 01, 2016, 07:30 AM
So I tried using v0.1.8.23, I mainly just want to use it for the hold start to reset.  Well it doesn't work.  What's the problem?
Title: Re: [release] alternative ED64 Menu
Post by: aterraformer on April 09, 2016, 03:16 AM
So I tried using v0.1.8.23, I mainly just want to use it for the hold start to reset.  Well it doesn't work.  What's the problem?
Nobody?
Title: Re: [release] alternative ED64 Menu
Post by: aterraformer on April 13, 2016, 06:44 AM
whatever, the damn thing is so slow anyway
Title: Re: [release] alternative ED64 Menu
Post by: rimmyjustles on April 18, 2016, 10:18 PM
64 Reproductions aren't possible, I guess.

I don't know anything about the N64's internals myself, but I've heard that the reason you never see repro (pirated) N64 cartridges is because the protection that Nintendo built into the N64 and it's cartridges was so good that by the time the pirates had found a way to make cheap cartridges that worked on a real N64, it was no longer worth it since the N64 was all but dead commercially.

I don't know if that's true or not, but it does make sense.

Couldn't they become "a thing" through having a custom autoboot feature on ED though?
Title: Re: [release] alternative ED64 Menu
Post by: aterraformer on April 20, 2016, 04:19 AM
So I tried using v0.1.8.23, I mainly just want to use it for the hold start to reset.  Well it doesn't work.  What's the problem?
Title: Re: [release] alternative ED64 Menu
Post by: wprpalmeida on April 20, 2016, 04:24 AM
64 Reproductions aren't possible, I guess.

I don't know anything about the N64's internals myself, but I've heard that the reason you never see repro (pirated) N64 cartridges is because the protection that Nintendo built into the N64 and it's cartridges was so good that by the time the pirates had found a way to make cheap cartridges that worked on a real N64, it was no longer worth it since the N64 was all but dead commercially.

I don't know if that's true or not, but it does make sense.

not true. pirated carts were available for the N64 almost from the get go. my first cart as a kid was a pirate International Superstar Soccer 64. it did require an adapter though
Title: Re: [release] alternative ED64 Menu
Post by: leonquest on April 23, 2016, 07:57 AM
Alt64 1.8.23 is not working for me either, do you have to do anything special to make it work on a v3?
Title: Re: [release] alternative ED64 Menu
Post by: bidou67 on July 10, 2016, 04:16 PM
Hi! I am new to the community.

Not sure why this hasn't been posted yet...
Got my EDv3 this week and wanted to try alt64 but it did not work on v3.  Now it does.

Changed the following:

menu.c
Code: [Select]
801:   //bi_load_firmware(firmware);
3015:  int fpf = dfs_open("/firmware_v3.bin");

Download Archive (http://www.filedropper.com/readme_26) (extract entire archive to SD, overwrite)

Good luck, and let me know if the DL link breaks.

link dead for everdrive v3 ?
Title: Re: [release] alternative ED64 Menu
Post by: Metro City on July 25, 2016, 03:16 PM
Hi, i have v3 it's possible have link for download?
Thanks
Title: Re: [release] alternative ED64 Menu
Post by: Noob on August 01, 2016, 09:20 PM
Hi, i have v3 it's possible have link for download?
Thanks

I'd like to have this as well please.
Title: Re: [release] alternative ED64 Menu
Post by: rimmyjustles on August 03, 2016, 05:03 PM
64 Reproductions aren't possible, I guess.

I don't know anything about the N64's internals myself, but I've heard that the reason you never see repro (pirated) N64 cartridges is because the protection that Nintendo built into the N64 and it's cartridges was so good that by the time the pirates had found a way to make cheap cartridges that worked on a real N64, it was no longer worth it since the N64 was all but dead commercially.

I don't know if that's true or not, but it does make sense.

not true. pirated carts were available for the N64 almost from the get go. my first cart as a kid was a pirate International Superstar Soccer 64. it did require an adapter though

None of that matters anyway I guess!  I just wanted to know if the creator of this alt menu would be able to add a function to boot straight to a rom to circumvent the menu.
Title: Re: [release] alternative ED64 Menu
Post by: jonesalmighty on September 03, 2016, 01:22 AM
After a couple of days setting up a dev vm to my satisfaction and a few hours of coding & debugging this evening I have just managed to add ED64 V3 compatibility to alt64 whilst keeping compatibility with V1 and V2!!!!!

This does not only include the firmware loading part but also the ability to save on a hard reboot when a V3 is detected!!

The code can be found here: https://github.com/networkfusion/alt64/tree/v3support

I will post the binary when I have ironed out a couple of minor string length bugs I have introduced ;-)

P.S I have called this version 0.8.6.1 as 0.8.6 was the last version to have source code made available and there have been subsequent releases made available since then (although I am very happy to integrate the latest code if it were provided, at least before I tackle major refactoring of the code as outlined in my issues log!)
Title: Re: [release] alternative ED64 Menu
Post by: mlegora on September 07, 2016, 05:53 AM
After a couple of days setting up a dev vm to my satisfaction and a few hours of coding & debugging this evening I have just managed to add ED64 V3 compatibility to alt64 whilst keeping compatibility with V1 and V2!!!!!

This does not only include the firmware loading part but also the ability to save on a hard reboot when a V3 is detected!!

The code can be found here: https://github.com/networkfusion/alt64/tree/v3support

I will post the binary when I have ironed out a couple of minor string length bugs I have introduced ;-)

P.S I have called this version 0.8.6.1 as 0.8.6 was the last version to have source code made available and there have been subsequent releases made available since then (although I am very happy to integrate the latest code if it were provided, at least before I tackle major refactoring of the code as outlined in my issues log!)

Does this also add the save without reset functionality or just adds v3 compatibility? Either way this is cool. Thanks a ton!
Title: Re: [release] alternative ED64 Menu
Post by: jonesalmighty on September 07, 2016, 01:53 PM
Does this also add the save without reset functionality or just adds v3 compatibility? Either way this is cool. Thanks a ton!

As I said it has "the ability to save on a hard reboot when a V3 is detected" A hard reboot is to turn the power off and turn it back on again, So yes...
Title: Re: [release] alternative ED64 Menu
Post by: jonesalmighty on September 07, 2016, 05:46 PM
So here is the binary: https://1drv.ms/u/s!ANdtK1B8_beIk597 which adds compatibility with V3 (and keeps compatibility with previous releases). As per my previous post, it doesn't contain the features released in the latest version of ALT such as DD support.

Extract the contents to the root of your SD  card (or just OS64.V64 to your ED64 folder) and enjoy!

Usual disclaimers apply ;-)
Title: Re: [release] alternative ED64 Menu
Post by: binkers87 on September 09, 2016, 11:29 PM
You are awesome. Thank you JonesAlmighty. 

I am curious (I'm a beginner programmer). How difficult would it be to change the resolution on this OS? and up it to what krikzz has is os version on?
Title: Re: [release] alternative ED64 Menu
Post by: jonesalmighty on September 10, 2016, 04:00 AM
Things come to those that wait ;-)

keep an eye on my source and issues log, there is lots of refactoring to do before I get to an interface overhaul. First I have to make it easier to debug! (not helped by the fact I have misplaced my dev sd card & only have 1 ED64 which I use most evenings for playing games with my son)
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on September 10, 2016, 10:22 AM
you can upload the OS over usb to ram from your gaming sdcard. ^^

linux loader
https://krikzz.com/forum/index.php?topic=1407.msg28524#msg28524

windows loader
http://krikzz.com/pub/support/everdrive-64/loader64.exe
Title: Re: [release] alternative ED64 Menu
Post by: iwasaperson on September 10, 2016, 11:15 PM
you can upload the OS over usb to ram from your gaming sdcard. ^^

linux loader
https://krikzz.com/forum/index.php?topic=1407.msg28524#msg28524

windows loader
http://krikzz.com/pub/support/everdrive-64/loader64.exe
Any chance at getting the source code for the newest version?

So here is the binary: https://1drv.ms/u/s!ANdtK1B8_beIk597 which adds compatibility with V3 (and keeps compatibility with previous releases). As per my previous post, it doesn't contain the features released in the latest version of ALT such as DD support.

Extract the contents to the root of your SD  card (or just OS64.V64 to your ED64 folder) and enjoy!

Usual disclaimers apply ;-)
It kind of works on my ED64 2.5, but it just stays at a static picture with no menu popping up.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on September 11, 2016, 01:34 AM
http://queueram.com/n64/loader64-0.2_queueram.tar.gz
Title: Re: [release] alternative ED64 Menu
Post by: leonquest on September 14, 2016, 03:17 PM
So here is the binary: https://1drv.ms/u/s!ANdtK1B8_beIk597 which adds compatibility with V3 (and keeps compatibility with previous releases). As per my previous post, it doesn't contain the features released in the latest version of ALT such as DD support.

Extract the contents to the root of your SD  card (or just OS64.V64 to your ED64 folder) and enjoy!

Usual disclaimers apply ;-)

You are a God amongst men. Thank you.
Title: Re: [release] alternative ED64 Menu
Post by: binkers87 on September 16, 2016, 06:55 AM
JonesAlmighty I sent you a pm. I am having trouble setting up some of the libraries
Title: Re: [release] alternative ED64 Menu
Post by: Metro City on September 18, 2016, 03:57 PM
So here is the binary: https://1drv.ms/u/s!ANdtK1B8_beIk597 which adds compatibility with V3 (and keeps compatibility with previous releases). As per my previous post, it doesn't contain the features released in the latest version of ALT such as DD support.

Extract the contents to the root of your SD  card (or just OS64.V64 to your ED64 folder) and enjoy!

Usual disclaimers apply ;-)

Thanks
Title: Re: [release] alternative ED64 Menu
Post by: LuigiStar on October 02, 2016, 12:46 PM
(I don´t know if this is the correct thread to post this):

Hi.

You can dump the savegame, store that in the Controller Pak and restore that in a retail cart?

Example: Super Mario 64 (Everdrive ROM), you dump the savegame and store that in the Controller Pak, after that, you restore the savegame on Super Mario 64 retail cart.

It is possible?

Greetings.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on October 02, 2016, 02:03 PM
yes, it is somehow possible with bus-switching and no controller pak involved, but i wouldn't recommend that.
http://themanbehindcurtain.blogspot.com/2013/08/transferring-n64-cartridge-savegames-to_16.html

there is a nice project by sanni, that can dump and restore several retail carts.
if you are serious aber that, you should take a look at this.
https://github.com/sanni/cartreader
http://forum.arduino.cc/index.php?topic=158974.0
Title: Re: [release] alternative ED64 Menu
Post by: gamerjay on November 17, 2016, 07:09 AM
dosent work http://www.emuparadise.me/Nintendo_64_ROMs/Toon_Panic_(Japan)_(Proto)/40295
Title: Re: [release] alternative ED64 Menu
Post by: jonesalmighty on November 18, 2016, 11:55 PM
dosent work http://www.emuparadise.me/Nintendo_64_ROMs/Toon_Panic_(Japan)_(Proto)/40295

which version?
Title: Re: [release] alternative ED64 Menu
Post by: gamerjay on November 19, 2016, 11:54 PM
everdrive 64 2.5 dunno about alt menu
Title: Re: [release] alternative ED64 Menu
Post by: Kerplunk86 on November 21, 2016, 09:09 PM
Okay re read the entire post and pages and seen it doesn't support DD thank you for helping out the community with your release if you ever need anyone to test something if you are busy I'm your guy jonesalmighty
Title: Re: [release] alternative ED64 Menu
Post by: jonesalmighty on December 13, 2016, 11:04 PM
Now my fork (https://github.com/networkfusion/altra64) has a very capable and automated build system, I guess it is time to see how dirty my hands get over Christmas!
Title: Re: [release] alternative ED64 Menu
Post by: youb on December 20, 2016, 06:05 PM
Hi,
great job.
this alt os works pretty fine on my ED64 v1
but Goldeneye X don't work on !( work with 1.28 and 1.29 original OS)
what can I do ?
Title: Re: [release] alternative ED64 Menu
Post by: MK3FANATIC on January 21, 2017, 07:47 PM
@youb or has anyone found a solution for goldeneye-x to run on ALT64?
Title: Re: [release] alternative ED64 Menu
Post by: ReliantLion on February 27, 2017, 04:44 PM
So here is the binary: https://1drv.ms/u/s!ANdtK1B8_beIk597 which adds compatibility with V3 (and keeps compatibility with previous releases). As per my previous post, it doesn't contain the features released in the latest version of ALT such as DD support.

Extract the contents to the root of your SD  card (or just OS64.V64 to your ED64 folder) and enjoy!

Usual disclaimers apply ;-)
This file has cheat files for several games on it. Are they required for playing those games or merely for convenience (like infinite lives)?
Title: Re: [release] alternative ED64 Menu
Post by: jonesalmighty on February 27, 2017, 06:03 PM
So here is the binary: https://1drv.ms/u/s!ANdtK1B8_beIk597 which adds compatibility with V3 (and keeps compatibility with previous releases). As per my previous post, it doesn't contain the features released in the latest version of ALT such as DD support.

Extract the contents to the root of your SD  card (or just OS64.V64 to your ED64 folder) and enjoy!

Usual disclaimers apply ;-)
This file has cheat files for several games on it. Are they required for playing those games or merely for convenience (like infinite lives)?

For convenience, you can choose to use them or not...
Title: Re: [release] alternative ED64 Menu
Post by: Hexatendo on March 13, 2017, 10:26 PM
I am wondering. Is there any way to do disk swapping for 64DD games on Alt 64? Is it possible?
Title: Re: [release] alternative ED64 Menu
Post by: jonesalmighty on March 17, 2017, 02:31 PM
I am wondering. Is there any way to do disk swapping for 64DD games on Alt 64? Is it possible?

Not in my version (in fact I have not even tested that it can boot 64DD conversions yet and no saving has been implemented (binary yet to be released but source code available)) as it was derived from an earlier source code version that was openly available.

I don't think Saturnu's version does either but I stand to be corrected...
Title: Re: [release] alternative ED64 Menu
Post by: sysopgrace on April 29, 2017, 07:18 PM
Hi, I'm looking to find out what the differences are between the three OS' for the ED64 - the official, alt64 and altra64. I'm very new with this device (just received my V3 a few weeks ago) and I have only been using the official one.
Title: Re: [release] alternative ED64 Menu
Post by: jonesalmighty on May 05, 2017, 08:00 PM
Hi, I'm looking to find out what the differences are between the three OS' for the ED64 - the official, alt64 and altra64. I'm very new with this device (just received my V3 a few weeks ago) and I have only been using the official one.

Alt64 was developed in an open source way where as the official firmware/OS is not. It was the first to add many features to the ED64 but many of these have subsequently been integrated into the official firmware, the first page contains most of the features of Alt.
Alt64 is compatible with all versions of the ED64 except for V3, the official firmware has support for all as does Altra (not tested properly though but works on my ED64 V3 for which is why I originally carried out the modification ...)

Altra is a fork of Alt (the ultra version of Alt), it was renamed as the last few versions of Alt were not made open source and Alt ceased being developed... It adds V3 support and is in the process of refactoring all of the code and will hopefully (if I or anyone else that would like to contribute have time) add the features of Alt that are still missing like 64DD saving, looking at the check ins on GitHub tells what work has been done above the source available for Alt...
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on May 06, 2017, 03:12 PM
Hi, I'm looking to find out what the differences are between the three OS' for the ED64 - the official, alt64 and altra64. I'm very new with this device (just received my V3 a few weeks ago) and I have only been using the official one.


...Alt64 is compatible with all versions of the ED64 except for V3, the official firmware has support for all...

Only the versions 1.x of the official OS work on the version 1 Everdrive 64. The 2.x versions of the Everdrive 64 will only work on the version 2 and later ED64s (v2, v2.5, and v3). So some owners of the version 1 ED64 use Alt OS since it has features that the official v1 OS lacks.

Personally, I've only used the official OS (I have a v2 ED64) and it's fantastic, so I've never felt the need to investigate the other two OSes, but I know Alt OS is very popular with some ED64 users.
Title: Re: [release] alternative ED64 Menu
Post by: sysopgrace on May 14, 2017, 08:08 PM
Thanks guys! 64DD saving would be quite interesting, I believe that F-Zero would benefit greatly from it but I understand well how these things take time. Thank you for the detailed explanation you provided, I will keep watching this thread for more updates in the future.
Title: Re: [release] alternative ED64 Menu
Post by: Theta55 on June 21, 2017, 03:42 AM
link is dead on ALT64 Version 0.1.8.23 download. Please give us a new link asap thanks.
Title: Re: [release] alternative ED64 Menu
Post by: iwasaperson on June 21, 2017, 09:29 PM
link is dead on ALT64 Version 0.1.8.23 download. Please give us a new link asap thanks.

Found a mirror: http://fgfc.ddns.net/PerfectGold/alt64_v1823.zip
Title: Re: [release] alternative ED64 Menu
Post by: cvskid on June 21, 2017, 09:49 PM
link is dead on ALT64 Version 0.1.8.23 download. Please give us a new link asap thanks.

Found a mirror: http://fgfc.ddns.net/PerfectGold/alt64_v1823.zip
Thank you for the link. Wanted to know if this is ok to use on an everdrive 64 v3 since the front page says it's for everdrive 64 v1 and 2 but i'm guessing the front page has not been updated in a long time.
Title: Re: [release] alternative ED64 Menu
Post by: iwasaperson on June 22, 2017, 12:10 AM
link is dead on ALT64 Version 0.1.8.23 download. Please give us a new link asap thanks.

Found a mirror: http://fgfc.ddns.net/PerfectGold/alt64_v1823.zip
Thank you for the link. Wanted to know if this is ok to use on an everdrive 64 v3 since the front page says it's for everdrive 64 v1 and 2 but i'm guessing the front page has not been updated in a long time.
No it will not. This version will work though: https://github.com/networkfusion/altra64
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on June 23, 2017, 01:35 AM
fun fact...

back in 2013, i implemented some sram saving failure in the precompiled versions, if you're using alt64 on an ed64plus. ^^
i though that this would be less obvious than just a black screen, so there wouldn't be a cracked version of it available instantly.
i guess most of the people, asking for the latest v1 firmware out of nowhere in 2017 are clone users anyway.
this is one reason, why the code on github doesn't include the latest features, but for some experienced users it's possible to crack the binary or to backport these features anyway. ^^
Title: Re: [release] alternative ED64 Menu
Post by: Theta55 on June 23, 2017, 01:49 AM
link is dead on ALT64 Version 0.1.8.23 download. Please give us a new link asap thanks.

Found a mirror: http://fgfc.ddns.net/PerfectGold/alt64_v1823.zip
I just installed it. In the info it says version ALT64 0.1.8.22?
I am trying the n64DD dumps of fzero and it loads up says n64DD with fzero music then it crashes and the words that were there get all mushed or for some games it just loads up black screen. happens to all the DD roms I use. Is it cuz it's not Version 0.1.8.23? A regular n64 roms works just fine. Im using a everdrive i think version V1
Edit: got one of the Mario Artist working. Sigh I got exited when i saw fzero english. sigh. tryed both.
Title: Re: [release] alternative ED64 Menu
Post by: johnson on June 24, 2017, 08:46 PM
Hi everyone

Does anyone know if the Altra has a dazaemon 3D sram emulation ?

I would like to play games of nes with savestates
Title: Re: [release] alternative ED64 Menu
Post by: Theta55 on June 25, 2017, 09:22 PM
Wile googling I found a even more updated version. but the links are also dead there to. ALT64 Version 0.1.8.6
http://xerohournix.blogspot.ca/search?q=alt64
If anyone out there has the files please upload them please.
IDK he did say that he no longer doing it sigh.
Edit: I found a post http://krikzz.com/forum/index.php?topic=2079.0
I think it's a older version thou ALT64 Version 0.1.8.6. Doe 23 is a higher number then 6 lol.
Anyways how do I put cheat codes now? Shouldn't there be a menu when I activate the cheat option. In Krikks firmware you can just add cheats on your own. DO you know have to put cheats from your computer in that format with the same name as your rom?
Anyone have all the cheats for a complete romset?
I still want to know  ALT64 Version 0.1.8.22 is actually  ALT64 Version 0.1.8.23 cuz it says  ALT64 Version 0.1.8.22 in the menu when i boot up the everydrive v1
Title: Re: [release] alternative ED64 Menu
Post by: iwasaperson on June 25, 2017, 10:20 PM
fun fact...

back in 2013, i implemented some sram saving failure in the precompiled versions, if you're using alt64 on an ed64plus. ^^
i though that this would be less obvious than just a black screen, so there wouldn't be a cracked version of it available instantly.
i guess most of the people, asking for the latest v1 firmware out of nowhere in 2017 are clone users anyway.
this is one reason, why the code on github doesn't include the latest features, but for some experienced users it's possible to crack the binary or to backport these features anyway. ^^

Do you know if jonesalmighty's altra64 fork supports the V1 or the clone? I don't have either to test with.

I just want a fully featured open source menu for my ED64 (2.5), and I personally would appreciate the source for the newest version. I don't know if denying source to legit users in order to spite clone users is the right thing to do, especially if a previous version was already open source.

There are also the people who bought a legit V1 back in the day and want to have some new features without having to buy a new ED64.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on June 26, 2017, 11:50 AM
v1.8.23
https://web.archive.org/web/20161120215439/https://a.pomf.cat/xdcukr.zip

this one is the latest version i've released. it has a few more features then the source that's on github.
it's only useful, if you intend to use it on a v1, otherwise most of the features are already included in the stock os.

as the post above me pointed out, i don't want to publish the latest source, 'cause of chinese clones.
maybe if someone cracked v1.8.23 and sram is working on clones again, than it wouldn't matter any longer to keep the source of the missing features.
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on June 26, 2017, 01:15 PM
as the post above me pointed out, i don't want to publish the latest source, 'cause of chinese clones.

I can understand that, of course, but it is unfortunate that it's no longer open source.

As always, a few people (in this case the clone's makers) spoil things for the vast majority.
Title: Re: [release] alternative ED64 Menu
Post by: iwasaperson on June 26, 2017, 09:05 PM
v1.8.23
https://web.archive.org/web/20161120215439/https://a.pomf.cat/xdcukr.zip

this one is the latest version i've released. it has a few more features then the source that's on github.
it's only useful, if you intend to use it on a v1, otherwise most of the features are already included in the stock os.

as the post above me pointed out, i don't want to publish the latest source, 'cause of chinese clones.
maybe if someone cracked v1.8.23 and sram is working on clones again, than it wouldn't matter any longer to keep the source of the missing features.

Maybe you can release a new version that only works on the legit V2+ and release the source to that. Would take some effort, but all of the work to port it to V3 (and 2.5) has already been done.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on June 26, 2017, 10:32 PM
i don't think that is possible.
someone could easily do a diff with v1.8.6 of the source and delete the added lockdown mechanism. ^^
so i don't see a way to hide sth, in the src.
Title: Re: [release] alternative ED64 Menu
Post by: Theta55 on June 27, 2017, 01:48 AM
v1.8.23
https://web.archive.org/web/20161120215439/https://a.pomf.cat/xdcukr.zip

this one is the latest version i've released. it has a few more features then the source that's on github.
it's only useful, if you intend to use it on a v1, otherwise most of the features are already included in the stock os.

as the post above me pointed out, i don't want to publish the latest source, 'cause of chinese clones.
maybe if someone cracked v1.8.23 and sram is working on clones again, than it wouldn't matter any longer to keep the source of the missing features.
Thanks for the link. When I load it up in the menu when pressing the Z button it says v1.8.22. Im going to take your word for it since you made it that it's actually v1.8.23. BTW f zero dd(e) still freezes. I guess Im stuck playing it on a emulator. I hear that the some 64DD games require you to switch the disk can it be done with this? I wish you could do more and fix these issues, but I hear it's to much work for you ohh well. thanks so much for what you done.
Edit:sim city (e) boots up then crashes at the menu's, I got some shoot em up working fine, one of the mario studio games works fine the other doesn't work at all.
Title: Re: [release] alternative ED64 Menu
Post by: iwasaperson on June 27, 2017, 02:45 AM
i don't think that is possible.
someone could easily do a diff with v1.8.6 of the source and delete the added lockdown mechanism. ^^
so i don't see a way to hide sth, in the src.
I don't see clone users going through the effort of even compiling it from source, let alone reversing a commit, and even then, they already have the existing precompiled binary (assuming the already released version works on clones, which I can't test). Was there any previous version where SRAM did work on clones?

Here is my thinking using an existing example. The SD2SNES is completely open source (hardware, firmware, and software alike). There are plenty of clones out there with perfect functionality (assuming the person buying the clone doesn't get a dud from lack of good QA). The fact that clones exist never stopped the project from being open source, save for PCB designs above F, although that's mostly irrelevant since ikari gave instructions on how to upgrade the Rev F boards. Me, along with plenty of other people, always strongly encourage people to buy either directly from KRIKzz or through an official reseller, if nothing more than for the practical purpose of having a guaranteed working product and a warranty to back it, but also to support the original creator so that they will be encouraged to make more excellent products and continue supporting the existing ones.
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on June 27, 2017, 06:23 AM
alt64 is older than the cloned ed64v1, the sram defect was added in versions after it's release, but i can't remember exactly the version number.
and yes it is working but sram games like oot of f-zero x don't save... the good ones. ^^

there are no sd2snes clones per definition, 'cause it's an open source project from it's beginning.
as far as i can remember, the first boards were manufactured by ikari_01 himself in a small batch.

it's not that i like to sit on source code, in fact sharing the source with parasyte resulted in the working gs core.
and i shared some info with krikzz via pm, too - like 64dd loading, aleck64 loading, ultracic II x105, dezaemon sram768 mapper.
i just don't see the point in improving the clones, with an advanced open source menu

to end this discussion
maybe you could just ask krikzz about this issue, if he think it's a good idea i can update my github repo.
Title: Re: [release] alternative ED64 Menu
Post by: Theta55 on June 29, 2017, 01:14 AM
I just tried the latest 2.x firmware by krikkz. It's a version 2 after all and I was thinking it was a v1. DD games running good and had some games not working with your firmware like zelda master quest. But your nes emulator worked fine. for some reason the official firmware nes emu doesn't run. My tv says no single for some reason when booting a nes rom but other 64 games run fine.
Title: Re: [release] alternative ED64 Menu
Post by: cybapunk on July 18, 2017, 07:15 AM
holy s*** this looks good
Title: Re: [release] alternative ED64 Menu
Post by: Arnold101 on September 03, 2017, 08:57 PM
dn't like at all. 10 times slower than stock
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on September 04, 2017, 01:24 PM
holy s*** this looks good

Can't you copy the NES emulator from the ALT OS to the official OS?
Title: Re: [release] alternative ED64 Menu
Post by: fandangos on November 01, 2017, 02:29 AM
It's been ages since I used my ED64. I have a v1 with Alt64.

Can someone sum up how to use the auto video patcher to remove the blur of games on Alt64? Do I need to write all the game shark codes down for it to work?

Also, is widescreen possible using game shark codes? I remember reading Saturnu commenting on it. Can you guys help me dust off my N64? I recently got a widescreen sd crt tv and it would be  awesome to enjoy some widescreen games :)
Title: Re: [release] alternative ED64 Menu
Post by: ssshake on February 23, 2018, 08:36 PM
For fear of sounding like the new idiot guy, why is there no distribution of a binary only source? I find it a little weird that everyone who wants to use this needs to build out a dev environment and compile their own copy. Does anyone maybe have 2.12 compiled and uploaded somewhere?
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on February 24, 2018, 08:29 AM
OS 2.12 ist the version number of the official OS.
you can get it here
http://krikzz.com/pub/support/everdrive-64/os-bin/

you can download the binary of ALT64 Version 0.1.8.23 in this thread
http://krikzz.com/forum/index.php?topic=2298.0
Title: Re: [release] alternative ED64 Menu
Post by: ssshake on February 24, 2018, 04:37 PM
Thanks I get it now, this threw me off, still dont know what it means. (technical obsolete - for ED64v1 and ED64v2 only)
Title: Re: [release] alternative ED64 Menu
Post by: saturnu on February 24, 2018, 05:08 PM
most features that were introduced by alt64 made their way into the official OS.
there are only a few features left, that don't really matter, like the cover browser or the toplist sorting.

the ed64v3 brought us a rtc and resetless saving, but i've never updated alt64 to support these changes, that's the reason i'm calling it obsolete. ^^

i think it might be still interesting for ed64v1 owners, 'cause they are stuck on OS v1.29, which lacks a lot of features by now.
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on February 24, 2018, 05:09 PM
Thanks I get it now, this threw me off, still dont know what it means. (technical obsolete - for ED64v1 and ED64v2 only)

I'd imagine that means it can only work on the v1 and v2 Everdrive 64  models, and not on the v3.
Title: Re: [release] alternative ED64 Menu
Post by: jonesalmighty on March 01, 2018, 12:59 AM
Thanks I get it now, this threw me off, still dont know what it means. (technical obsolete - for ED64v1 and ED64v2 only)

I'd imagine that means it can only work on the v1 and v2 Everdrive 64  models, and not on the v3.

That's where altra64 comes in  ;)
Title: Re: [release] alternative ED64 Menu
Post by: KevinMariano on August 23, 2018, 05:59 PM
alt64_v1823.zip is off 😭
Title: Re: [release] alternative ED64 Menu
Post by: Gustan on September 19, 2018, 05:26 AM
Not sure why, but my menu lags so much when switching folders. The original ed64plus OS never did.

Also I have a few games that won't run on this menu, but they work fine on the old one.
Title: Re: [release] alternative ED64 Menu
Post by: jonesalmighty on September 19, 2018, 11:59 PM
Not sure why, but my menu lags so much when switching folders. The original ed64plus OS never did.

Also I have a few games that won't run on this menu, but they work fine on the old one.

This menu is not designed to support that clone.
Title: Re: [release] alternative ED64 Menu
Post by: Kerr Avon on September 20, 2018, 04:44 PM
Not sure why, but my menu lags so much when switching folders. The original ed64plus OS never did.

Also I have a few games that won't run on this menu, but they work fine on the old one.

Saying "...a few games that won't run on this menu..." isn't helpful, you should say what games you mean, and where they crash or fail, so anyone who wants to help can duplicate the problem and so try to find a solution.

Though if you're using an Everdrive clone (an illegal rip-off of the real product) then you probably won't get much help from here, as this forum tends to only focus on the real Everdrives, especially since Krikzz (who makes the Everdrives) owns this forum and earns his living from making them, and we none of us want to see him lose money that instead goes to illegal clones of his products. The real Everdrives are inexpensive enough considering the features, ease of use, and reliability they give to the user, so it's all the more annoying that some people sell ripped off, inferior clones to the public.
Title: Re: [release] alternative ED64 Menu
Post by: Gustan on September 26, 2018, 05:35 AM
Just for clarification, I am using "real hardware"...just thought this this was the name of the v3 menu. I tried a different sd card which fixed the issue with the lag.

Still having problems loading patched n64 games such as Animal Crossing, Goldeneye, and DD games like FZero in this menu.

They fail right on load. I just get a black screen.
Title: Re: [release] alternative ED64 Menu
Post by: Kuai237426 on October 20, 2018, 12:37 PM
Look great thanks.
Title: Re: [release] alternative ED64 Menu
Post by: fluxcore on January 13, 2019, 12:07 AM
The ability to force the menu into 60Hz is a very useful one indeed, wish the official firmware had this.
Title: Re: [release] alternative ED64 Menu
Post by: cybapunk on February 28, 2020, 11:06 AM
I would love to use this menu i just have no idea what im doing

i have the Everdrive 64 V3

Cybapunk#2521

if someone wants to help me on discord
Title: Re: [release] alternative ED64 Menu
Post by: leonquest on February 28, 2020, 10:52 PM
I would love to use this menu i just have no idea what im doing

i have the Everdrive 64 V3

Cybapunk#2521

if someone wants to help me on discord

saturnu's alt menu was designed for v2.5 everdrive I think. You can use this one for v3: https://krikzz.com/forum/index.php?topic=6966.0

TBH, I tried using it and it felt unpolished, unfinished, missing a few key features and QoL stuff that the original has.