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Messages - nuu

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1
EverDrive 64 / Re: Shiren the Wanderer 2 N64 Translation
« on: December 04, 2019, 02:56 PM »
I guess "Leaderboards" is the data for the High Score screen.

The controller pak menu looks very nice and clean. Using the default font, I wouldn't be surprised if they are just using an example program from the SDK with no modification.
I like the simplicity of it. If only there was an option in the main menu to get to it I'd use Shiren 2 as my default controller pak browser.

2
EverDrive GB / Re: Everdrive GB (Original) - problem - battery?
« on: December 04, 2019, 01:38 PM »
Not pooched, but you should contact Krikzz if you can't figure it out.

Try fresh batteries of the same type in the Game Boy. Use quality batteries all from the same maker and same charge. If they are rechargeable, they all needs to be fully charged.

3
Tennokoe Bank support, built-in BRAM backup tool and fixing Populous? This is too good to be true! Thank you elmer!!

4
Is this spam? The dates doesn't make sense, 2013 isn't the latest set and the missing headers problem was long ago AFAIK.

5
EverDrive 64 / Re: Shiren the Wanderer 2 N64 Translation
« on: December 03, 2019, 10:56 PM »
The controller pak menu is usually mentioned in the manual for games that uses controller paks, sometimes you can access the menu in-game as well.

It seems Nintendo didn't include a standard menu in their SDK because every game have their own menu, many without support for all valid characters in file names. Or maybe Nintendo uses different character mappings for different regions like on the Gamecube. Non-Japanese games often doesn't seem to support Japanese characters anyway.

I usually use Ganbare Goemon: Neo Momoyama Bakufu no Odori when managing controller paks, because Japanese characters works and you can access the menu from the options menu. I added a note about it in the compatibility list.


I checked the SDK and it says each save file have the following header:

1. Company code ( 2 bytes)
2. Game code (initial code) ( 4 bytes)
3. Note name (16 bytes)
4. Note extension ( 4 bytes)

Company and game codes are in ASCII while note name (which is the file name) "is described using the N64 font code system". This encoding seems to be converted to from JIS by some tool in the SDK.

Aha I found it!
http://n64devkit.square7.ch/pro-man/pro26/26-03.htm#05-02



Some ASCII characters and katakana seems to be allowed. Also there are two fonts: FONTSIZE_E (roman letters only) and FONTSIZE_J (roman and katakana). That explains why some games don't support names with katakana, Nintendo allows it.
At least they don't use two different region-specific file systems for controller paks like on Gamecube memory cards.

6
Nice! Thanks Krikzz!!

7
EverDrive GB / Re: Will Krikzz ever fix the X7 cheat system?
« on: December 02, 2019, 11:50 AM »
Maybe, DMG and GBC has RAM at the same place, but GBC can bank switch it for more RAM. So it should be possible to change the RAM the same way, but since the game can switch it out at any time, depending on when it's written, it may not always be the same RAM slot that is written to.

8
EverDrive N8 / Re: What is the audio mixing circuit in N8 pro?
« on: December 01, 2019, 04:10 PM »
Yes all Famicoms supports expansion audio.

9
News / Re: EverDrive N8 PRO has been released!
« on: November 30, 2019, 06:10 PM »
Looks nice! Volume control for each expansion audio type, FDS disk side button and NES 2.0 support! Not sure what RTC is for but I suppose it could be used by homebrew.

I have a question about the in-game menu. Is it running in parallel to the game somehow or is the game patched (like in-game-hooks of the SD2SNES)? If it has its dedicated button I guess it's running in parallel hardware.

RTC is useful for save files logging.

Patching is not used for in-game menu and save states.
It works this way: Save state core in FPGA constantly monitors cpu bus, FPGA sniffs state of controller buttons and vblank interrupts. Once detected that certain buttons combination is hitted on controller , FPGA will intercept next vblank interrupt and redirect it to save state handler. After than system state will be saved to internal memory we can boot in-game menu, when we will back to game, system state will be restored from internally saved snapshot. If You hit "save state" internally saved snapshot will be moved on sd card. Cart also have option to save without in-game menu, like in original N8, in this case menu booting skipped and snapshot always moves to/from sd card.
Dedicated button useful in case if you use some poor clone which not allow joypads monitoring via system bus, with original N8 you can't use save state at all with such systems.
Thanks for your reply. That sounds like a very clean solution, nice! The dedicated button would be useful if the button combination conflicts with some function in a game as well.

10
EverDrive 64 / Re: is the ED64 v3 discontinued?
« on: November 30, 2019, 05:53 PM »
For Pokemon Stadium 2 yes (Gin Kin version, not to be confused with Japanese Pokemon Stadium 2). NES games no. Old versions have support for the NES emulator as well. The NES emulator is passable but not really comparable to modern NES emulators.

11
EverDrive N8 / Re: What is the audio mixing circuit in N8 pro?
« on: November 30, 2019, 05:38 PM »
No, not distortion, the volume level is lower than on the pro for expansion audio channels.

Expansion audio is not a mod, it's when there is an audio chip inside the cartridge (example games: Akumajou Densetsu, Gimmick, Metal Slader Glory and many others) that is mixed with the audio from the Famicom, allowing more channels ("instruments") in the sound than what the Famicom and NES can do alone. The NES doesn't support expansion audio without modding it, but Famicom do. That's why Akumajou Densetsu has expansion audio while the NES version (Castlevania 3) doesn't.

The difference is that any sound that comes from a cartridge audio chip (expansion audio) will be very quiet on the old N8 compared to the pro. That's why you almost don't hear the sound effects in Gimmick on the old N8 on a Famicom (on NES you don't hear it at all unless its modded).

12
News / Re: EverDrive N8 PRO has been released!
« on: November 28, 2019, 12:17 PM »
Looks nice! Volume control for each expansion audio type, FDS disk side button and NES 2.0 support! Not sure what RTC is for but I suppose it could be used by homebrew.

I have a question about the in-game menu. Is it running in parallel to the game somehow or is the game patched (like in-game-hooks of the SD2SNES)? If it has its dedicated button I guess it's running in parallel hardware.

13
SD2SNES / Re: can it play earthbound?
« on: November 28, 2019, 12:04 PM »
There's only 3 co-processor games not supported on the blog:

ST-011:
Hayazashi Nidan Morita Shougi

ST-018:
Hayazashi Nidan Morita Shougi 2

SPC7110:
Far East of Eden Zero
Momotaro Dentetsu Happy
Super Power League 4

Then there's all the Sufami Turbo games (15 carts), the data pak slot feature required by some games and all those problematic Satellaview games.

SPC7110 is hopefully coming as it's supported by the Mister. ST-011 is said to be possible on the pro but not the original SD2SNES. ST-018 is said to be out of spec for either.


I don't think any game with copy protection is able to detect the SD2SNES.

14
EverDrive N8 / Re: What is the audio mixing circuit in N8 pro?
« on: November 28, 2019, 11:43 AM »
It's using a proper amplifier chip rather than the simple one made of resistors in the original N8. The difference would be a higher maximum volume for expansion audio. On the original N8 the expansion audio's max volume is too low, and is drowned by the normal audio.

15
SD2SNES / Re: Bios list for the SD2SNES pro: is it complete?
« on: November 24, 2019, 05:23 PM »
No I don't recommend the old version over the pro. I only have the old version so I can't give you any recommendations at all. But the old version is being phased out and the pro will take over, so if you don't have either of them and want the one with most potential and the most future-proof, probably the pro is the one to get.

It's just that as how it looks now, the pro might be a bit disappointing. And there are quite many bug reports which is why it looks to me that the pro has more problems. But as I said, these problems will probably be sorted out, the pro is still quite new so it's bound to have childhood diseases.

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