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Messages - nuu

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EverDrive 64 / Re: In game reset to menu
« on: February 22, 2020, 11:43 AM »
Yes the reset button seems to basically be an input button read by the software rather than a hardware reset switch (so you might technically be able to make Mario jump with the reset button rather than the A button for example). This is the case for the Gamecube reset button as well.
You would need to patch every game, and it might be different in software that doesn't use Nintendo's devkit.

For me, I wouldn't like to have any patches to my roms without my consent though.

EverDrive 64 / Re: Everdrive X7 menu not centered
« on: February 22, 2020, 11:30 AM »
Is it an RGB-modded NTSC N64 and a PAL TV?

Read this thread:

EverDrive N8 / Re: EN8Pro Save/Load-Stating
« on: February 22, 2020, 11:21 AM »
I don't use save states, but if I did I would prefer load to be first to prevent accidental saves and because I think it would be most commonly used (speedrun training etc).
The only reason I can think of that you would save more often than you load, is if you make regular saves for paranoia's sake.

FXPAK (SD2SNES) / Re: Save states on SD2Snes
« on: February 20, 2020, 01:28 PM »
It will access sound differently.
This will probably introduce new incompatibilities, and it's just a really bad thing for homebrew developers that wants to test on the real APU. I just hope that it will be possible to use the SNES APU like normal as well when disabling save states.

Off Topic / Re: GameCube?
« on: February 18, 2020, 01:10 PM »
Ok, I will just have to make another attempt to get an Action Replay disc...

EverDrive 64 / Re: Everdrive V3 not working anymore
« on: February 17, 2020, 10:25 PM »
Looks corroded. Hopefully it will be fixed by just replacing it.

Off Topic / Re: MSX pack
« on: February 17, 2020, 10:21 PM »
I don't think there is any fullsets at all for MSX. The only ones I know are the no-intro and Mame's Software-List-roms set (which also includes disks and tapes) and both looks too small to be complete.

Off Topic / Re: GameCube?
« on: February 17, 2020, 10:17 PM »
I tried getting into Swiss by using Action Replay and an SD Gecko after hearing that the Action Replay disc is region free and is able to launch homebrew from an SD Gecko. But the Action Replay disc I got turned out to be a later version that is region locked. It was USA region and wouldn't boot, I lost the energy and stopped there.

SP2SD2 seems to be a good solder-less alternative though.

Really? That's ill-boding. I didn't know no-intro started using NES 2.0 headers either. It might be a modified set.

EverDrive 64 / Re: Everdrive V3 not working anymore
« on: February 15, 2020, 05:52 PM »
Rusted? How old is your everdrive? Check the board for damages.

Changes are listed (sparingly) in the "changelist.txt" file. Doesn't seem to say what's new in v4 though.

It might seem strange considering no-intro is recommended for most systems, but for FDS images no-intro isn't recommended because they have many bad disk images.

OS for v1 and v2 are not compatible, so if you have v1 you have to use a v1 OS. Looks like latest version is 4.

I don't have v1 but I think you just download version 4 of the v1 OS and replace the OS file on the SD card (delete old file and then copy the new file) with the "tos.pce" file you downloaded.

EverDrive 64 / Re: Virtual Pro Wrestling English Translation Beta
« on: February 11, 2020, 01:29 AM »
The reason to use the CRC instead of the ID is so you can set multiple versions of the same game to different save types (even the slightest change of a file will change the CRC of the file). If both versions uses the same save type and same ID, you don't need to bother with the CRC.

Yes each game has an internal name and a 4-letter "game code" which each game is assigned by Nintendo when they grant the license. The first letter indicates media format. The next two letters is an abbreviation of the game title and the last letter is the destination code.

Known media format codes:
  "N" N64 cartridge
  "D" 64DD disk
  "C" part of expandable cartridge
  "E" 64DD expansion for cartridge
  "Z" Aleck64 cartridge

Some destination codes (there are many more):
 "J" Japan
 "E" North America
 "P" Europe (there are several variations of European)
 "B" Brazil
 "C" China

Game code examples:
"NSMJ" - Super Mario 64 (Japan)
"NFXP" - Lylat Wars (PAL, Europe)
"CFZE" - F-Zero X (USA)
"CZLJ" - Zelda no Densetsu: Toki no Ocarina (Japan)

You can easily see the game code of a game by opening it in a hex editor. You should probably see it right away. It's at offset HEX 3B.
The middle two letters is the ID that you can see in the ED64 menu if you pick rom info, and that is used with save_db.

Yes the rom hacker can of course change this to whatever he wants (unlike licensed developers that were forced to use the code Nintendo assigned to them). But doing that might not be a good idea since there are only a limited number of combinations of two letters, and just thoughtlessly using them all up might be bad.
If you make a game that uses say EEPROM4, you could just use the ID "SM" and ED64 will recognize it as Super Mario 64 which is set to EEPROM4 save type by default.

EverDrive N8 / Re: EverDrive-N8 PRO bug reports.
« on: February 11, 2020, 12:47 AM »
OK in that case it's not a problem at all. The second disk in multidisk games are generally not bootable, although they could be. If you try to boot the wrong side you would get A. B. SIDE ERR at least.

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