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Messages - Kerr Avon

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EverDrive 64 / Re: Sim City 64 (64DD) Translation
« on: December 05, 2019, 06:59 PM »
You really did do a fantastic job with this translation, Ozidual. Unfortunately, being on the N64, and being a port of SimCity 2000 (albeit a fantastic port with *really* good advantages over the original game), I think this translation likely didn't attract nearly as much attention as many other translations, especially those for action or RPG games (or a game that was on a system that most people had actually heard of, unlike the 64DD).

Still, SimCity 64 is unique enough that it does deserve to be fully translated, and whilst I'm sure the game will never have a large audience, I don't doubt that over time a few people will discover it, fall in love with it, and give the game a lot of time. So if it isn't already available on then I'd say definitely upload it there, as the majority of this excellent game is fully playable to non-Japanese speakers (and thank you so much for that), and the game should be made available to the world.

Regarding what is still left to be translated of the game, I don't know anything about the game translating scene, but wouldn't there be any forums or websites devoted to this subject? I would have thought so, given how devoted some people are about  bringing classic games across the language barrier. I would have thought that on such forums or sites you could upload screenshots or links to videos (or even a download link to a working archive of the game rom and perhaps a compatible emulator) and then gamers fluent in both English and whatever other language is involved (in this case Japanese, of course) would post translations, possibly with suggestions on how to word things more naturally.

Off Topic / Re: Krikzz announces N8 Pro
« on: December 01, 2019, 06:53 PM »
I have a hot tip to easily ahave all roms in one folder while having them alphabetical still with sorting disabled.  If you use the windows cmd prompt copy command to copy all the roms, it will copy all the roms in order alphabetically. So if your roms are in c:\roms and your everdrive is e:\roms you would run CMD and type this command
"copy c:\roms\*.* e:\roms\"  without the quotes and this will copy them all in alphabetical order and they will show up alphabetically even with rom sorting disabled, allowing all roms to be in one folder and still sorted.

If the files are already on the card, then you can use a program to re-sort the files that are on the card into alphabetical order. This is much quicker than copying the files, as the games' rom files aren't touched at all (they stay where they are), only the games' respective data entries in the hard drive's FAT system are altered.

I recommend Foldersort from:

as it's free, fast, easy to use, and has never given me any problems.

EverDrive 64 / Re: is the ED64 v3 discontinued?
« on: November 30, 2019, 12:20 AM »
Pretty sure ;)

I guess the product description could be worded better, it probably should say "Micro SD and Micro SDHC cards are supported." to avoid confusion.

i can confirmed is mirco sd only

i now own ED64 X7 thanks to amazon for fast shipping

I wonder why that is? By removing the option to use full size cards, the ED64 X7 is a downgrade in one respect, albeit one that won't matter to most people. Then again, for some reason, Everdrive 64s do seem to have more trouble with SD card compatibility than many other consumer gadgets, so perhaps by limiting future ED64s to only microSD, it will stop so many people having problems with their cards.

EverDrive 64 / Re: is the ED64 v3 discontinued?
« on: November 29, 2019, 03:16 PM »
Forgot to add, the other main difference between the v2.5/v3 and the X7 is that the v2.5/v3 uses full size SD cards, whereas the X7 uses microSD cards.

Are you sure? According to:

"Micro SD and SDHC cards are supported."

Another N64 game mod can be found at:

this time it's a Banjo-Kazooie mod, called Banjo-Kazooie: World's Collide, and it's real N64/Everdrive compatible, thankfully!

I made the hack.  It works on real hardware.  Let me know if you have any questions.

Edit: I'm open to suggestions on the best way to release these kind of hacks.  I have more in the works for MK64.

Thanks for this, it's really impressive. Have you released any other hardware compatible mods for the N64, for any games? And since you're in the loop, do you know of any good forums or websites with details of N64 rom hacks, please?

Question 2. I ran Kase’s SM64 60FPS mod on my N64 with my Everdrive. The video had gotten completely warped and mangled, so I reset it quickly. Did this do anything to my hardware?

No, it just doesn't work on N64. Many of Kaze's old mods do not work on real HW

I thought it would work since all the hack does is double up on the frames and change the physics to match.

Doubling the frame-rate means the N64 or the emulator has to do double the amount of work to get the graphics on screen, and whilst the normal cartridge version of the game might not be using 100% of the N64's speed (and it probably isn't, there might be a few bits of run-time where the console is waiting for something to happen, or where the game isn't optimised, especially since it was a console launch game so the programmers didn't know how to get the best out of the game), but there's no way the game will be doing nothing for 50% of it's time, so a mod that effectively doubles the frame-rate won't work on a real N64. It should work on a compatible emulator, given a fast enough PC ('fast' being a relative speed, of course, any non cycle accurate emulator (basically all of them aside from CEN64 and MAME) won't need a fast PC at all.

It does work, during development it was tested on ED64

Were you part of the hack in any way? Are you aware of any upcoming, or recent hacks for any N64 games that aren't mentioned on this forum, please?

Since there doesn't seem to be any central news website for N64 game hacks, there are probably quite a few mods and hacks that most n64 fans never get to hear about, sadly.

A new mod for Mario Kart 64 has been released, one that allows the computer controlled players to use the same items as the human players.

From the readme.txt file:

What is this patch?

This patch for Mario Kart 64 (USA/NTSC) gives the CPUs in Grand Prix mode some of the same items a human can use.  CPUs can finally fire shells, use multibananas, and triple mushrooms.  Normally CPUs can only use single bananas, stars, ghosts, fake item boxes, single mushroom boosts, and lightning.  They spawn the items all at the same time up to three times per lap and draw from their own item probability tables.  CPUs never used shells, multi-bananas, triple mushrooms, or golden mushrooms.  Through an exhaustive look into the game's code, micro500 and I were able to deduce how CPU players spawn items.  It turns out that a lot of this code never made it into the final game, and has remained hidden for over 20 years in the inside the game's rom.  Some of it it was never fully debugged or finished.  This patch takes most of the unused CPU item spawning code that works and adds it back into the game with some custom assembly code.  If you want to know more about the game's CPU item spawning code, I recommend you look at micro500's excellent notes on the subject here:

So what has been tweaked/added?

- CPUs now use the human item probability table instead of their own table.

- CPUs can now use single green shells, single red shells, multibanans, and triple mushrooms.  These items have fully functional (or nearly fully functional) code to handle the logic of CPUs using them.

- The CPU item spawn timing has been staggered so all the characters don't spawn items all at once, giving the game a more "natural" feel.

- Lightning probability for CPUs has been toned down from human values to make the game way less annoying to play.

- If a CPU gets triple shells, they are replaced with single shells of the same type since the game's code lacks a way to handle triple shells for CPUs.

- If a CPU gets a blue shell, it is replaced by a red shell, since the game's code lacks CPU blue shell usage.

- Golden mushrooms are replaced with triple mushrooms because the golden mushroom code for CPUs is unfinished.  If a CPU uses a golden mushroom, there is no timer to stop them from boosting infinitely so they will just zoom past you and win the race."

To download the patch go to:

EverDrive 64 / Re: Need original ED64 v1.01 files for SD card
« on: November 15, 2019, 07:49 PM »

PS: Little tip about these old ED64s... don't name the SD card "ED64", the OS will not be found.

Yes, ideally don't give the SD card any name, just in case it causes problems.

EverDrive 64 / Re: Super Mario 64 Land released (a SM64 mod)
« on: November 12, 2019, 01:41 PM »
That's unfortunate, but not too surprising. I thought it wouldn't work on real hardware, as if it did then the author of the mod would have almost certainly mentioned it on the Youtube page. As it is, you'd think he would have mentioned that it wasn't compatible, so as not to get peoples' hopes up.

It does look like a great game, and maybe the author (or someone else) will fix it to make it hardware compatible, and reduce the polygon count etc to make it run well on a real N64.

The N64 is almost twenty-five years old, but there's still no really accurate emulator for it, and we can actually emulate the Gamecube and the Wii with greater accuracy than we can emulate the N64. You can even emulate the PS3 pretty well, so why are the N64 (and the original XBox) emulators still so far behind?

EverDrive 64 / Super Mario 64 Land released (a SM64 mod)
« on: November 11, 2019, 05:21 PM »
I've just seen that Super Mario Land 64, a really fun looking mod of the game Super Mario 64, has been released. For information, a video, and a download link for the patch, go to:

Unfortunately, it might not be compatible with real hardware*, which would be a real shame since it looks to be a really good and well thought out mod, and it would be great to play it on the real console. We can play it on emulators, of course, but personally I don't like using N64 emulators.

I can't get to my N64 until Friday, so can anyone who tries this mod on their N64 and Everdrive 64 please post, letting us know if it does run on the real hardware or not, thanks.

Edit: You'll probably need an N64 expansion pak to play this mod.

* If you're curious as to why many Super Mario 64 hacks (and also Zelda hacks) don't work on the real N64, it's because the game editors used to make the hacks were never tested on a real N64, just on inaccurate emulators, and so the hacks create code that runs on the emulators but not necessarily on real hardware. Sometimes the authors of SM64 or Zelda hacks do try to make them run on real hardware, and there are some that do play fine on a real N64, but not many, sadly.

If you want to read more about this problem, have a look at:

Most hacks for N64 games other than Super Mario 64 or the Zelda games work fine on a real N64 (and an Everdrive), fortunately.

EverDrive 64 / Re: Missing settings in OS v2.13?
« on: November 11, 2019, 04:57 PM »
I'm using v2.11 on my v2 ED64, and I have all the options on screen. I've not yet tried v2.12 or v2.13 as I don't like upgrading software when everything is working OK.

You should try other hacked versions of the game, if there are any, as the version you have might have been surpassed by a bug-fixed version. Don't get your hopes up, though, especially since the fact that the translation project has been abandoned might suggest that the person/people working on it couldn't fix the black screen bug and so might have given up.

I've PM'd you.

EverDrive 64 / Re: Questions about who actually makes the Everdrive.
« on: November 07, 2019, 10:32 PM »
OK, that makes sense... Thanks! Also, Amazon is convenient for Krikzz Everdrives as well lately!

Just be careful to buy genuine Everdrives, and not the (usually Chinese) unofficial ripoffs, that are less compatible and can't be updated.

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