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Messages - Shellshocker18

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EverDrive 64 / Re: Worms: Armageddon Save File
« on: August 27, 2020, 03:46 AM »
Yes you should rar, tarball or 7zip it (7zip is free, open source and has better compression than rar) before sending it. A file shouldn't normally be damaged when just copying it. It can happen, but if it happens every time, something is probably wrong. It could also be damaged on the SD card. It's a good idea to backup all your save files to a computer (and preferably multiple other memory storage devices) and rar, tarball or 7zip them to protect you from unexpected file rot.

If you have an Everdrive 64 x7 or v3 you need to load any other game than Worms before copying the Worms save file from the SD card or the save file will not be the latest that you saved.
Sorry for the late reply guys. I am tech illiterate but I will try these the methods later and see if that helps at least sending Worms Armageddon to other people. Someday I would still like to know why the game has issues with teams disappearing even during normal play though

Hello Shellshocker18. Do you have a Resident Evil 2 (U)(V1.1) or (V1.0) savedata? it should be a 32KB savedata for the Everdrive X7. You can pass those files into a .rar file in order to avoid missing data. You can also pass that .rar with wetransfer tool. It's an online browser app that allows you to send messages with files attached.
Unfortunately I don’t have any Resident Evil 2 data on my Everdrive SD card and I use the ED 2.5 for the record. Sorry I can’t help you there

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EverDrive 64 / Re: Worms: Armageddon Save File
« on: August 25, 2020, 02:05 AM »
Hey since this subject came back up again I figure I should just let everyone know, I do have a 100% save file, but as can’t send it to anyone.

As I found out through sending my Worms Armageddon file to 3 people, the Worms save file doesn't transfer properly. My file is totally complete with 2 teams named Demigods and Dudebros, with all training and campaign missions done and elite rank in deathmatch mode. I send other save files to people all the time without issue. But somehow when copying Worms out of my everdrive SD Card to send people the file via email, the file somehow becomes incomplete and people report that they don’t see my teams. If I copy the file and use it myself, the copy never shows that I've unlocked everything.

This is the only N64 game file I've had this issue with. The game's method of storing data is tied to the team names, but somehow it’s just completely screwed up. So 6 different teams can be saved on the cartridge. Each team is essentially a file as all unlocked single player missions, training mode progress, weapons, and game types are attached to that specific team, meaning both teams in a match may have different weapons if one player hasn’t  unlocked them all yet. An issue arises as a bug causes the player’s team to disappear, potentially losing all progress. I’ve seen this occur randomly after finishing or quitting out missions. It can also sometimes happen simply from a round ending, essentially anytime the game loads new screens. It can also crash after the results screen of certain missions or training mode missions resulting in teams being lost. It uses 4Kbit EEPROM to save but somehow there is a serious communication issue or data leak going on.

I have no clue what's wrong with Worms Armageddon's saving issues, its known to have save issues but nobody has ever explained to me why. I wish someone with the knowhow would look at the code to figure out why so many everdrive users have had issues, I don’t even know if it happens on actual cartridges because I don’t know anyone who owns the game and don’t have my own copy to test.

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I know this is an old topic but if anyone needs a 100% NTSC file just message me. I just recently did all 13 training exercises, all 30 of the N64 missions, and reached Elite rank on deathmatch mode. That's how you unlock all the bonus weapons and game mode types for the 64 version, medals don't matter for progress.

Unfortunately there is no "full wormage" game scheme in the N64 version, so I'm not sure what that action replay code is all about. There are only 7 game schemes, normal, beginner, advanced, super banana, retro, shopping, and reduce to rubble.  None give you every weapon in the game or unlimted ammo like the PC version's full wormage. The best thing you can do is pick the "beginner" game type which gives you almost every weapon (of the ones you've unlocked), then find some gameshark codes for infinite ammo if you can.

It does take many hours to do all this so my file is available if anyone wants to skip the unlocking. Worms Armageddon on N64 has a reputation of crashing and deleting all the players data, something there have been several threads about over the years. So my file should help avoid dealing with that too. If anyone knows how to diagnose crashes it would be cool to finally know why the crashing exists in the first place. I've lost a lot of hours on this game in the past because of it

4
EverDrive 64 / Re: Getter Love Translation
« on: March 02, 2019, 04:17 AM »
tbpbird are you referring to the 64 Detective Team translation? I noticed too its barely started, unless I compiled it wrong. But its not listed with other complete translations on romhacking.net so I doubt its far along. Only the title screen options and game setup are English. Everything after including the game hud and scenes are still Japanese. Still cool to see it started because I didnt know it had.

I guess real quick while on the topic here are those websites
(Publisher) http://www.imagineer.co.jp/imagi_n/n64/tantei/index.html

(Developers) http://www.pandorabox.co.jp/gaiyou.html

Just plug them into the webarchive. Imagineer's site is the actual game site, while Pandora Box simply lists it with their other games, it has no unique page or description since Imagineer handled that. I know way too much about both those companies. But I'm getting a little off the topic of Getter Love here so I'll stop before i start typing a history lesson.

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EverDrive 64 / Re: Getter Love Translation
« on: February 28, 2019, 09:13 PM »
Wow I had no idea about 64 Detective Club already being done, I'll check it out later. Wish I knew that before I originally played it. Also know that for our book I am compiling all N64 websites, including developers, publishers of each game on region by region basis, and extras like companies and contest sites etc. Eventually I'll post all of them online in 1 big table. They really aren't hard to find at all, if it's something you ever need just ask. They are cool and often have a lot of good historical info though I'm not sure if they are any help in translation aside from just understanding the game better. Probably 95% of companies made sites back then, and the webarchive still has most all of them. Unfortunatly every once in a while you get one that isn't archived and is fully lost which makes me sad.

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EverDrive 64 / Re: Getter Love Translation
« on: February 27, 2019, 12:34 PM »
I just now remember, both Getter Love and Tamagotchi 64 are developed by Hudson Soft, though Tamagotchi was published by Bandai since they owned the brand. Hey Nuu, how similar is Getter Love to Mario Party? Have you beaten the game because I'm curious if it has credits? Mobygames doesn't have them listed, but I think due to both Mario Party and Getter Love being developed at the same time they actually have different teams.

Do you realize Tamagotchi 64 being a minor sales success (it was actually considered sluggish as apparently Tamagotchi's peak was over by the N64 game released) was the actual reason Nintendo contracted Hudson to make Mario Party? It's an often overlooked fact in the history of Nintendo and N64 that Tamagotchi 64 inspired one of Nintendo's biggest franchises. That's kinda why I hope it gets translated 1 day. It only has 10 mini games in the multiplayer, they aren't done every turn (Mario Party forcabily made them the focus and it was a wise decision), and Mario Party still did the rapid analog stick rotating and button mashing that Tamagotchi 64 had. I think it actually had mostly the same staff as Mario Party, but since Tamagotchi 64 I'm almost positive has no credits its hard for me to say. Getter Love I think was an all new team judging by all the interviews on Getter Loves website (https://web.archive.org/web/20000504203622/http://www.hudson.co.jp/new/getterlove/index.html) but I'd have to have more credits to find out, and unfortunatly many Hudson games don't have credits.

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EverDrive 64 / Re: Getter Love Translation
« on: February 27, 2019, 10:56 AM »
Can't wait to see progress on it Ozidual, thank you for all the translation juggling work you've been doing. This is one of the few Japanese games I haven't played, but its pretty popular. I guess its partially because of the eye catching name, but its been popular for a long time. I was going to play it in Japanese soon but I may wait now for English now, though I bet it has a bunch of text for its cutscenes.

Forgive me but I so rarely have the chance to talk about Japanese N64 board games, figure no better place than here. Japan had quite a few exclusive board games, more than the rest of the N64 world got. Not that it matters but If had to rank the Japanese N64 board games, besides Mahjong, Shogi etc. based on how much I think they "deserve" translation, it would probably be

Goemon Monster Sugoroku
Getter Love & 64 Tamagotchi World,
64 Detective Club,
Laughing Life 64 Resort King & Jinsei Game 64

I've beaten almost all these games so I have a lot of reasons why I order the list that way (including quality for a general board game population, uniqueness as a board game, importance to the N64 library in the case if Tamagotchi 64 etc.), but I'd love to see them all done one day. Starting with Getter Love is good, Goemon I would bet has way more text than Getter Love. Though its hard to say, Jinsei Game 64 and Resort King 64 have so many random events told through text, I'd love to know how much text each game has if possible. Tamagotchi World I believe has the same ending no matter what Tamagotchi you win with, so I think it would have the least text, but that's just a guess.

Anyway I'm looking forward too it!

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EverDrive 64 / Re: Aleck64
« on: February 11, 2019, 01:30 AM »
Well I'm no expert but the NS-Tower and NS-Shaft were shareware games released in 1996 on Macintosh PCs and later Windows in 1997 by Nagi-P Soft. They were Nagi-P Soft's most popular games so they occasionally received free updates and the company continued to distribute these simple games for over 20 years across many platforms. As early as 2003 the games were made available on mobile phones and the same year Nagi-P Soft licensed the Aleck64 arcade remakes, which eventually got updated GBA ports in 2004 in Japan. So yes these games have striking similarity because they are supposed to be the same series. Just about every early 2000s cell phone probably had these games pre-installed on them

Not sure what you would call the genre, but if you google vertical platformers or vertical scrolling platformers that's what most people call them. Nowadays they are quite common in the indie space with games like Towerclimb and Downwell but they are both much more complicated. I can think of many games before 1997 with vertical sections or levels. Kid Icarus is almost all vertical but it doesn't scroll automatically or anything. Not sure what the first game that was all vertical autoscrolling would have been, probably some games on home computer systems had to have tried something similar

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EverDrive 64 / Re: Aleck64
« on: February 10, 2019, 06:54 AM »
Thank Zoinkity. Last year it was really bugging me that all but 1 Aleck game was dumped, but I figured Mahjong Games people usually didn't care about. I hope to play it soon. I learned how to play Shogi and Hanafuda to play the N64 games, so soon I wanna do all the Mahjong titles as well

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EverDrive 64 / Re: Derby Stallion 64 game file saving issues
« on: January 21, 2019, 09:52 AM »
Derby Stallion 64 uses FLASH memory for the 3 on board save files, so make sure you set your everdrive save type to flash before beginning the game.

When you begin and are at your horse pasture and stables, pressing C-Left  brings up one of the options menus. You've got 4 options here

1. Move calendar forward
2. Visit a Race Course
3. VTR (allows you to save, move, delete registered horses between Game cartridge and Controller Pak for 120 pages, lets you race friends I think. This system is actually very complicated and I haven't mapped it all out yet, I haven't actually beaten this game yet and I kinda fell out of it last year)
4. Save Data


Try that out and tell me if you can get it all to save properly. To test here are some Gameshark codes to give yourself tons of money. See if your money amount sticks when you save

Master Code (must be in to bypass copy protection)
F10F5F90 2400

90 million yen
811A160C 05F5
811A160E E0FF

By the way, once you visit the racetrack you get more options
1. Race
2. View Paddock and Horse Introductions
3. Horse Stat table
4. Odds I believe
5. Horse Weights
6. Place Bets for up to a certain number of horses
7. Recording


Trust me this game has a lot of complicated menus. Sorry I can't be of much help, it's been a long time since I tried playing it.

C-Down at the horse pasture brings up another set of options including
1. View owned horses, Breeding, Production, and Entrance categories, I think you can buy more horses here too
2. Stallion List
3. A TV Schedual I think
4. Record Room
5. No idea
6. No idea again, Sorry
7. Calendar

I'm also playing on an Everdrive 2.5 and never had any saving issues, so let me know if FLASH memory works

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EverDrive 64 / Re: Mystery Translation in Progress
« on: January 15, 2019, 05:05 AM »
Awesome! Remember I have completed save files and know where everything in the game and postgame is if anyone ever needs help. Gamehacking.org also has cheats your all going to need if anyone decides to play it. Without English you won't be getting through without dying until you've already beaten the game before and know what you're doing.

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EverDrive 64 / Re: Mickey’s Speedway USA compatibility
« on: June 05, 2018, 06:34 PM »
Mickey Speedway does work on Everdrive V3. You need he transfer Pak and a copy of Mickey Speedway USA for the Game Boy Color to unlock him though, doesn't matter what rom you use. And when you turn the game off he goes away so you have to use the transfer Pak again every time you boot up. There is a cheat code using the Xploder64 but you'd have to pay at least $100 for one. And as far as I can find there is no gameshark code for it. I've noticed some transfer Pak content has gameshark codes like Goemon Sugoroku while others like Mickey Speedway don't, I'm not sure why.

It's worth noting that Huey is unlockable in the Japanese version though simply by completing 1 time trial, since the GBC version never came out there. So if you wanted to play the Japanese version you could. It's a pretty easy game to play in Japanese

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EverDrive 64 / Re: Choro Q 2 Translated
« on: June 01, 2018, 04:10 PM »
I didn't even know this was being worked on, so this is unexpectedly good news. Zoinkity says it was a pretty quick and easy patch to make, does that mean something like 2 months? I've actually been trying to keep track of which patches are in development and I had no idea this one was even happening, I don't know if it was even announced or not. Takara produced like 6 N64 games based on their toys, the Choro-Q games are the last ones I need to play, so either way this will make things slightly easier now.

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EverDrive 64 / Re: Worms Armageddon NTSC Save problems
« on: April 07, 2018, 05:07 PM »
Yeah I had a similar experience back in Janruary 2017. I had played up to single player mission 20, and the team I had been doing that with disappeared deleting all progress. I don't know if this is a game problem or an everdrive problem, but I started copying my team every 2-3 missions or so. That way if 1 disappears you have backups.

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EverDrive 64 / Re: Top 10 Japan N64 Titles requesting to be translated
« on: February 10, 2018, 10:26 PM »
Oh it's an absolute masterclass of a game. Along with Sin & Punishment it is of the highest quality of Japanese exclusives, and over in Japan it did much better than S&P. It deserves to be translated, and if you investigate, the original Super Famicom Shiren 1 has ready been translated.

You're right it was developed by Chunsoft, creators of the first 5 Dragon Quest games (which lead to the first Mystery Dungeon in September 1993, Torneko no Daibōken: Fushigi no Dungeon, Torneko Taloon being a popular Dragon Quest 4 character).

Chunsoft also had help from several programmers and art assistants from Nintendo and even credits give special thanks to Hudson Soft and Creatures the Pokemon company. Nintendo put a large amount of personal faith in Shiren because it was the only large N64 RPG that wasnt cancelled at the time, i believe they even handled the publishing.

In December 1999, before the game had any footage, it was one of Japan's most anticipated games according to Famitsu, at number 14, it was only 2 below Mother 3 and 4 below Zelda Gaiden (Majora’s Mask), making it extremely anticipated. It was so heavily promoted it received a television commercial and advertisements on buses,  and sold a reported 283,991 copies by the end of 2001 making it the 2nd highest selling Japanese exclusive N64 game developed primarily by a 3rd party (just behind Jikkyou Powerful Pro Yakyuu 6).

It's a really old school roguelike. It is great for fans of straightforward and challenging rpgs, where almost every step/move is strategic. The fun is in the risk/reward thrill of harder dungeons and the therapeutic repetition of slashing monsters, uncovering maps, and managing resources. This type of game is very niche nowadays because of the high difficulty and reliance on making the most of random drops, plus the repetitiveness of the combat. Still it's an all time classic in Japan

Unfortunately it's insanely long to see everything in the game and it's extremely unfriendly for English players due to having hundreds of weapons, spell scrolls, food items, descriptions etc. I had to heavily cheat using gameshark codes to finish the game within any reasonable timeframe, which I recommend you do Ozidual (I've been playing off and on since October).

It has 2 files save on Cartridge (SRAM) but extra files can be saved on Controller Pak for 40 pages each, so you need use this to create extra files if you need to. Right now I'm trying to finish the petting zoo which is unlocked by beating the in story. You have to catch the game’s 162 monster types which each get a description and zoo exhibit, i want to finish that so they can be easily translated. I'll definitely walk you through the order of events and where to go in the game if you ever need my help, because pretty much all I can do is help you understand the game better. There are also plenty of walkthroughs on niconico which were helpful to me.


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