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Topics - Kerr Avon

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A third party (i.e. not made by Nintendo) N64 console is being developed, and will be previewed at the E3 show. It almost certainly won't come with any games built in (unlike the official 'Classic' consoles such as the NES Classic and the SNES Classic), but the real problem is that the console seems to be emulator based, which is potentially very bad indeed.

Quote from the announcement web page:

"Now while I am super excited about this system being revealed and coming out, as I hope it will open the flood gates for other companies to follow, there are some things to be aware of.

First off N64 emulation is actually pretty substandard and inaccurate. What does this mean for the average user, well for anyone looking to play only the most popular titles on N64 like Mario and Zelda the experience will be fine and you might never notice a difference.

There are games that will flat-out not work in many N64 emulators like the Factor 5 games. and the ones that can run it require hardware that the Ultra Retron is likely not using. Seriously my 7700K overclocked to 5GHZ still can’t get Battle for Naboo up to decent frame rates…

Other games will likely exhibit graphical glitches which we can already see in Hyperkin’s own demo video during Mario Kart 64.

Since the new console is emulator based, then even if the emulation is perfect then it almost certainly won't work with the Everdrive 64, unfortunately. And we don't yet know how much internal storage the console will have, or if it will have a USB or SD card port (though it probably won't), so even if the emulation turns out to be good enough, then we might not be able copy game roms to the console and play them from there.

It will be doubly unfortunate if the console is bad because it will no doubt come with a HDMI out socket, and that alone (if the new console was otherwise identical to the genuine N64) would be reason to use the new console, since genuine N64 consoles look bad on many new TV sets. You can get your genuine N64 modded to support HDMI, but that costs near enough two hundred dollars, plus then you need to be very skillful with a soldering iron to install it. The new console is likely to be much cheaper than buying an N64 HDMI kit, so it will be very attractive to N64 fans, providing the new console plays the games properly.

We'll have to wait and see, I suppose:

Source and video:

Edit: Just to add, I don't like the fact that the preview video has no almost no console based sound in it, instead it just has a non-N64 soundtrack loudly playing all the way through. This might just be a bad choice by the person who made the video, but it also might have been done deliberately, to hide any sound related problems that the new console has. The emulator the console uses might lack the ability to accurately reproduce every sound the N64 can make, or the emulator might have timing problems with the sound. I've seen both of these problems in N64 emulators, and the music that they dubbed onto the video might be their sneaky way to hide the problems from us. I *really* hope that's not the case.

EverDrive 64 / SCUMMVM on the N64 + Everdrive 64 would be wonderful!
« on: January 25, 2019, 03:57 PM »
Shenhulahula and I were just talking about SCUMMVM, a brilliant cross-platform interpreter allowing you to play a wide variety of older adventure games on modern systems, and how we've been unable to find any N64 versions that work with the Everdrive 64.

So I was wondering if anyone with the skills and the free time would be interested in porting SCUMMVM to the N64 + ED64. It would be brilliant being able to play the classic PC point and click adventure games on the N64, and games like:

Monkey Island,
Monkey Island 2,
Indiana Jones and the Fate of Atlantis,
Beneath a Steel Sky,
Lure of the Temptress,
Zak McKracken and the Alien Mindbenders.

should require almost no changes to work easily on the N64, I'd imagine. They're old enough that their total file sizes should fit in a single .z64 file per game, and there's very little animation or movement in the games. Plus since most of the work is done by SCUMMVM, then adding new games to it would be much simpler than porting a game by itself.

I think that more demanding games, such as Sam and Max Hit the Road, Day of the Tentacle, and Simon the Sorcerer 1 and 2 (games that have proper, audio speech) would probably have to store and read the audio files from the ED64's SD card, but the audio files themselves aren't too large (we're talking 1990's game files) so they won't take up much room on an SD card.

The game-save/load functions would probably have to write to the SD card instead of the N64 controller pak, as even if the game-saves were small enough to fit on a controller pak, using the SD card instead would allow you to have as many saves as you like for each game. Probably each individual game should create it's own save folder on the SD card, if it doesn't exist, such as:

[SD card]:\scummvm\save\monkeyi\
[SD card]:\scummvm\save\sammax\
[SD card]:\scummvm\save\tentacle\
[SD card]:\scummvm\save\brokens\

So if anyone is looking for a new N64-related project , then please consider porting SCUMMVM, as it would allow us to play some truly brilliant adventure games on the sixty-four bit wonder console!

For more details, downloads, and a list of compatible games, go to:

Edit: There's an N64 build at but of course it will no doubt require alterations to work with the ED64, and to either act as a front end for game selection, or to be compiled into individual standalone files for each game.

A new mod for The Legend of Zelda: Ocarina of Time, has been released. Called Nimpize Adventure, it's trailer video, and the patch that you need to apply to a 'Legend of Zelda: Ocarina of Time' NTSC v1.0 rom file, are at:

EverDrive 64 / I won't be giving out rom links anymore, sorry.
« on: November 26, 2018, 07:13 PM »
Nintendo's recent (assisted) closing of some rom sharing sites has been causing worry to some people, and some rom hackers are concerned that the ever litigious Nintendo might turn their attention to people hacking their old game roms, and I've been asked by one hacker to stop distributing his work (which I have been distributing indirectly for a long while, by providing download links by private message to anyone who asked for them), and I can't disagree with either his reasoning or of course his request.

That, plus my distaste at discovering that at least one user on this forum is making money out of other peoples' work by putting the hacked roms on fake cartridges and selling them (despite the unwillingness of most or all of the hackers to see their hardwork used this way), has forced me to decide not to send out my link list anymore. So if anyone asks me for the list, then I'll be forced to decline, unfortunately.

It's disappointing to me, because keeping a list of working rom hack downloads, and patching/testing/adding new hacks to the list for download was all I could really add to this small but brilliant community. But we have to bow to the wishes of the rom hackers themselves (who are mostly vehemently opposed to their work being sold on cartridges), and since this is a forum and website for a commercial device that allows you to run rom files (which Nintendo hate) on an N64, and therefore easily commit piracy (even if the most of the games haven't been sold for more than fifteen years), then this site could end up a target of Nintendo's lawyers, so we want to be seen to be as honest and clean as possible.

So I'll be unable to PM the list, or otherwise provide links to anyone else, sorry. But on the plus side, finding most of the hacked roms is easy via google anyway, and even if not, you can just download the rom hack patch itself, and apply it to a suitable game rom, it's not difficult and it's a good skill to have.

EverDrive 64 / Why has this happened?
« on: November 16, 2018, 06:13 PM »
For a long while, there's been an interesting Everdrive 64 compatability list project run by just one bloke (The Renegadist), where he's tested a *huge* amount of game hacks on the Everdrive 64. But now he's packed it in, and no wonder, considering the way he's been treated by whoever moderates this forum.

First of all, over time he's asked the mods for help in enlarging forum thread parts, as his compatibility lists grew. They refused, point blank, which to me seems baffling, but it's their forum and their rules, so we can't complain, but we are free to say that the refusal seemed strange, and against the purpose of the forum, which is to supply help and information to the Everdrive 64 users. Something that the compatibility list was obviously meant exactly to do.

But far worse, he's just had a lot of his posts deleted, seemingly not only with no prior notice and no chance to debate the deletions, but without even a reason being given for their deletion. This is utterly appalling, even if the Renegadist had broken a forum rule somehow (which he hadn't from what I can see, there was no offensive content in his posts, no advertising, no links to malware (or links to anything really, just text names), just information on what would or wouldn't run on real hardware) then surely a moderator should have contacted him and asked him to remove whatever was against the forum's rules, rather than the moderator deleting it? But no, the moderator apparently gave the Renegadist no chance to set the posts right himself (assuming there was anything genuinely wrong with them at all), and hasn't even bothered to explain afterwards why they were deleted.

I don't know who acted this way, be it Krikzz or someone else, but it seems extremely unfair and unprofessional. Plus it's cost this forum, and hence it's users, a valuable resource regarding which game hacks to try on the Everdrive 64.

I hope the Renegadist continues his project and posts the results on another site, but if he doesn't and is instead put off the idea by these events then I wouldn't blame him. And if he is treated like this by the moderators, then of course any of might be, at any time. I really hope this isn't a taste of what is to come on these forums.

Along with the prototype of Mortal Kombat Trilogy, the source code of the game, and some other things, seem to have been released at:

For the unaware, in the (great) game Duke Nukem: Zero Hour, the game keeps track of how many enemies you've killed (and sometimes rewards you for killing all of the enemies in a given level), but in one level, called "Up Ship Creek", it seems almost impossible to find all 64 enemies. Some of us have tried to search all through the level, and also tried to trigger any in-level actions to see if they have an side-effects, but with no joy, and most of us have drifted away from the problem.

But TheSpudWhacker, on the N64 Forever forum, has kept on working away at this mystery, and has managed to achieve the coverted 64/64 kills, but, as he says:

"It has been far too long since I posted on this forum. I have gotten all 64 enemies, however without consistency. I have no idea what triggers these enemies to spawn or how to kill them, but here is my theory on what is happening. But here are a few things to take note of first.

1. All enemies in the game have triggers before they will spawn
2. Certain events must happen for enemies to spawn
3. Sometimes enemies don't spawn in the playable area
4. Enemies teleport on a different cycle then duke does

With those 4 points, I can access some of what is going on. This is going to be a long one but here goes.

So, in the dry town level there is an enemy that opens a painting that you can kill. This enemy does NOT always spawn, play the level 50 times and I guarantee he will be absent at least once even though you did everything right.

On the first posh level, there is a zombie that explodes open a wall. Play this mission 50 times and again I guarantee it won't do it every time even if you take the same steps.

So what is happening on up ship creek? Well, during one of my runs (I always use debug menu when play) a sub blew up near a teleporter and my kills jumped up by two. Then I noticed that there was a snoozing enemy after about 20 minutes of running around the map. Not sure how long it was snoozing but it was snoozing when I moved to that debug screen. I went through the teleporters many many times and out of nowhere the sub spawned in the room where the two cyborgs attack you. I have been in this room many many times and explored each room like 3 times...

So what even happened? Well, this is where I lose my knowledge. The thing is, I don't know, I simply don't. It resulted in 64 kills though, it just doesn't make sense though. I played this mission over 600 times since I last commented on this forum and have only got 64 kills one time. There is flags in place for making sure ALL subs in the same room that one spawned in to be dead. If the ones that originated in that room are all dead, then the sniper alien will spawn around the corner. There is a flag that you have to get the level 3 key for the drone in the first hall to spawn.

Enemies in this game will just appear if the player would have no way of seeing them spawn."

"My theory is this; the last two enemies spawn out of the map and will not spawn if duke can see them. The only problem is; the game thinks duke can always see them. That is the best I got. I have loaded this map in mapster32. apparently there is a closer to zero hour sprite fix but I haven't tried it yet.

If that theory isn't correct then this is my ONLY other theory so far; they spawn in the beginning of the next level but the game thinks they belong in this one. If you go to the end of up ship creek and angle your camera you can see the colt 45 ammo in the corner outside the cave in the last area (the room where if you step off the teleporter, you win the level) That ammo is spawned from the next level, there is also an enemy spawned there. So somehow the game thinks that enemy shouldn't be there or the devs preloaded that room and forgot to remove the enemy from that spot.

The problem is, the trigger to make him spawn in the move off the teleporter, but if you do... you win, so my conclusion there is that the enemy spawns where he can't be killed in time to stop you from winning. Unless somebody knows how to stop the game from letting you finish the level this theory can't be proven false or true. If it is true though, then that is why the sub kills an extra enemy from time to time. It is half loaded into that area and kills it. Again, no proof but I still haven't left this mystery to rest.

So, can anyone help or suggest anything to try or possibly help to elucidate the mystery, please? It's a fascinating problem, and since it involves an N64 exclusive game (and a very good one at that!), a solution would be all the more welcome. If you do try it (it is a really good game, a third person shooter than you can play in first person mode using cheats*) and manage to get 64 out of the 64 kills on the level Up Ship Creek, then please be sure to let us know how you did it.

And *lots* of credit to TheSpudWhacker for his immense patience and determination to solve the problem. Replaying the level over six hundred times, and each time trying to make note of any changes and relevant happenings? That is true dedication, by any standards.


* If you want to play in first person view on the NTSC version of the game, then press Down, Up, L, Z, Top-C, Right-C, Left-C, and Z when "Press Start" appears at the opening screen. A sound will confirm correct code entry. Now go into the cheat menu, and select first person view.

If you want to play in first person view on the PAL version of the game, then press Down, Up, L, B, Z, Left, C-Up, C-Right, C-Left, Z when "Press Start" appears at the opening screen. A sound will confirm correct code entry. Now go into the cheat menu, and select first person view.

Here are five hacks of the game Super Mario 64 that are compatible with the real hardware, so you can play them on your N64 and Everdrive 64. Thanks to Streams for the information.

Super Mario 64 Sapphire,
Doki Doki Mario 64
Bounce Tales 64:

The above four hacks' patches can be downloaded from:, thanks to Superbite for creating the patches.

Note: Apparently Walugi's Taco Stand 64 is a genuine rom hack that, as a joke, is being made out to be an original game that was never released and has now been 'rediscovered'.

Super Mario 64: The Missing Stars. Download the patch from:

If you don't know how to apply a patch, then there's a guide at:

For more information:

EverDrive 64 / Banjo Dreamie has been released!
« on: August 31, 2018, 07:54 PM »
Banjo Dreamie, apparently the first full modification of the game Banjo Kazooie, which presumably means it's a full new game and not just a couple of modded levels, has now been finished and the patch is available from:

Apply the patch to a v1.0 NTSC Banjo-Kazooie rom file.

Was the N64 fan-made rom hack Link’s Awakening 64 (the Gameboy game ported into Ocarina of Time's 3D engine on the N64) ever released, does anyone know?

It looked really priomising, and it would be a shame if the project had been abandoned.

EverDrive 64 / How to apply patches to a game rom
« on: March 08, 2018, 10:12 PM »
Note: This guide is unfinished. As yet it only explains how to use .xdelta patches and the Delta Patcher. I'll add to it to cover the Goldeneye Editor, .ips, .bps, etc later.

This is a guide to applying patches to game roms. Patching roms is easy to do, and is a good skill to have, but like most things, it's probably a little confusing to anyone new to it, so this guide should cover everything needed. If not, then please post your questions below

What are patches, and why do we use them?

Thanks to the skills and hard work of some very talented (and unpaid!) game fans, it's not uncommon for a game to be altered or improved somehow, be it to remove a bug(s) from a game, or to add a new feature, or to add new levels into a game. Language translations are another popular form of game-modding (as it's known), usually to translate a non-English game into English, but translations to other languages exist too. A modded game can be almost identical to the original game, with just a very minor change, or can be almost totally different in any number of ways, depending on the skills and ambitions of the person or people who do the modding.

Modding a game like this is perfectly legal, but since the modded game still contains mostly the same code and contents as the original game, then that game is still copyrighted to whoever owns the copyright (be it Nintendo, Rare, Electronic Arts, etc), and so when someone mods a game then they aren't legally allowed to share that modded game with anyone.

So a legal way around this is to use a patch. A patch is a file that lists the difference between the original game, and the modded game, and so when someone else applies the patch to their own copy of the original game rom, then the game rom's contents (code and data) is altered to make a rom identical to the modded rom that was created originally by the person who did the original modding.

OK, so how do I use a patch?

Patches come in several different  formats, such as .xdelta, .ips, and .bps, and you need to use a specific program to apply a given patch format. Whatever format a patch is in, they all work in the same way, which is when they are applied by the patching program, they alter a clean (i.e. un-alterned) rom to make the alterations/improvements

To apply a patch to a rom, you need three things:

1. The patch itself,

2. A clean copy of the rom that needs to be altered. Usually the type of rom needed will be specified either in a 'read me.txt' text file that comes with the patch, or will be mentioned on the web page where you downloaded the patch from.

3. The patch program. The program you use to apply the patch will depend on the type of patch you wish to apply.

For .xdelta files there are two programs you can use. These are Delta Patcher ( and the Goldeneye Setup Editor ( I'll provide an example for using both of these programs to apply a patch.

These examples will all be for Windows, using Windows based patching programs, as I don't know any other operatins system, sorry.

Example 1 - Applying an .xdelta patch using the program Delta Patcher.

We'll use the game Last Legion UX as an example. The steps to follow are:

1. Create a folder to contains the files that you'll be using. C:\N64 is as good as any.

2. Download the patch into your folder (which is C:\N64 or whatever you chose). The patch for Last Legion UX is available from:

It should now look something like this:

3. If the patch file comes as an archive file (such as a .zip, or .rar, or .7z) then un-archive the contents into the C:\N64 folder. Then for clarity's sake, delete the archive file (just to avoid confusion, but you can leave it if you prefer), but of course keep the patch file (the .xdelta file) and the text file (if any text file came in the archive).

It should now look something like this:

4. Download the patcher program to the same folder, or if you already have it, then put it in the folder. The patcher program is called Delta Patcher, and is available from:

5. If the Delta Patcher is in an archive (.zip, or .rar, or.7z, etc) then un-archive it into your folder, so the .exe file and any others are in there. You can then of course delete the archive file, if you like. I recommend using 7zip ( as it's fast and free.

It should now look something like this:

6. Download the game rom. Often you're told exactly what rom to get, even down to the exact file name (it can be 'Super Mario 64 [!] (U).Z64', or 'Perfect Dark (U) (V1.1) [!].Z64', etc). It's important to get the right region too, as most games come in two or three regions (NTSC (U), PAL (E), and JAP (J)), plus a few games have a second or third official release that fixes some bugs, so you always have to be careful to find the right rom. Usually you want the NTSC (U) version of a rom, as most hacks are made for the NTSC version of a game.

The Last Legion UX English patch's readme.txt file doesn't say to get any specific version of the game, but in this case it's not needed, as since it's a patch to convert the Japanese game to English, then obviously you need the Japanese version of the game. And indeed, since the game is only available in Japanese, then there is only one version of the rom, so download the game Last Legion UX, or get a copy of it from a friend.

I can't tell you where to download it, as that's illegal. But google makes it easy to find anything, and when you download it, then virus check it (as you should virus check EVERYTHING you ever download - I recommend using the free version of Avast! Antivirus). And don't download the file if it's a .exe file, as that WILL be infected with something bad.

When you've downloaded the rom file, then if it's an archive then copy it's contents into the C:\N64 folder. Delete the archive if you like.

It should now look something like this (The red, green, and blue lines and words were later added by me):

7. Now we have all three things needed to apply the patch (the patch, the patcher program, and the un-altered game rom), so we can now apply the patch to the rom. To do this, run the program DeltaPatcher.exe

It should now look something like this:

Click on the yellow folder where it says 'Original File' and locate and select the game rom (in this case, 'Last Legion UX (Japan).n64').

Click on the yellow folder where it says 'Original File' and locate and select the patch file (in this case 'Last Legion UX (USA).xdelta')

It should now look something like this:

Now click 'Apply Patch', and after a moment Delta Patcher will either announce success or failure. If it's successful, then congratulations, you now have a patched and working game rom.

If however you receive an error message, then it might be one of several things. The most likely is that the rom you downloaded is the wrong-endian. For some reason, N64 game roms are available in two types, big-endian and little-endian (also known as byteswapped and unbyteswapped). I can never remember which is which, and I don't know why the byteswapped format exists, but basically a game rom can be in either format, and if it's in the wrong format then the patcher program can't use that rom.

It's not a real problem, though, because it's very easily fixed.

So, if the above attempt at patching failed, or you just want to change the byte-swapped status of a game rom for whatever reason, then do the following:

8. To alter the byteswapped (otherwise known as 'endian') status of a game rom, you need a program called Tool64 v1.11, available from:

Download it and unarchive it into your C:\N64 folder. Delete the archive if you like.

It should now look something like this:

9. Run tool64.exe.

From Tool64's drop down menu, select FILE, then Open (the same as you do with other Windows programs), then select C:\N64 and click OK.

You will now see the game rom (in this case Last Legion UX) listed in Tool64. And the display will show whether or not the rom is byte-swapped.

It should now look something like this:

And of course we want to change it from being byte-swapped to being not byte-swapped (also known as altering it's Endian format), or vice versa, since the patcher program we've just tried couldn't use the game rom. So highlight the game rom in Tool 64, by clicking on it once, so it's highlighted.

It should now look something like this:

Then click the right pointing arrow to convert the rom to big-endian.

The game rom will now be converted, and will now be able to be patched, so exit Tool64, and try to patch the game rom now, by going to step 7 again in this list.

If step seven fails again, then try to download the game rom from a different site, in case the one you downloaded was corrupt.

EverDrive 64 / Goldfinger 64 has been released!!!!
« on: September 16, 2017, 03:53 PM »
Finally, after years in the making, the Goldeneye fan-made mod Goldfinger 64 has been released!

There's a preview video at:

Download the patch from:

and use the Goldeneye Setup Editor:

to patch a clean rom, it must be the 'GoldenEye (U) [!].z64' (google for

GoldenEye (U) [!].z64

it's easy to find.

To run this game you MUST:

A) Have an expansion pak in your N64 (it plugs into the front of the top of the N64, under that little hatch), or the game won't work (you also need an expansion pak to play Donkey Kong 64 or Legend of Zelda: Majora's Mask, so if you can play those two games on your N64, then you already have an expansion pak),

B) Tell the Everdrive 64 to use the 4kb EEPROM/EEP save format for the game. To do this, you must open the file 'save_db.txt' that is in the 'ED64' folder on the Everdrive's SD card, and add the line:


to the end of the 'save_db.txt' file. Save the updated 'save_db.txt' file back into the 'ED64' folder, overwriting the original file, and now Goldfinger 64 will save correctly on your Everdrive 64.

For anyone unfamiliar with patching Goldeneye (and Perfect Dark) roms, I've written a quick 'how to'. It might seem complicated, but it's really not.

You will need a Windows based PC to use the patch file on the Goldneye rom. I don't know how to do this on Linux or an Apple Mac.

1. Find and download a clean (i.e. unaltered) rom file of the USA version of the Goldeneye rom file. This will usually be called:

GoldenEye (U) [!].z64

You might already have this rom for use on your Everdrive 64. If not, then google for "GoldenEye (U) [!].z64" (minus the quotes of course). It's easy to find (but do NOT download an .EXE file, that will be malware and will harm you PC). emuparadise is a good site to download the rom from.

2. Go to:

and download and then install the Goldeneye Editor v3.0

3. Download the Goldfinger 64 patch from:

4. Create a folder on your hard drive, call it anything you like (i.e. GF64) and unzip the patch file into it. Then copy the:

GoldenEye (U) [!].z64

 file into it (that's the file that you downloaded in step 1, of course).

Your folder should now contain two files:

GoldenEye (U) [!].z64


5. Start the GOldeneye Setup Editor (usually from Windows' Start menu)

6. In the Goldeneye Setup Editor, go to

Tools > XDelta Patching > Apply Goldeneye XDelta Patch

(i.e. click on Tools in the "File Edit Setup Tools Help" menu, then go down to 'XDelta Patching', then select "Apply Goldeneye XDelta Patch")

In the file locator window that opens up, go to your fold and load the file:

GoldenEye (U) [!].z64

8. The file locator will open again. This time load:


9. The file locator will open for a third time. This time, do NOT select a file, as it is really asking you what to name a new file (the
patched Goldfinger 64 file that it will create for you to use to play Goldfinger 64). So in the file name box, type:

Goldfinger 64 v1.z64

and then click 'Save'.

Note: At NO time during any of these steps will you need to overwrite a file. If you are asked if you wish to overwrite a file, then you have done something wrong.

10. If the receive no error message, then you can use the created file:

Goldfinger 64 v1.z64

(or whatever you chose to call it) to play Goldfinger 64.

If there is an error message, then start again, and ensure that the file:

GoldenEye (U) [!].z64

that you downloaded does actually work, and if not, re-download it. Or try downloading it from a different web-site.

Note: Even though the original Goldeneye rom is 12MB, Goldfinger 64 is 24MB. Don't be worried by the larger size of the Goldfinger 64 rom, that's normal.

Also note: I chose to add the 'v1' to the file name in case a bug fix patch is released in the future. Hopefully there are no bugs in the game, but it's impossible for any developers, however careful, to be 100% sure that they've found and fixed any bug,
so if a bug-fix patch is released, then we'll know that our file:

Goldfinger 64 v1.z64

is the old version of the game and can be deleted when we have a later version.

EverDrive 64 / Please test Densha de Go! 64 if you can
« on: April 04, 2017, 08:33 PM »
Regarding the English translation of Densha de Go! 64 (, there is a minor bug which the translator (Zoinkity) is trying to isolate and fix. The title page refuses to display on some TVs (the game itself seems to play fine on any TV, fortunately), so please can you try the game on your N64 setup, and post the results. There is a poll in the translation's release thread ( but for anyone who isn't a member there, I've made a poll here. I won't be voting here, as I've voted there already.

To see how Densha de Go! 64 works on your system, start the game (from the Everdrive 64 menu, of course), and don't press anything on the joypad. Don't select the controller, let the game auto select it.

Wait until you see the white train in attract mode. When you see that, press START, and you'll see the game's title page and you'll hear a human voice say the name of the game. If you don't see a picture of a train, and instead just see a black screen, then you are witnessing the bug.

Please let us know your results, by voting for whichever of these applies to your situation:

1. If you can see the title screen correctly (it will be a photo of a train, with the name of the game also visible) then you don't have the bug, so please vote for the "Works fine!" option for whichever version of the Everdrive 64 you have.

2. If you have the bug, and no matter what you press on the joypad (try A, then START) then the game doesn't become visible, and there is no sound coming from your TV at all, then please vote for "title screen crash (no response, no sound)" for whichever version of the Everdrive 64 you have.

3. If you have the bug, then when the screen is black, please hold down both B and Z, and then press START. If you hear a beep, but the screen stays black, then please vote for "title screen black + eeprom reset black (sound, can advance)" for whichever version of the Everdrive 64 you have.

4. Lastly, if you have the bug, then when the screen is black, please hold down both B and Z, and then press START. If you hear a beep, and the screen displays text, then please vote for "title screen black, eeprom reset okay" for whichever version of the Everdrive 64 you have.

Please do this if you can, as the more information is available about the bug, the easier it will be to locate and fix.

The Japanese N64 train driving simulation, Densha de Go! 64, has been translated into English, so now we can all play this unique (to the N64, at least) game. And it is pretty impressive!

[The screenshots are taken from the internet, not from the translated rom, hence they're still in Japanese].

So have fun, and if you ever dreamed of being an engine driver, now's your chance! The translater/modder, Zoinkity, had written a lot of interesting information in the readme.txt file if you're interested in learning more about the game, the work involved in translating it, and it's use with various peripherals including the American version of the N64's Voice Recognition Unit (which I've never even seen, personally!). There are even a few new Easter eggs added to the game, but if you just want to play the game, then you can just play through the game's very helpful five minute tutorial and it will teach you everything you need to know. And you can play the game fully with just an N64 joypad, you don't need the Voice Recognition Unit at all.

You can download the translation patch from:

and use XDelta to patch the Japanese game rom (everything you need to know is in the readme.txt file).

Off Topic / Do you have enough free time?
« on: February 20, 2017, 04:11 PM »
Self pity alert - I work in I.T. Support, and five weeks ago at work, I agreed to relocate for a fortnight as another branch was remaining open whilst it's building was renovated and they needed someone to cover for someone who was off work for a time. I'm still there five weeks later (doing the work of three people, and only two half days off per week), bang in the middle of nowhere (and I don't have a car, so I can't go anywhere) and I'm now booked for at least another three weeks. I could say no, and maybe lose the badly paid, tedious job, but I really don't want to have to start looking for another job.

Sorry, I had to get that out of my system. I wanted to type more, but I'll spare you (plus if anyone connected what I said on the 'net about the place I worked at, then I'd definitely get sacked), but on a tangent, does anyone here have enough free time to themselves? I mean, the older you get the less time you seem to have to yourself, and the faster times seems to travel.

I don't get much free time, what with family and friends, work (and commuting to and from work), and fixing PCs and laptops. My friends are all in pretty much the same boat, and I (and most of them) are in the mid forty range, too old to be free and single, too young to have retired, so finding time to indulge in your bobbies isn't at all easy.

My backlog of games is huge, plus I have a ton of books and DVDs that I never get the time to even start (I've not even started The Game of Thrones yet, or season four of the excellent Sherlock, or the Doctor Who Christmas special), so does anyone here have enough time to enjoy their hobbies? Is there anyone here lucky enough not to have to work for a living (apologies if you're not working due to illness, I don't mean any offence) and if so, do you want to swap lives?  :)

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