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Topics - jonesalmighty

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EverDrive 64 / ED64 User manual
« on: January 30, 2020, 01:50 PM »
I have started creating a user manual for the ED64 that will document all of the features of the OS and help new users get started. If anyone would like to help improve the text, then please do so. Once finished, I will either make it into a PDF or convert it to markup format so a true online manual can be created...!AtdtK1B8_beIlcodInq4ND47FnR5pQ?e=WnmgXH

EverDrive 64 / *Solved* Turok source code
« on: August 26, 2018, 01:38 PM »
Hi all, some of you may remember that there was a dev machine found with the source code to turok on it... long story short, a zipped archive has now been found with riddles to open it... If anyone is good at riddles, please help!

Edit: thanks Ozidual!

EverDrive 64 / Unofficial-Official ED64 OS
« on: July 14, 2018, 09:59 PM »
Hi All,

I just wanted to say that I am privileged to have been given access to the source code for the official OS... As such I plan to make a few improvements, but will not be releasing any source code (so dont ask!).

Note: The only supported hardware revisions are the: 3.0, 2.5 and 2.0. [ The X7 might be added in the future (if possible) ].

The changelogs and downloads will be posted here:

V2.12.6 -
  • Enable RTC for 64DD cart conversions on V3 (used by Sim City 64)
  • Swap to CMake build system and latest custom libdragon
  • Change USB parameters for screenshots (required due to other users already assigning them (out of my control))

V2.12.5 -
  • Fix scrolling when controller is disconnected
  • Set RTC date using ISO format
  • Detect Expansion Pak
  • Ability to hide ED64 folder
  • label ED64 folder as "SYS" when not hidden
  • Minor text improvements
  • Update to latest GCC compiler version
Known issue: When ED64 folder is hidden, the corresponding page will show 1 less ROM (possibly with only a file size in the last row).

V2.12.4 -

V2.12.3 -
  • Added 240p support
  • Updated About screen logo
  • Minor text changes
  • Used custom Conker64 version of libdragon for compiling with 240p support
  • Fixed GameShark support (broken in last version)

V2.12.2 -
  • Updated H.W. V2.5 to latest firmware
  • Added Taz Express to save types
  • Corrected Topgear rally (pal)
  • Use GCC V8.2
  • Used latest Conker64 version of libdragon for compiling

V2.11.1 -
  • Added OS subversion to show menu is modded
  • Added Topgear rally (pal) and Goldfinger to built in save types
  • Corrected spelling errors in menu
  • Used latest Conker64 version of libdragon for compiling

I am not accepting feature requests as it is more for my personal satisfaction, but if you notice any bugs, please let me know!

EverDrive 64 / Flappybirds
« on: November 25, 2017, 01:53 AM »
Hi all...

I just found this and a quick search on the forum didn't find anything... I thought someone might be interested  :P

EverDrive 64 / Altra64 Menu
« on: October 27, 2017, 09:16 PM »
Hi All,

It has been a while since I last checked in and thought it worth posting that just in time for Halloween I have just released a beta version of my adaptation of alt64. It can be found here:

The page also contains the binary (as always, just replace the current file in ./ED64)...

Depending on feedback (if any) I may either continue to a full release (just bug fixes) for this version, or switch my effort to doing the menu redesign (which is likely going to remove support for the V1 because I don't have one, so cannot test).

Please dont ask for further save type support (unless you know how to implement it) as I dont understand how the firmware works enough to implement it... Also I dont support use of the clones and this versions binary does similar checks to alt64...

EverDrive 64 / Creating a development environment
« on: November 18, 2016, 11:41 PM »
Some people ask how to set-up an environment to start building stuff for the N64, some people get stuck attempting to do so and some just want to do a quick and easy vanilla install after a much needed clean-up. I have been attempting to write a bash script to automate things, so either this script will help people create a dev environment from windows 10 install and they will help improve it, or it will serve my own memory for later needs! anyway, here goes:

For a Windows 10 system:
Control Panel -> Programs and Features -> Turn Windows Features on or off
tick the checkbox for Windows subsystem for Linux
Click Ok and reboot if required.

From a command prompt with elevated privileges, Run the command:
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lxrun /install /yThen type
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echo 'export N64_INST=/usr/local/libdragon' >> ~/.bashrcThen
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source ~/.bashrcand then
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Restart bash by typing
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Locate to a chosen destination (I suggest
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cd ~/)
Create the script by running
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nano then copy in all of the following text:

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# Download and install latest updates for the system [sudo req.]
apt-get update
apt-get -y upgrade

# Install essential packages [sudo req.]
apt-get -y install build-essential git texinfo libc6 libgmp-dev libmpfr-dev libmpc-dev libpng-dev zlib1g-dev libtool autoconf

# add a system variable and make it perminent
# echo 'N64_INST=/usr/local/libdragon' >> /etc/environment
# echo 'export N64_INST=/usr/local/libdragon' >> ~/.bashrc
# source ~/.bashrc
export N64_INST=/usr/local/libdragon

# change to the users root directory
cd ~/

# Pull the latest libdragon source code and make a build directory
git clone

# fix issues with the build scripts
sed -i -- 's|${N64_INST:-/usr/local}|/usr/local/libdragon|g' libdragon/tools/build
sed -i -- 's|--with-newlib|--with-newlib --with-system-zlib|g' libdragon/tools/build

sed -i -- 's| -lpng|\nLDLIBS = -lpng|g' libdragon/tools/mksprite/Makefile
sed -i -- 's| -Werror| -w|g' libdragon/tools/mksprite/Makefile

# make a build folder for libdragon
mkdir libdragon/build_gcc
cp libdragon/tools/build libdragon/build_gcc

# run the build script (this will take a while! and if not sudo, will ask for password mid flow!)
cd libdragon/build_gcc

cd ..
# run the install script [sudo req]
make install
make tools
make tools-install

cd ..
# install libmikmod
git clone
cd libmikmod-n64
mkdir build
make install

cd ..
# install libmad-64
git clone
cd libmad-n64
#$(N64_INST) converterd to $N64_INST below otherwise it will not run on WSFL
export PATH=$PATH:$N64_INST/bin
CFLAGS="-march=vr4300 -mtune=vr4300 -mno-extern-sdata" \
LDFLAGS="-L$N64_INST/lib" LIBS="-lc -lnosys" \
./configure --host=mips64-elf --disable-shared \
--prefix=$N64_INST --enable-speed --enable-fpm=mips
make install

cd ..
# install libyaml
git clone
cd libyaml
#$(N64_INST) converterd to $N64_INST below otherwise it will not run on WSFL
export PATH=$PATH:$N64_INST/bin
CFLAGS="-std=gnu99 -march=vr4300 -mtune=vr4300" \
LDFLAGS="-L$N64_INST/lib -Tn64ld.x" \
LIBS="-ldragon -lc -ldragonsys -lnosys" \
./configure --host=mips64-elf --prefix=$N64_INST
make install

cd ..
# Install menu code (perhaps this script should be called from it instead?
git clone
cd alt64

# Perform cleanup
apt-get -y autoremove
apt-get autoclean

make the script executable by running
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chmod +x ./setup.shand finally execute it:
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source ./
Personally I would install VSCode after this...

EverDrive 64 / purpose of some ED64-IO code.
« on: August 08, 2016, 12:35 AM »
I am looking at doing some dev work on my Everdrive64 but I am having some trouble understanding some code, especially this bit:

        msg = evd_readReg(REG_MAX_MSG);

        tv = (msg >> 10) & 3;
        if (tv == 3)tv = 2;
        *(u32 *) 0x80000300 = tv;

        if (!(msg & (1 << 14))) {

            msg |= 1 << 14;
            evd_writeReg(REG_MAX_MSG, msg);

can anyone tell me what this code is doing, especially what the registers are for and why the bit shifts?

EverDrive 64 / topgear rally
« on: July 27, 2016, 04:07 AM »
first of all, I am sorry if my question is either stupid or my punctuation is ridiculously incorrect, it is my birthday and I have been drinking heavily! that said, I have decided to partake in a session of Topgear Rally, however when I try to save to either the "Game Pak" or the "Controller Pak" I get an error/warning that it cannot access it and data cannot be saved#! I am guessing it is because it is trying to save as the wrong type on everdrive and my controllerpaks battery pack has given up the ghost... any ideas?

EverDrive 64 / Device for ripping N64 ROM's and Savestates
« on: June 28, 2016, 12:32 AM »
Cross post from

The other day I received an N64 save kit from Sanni. It came well packaged and was straight forward to assemble. It is a little bit flimsy but unless it was turned into a production device works perfect for what it is designed.
I have spent the last few hours ripping all of my PAL ROM's and saves from my collection of 19 N64 games. These were:

Banjo Kazooie
Banjo Tooie
Beetle Adventure Racing
Blast Corps
Conkers Bad Fur Day
Diddy Kong Racing
Donkey Kong 64
Jet Force Gemini
Perfect Dark
Pilot Wings
Ridge Racer
Shadow Man
Super Mario 64
Top Gear Rally
Top Gear Rally 2
Ocarina Of Time
Majoras Mask
Wave Race

Once ripped I transferred them to my Everdrive and tested that the ROMs and the Saves worked. They all did.

The menu is intuitive and for the most part I didn't have any issues.

If there were some improvements I could recommend they would be

Get rid of the 8 character limit on file names.
If a ROM's checksum fails (this happened a few times), give the option to delete the file and restart.
Make the SD card file structure conform to the same as Everdrive's so that it is easier and quicker to get going.

I have yet to write files back to a cart, but when I do I will report back.

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