Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kerr Avon

Pages: [1] 2 3 ... 100
EverDrive 64 / Re: Banjo Tooie - assistance appreciated
« on: August 09, 2020, 01:52 PM »
You don't say what region of TV you have. Are you using a PAL, or an NTSC TV and N64? If you're not sure, then what country are you in (for example, the UK uses PAL, whereas the USA uses NTSC)?

If you're using the same game rom format as your TV format, then there should be no problem. But even though the Everdrive 64 allows you to play roms of all regions on any TV, some TVs can't display all regions. I have two TVs, and one of them displays every game properly, but the other TV (which is also PAL, of course, since I'm in England) can't display all N64 NTSC games.

EverDrive 64 / Re: Caveman Nerd PLS HELP
« on: August 06, 2020, 04:50 PM »
There's a very detailed guide to the Everdrive 64 at:

and have a read through the thread at:

which will answer most other ED64 related questions that you're likely to have

I've also sent you a PM.

EverDrive 64 / Re: Not Able to boot games on everdrive v2.5
« on: August 03, 2020, 01:32 PM »
I would have thought that 'BAT' stood for battery, but the version 2.5 Everdrive 64 doesn't have a battery. Have you perhaps put the wrong OS software on your SD card?

If your Everdrive 64 is definitely a v2.5, then you should use OS version 2.13,  from the archive, at:

EverDrive 64 / Re: More SM64 Rom Hacks that work on Console :D
« on: July 31, 2020, 12:17 AM »
Thanks for these - it's always great to find more hacks and mods that will work on real hardware.

I see that on your channel, you have a video entitiled "SM64 Sapphire DE for Everdrive (INCOMPLETE)". How does this differ from the existing Everdrive compatible version of SM64 Sapphire? And when it says incomplete, does that mean that it doesn't run 100% properly on a real N64?

EverDrive 64 / Re: Questions about Everdrive 2.5 & SD Cards
« on: July 30, 2020, 01:04 AM »

You needed to take the case off for it to fit in the console? Is that a common issue with ED carts?

The only flash cartridge I have is the Everdrive 64, a version 2.0, and I've had it for near enough a decade now. It's been used fairly heavily, play-wise, but I've never needed to take the case off the ED64, it always works fine when plugged into the N64.

is there a "save data .db edit" for this game?

No, it looks like the game uses the same save game format that Ocarina of Time uses, and since the Everdrive 64, by default, sees the Missing Link rom as just Ocarina of Time, then the Missing Link saves proprerly without needing to be told what save format to use.

Whowasphone, I've sent you a PM.


A new rom hack for Bajno Kazooie has been released. It's called The Legend of Banjo-Kazooie - The Jiggies of Time, and for more information and a download link for the patch, go to:

According to that web page:

"Kurko [the author of the mod] has been working on this mod for the past five years. It’s a full-length game that contains nine worlds with 100 Jiggies, 900 musical notes, and a ton of Easter eggs to find.

To call Jiggies of Time a labour of love just wouldn’t do it justice. This is a staggering achievement in N64 modding, and without doubt the best N64 mod to date.

At its core, The Legend of Banjo-Kazooie: The Jiggies of Time is still a Banjo-Kazooie game. It plays just like the bear ‘n’ bird’s original N64 adventure, but set in Ocarina of Time’s world.

Something has gone wrong in the land of Hyrule. The wicked witch Gruntilda has somehow sidelined Ganondorf and decided to take the kingdom for herself. Young Link apparently isn’t up to the task of giving her the boot, and so the responsibility falls to Banjo and Kazooie.

Kurko has done a fantastic job of merging the two universes together. The world of Ocarina of Time is lovingly recreated, managing to feel both familiar and fresh at the same time.

Classic locations, such as Kokiri Forest, Kakariko Village and Death Mountain are instantly recognisable by their layout. That said, they’re not one-to-one replicas – and rightly so.

Everything is decorated and styled to look like the world of Banjo-Kazooie. Even the enemies are re-skinned to resemble classic Zelda creatures. Not only that, but Kurko has used creative licence to slightly alter or outright expand areas with new features.

As a result, Jiggies of Time feels very much like its own game, rather than an awkward retread through an already well-trodden world. It really strikes a perfect balance.

Kurko has stuffed the game full of Nintendo and Rare references.

Everywhere you go, you’ll stumble upon classic game boxes and other Easter eggs that’ll make you smile. The amount of effort that has gone into some of these is truly astonishing.

This is no longer available anywhere. Anyone have a copy?

I've sent you a PM.


A new mod for the game the Legend of Zelda: Ocarina of Time has been released. It's called The Missing Link, and it takes place bewteen the games Ocarina of Time, and Majora's Mask. It's supposed to be very good, by all accounts.

You can watch the trailer and download the game patch from:

What does seem strange though is that the Missing Link game rom is only 16MB in length, being half of the size of the original (unpatched) Ocarina of Time rom. Most game mod roms are the same size as their original game rom, with a few mod roms being larger than the original, to encompas extra game data. Ordinarily, I'd assume that there was a problem with the Missing Link patch, and that most of the hack data was being wrongly truncated, but the rom loads and starts alright (in an emulator, I can't try on my N64 until I get home), and no one else that I can see has complained about problems with the rom, so the lower rom size must be as intended. Unusual, though.

Edit: I asked Kaze (who released the Missing Link) and he said that the Missing Link file is supposed to be only 16MB in size.

Edit: The patch has been updated to version 1.3, to fix various bugs. Make sure to download and use the latest version.

« on: July 23, 2020, 11:56 PM »
I cant test star road personally as i lost my sd card reader and the new one hasn't arrived yet(I have full sized sd card for my n64 everdrive and I only could find my micro sd card reader.. what a pain), but my European CRT tv, with composite cable, plays all ntsc games I've tired(including original mario 64), in full colors and Im pretty damn sure they run at proper speed too, at least not slow as the PAL version but I cant feel/hear/notice the difference.

But this is N64 rom hack we are talking about, and they are known to not work on real hardware so the issue could be the rom hack it self as its only been tested/made for project64 emulator.

There is a version of Star Road that is console compatible, the version I have is called Super Mario 64 - Star Road (Console Compatible - fixed).z64 Davidmartin, is that the name of the rom you're trying? It works fine on my PAL N64 and  Everdrive 64 v2.0 and PAL TV. Some PAL televisions do have trouble with NTSC/JAP screen output, though, so if possible, you should try it with another PAL TV to see where the problem lies.

EverDrive 64 / Re: Everdrive 64 no longer writing saves
« on: July 23, 2020, 03:10 PM »
If nothing fixes the problem, then of course it's possible that the SD card is just dying, in which case nothing can be done to fix it, you'll just have to throw it away and buy a new

If deleted saves keep on reappearing then that is a good sign that the card is on it's way out.

EverDrive 64 / Re: 64DD support on Everdrive
« on: July 20, 2020, 06:42 PM »

i hope its something that can be concidered in the future. It looks like neither the Everdrive or 64Drive can run the native roms. I do own a 64DD, but try to use it sparingly given it wouldnt be easy to replace. the cart conversions are nice, but i would love to see the homebrew market for the DD pick up. would be nice if re-writable disks could be made to create homebrew games to run on real hardware ( i know its a longshot, but one could hope.) . also i know Mario 64DD was impossible to convert to a cart image, and future games if found or made may not be converted easily or at all, so for a preservation standpoint, i think adding DD support to the everdrive would;d be a good thing

I don't know anything about the technical side of the 64DD, but I'm pretty sure I read a few years back that the Everdrive 64 didn't have enough ram to fully emulate the 64DD. If that is true, then perhaps the later Everdrive 64 revisions (v3.0 and X7) do have enough RAM, since they have a separate RAM pool normally just used for save-game data.

But why would Mario 64DD be impossible to run on the ED64? Since it's basically just Super Mario 64 (which in itself is just an 8MB rom), with some small modifications, and all Everdrives have at least 64 MB of RAM/E-PROM) then I'd have thought it could be modified to run on an Everdrive 64.

A prototype of the unreleased N64 game Freak Boy has been released.

You can read about the game here:

and you can download it from:

Here's a video on the subject:

EverDrive 64 / Re: New Neon64 beta released
« on: July 13, 2020, 07:19 PM »
Thanks for the heads up.

We really could do with a regularly updated, central website that hosts news of newly released game hacks and homebrew for the N64. Why is it that the N64 feels so under-represented on the 'net?

Pages: [1] 2 3 ... 100