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 - Aether Knight

Pages: [1] 2 3 ... 15
IIRC it has everything to do with the NT Noir's latest fw. It has screwed up some games most notably SMB. I think Kevtris is aware of the problem and a fix is surely on the way.

FXPAK (SD2SNES) / Re: New FXPAK PRO Commercial 2020 Long Version.
« on: November 07, 2020, 03:55 AM »
So there should be four variants with different names: SD2SNES, FXPAK, SD2SNES Pro and FXPAK Pro.

The original SD2SNES had ceased production by the time the name was forced to change. Only the Pro has had the name FXPak, so only three variants essentially.

My SD2SNES, er...."FX Pak" has the Pro name. Probably gonna be the rarest label variant since it had about a year before the change. Shame to. I liked the name SD2SNES, straight and to the point. FX Pak just sounds wrong. SNES cartridges were never "Paks", that was an NES thing and what would've happened if the super F/X chip wasn't developed by Redguy in time? It would be the "Pak Pro"?

EverDrive N8 / Re: SMB2J freezes on 4-4 on Old N8 v1.23
« on: October 06, 2020, 09:37 PM »
This was fixed awhile back on the Pro. I wonder if KRIKzz is still working on the same update on the original N8?

Haven't done thorough testing however the 2-3 cutscenes I played out, each one had periodical skips. Seems like it only does it during cutscenes as most of the regular character dialogue seems to play fine on my end. I was actually in the middle of x-ferring my MCD saves over yet again and happened to notice it when I fired up Popful Mail.

There are multiple skips on all the cut scenes, not just the intro. I have a new game save where you can jump to any area and play out any cutscene to test out. This was tested on the latest fw (v4.04)

EverDrive N8 / Re: EverDrive-N8 PRO bug reports.
« on: February 29, 2020, 01:24 AM »
Ran into a strange issue that has ONLY been happening with the Everdrive Pro. I've tried 2 different ROMs of Super C. I can't reproduce it on my original Everdrive and it's never happened with my original cartridge. It's happened 6 times now i believe, sadly all on good paces while on stream ;_;
I highlighted a full run to this point with reset in case someone can maybe see a reason?

The glitch itself happens with the Stage 5 boss, it begins to screen wrap and is near impossible to kill in this state as it's hitbox seems to shrink and become invisible XD
In the video the problem becomes clear at 9:45 but i did also notice some odd behavior in item pods back on previous stages.

I realize this is an odd problem but I feel like i've done all i can to know that it is only happening with the Everdrive Pro for some reason. (Using V2.06)

Just tested this. Seems to run fine on my end. Tested with latest fw on an AV Famicom (no mods) What is your setup?

EverDrive N8 / Re: EverDrive-N8 PRO bug reports.
« on: February 09, 2020, 09:03 PM »
Mario bug definitely related to some changes which i made for n8 pro mapper and then ported back to og-n8. May be some other games has problems by same reason. It should be fixed in next release anyway.

That's great to hear. One other small note  ; There seems to be something odd going on with mapper #66. It works fine on the Pro, not so much on the original N8. My ROM hack found here...

...does not work and loads to a gray screen on the original N8.

EverDrive N8 / Re: EverDrive-N8 PRO bug reports.
« on: February 09, 2020, 01:28 AM »
Some other FDS issues with the Everdrive N8 Pro. Here is a spreadsheet showing the compatibility we found with every FDS game, on both regular Everdrive and Pro, both on latest firmware.

Green works.
Pink works on Pro, but not regular N8.
Red does not work on either.

Might want to change that SMB2j for the FDS to "partial working". It does indeed work, but only up to a point. The game will lock up at various points after World 4-4, accessing special Worlds etc. Even though the game is one sided, it still internally loads data (I think it loads things like upside down pipes, wind effects etc.....which are only featured on worlds 5-1 and up.)

*EDIT Oh and thats for the original N8 and Pro

EverDrive N8 / Re: EverDrive-N8 PRO bug reports.
« on: January 26, 2020, 09:15 PM »
Thanks! I tested it in Mesen and unfortunately it doesn't appear to simulate the disk access LED on the disk drive, so there was no way to know if it accesses the disk for sure. But it does pause with a black screen at some points so I'm pretty sure it's accessing the disk at those points to read or write to it.

I should just explain how the disk system works: The BIOS reads data from the disk to the RAM adapter at boot (files to be loaded by the BIOS is specified in the game's disk header). After that the game is fully playable like a normal cartridge game since it's running on the RAM adapter (which works just like a normal game cartridge as far as the Famicom is concerned). The disk drive doesn't use any power at this point (which is why batteries lasts so long) and you could even unplug the RAM adapter. As soon as it needs to access the disk (either for reading to load more data or writing to the disk to save data) it must be plugged in and powered though. When it does, the red LED lights up on the disk drive.

With my observations using this hacked disk image in Mesen, the number of points of gameplay it needs to access the disk, not counting the boot load, is 5 (although it may vary depending on how you count):

 1) After saving the Toad in stage 4-4, to load worlds 5 to 8.
 2) After reaching the door at the end of stage 8-4 and D-4, to load the
 3) After the ending, to write a star (8-4 ending only) and to load world 9
    (8-4 ending only and only if all Toads are saved).
 4) After the ending of 8-4 (only if not all Toads saved), after the ending
    of D-4 and after a miss in world 9. In all cases to load title screen and
    worlds 1 to 4.
 5) When pressing A+START to enter the letter worlds (requires 8 stars).

Also to be noted that maximum amount of stars is 24 (18h) The game still pauses even if you have the maximum amount. I probably should've uploaded that save (you can still change it in any file, open up the file and change $CC2C to 18) Regardless though it should make it easier to test out the game (special thanks to ALXR of for his SMB2j utility)

EverDrive N8 / Re: EverDrive-N8 PRO bug reports.
« on: January 24, 2020, 11:22 PM »
Ok, if you tested it I guess I'm wrong.

If you are not comfortable uploading the hacked fds image, just upload an IPS file. You can make one easily with Floating IPS for example.

Alright so I removed any and all levels with the editor. Should be easy to test all the possible points it pauses to load. This file is what FCEUX spits out after you beat the game once. (it just copies the .fds file) It should have all stars on the title screen and just hold down "A" when you hit start to access worlds A-D. The longest to test will be world 9 since you have to go through all eight worlds without warping to get to it (the flagpole is at the beginning....but you'll get tired of seeing that course clear countdown) The level of -4 still has to be run completely but it just means you'll be dashing until the end. There is a Bowser at each end, just save state before each one just in case.

EverDrive N8 / Re: EverDrive-N8 PRO bug reports.
« on: January 22, 2020, 08:47 PM »
So it freezes when trying to load anything at all except for the initial boot load (which only includes worlds 1 to 4). I don't think it needs to read the disk just for the ending music or does it?

If I had to hazard a guess it pauses exactly 4 times in the entire game. Once after 4-4 (to load Worlds 5-8), Once after 8-4 (to load the ending) Once after going through the entire game without warps to load World 9, and finally at the title screen by holding down "A" after you beat the game eight times to load worlds A-D. That's how many I counted going through the entire game.

I suppose it's technically 5 if you count the initial loading of the game.

EverDrive N8 / Re: EverDrive-N8 PRO bug reports.
« on: January 22, 2020, 05:02 PM »
SMB2j is a 1-side disk game so you never flip the disk. The RAM adapter is too small to load the whole disk side though so it loads only 4 worlds at a time. This is why it pauses after beating stage 4-4, to load worlds 5 to 8.

Really? If that's the case then the game is going to lock-up on two more occasions on the N8Pro. Right after you beat 8-4 (to load the ending) and the other after you beat the game eight times and try to load worlds A-D (both have the exact same pauses)

*Edit ; Yep, sure enough. Attempted to load my eight-star SMB2j FDS file, and it froze when trying to access worlds A-D just as it does after world 4-4. Can I upload the modified ROM? (It's really just a template, all the levels have been removed and the flagpole is right at the beginning in most levels)

EverDrive N8 / Re: EverDrive-N8 PRO bug reports.
« on: January 22, 2020, 05:24 AM »
after finish 4-4, than N8 pro red light reading forever and no response.
It cannot start the 5-1 stage.
Sharp twinfamicom with OS v2.03
The save state is attached.

Same problem here with OS v2.06. Tried with auto swap fds on and off but didn't make a difference. My save state is attached.

Game just freeze and even not ends disk reading cycle. I have no ideas about this problem so far. May be some data in memory were corrupted  due save state using or something. Pass few levels without save states for check require too much time.

OK I checked out SMB2j by using an in-game level editor and removed everything obstructing so I can pass each level easily. What I noticed on the emulator is that as soon as you're done on level 4-4, the game seems to pause for a little bit almost as if it's switching disk sides. Most FDS games I think prompt you to switch to A or B, but it seems SMB2j does this automatically.

EverDrive N8 / Re: EverDrive-N8 PRO bug reports.
« on: January 17, 2020, 12:11 AM »
Just tested these on the newer firmware...

1. Minna no Taabou no Nakayoshi Dai Sakusen does not start on OG v1.23 and Pro v2.05

2. Solstice for NES does not start at all on OG v1.23 and Pro v2.05. Just load it and black screen. The Europe/Japan versions however do start.

3. Dragon Buster does not start on Pro v2.05, but DOES start on OG v1.23

4. OK, this is an odd one. The Immortal (U) works fine on both OG v1.23 and Pro v2.05 on the RetroUSB AVS, however it has an odd scrolling glitches on my unmodded NES2 and Famicom AV. (Just start the game and pause it) This is a console specific bug. Not sure how to classify that one. It works, but doesn't work on all consoles.

EverDrive N8 / Re: EverDrive-N8 PRO bug reports.
« on: January 12, 2020, 10:08 PM »
1. Minna no Taabou no Nakayoshi Dai Sakusen does not start at all. Just load it and black screen.

2. Solstice for NES does not start at all. Just load it and black screen. The Europe/Japan versions however do start.

Tested on fw 2.03

*Edit found this on nesdev wiki...

Minna no Taabou no Nakayoshi Daisakusen    Requires that address $11 be initialized to the value $FF, otherwise the game will not start.

Not sure if that is why it's not starting on the N8 Pro, but thought it should be noted.

Pages: [1] 2 3 ... 15