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 - r1ggles

Pages: [1] 2 3
It didn't, a real n64 plays the original Super Mario 64, obviously a 60fps version wouldn't run on it...

As for the SD card, be more careful or glue in edges yourself, creating new injection molds is very expensive, these use existing shell molds.

And as for making the SD card stick out, please no, that will look ugly, just get better at taking it out, you can use something else in order to click it out, it's a click mechanic. Or just take the micro SD out while leaving the adapter in.


Insane how this was accomplished!

« on: October 08, 2019, 11:36 PM »
Works great, apart from a few texture issues ( some shadows and effects turn into garbled pixel squares, but barely that noticeable ).
Not sure how big the scope of the mod is, but seems to be a well made single stage pretty much, I don't expect it to throw in new mechanics or anything like that, so it's cosmetic apart from the new level layouts, dialogues and music and such.

EverDrive 64 / Re: Legend of Zelda Dawn & Dusk 64DD Everdrive compatible
« on: September 25, 2019, 11:21 AM »
Ok tried to get patch working used flips. Told me rims weren’t correct. I’m guessing this is another hirom/lowrom issue?
Try source another z64 rom, the 1.1 US rom I have works for me.

EverDrive 64 / Legend of Zelda Dawn & Dusk 64DD Everdrive compatible
« on: September 24, 2019, 09:49 PM »

Serves as an Expansion piece to OoT, new dungeons and music.

EverDrive 64 / Re: HakPak64 - EverDrive Compatbility At Your Fingertips!
« on: September 14, 2019, 09:08 PM »
Super Mario Twisted adventures v2
Super Mario The Missing Stars
Super Mario Star Road v2 (kaze fix)
Waluigi's Taco Stand
Super Mario 64 Randomizer
Banjo Kazooie Returns (Demo, game is still in development, the dev streams the making of it on youtube)
Legend of Zelda - Rinous Shards (it boots and plays, but I'm not sure how good this hack is, don't know to what depths it goes with editing the game, apparently it took 3 years)

All of these are missing/red, but work great (with some patching, ran them through f3Dfix and the experimental ED64 patcher.) I can send you the roms if you want to verify them.

74 required hex editing.

Something I highly recommend is anti-aliasing removal and f3dfix, works with most of these games (applied the patch either before or after the hack patch, and some work with a AA removal cheat code). Disabling that speeds up the games a bit (10% according to kaze). f3Dfix helps with far object rendering or something iirc, so that's always worth patching the hacks with as well.
Especially Missing Stars which has some really otherwise slow areas.

EverDrive 64 / Re: Compatible Mario 64 rom hacks
« on: August 11, 2019, 03:52 PM »
The compatible hacks I have are:
- Super Mario -
The Missing Stars
Twisted Adventures
Waluigi's Taco Stand
Super Mario Star Road (new fixed version)

All patched with the new 3dfix, which improves performance.
Most I was able to patch with Anti Aliasing removal either before or after the other patches, for looks mainly but seems like it also improves performance slightly too.
Some had to be patched with the experimental ED64 compatibility patcher, and others like Mario 74 had to be manually edited in hex in order to run (there's a tutorial in a forum thread about how this is done)

Other hacks I have that work on Everdrive64 not counting translations:
Banjo Dreamie
Banjo Kazooie Returns 1.2 DEMO
Goldeneye X (with clouds)
Pokemon Stadium Kaizo
Paper Mario Multiplayer 1.22
Super Smash Bros 19XXTE

Me and a friend are really interested if this works or not, thought its unecessary to create a new topic, seems like this post just got unnoticed.

EverDrive 64 / Re: Everdrive 64 cracked games
« on: June 12, 2019, 04:02 PM »
Where is the list of games that need special cracks to run? Can you play all games with UltraCIC 2 without donkey kong deleting the save? I ran the UltraCIC 2 test rom and all checks passed.
When it comes to running on modern flashcarts ( so no Doctor V64's etc )

Only a few Rare games:
Donkey Kong 64 (U) [f2].z64
Jet Force Gemini (U) [f1].z64
and Banjo Tooie ( I can't remember what the cracked version was called )

EverDrive 64 / Re: Colors off with some games?!
« on: June 10, 2019, 02:39 PM »

The motion blur is usually from just not disabling the Motion or Judder Reduction option on LCD's (which you should always do because it's awful and can give 24fps films a "soap opera" look).

No, the motionblur I'm talking about is the default one basically every modern screen has that isn't a 120Hz+ display, the pixel response time. follow the 60fps example with your eyes, and the UFO will look blurry as it moves, meanwhile on a high refresh rate or CRT display it will look clear and sharp as you follow it with your eyes without increasing the framerate above 60fps, simply because the pixels (or scanline) won't show image retention and slightly smudge the image like 60Hz LCD displays do. That's also one of the reason the jump from 60Hz displays to higher frequency ones is such a big one even when the game is locked at 60fps, and why CRT's have been used in smashbros and older competitive games for such a long time despite only being 60Hz games. So clarity is perceived as better as every projected image of things in motion is sharp and defined.

And as for why low fps games look more fluid on a CRT even though they aren't, I'm not sure, maybe it has to do with that the tech relies on persistence of vision? It's just perceived that way, scroll jitter in some 2D games (like Mario All Stars) is a lot more noticeable on modern displays for some reason.

EverDrive 64 / Re: Colors off with some games?!
« on: June 08, 2019, 03:42 AM »
You may be able to find another CRT tv that's more compatible with the 60hz signal, but I don't have much experience with PAL televisions unfortunately.

All RGB compatible PAL CRT's (pretty much all of them since the early 90s) will accept 60Hz, the specification is the PAL60 standard, when you play NTSC games it'll always display PAL60 with all PAL game consoles with RGB output.

Best solution is to get eTim's RGB board, it has deblur just like the ultraHDMI, and for a fraction of the cost, seeing as OP is in Europe he likely won't need a retrotink or anything like that either, since most TV's here will have lagless RGB Scart inputs (my LG LCD TV has 16ms of lag, and sharp scaling)

Crappy camera and moire effects from the photograph.


It looks amazing, no blur no noise or anything, CRT's will always be superior due to how they don't have noticable motionblur and the way they handle motion make even low FPS games look smoother. Not to mention how the roundness of the pixels and light real scanlines makes for a much more pleasant image.

The board costs like 40 dollars including shipping from Australia and a Scart RGB cable (Gamecube Scart cables from eBay) costs 10 dollars, make sure to cut the composite trace and you won't get video/sound noise. It's a pretty easy mod to do as well.

EverDrive 64 / Re: Translation: Shindou edition games
« on: June 05, 2019, 08:36 PM »
I've looked at Shindou Mario a few times, but it has a lot of compression.  My hope has been that someone from the Mario hacking groups who has experience with the ins/outs of Mario 64 would take on this project.  No luck yet.

Similarly, since I have experience with the Zelda games, I've looked into translating the original Japanese releases of Majora's Mask to English so people here could experience the "hard mode" of not having the owl statues for saving.  I got pretty far where all the text is imported, but I need to make some major re-writes to the text functions so it displays the longest sections of text properly.  Currently it just displays a blank screen for those lines instead.

Any insight on what the situation looks like for Wave Race? Which is the one I'm personally more interested in since I never played it and know Mario 64 star locations inside out regardless of the language.

EverDrive 64 / Re: How do I add more game shark codes?
« on: May 30, 2019, 04:12 PM »
I didn't bother mentioning this earlier, but I knew about code-patching with a version of GameGenieGuy that supported N64 games, but the download link is gone and the author went MIA. The other alternative program I can find is this one.

I've tried both tools (GameGenieGuyN64 is linked in a thread on here) it works with Mario 64, but DK64 crashes N64Hijack, all versions of the z64 roms.

EverDrive 64 / Re: ED64 Plus Problem
« on: May 29, 2019, 01:58 PM »

Perhaps so, but this review was claiming having to hold down 'longer' on an ED64 Plus for certain games or it would have corrupt saves.

Maybe the version that reviewer has, I've researched this cart out of curiosity quite a bit and there seems to be multiple versions, some are not compatible with the custom firmware. Corrupted saves hasn't been an issue in any save type. Maybe that's the case for the firmware it shipped with, since that one also has some pretty bad compatibility. (Just goes to show that it's not worth the risk buying a clone, but if you're unfortunate to already have one it's worth seeing if it's useful with the custom firmware or not)

As for eTims board being expensive? It costs 48AUS, which is 33 dollars, with shipping and a 10 dollar RGB scart it's about a 50-60 dollars total (keep in mind to cut the composite trace to get a perfectly clean video and audio signal for chinese scart cables, and enable deblur, removing that vaseline layer looks amazing). Considering the huge picture quality upgrade I'd say it's worth it. Though in the US I think a scalerbox is needed, which does shoot up the overall cost... So it depends. Still way less then the HDMI mod, keeps your system CRT compatible (best for low framerate games as well as looking nicer), you can use the scalerbox for all your systems, and has pretty much on par razor sharp picture quality on modern displays as long as you don't sit a foot away from the screen.

EverDrive 64 / Re: ED64 Plus Problem
« on: May 28, 2019, 09:45 PM »

You don't have to hold down the reset button on either of them, just a single press and it will save, non 64DD games save almost instantly, the clone one has been used for over a year, though idk how frequently he uses it, but we did try out the new 3dfix patches for Mario 64 hacks recently.

PAL games should work if you play through RGB. Though idk how common RGB TV's are over there, over here it's the standard for both CRT's and modern TVs, have no issues playing games from any region in 60Hz (eTim's newer RGB board with deblur using RGB Scart).

Pages: [1] 2 3