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Messages - r1ggles

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Off Topic / Re: Wonderswan Flashcarts
« on: June 06, 2020, 09:19 PM »
some compatibility issues
Do you have more info about this?

As well as Makaimura not having sound apparently? That forum is pretty much inactive and these posts are old.

I think the WonderSwan is especially interesting to get a flashcart for due to the Wonder Witch coding competitions that took place in Japan.
My point in posting about the WS here is to maybe get some more info on the Flashmasta from those who own it as well as to see the interest in a new flashcart coming for the system. It's for sure a very underappreciated system.

Off Topic / Wonderswan Flashcarts
« on: June 05, 2020, 05:32 PM »
I've been googling around a bit, and can't say I've found much info. Are there any rumors or speculation of a new WonderSwan flashcart in the works? The Flashmasta hasn't been sold for two years and has some compatibility issues as well as other pretty bad limitations.

Not even a hint of one being done, either interest shown by Krikzz, or even the Flashmasta being made available again. There really is nothing at the moment, which is really limiting with translations like WS Chocobo Dungeon getting made. Any glimpse of hope for this system would be greatly appreciated. Thanks!

I keep getting an error saying that what I'm inputting doesn't match the developer's original ROM. I'm using the SSB(USA) ROM that I got in the No Intro set in case anyone is curious.
Just source and use another rom, there's plenty of archives for romsets out there.

Is this any different than the Gameshark code Kaze had up on his YouTube channel? Other than it being a GameShark code vs a rom/patch, and it seems this has a much smoother transition vs the Gameshark code actually showing the screen when in the DK barrel.

Nevertheless this is really cool, I'll definitely either use this or the Gameshark code just to make the game a little easier to play.

Gameshark code doesn't work on flashcarts, and probably won't work with a gameshark anyway. Kaze had some involvement with the patch version of this as well, check the romhacking entry for credits.

(requests are welcome)

Excellent! :D

I believe Super Smash Bros Remix and Zelda 64: Dawn & Dusk won't work with existing codes or patches. Some of the most impressive fan projects I've seen on the platform.

Anyone gotten this to work with the cracked version of DK64? With the old everdrive pre Ultra CIC II you have to use either the [f2-3] dumps of the game or patch a .z64 with the .aps dextrose crack for Rare games to work without issues. Applying the .ips patch after or before the crack didn't work.

Or is the save deletion Rare implemented also fixed by this hack? (after a random number of hours the non cracked version will delete the save)

Edit: Isotarge sent me a .bps patch which combines the dextrose crack and the tag anywhere hack, I'm sure the romhacking submission will be updated to include both, but if not just message me here or on reddit and I'll link it.

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 )

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