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Messages - r1ggles

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31
EverDrive 64 / Re: DK64 Switch Kongs Anywhere Hack
« on: March 17, 2019, 04:03 PM »
It would be possible to convert this into a patch (that hopefully works with the cracked version of DK64 [f2] for older ED's and other older flashcarts)
In the comment section Kaze mentions that it wouldn't be difficult to do, I've tried doing some hex editing but I'm lost... Don't have the sufficient know how on how to do it.

Anyone had success in making the hack built into the game?

32
EverDrive 64 / Re: PAL N64 with Everdrive
« on: January 21, 2019, 11:44 PM »
Honestly, I'll recommend getting a 2nd hand Japanese or American N64. And the PAL N64 power brick is compatible on them so no power transformer is needed.
Mixing NTSC games with a PAL console is never really a good idea.
However someone is working on a region-free mod for PAL N64's but I've no idea when that will come out.

Idk whats with the misinformation... NTSC games work 100% exactly the same on a PAL N64 with an Everdrive. 60Hz and everything, the video format outputted is technically called PAL60, and every CRT TV from the 90s onwards as well as modern TV's will accept PAL60, I have the eTim's RGB Scart mod installed btw the image will be flawless on both CRT's and modern TV's! Especially with the deblur feature.

Tried pretty much the entire US library ( for AA removal testing purposes ) at this point and everything runs 60Hz with no slowdown or speedup whatsoever on a PAL N64, same with any Japanese games I've tried. I'm extremely picky about things like inputlag, game speed etc, but all has been perfect.






33
EverDrive 64 / Re: the ultimate way to everdrive!
« on: January 01, 2019, 12:31 AM »
To each his own, but I'd consider an "ultimate" setup to be one running off a high quality CRT.

I group HDMI and digital TVs under the heading "trading authenticity for convenience." But if you're not sensitive to lag, by all means - go for it.

Depends, the LCD TV I have has about 11ms of lag, most LG or Samsung TV's have input lag that is less than a frame. (Avoid Sony TVs, but best is to do the research when buying a new TV)
Even with the analog RGB signal there's no added lag, but yeah, very few modern TV's will perform well with analog signals, at least in the US where RGB never was standardized.

Though I do agree that CRT's are the best experience, check my pictures of both the LCD and CRT on the imgur link I posted. The phosphors, scanlines etc really do great favors of rounding out the harsh pixels without blurring the image, the black levels (true black), brightness and colors of a CRT are unmatched.


34
EverDrive 64 / Re: the ultimate way to everdrive!
« on: December 31, 2018, 06:24 PM »
Neat! Though I have to say, seems a bit too overpowering for me judging from just the pictures, I did an LED mod as well, putting the LED's below the board to not have them shine directly into my eyes, a resistor was also helpful.

For my setup I got the eTim RGB board through RGB Scart to either my LCD or CRT's, luckily over here in Sweden our TV's from the 90's onwards support RGB at 60Hz natively. So the eTim board makes a lot more sense here than the HDMI mod, though I'm also a sucker for RGB on CRT's as well :P it looks just as good on a modern TV if you have something like an LG TV which has amazing analog to digital built in without blur or input lag using RGB Scart, otherwise if you're not in Europe a retrotink/ossc is what you should be looking for when playing in RGB on an LCD to achieve the same results as the HDMI mod and still keep RGB CRT compatibility.

Painted the bottom of the console and controllers white (it was transparent white originally), with a semi gloss finish.

Other than that, I restored the sticks to factory new by filling the worn bowls and gear rails with epoxy, (Tip: Use silicone grease to prevent N64 sticks from wearing) Highly recommend this fix! It's easy and costs nothing basically, doesn't wear down either, made a tutorial on it which you can find the link to in the album description. (For us in Europe buying replacement gears and bowls from Kitch is really expensive, and the Chinese GC styled sticks are pretty terrible since they gate the movement to 8 directions instead of being truly analog)

That's my advice for us in Europe or those who have an RGB compatible CRT :D



Album with my LED modded N64, and some CRT/LCD pictures:
https://imgur.com/a/apBGmA5


35
EverDrive 64 / Re: NTSC games in black and white
« on: December 23, 2018, 12:11 AM »
Here's another post which may help you: https://krikzz.com/forum/index.php?topic=5197.0

If I had to guess, with NTSC roms, the N64 is outputting an NTSC signal. It looks like your TV has no problem with the 60 Hz input (unless you are seeing strobe effects), but it can't read the NTSC color encoding, this is a common problem for people who play imports. Since your TV takes 60 Hz fine, you might be able to go to the TV settings and it may have a NTSC option.

I have never tried this, but after loading a rom (but not starting it) in the Everdrive, if you press z there is an options menu. I remember seeing a region option which you can force a region on a rom or something (not sure). I think you could select PAL or something. The first link has info on this!

The next option which costs money is seeing if there is a NTSC tv you can get.

The most expensive option is to RGB mod your N64, from what I hear that will help get rid of the NTSC encoding (but I never tried this either). https://www.youtube.com/watch?v=qpy1M6v2_MI

There are a lot of people who play the imported games here, so hopefully they will have more info!

RGB mod works, you will play the games in a PAL60 format, so full NTSC support at full speed no compromises and really crisp image quality. Using regular GC RGB Scart cables you can find on eBay for cheap. ( With the install you need to cut the trace for the regular video signal to get an even cleaner audio+image, as well as enable the deblur feature of the RGB board )

Both my CRT's work great with it, using the eTim board which is relatively inexpensive for the results you get.

As for playing on my LCD TV it's just as crisp as the HDMI mod, every single pixel is crisp and defined without being stretched out of frame or anything. There can be a drawback however depending on your TV, some TV's have horrible slow analog to digital converters, you would need to get an OSSC/RetroTink/Framemeister for those cases. But other TV's, from what I've seen mostly LG TV's, are excellent and doesn't suffer from this problem at all.
For non analog signals LG TV's can have about 11ms of input lag and from all my testing the N64 RGB through Scart signal doesn't add lag. They usually beat any other brands out there ( check last years chart for example ), so keep that in mind when looking for a TV.

36
EverDrive 64 / Re: Sharing place for patched ROMs
« on: December 12, 2018, 05:56 PM »
Sharing roms is against the forum rules (since it isn't legal).
Just do some searching, it's really easy to just do the reasearch and patch the games yourself. 

Here are the major hacks I have on mine:

Super Mario 74
Super Mario 64 The Missing Stars
Super Mario 64 Twisted Adventures v2.0
Super Mario Skystories v2
Super Mario Sapphire
Waluigi's Taco Stand
Super Smash Bros. 19XXTE_011
Banjo Dreamie
Banjo Kazooie Returns 1.2 DEMO (full game is still being developed)
Goldeneye X
Goldfinger
Pokemon Stadium Kaizo
Paper Mario Multiplayer 1.2
F-Zero Climax
F-Zero DXP

And every translation I've come across works well, like Wonder Project J2.

Just check romhacking.net and google these, use the experimental ED64 patcher (for the mario games)
With Super Mario 74 you have to edit a few hex values, there's a tutorial out there.

37
https://gamehacking.org/game/20769

Make sure you use the enable "must be on" code as well.

https://tcrf.net/Pok%C3%A9mon_Stadium_2_(International) Here's a code to enable the Debug Menu, it mentions the GB Emulator, so test that if you want.

38
I've tried Super Mario 64 Multiplayer ( by Skelux ) with no luck, also tried it with the experimental ED compatibility patcher.
It does Wii as a VC injection and I have a feeling it might technically work on hardware just that maybe it needs some address patching like some of the bigger ED compatible Mario hacks like 74, Twisted Adventures, Sky Stories and Sapphire.

39
Can't dump the save from Pokemon Crystal (JPN) version, the English versions of Yellow, Gold work fine. Thanks for developing this tool btw!

If I view the Japanese ROM in GB View it shows SRAM as "UNKNOWN" meanwhile the English version says 256 KBit (32 KBytes (4 banks of 8 Kbytes each)), if that's any help to know what the region difference could be.


Here's a pastebin with memory addresses to the Japanese version of Pokemon Crystal:

https://pastebin.com/jTJdNYZK
(thanks to gifvex)


GB64 Info:

Title: PM_CRYSTAL
Mapper: 0x04
Rombanks: 0x00
Romsize (kb): 2048
Rambanks: 0x00

40
EverDrive 64 / Re: saturnus archive compilation :>
« on: October 03, 2018, 08:03 PM »
Yes, please fix the downloads for gb64 v1 and the alt firmware.

41
EverDrive 64 / GB64 for ED v1
« on: October 03, 2018, 07:34 AM »
Saturnu's GB64 for EDv1 link is down, referring to this:

Download latest libgbpak demo tool (08.02.2016) [v1 legacy version]
reupload 03.10.2017
gb64_v063_beta.zip

from: https://krikzz.com/forum/index.php?topic=2298.0

Been looking all over the internet for it, does anyone happen to have the file saved? Super appreciated!

43
EverDrive 64 / Looking for a file krikzz posted 2011 for ED v1
« on: September 19, 2018, 02:50 AM »
Does anyone have the following file? The link is dead sadly, it's from the assembler forum and posted by krikzz, supposed to fix a blackscreen issue for the ED v1. Super appreciated!
http://krikzz.com/pub/ex/WWF_No_Mercy_(U)_[!].fla

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