Author Topic: EDN8 OS V14  (Read 40538 times)

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Online KRIKzz

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EDN8 OS V14
« on: October 28, 2016, 09:09 PM »
nesos-v14 28.10.2016
1)Fixed MMC4 (glitches in Fire Emblem)
2)New mappers support. 31, 137, 138, 139, 141, 147, 168
3)Removed "audio mix vol" option. Now it always in "Hi" state
4)Removed "Mapper info" menu due the lack of memory space
5)Minor bugfix

Download link: http://krikzz.com/pub/support/everdrive-n8/OS/

Offline ruiner9

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Re: EDN8 OS V14
« Reply #1 on: October 28, 2016, 09:31 PM »
Fantastic!  Does mapper 31 support mean NSF files can now be played back on the console?

Offline rainwarrior

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Re: EDN8 OS V14
« Reply #2 on: October 28, 2016, 10:28 PM »
Mapper 31 does not play NSFs, it's merely based on the NSF format. It was something InfiniteNESLives and I made for music compilation ROMs like this one: http://rainwarrior.ca/projects/nes/pico.html

Offline fille1976

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Re: EDN8 OS V14
« Reply #3 on: October 28, 2016, 10:57 PM »
thx krikzz for the update.
gona play some nes games.

Offline Great Hierophant

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Re: EDN8 OS V14
« Reply #4 on: October 28, 2016, 11:11 PM »
The new mappers outside 31 deal almost exclusively with Sachen games.  Odd that mapper 168 is included, it only works with Racermate II.  Racemate II is useless unless you have the special hardware that came with the software. 

The list of incompatible games included with the mapper file is somewhat inaccurate.  In many cases, the game works just fine but the ROM headers from the No-Intro group need to be fixed.  No Intro is good for dumping but pays too little attention to the added headers necessary for software and hardware emulation.  Also, many games using certain mappers like 5 use advanced features which are not emulated and are not really compatible in any real sense of the term.  My own lists are more accurate here :

http://nerdlypleasures.blogspot.com/2016/03/nes-powerpak-and-everdrive-n8-mapper.html
« Last Edit: October 28, 2016, 11:20 PM by Great Hierophant »
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Offline dreimer

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Re: EDN8 OS V14
« Reply #5 on: October 29, 2016, 01:21 AM »
no-intro dumps and preserves the game ROM itself and stores information like a checksum and serial number etc of the game. Headers are not their work and are completely ignored by tools like Romcenter because these are NOT meant to be there at all in radical preservation metters. It's hand made additional stuff only needed for emulators. This was already discussed on SNES, but there they are even more useless.

Offline leonquest

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Re: EDN8 OS V14
« Reply #6 on: October 29, 2016, 04:35 AM »
I still have my fingers crossed for VCR7 sound support someday, so I can finally play lagrange point. Regardless, thank you for another amazing update krikzz, you are the best.
Everdrive64 V3 - SD2Snes rev. f - Everdrive N8 fami - MegaEd X3 - PS IO - MODE - MISTer

Offline brianvgplayer

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Re: EDN8 OS V14
« Reply #7 on: October 29, 2016, 06:49 AM »
Sweet! FE glitches fixed!

Offline lord_raymon

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Re: EDN8 OS V14
« Reply #8 on: October 29, 2016, 05:34 PM »
Keep going! Thank you very much! ;D

Offline Great Hierophant

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Re: EDN8 OS V14
« Reply #9 on: October 30, 2016, 06:06 AM »
no-intro dumps and preserves the game ROM itself and stores information like a checksum and serial number etc of the game. Headers are not their work and are completely ignored by tools like Romcenter because these are NOT meant to be there at all in radical preservation metters. It's hand made additional stuff only needed for emulators. This was already discussed on SNES, but there they are even more useless.

Licensed SNES games have their own built-in header, but this header does not identify all the special chips that were used.  The games which use a special chip are known and finite.  The games that require more specifity only number 15-18.  The internal header gives the ROM size, the RAM size and whether it needs HiROM or LoROM mapping and whether it uses FastROM or SlowROM.  This is sufficient for 98% of games.

The Gameboy and Gameboy Color ROMs also have an internal header, which gives the ROM & RAM sizes and the MBC mapper the game uses, if any.  It can also tell you if the game requires a RTC or supports the Rumble Pak. 

When it comes to the N64 and the GBA, there is a header but it does not tell you what the save type of the game is (sram, flash, eeprom) or what CIC the cart uses (N64 only).  But that information is known and can be stored in a database. 

But when almost all NES cartridges use a mapper chip, you need to know what mapper it uses, otherwise it won't run.  You also need to know if there is CHR-ROM and how much there is and whether the cartridge uses S-RAM.  Otherwise you can't know how the game works, and if you don't know that, then you haven't preserved the game. 
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Offline llioncourt

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Re: EDN8 OS V14
« Reply #10 on: October 30, 2016, 09:46 AM »
no-intro dumps and preserves the game ROM itself and stores information like a checksum and serial number etc of the game. Headers are not their work and are completely ignored by tools like Romcenter because these are NOT meant to be there at all in radical preservation metters. It's hand made additional stuff only needed for emulators. This was already discussed on SNES, but there they are even more useless.

Licensed SNES games have their own built-in header, but this header does not identify all the special chips that were used.  The games which use a special chip are known and finite.  The games that require more specifity only number 15-18.  The internal header gives the ROM size, the RAM size and whether it needs HiROM or LoROM mapping and whether it uses FastROM or SlowROM.  This is sufficient for 98% of games.

The Gameboy and Gameboy Color ROMs also have an internal header, which gives the ROM & RAM sizes and the MBC mapper the game uses, if any.  It can also tell you if the game requires a RTC or supports the Rumble Pak. 

When it comes to the N64 and the GBA, there is a header but it does not tell you what the save type of the game is (sram, flash, eeprom) or what CIC the cart uses (N64 only).  But that information is known and can be stored in a database. 

But when almost all NES cartridges use a mapper chip, you need to know what mapper it uses, otherwise it won't run.  You also need to know if there is CHR-ROM and how much there is and whether the cartridge uses S-RAM.  Otherwise you can't know how the game works, and if you don't know that, then you haven't preserved the game.

Thanks man! I'm just so tired of fast conclusions! It`s nice to see valid arguments once in awhile....

Offline SquallDark

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Re: EDN8 OS V14
« Reply #11 on: October 30, 2016, 09:10 PM »
Hi. Return to menu with reset stopped working on a Super Retro Trio after this update, it stuck on the OS Init message and you need to power off :-\ , reverted to v13 and works again. See ya.

Offline brianvgplayer

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Re: EDN8 OS V14
« Reply #12 on: October 31, 2016, 04:25 AM »
I got the same thing at first, but after deleting the EDFC folder and putting it back a few times, I finally got OS 14 working. This was both on an AVS and AV Famicom.

Offline SkyNIC

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Re: EDN8 OS V14
« Reply #13 on: October 31, 2016, 04:34 PM »
Still glitch graphics in Don doko don, orion logo in jurassic park and micro machines. When it will be fixed? Thanks

Offline dvd2vcd

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Re: EDN8 OS V14
« Reply #14 on: October 31, 2016, 06:24 PM »
Hi. Return to menu with reset stopped working on a Super Retro Trio after this update, it stuck on the OS Init message and you need to power off :-\ , reverted to v13 and works again. See ya.
Also having same issue, return to menu function is broken, am stuck on black screen with OS init....
Have to power off console and back on to enter menu, I'm using a famicom AV
ED64 v2.5 - MEGAED X7 - TED v2.4 - SD2SNES rev F - EDN8 fami - EDGB X7 rev B