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Messages - rocketblast

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EverDrive 64 / Re: life cycle of Everdrive 64?
« on: July 10, 2014, 09:35 AM »
check the MTBF of each individual component on the circuit board and it will give you a rough idea of how long it will operate.  However keep in mind that you aren't going to be running this flash cart continuously so I would expect that it will last more than 30 years.

Worrying about it lasting 2 or 3 more years?  It won't live that long if you mishandle the cart (ESD or physical damage).  I have heard of flash carts for old consoles not even lasting a year due to abuse from the owner.  Otherwise, this cart will last many years and I wouldn't worry about it.

Make sure that you modify an N64 cartridge and insert the ED64 inside it.  When not in use, protect it from physical and ESD harm.  I recommend putting it inside ESD packaging if you are that extremely concerned with it, otherwise its own box should be sufficient.  KRIKzz PCB was designed for the grounding chassis that is in a retail cart so make sure to include it when you reassemble it into a cartridge.

I would recommend against handling bare electronics with your bare hands.  While a lot of people do this, it is not a good idea if you are trying to prevent ESD damage to the ICs (these have microchips inside them which can get burned corners if exposed to electrostatic discharge) as well as corroding the pinout (which is gold plated over copper which yes, it can corrode).

Right now mine is in a freshly modified N64 cart but it is lying on my dresser.  Normally I would keep the cartridges all in a case that I got at harbor freight.

Off Topic / Re: N64 CIC clone
« on: May 08, 2014, 08:21 PM »
This I don't know because the guy who gave them to me isn't the original owner and doesn't have any soldering skills so he isn't the one that took them apart.

Is there any CIC clone for N64 carts available or is it being worked on?  I have a handful of PCBs that someone took all the CIC chips off of.  So they need a bunch of 6102 and I think maybe one needs a 6105.

N64 CIC chip is not reverse engineered yet, as far as i know. I not sure how those chinese pirates make own cic back in the days, may be they just make raw copy of chip. Photo under microscope, then print on silicon, or something like that. I don't know a lot about chip cloning, but a lot of old chips was cloned somehow

Off Topic / N64 CIC clone
« on: May 01, 2014, 11:12 PM »
Is there any CIC clone for N64 carts available or is it being worked on?  I have a handful of PCBs that someone took all the CIC chips off of.  So they need a bunch of 6102 and I think maybe one needs a 6105.


EverDrive 64 / Re: [release] alternative ED64 Menu
« on: March 17, 2014, 03:07 AM »
I have good and bad news for you guys. ^^
The bad one is, i'm going to stop working on that menu, but the good one is... you'll maybe hear from me in conjuction with a new mystical retrogaming project. :D

Young minds, fresh ideas!
If you are interested in improving that menu, feel free to download the source and do whatever you want with it. ^^
Here's a tutorial sanni made if you need some help to get started.

Tutorial + virtual machines
alt64 v0.186 source
Learn C The Hard Way

The source code for alt64 v0.186 in your post is corrupt, it shows 0 files and I get an error trying to uncompress the file.

EverDrive 64 / Re: [release] alternative ED64 Menu
« on: January 02, 2014, 06:48 AM »
I got all the images set up.  I can't complain but it would be cool if all the Japan stuff was included too and if someone out there made some for the good prototypes that were released.  If I have spare time maybe I'll see if I can sort that out though :)

This is a really nice setup.  It's cool to have stuff like this come out recently, really gets me into the fun of this hobby.  I should play some more 40 winks, that game is excellent.

edit: if you search 40 winks box art on google there does exist box art for it.  pretty cool find, I should see how that will go in and work.

EverDrive 64 / Re: [release] alternative ED64 Menu
« on: December 28, 2013, 09:42 PM »
i just don't want to support strange chinese "plus" versions of the ed64
it doesn't affect genuine carts at all.

Oh cool well I'm still using the previous one, seems great.  I am having no issues :)  thanks

I'm considering RGB modding my deck now cos I have an RGB adapter kit.

EverDrive 64 / Re: [release] alternative ED64 Menu
« on: December 28, 2013, 03:00 AM »
cheap check for chinese clones :>

What does this do and how is it useful?  I have genuine ED64 1.01, not the clone.

EverDrive 64 / Re: [release] alternative ED64 Menu
« on: December 20, 2013, 02:23 AM »
configurable font will be cool but I do agree.  this looks very polished.  I'm still on the previous version.. man.. it is good.  seriously this cart is great with this and I should probably sell my other flash cart haha

but you gotta understand, when people program things and it is working good sometimes they enjoy adding more features and like to send it out.  I can understand.  it might not feel like a lot of work for him, he is probably having a good time.

I should start programming as well, I am still new to programming.  I have a pc project I'm trying to do.  It takes a bunch of research on the net and things to figure out how to fix mine but it can be done.

I should play some more N64 I am back and forth between 3DS and N64 but I was having more fun with N64, especially 40 winks.  that game itself is a better platformer than practically every 3d platformer on that system.  it tops anything that rare made by far.  it is fun, banjo is not :) but it is cool that people managed to crack all the banjo games. what isn't cool is that there's intros on them, makes it feel less clean.  if I learn asm again some day i'll see what I can do to clean that stuff up but the programmer probably put his own copy protections in to prevent anyone from modifying it.  I have seen intros in the past for other consoles done that way, where if you bypass the 'crack-tro' the game won't work and just give black screen or possibly some 'crack-tro' error screen.  It is lame but that is how things go :)

Off Topic / Re: List of all consoles flash and other carts
« on: December 16, 2013, 12:19 AM »
Which games don't work on the Everdrive64?  I can't think of any.  Banjo-Tooie works.  Every game I try to run on it works fine.

I also read on NeoFlash forum that one 96M game doesn't work on the Neo N64 Myth Cart but it doesn't mention which game.  There's a bunch of 96M games that exist.

EverDrive 64 / Re: [release] alternative ED64 Menu
« on: December 15, 2013, 11:22 PM »
I was just trying out the NES emulator on it (yeah I know the emulator works on other flash carts, menus etc whatever but this is what I'm running :)  And it is cool, all the games I used to own work fine except for Super Mario + Duck Hunt (unsupported mapper) and a couple games gave me problems til I tried alternates or overdumps.

it's cool.  NES isn't really that great of a machine to me though, can barely find anything to hold my interest on that console.  So from here I'm going to have to check out the other emulators next :)

Cool updates on this menu, this is my flash cart of choice now *shuffles NeoFlash N64 Myth and 64Drive under the rug*.  Finally something that is better than the 64Drive.  Without your menu I wouldn't necessarily be saying that though, I think Krikzz did a good job as well so I would be using it a bit anyway I guess.

Too bad this system isn't powerful enough to run SNES games :P

EverDrive 64 / Re: [release] alternative ED64 Menu
« on: December 15, 2013, 07:19 PM »

fix: toplist freezing - if too less roms are configured
fix: another freezig problem
new: c-up show the filename in full length
new: rating colors in the filelist

it looks really nice if the listbox is dark enough but if you decide to use a
different color setting, the rating colors in the filelist could be disabled
enable_colored_list=1         ; 1=enable 0=disalbe

i think this feature is even cooler than the toplist :D

It seems that normally I use the B button to start the game, so assigning start to quick launch would be ok except not exactly 100% intuitive for the user.  Maybe if you implement that consider having the button configurable in the cfg file.

Also wouldn't it be better to host these on sourceforge?  That way users could download previous versions.

EverDrive 64 / Re: [release] alternative ED64 Menu
« on: December 15, 2013, 02:29 AM »
using 'START' to play the last started rom might be a good idea - because it's just doing the same job as 'A' atm and maybe i should rename 'toplist 15' to 'toplist' and enable scrolling in that window. ^^

I think top 15 is cool but if you were going to go that direction, maybe make it a configuration option in the config file "maximum favorites in list" where 0 is infinite and you can set it to 15 if you want.

I forgot what krikzz assigned for quick start button.. hmm I kinda like being able to press start or A to load the game, not sure what my preference with that is tho.

EverDrive 64 / Re: [release] alternative ED64 Menu
« on: December 14, 2013, 10:19 PM »
thanks for that feedback, i will look into that problem tomorrow. ^^
btw. it should work fine without 15 roms rated :>
but maybe 15 roms configured? :>

That worked.  I configured 15 Europe ROMs and now my toplist is showing with the 4 games I stated earlier.  I have one Japan game in there and 3 US.

Cool.  two are in orange and two are in purple.  it does actually look very nice.

Btw next feature you probably should add is the quick launch of the previously loaded game although I am uncertain how much I would use it.  People that heavily play RPGs will use it I imagine.

EverDrive 64 / Re: [release] alternative ED64 Menu
« on: December 14, 2013, 08:48 PM »
thanks for that feedback, i will look into that problem tomorrow. ^^
btw. it should work fine without 15 roms rated :>
but maybe 15 roms configured? :>

I rated 4 roms, same issue.  I'll try to do more.  configure 15 roms rather than rate?  I can try that as well.

EverDrive 64 / Re: [release] alternative ED64 Menu
« on: December 14, 2013, 07:23 PM »
what have i done at 02:00 am? ^^

it seems that i just uploaded gblite.z64 instead of OS64.v64. i renamed the saves folder to 'SDSAVE', but with this release it should be configurable anyway. :D

About editing the ALT64.ini you could try or just use wordpad. ^^
I'm not on Windows, so It is in unix file format. :D

sorry for that confusion. :>

hotfix: cancel mempak quick-backup is now working :>

Yeah it looks like unix format to me, where there are no Microsoft end line characters.  So I know exactly what you mean :)

Well I think I don't know how to use the last run game option or the favorites option.  There's a couple buttons on the controller that make the menu freeze.  Ok edit, I just reset from a game and read the readme file.  When I press c down, it freezes the menu.  I only have one ROM rated.  Maybe I need to rate 15 roms for it to work?

But overall I like this because it has the page-wise scrolling and I haven't tried the emulators yet but I am sure they will work.  I wonder how good the Gameboy emulator works.  I should load some roms on there and try it out.  I still have a couple gig free on my 32gb microsdhc so that will be fine.

Thanks for this again, it is really good.  I wonder if in the future we will see a menu for manually entering codes within the GUI.  I'm not sure if any other N64 flash cart has that anyway.  I guess what it would be is entering codes and storing them in the cheats folder in the SD and then launching the game.  Seems like it probably could be done.

Oh also I tried 40 winks and 40 winks [fixed], so your country mode stuff does indeed work and that is cool.  Even though 40 winks says it is in the wrong region I can clearly see it display that in 60hz and I like that.  I still have the second fix of the rom and that should work fine.  I wouldn't expect you to hard code on the fly UPS/IPS patch and game cracks into this since the roms fixes and tools are already available.

Anyway great stuff.  Man that page-wise scrolling made the whole difference in the world.

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