Author Topic: [release] alternative ED64 Menu  (Read 329197 times)

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Offline gfhg

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Re: [release] alternative ED64 Menu
« Reply #90 on: December 01, 2013, 02:16 AM »
I can't get any gameboy game to work  :-[

Where do I put the games or what are the steps to make it work?

Thanks, and great work Saturnu.

Offline saturnu

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Re: [release] alternative ED64 Menu
« Reply #91 on: December 01, 2013, 10:05 AM »
Hi,
it's not important where the gameboy roms are on the sdcard. ^^

make sure you have created all neccessary folders by hand
it seems, that there is a little bug in the fat-functions and it's more secure to do it by yourself :>

/ED64
/ED64/SDSAVE <- the emulator will try to read here
/ED64/CFG

the gameboy emulator have to be placed in
/ED64/gblite.z64
just like in the archive, so that the menu can find it

normal gameboy roms need the file ending '.gb'
gameboy color roms the ending '.gbc'

i hope you could get it working with that info :D

greetings, saturnu
« Last Edit: December 01, 2013, 10:16 AM by saturnu »

Offline gfhg

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Re: [release] alternative ED64 Menu
« Reply #92 on: December 02, 2013, 07:14 PM »
Hi Saturnu,

I got the emulator working :) thanks.
The problem was in Save files DIR.
Why don't you make that configurable like MEMPAKS?
Also why my saves from OS 1.29 don't work with your's OS?

Just another thing  :o in filebrowser I can't move one entire page, I need to scroll one by one.


Thank you and I'm sure you will achieve perfection with this OS.

Offline saturnu

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Re: [release] alternative ED64 Menu
« Reply #93 on: December 06, 2013, 01:12 AM »
What should I say about that?
It's definitely possible to implement savegame compatibility or page-wise scrolling, but it never was my goal to achieve perfection at all. :D
Btw. i think nobody really cares, there is still the original os that is supported by krikzz and has this features. ^^

Offline rocketblast

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Re: [release] alternative ED64 Menu
« Reply #94 on: December 08, 2013, 04:04 AM »
saturnu I just found this today and it is awesome but how do I fast scroll the pages of the games?  Krikzz menu lets you do it and I think the Neo Myth carts do it as well.  This was one feature I really like in Krikzz menu.

Also I find it doesn't auto patch Banjo Tooie like Krikzz menu does (at least it appears to anyway, not sure why it would have to)

Also I could be wrong but I think there's no Favorites any more too.

I like the way the screen looks with this menu and I like the font better than Krikzz font.  It makes this have a much better quality feel than the original menu.  The ability to save the mempak to the SD is pretty awesome too.  That is really convenient.
« Last Edit: December 08, 2013, 05:53 AM by rocketblast »

Offline saturnu

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Re: [release] alternative ED64 Menu
« Reply #95 on: December 08, 2013, 10:01 PM »
v0.1.8

done:
page-wise scrolling
optional save compatibility to original os

wip:
favorite system

upload: when it's finished and tested :>

Offline rocketblast

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Re: [release] alternative ED64 Menu
« Reply #96 on: December 09, 2013, 02:49 AM »
Wow cool those additions will be helpful.  Oh I forgot to check and see if it has option for large/small font.  The font that it defaults to was easier to view than krikzz small font so I can't complain.  Edit, I don't see larger font setting and there's no sideways scrolling of the file names (I don't think ED64 or 64Drive do that anyway).  I can do without those both though, I mean that page-wise scrolling is the ticket imho.

I almost forgot to ask, where do we download box art packs?

Thanks and this is great news

v0.1.8

done:
page-wise scrolling
optional save compatibility to original os

wip:
favorite system

upload: when it's finished and tested :>
« Last Edit: December 09, 2013, 02:54 AM by rocketblast »

Offline thx1138

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Re: [release] alternative ED64 Menu
« Reply #97 on: December 09, 2013, 03:45 AM »
hi guys where do i find the gameboy emulator please did not know there was one for the ED64 :)

Offline rocketblast

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Re: [release] alternative ED64 Menu
« Reply #98 on: December 09, 2013, 04:06 AM »
I'd also like to know where to get the emulators.  I had the NES one but never heard of the other ones that are supported.

Offline saturnu

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Re: [release] alternative ED64 Menu
« Reply #99 on: December 09, 2013, 10:27 AM »
the emulators are all included in alt64_v017.7z, you just have to copy the ED64 directory to your sdcard.
after that you can start roms with the following file-endings directly.
gamegear -> filename.gg
msx2 -> filename.msx
nes -> filename.nes
gameboy -> filename.gb
gameboy color -> filename.gbc


if you plan to use emulators other than the nes one with the original os, it's a bit more complicated.
for msx2 and gamegear you will have to inject the roms manually in the emulator roms at a specific offset and fix the checksums.
for the gameboy emulator you will need a special sram savegame including the full path of the gameboy rom in /ED64/SDSAVE.

btw. krikzz knows about the other emulators but only included the nes one 'cause it's the only good emulator. :D
to be honest i don't know how good gnuboy64 is working on a ntsc n64, but on my pal the sound isn't perfect. ^^

Online Kerr Avon

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Re: [release] alternative ED64 Menu
« Reply #100 on: December 09, 2013, 03:37 PM »
Saturnu, I've not yet tried your OS (I'm currently working away from home, never get a job that involves this, it's a real nuisance), though I intend to when I get some free time at home - I sometimes take my N64 with me, but for the last few weeks I've had my 360 and PS2. Anyway, I'm really interested in your OS, but I have to ask, why have you made savegame compatibility with KRIKzz's OSes optional? I'd have thought it would have been better all round to just make it compatible from the off? Then again, I know nothing of the technical side of the N64/ED64, so I'm probably missing an obvious consideration.

BTW, what features does your OS have that KRIKzz's OSes lack, and vice versa, please?

Also, would it be possible for you to add an entry type to the configuration file, that sets the save type for a given filename, please? I mean, some N64 games have hacked/modded versions, which of course fail a checksum test for the ED64 (if it uses a checksum to determine which save type to use?) even though the save type they should use is the same type as the unmodded file would use. You could use, say, the key word "Save" to denote that that line in the configuration file sets the savetype for a file, with the format

Save [name] = [type of save]

i.e. since Perfect Dark uses the save method of 'EEPROM (16 Kbits)' (I think, I don't have my N64/Ed64 here to check, but that's what it is according to http://www.elitendo.com/n64/usa_boot_save_list.html, at least for the NTSC version), then any PD hacked versions would use the same save type, so the config file would include the following text:

Save PD_MP2 = EEPROM (16 Kbits)
Save Perfect Dark - All GE weapons in multiplayer = EEPROM (16 Kbits)
Save Goldeneye X v5 = EEPROM (16 Kbits)


So that the files named 'PD_MP2', 'Perfect Dark - All GE weapons in multiplayer', and 'Goldeneye X v5' would all be set to save type 'EEPROM (16 Kbits)'. The player could find out what the normal, unhacked file (in this case, Perfect Dark) was set to by
looking in the OS when the unhacked game was highlighted in the menu, as the save type would be written on screen.

Actually, it might be a bit friendlier if you, say, if you listed all the save types in a comment section in the configuration file, and referenced them by a number, i.e. the configuration file might include the following [Note:    ';' in the example below means a comment, any line beginning with ';' is ignored by the ED64's OS] :





; Save types are 1 - SRAM, 2- EEPROM (4 Kbits), 3 - EEPROM (16 Kbits)


Save PD_MP2 = 3
Save Perfect Dark - All GE weapons in multiplayer = 3
Save Goldeneye X v5 = 3


Of course the 'save' keyword would cover everything possible (as regards the Ed64's emulation of cartridge saving), not just the three I've listed (I seem to remember that there are more save types listed in the ED64's OS (KRIKzz's OS), but the web page at http://www.elitendo.com/n64/usa_boot_save_list.html only lists the three I've mentioned).

Offline saturnu

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Re: [release] alternative ED64 Menu
« Reply #101 on: December 09, 2013, 03:49 PM »
every rom is already configurable :>
you can just press c-right to override rom specific settings.
after that it creates a romname.cfg in /ED64/CFG, you don't have to work with files by your own. ^^

in v017 there is one option more for checksum fix and it uses a new font


there are a lot of differences, but it's already written in this thread. :D
« Last Edit: December 09, 2013, 03:53 PM by saturnu »

Online Kerr Avon

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Re: [release] alternative ED64 Menu
« Reply #102 on: December 09, 2013, 05:08 PM »
every rom is already configurable :>
you can just press c-right to override rom specific settings.
after that it creates a romname.cfg in /ED64/CFG, you don't have to work with files by your own. ^^

Great, thanks!


Quote
there are a lot of differences, but it's already written in this thread. :D

OK.

Do you think save/loading will ever be implemented in the Gameboy emulator, please? I'd like to try to complete Monster Max - it's by the same bloke (genius, really) who wrote Head over Heels on the Spectrum (also available on the C64/Amstrad CPC/Atari ST/etc, and even ported (by a fan) to the PC; http://retrospec.sgn.net/games/hoh/).

Offline saturnu

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Re: [release] alternative ED64 Menu
« Reply #103 on: December 09, 2013, 05:37 PM »
saving in gameboy games is working :>
you have to push c-left if you are ready to save to the sdcard. ^^

Online Kerr Avon

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Re: [release] alternative ED64 Menu
« Reply #104 on: December 09, 2013, 07:21 PM »
saving in gameboy games is working :>
you have to push c-left if you are ready to save to the sdcard. ^^

Great! The reason I asked is that I downloaded alt64_v017.7z so I could read any included information, and according to it's readme.txt;

"Gameboy:
lite version of Conles Gnuboy64 port

gblite.z64 habe to be in /ED64/
minimum alt64 beta10

Controls:
c_left: menü -> B to SAVE/EXIT

savestates/screenshots/menu are disabled in this version
"

is the text file out of date?