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Topics - rouken

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Off Topic / Sega Saturn running ST-V games using cartridge slot?
« on: February 05, 2021, 02:50 AM »
Ok... Just to make it clear, it's not a "I wish a Everdrive for the Sega Saturn" topic.

I saw the ST-V (Sega Titan Arcade Board) is just a Sega Saturn board to the Arcade market and using cartridge ROMs instead discs. Just to check, I rearched about any different spec between the two boards, like more RAM, etc... But from what I saw, both Sega Saturn and ST-V board shares the exact same specs, except for the different storage media.

With the works of Megavolt85 to convert Atomiswave games to be played at the Dreamcast, and the fact the hardware of  Atomiswave/Dreamcast fits the same way of the ST-V/Saturn case, I stopped to think: It's possible to make ST-V games be played at the SegaSaturn board in some way?

If the thing is to make the ST-V ROMs be converted to be played at the Sega Sega after burning the game into a disc, I think it's not possible or viable. We can see as example the game Groove on Fight, who was released first on the ST-V, and receive a Saturn port after. In the ST-V version, the characters have much more animation frames, while the Saturn version many frames and animations was cut, even with the game asking 1M RAM cartridge to run, and the game have loading times. With this, there's two problems: 1) Disc reading speed, and RAM. Even with the 4M RAM cartridge, it could not be enough to be, at least, viable.

So, we can have three options:

1) A dedicated Flash Cart to load ST-V ROMs from the cartridge slot.
2) Make ports to be played specifically at an optical drive emulator, as Rhea/Phoebe, Fenrir, or TerraOnion MODE.
3) Make ports to be played specifically at Prof. Abrassive's Satiator.

Even so, I think the Sega Saturn board must have some codes do be loaded to make the system loads a ST-V game. With this in mind, the last two options can only be possible with the help of an instruction loaded from the cartridge slot when you turn on the system. For example, Prof. Abrasive commented to make the Satiator's SD Card store the saves destinated to the internal memory storage, it's needed a cartridge, like a flashed Action Replay, to load an instruction to intercept the code who sends the data destinated to the internal memory to another destiny (a.k.a. the Satiator's SD Card). So, is it mean a specific cartridge can even load a different BIOS or some kind of instruction who makes the Saturn board works as a ST-V board and load ST-V games without any hard/permanent mod?

It's just speculation... But I'm very curious about if it's possible to be done in theory, but need to test in practice, or if it's not possible at all because some limitation I did not cited...

EverDrive 64 / Good PC Save Manager for Nintendo 64?
« on: June 05, 2017, 05:17 AM »
Hellow. I would like to know if there's some good save manager to manage (duh!) the many types of Nintendo 64 save formats.

The Nintendo 64 have many formats of saves. Cartridges can have 4 and 16 kilobits EEPROMs, 256 kilobits SRAM, and 1024 kilobits FlashRAM, and even the uncommon 768Kbit SRAM found in Dezaemon 3D, plus the Controller Pak with 256 kilobits.

The Controller Pak have many ways to backup/restore the inside content, making possible to swap the data between console and emulators. And, with the help of the GameShark, it's possible to backup even the saves from the original cartridges to the Controller Pak, and from the Controller Pak to PC, except the games who uses FlashRAM, once it's too much data to fit into a single Controller Pak.

I made some research about the many save formats of the Controller Pak, and I found the following formats:
  • Dex Drive (saves the Controller Pak in .n64 format)
  • Adaptoid NA105 (saves the Controller Pak in .a64 format);
  • Retrode (saves in .mpk format);
  • Everdrive 64 (saves in .mpk format);
  • Custom backup method with Arduino (saves in .mpk format).
There's are some formats of Controller Pak's backup I couldn't find (I don't know if there's any other formats), without counting the methods to backup cartridges' directly, as the Doctor V64(jr.) metrod (.sav format), emulators formats (.epp, .sra, .fla), or even the Virtual Console's save (.bin format), without counting the Z64 format, who I can't find proper information about the device's save format.

The main problem is I can't find any kind of advanced save manager for PC who have support for the many types of save formats, doing things as access the content of a Controller Pak file, inject/extract cartridge saves backup from the Memory Pak used by GameShark, convert Memory Pak and/or save formats. What I can find is a converter to convert specific formats, like DexDrive to V64, or THIS ONLINE .MPK EXPLORER, who let extract and eject individual saves (in .note format) of the .MPK files, and, of course, the amazing ED64-Saveswap...

So, I'm creating this thread to ask for help to find which save managers/converters for Nintendo 64 are available around the Internet... or even to inspire some programmer to create a definitive save converter for the Nintendo 64...

Mega EverDrive / Sega CD Backup RAM questions
« on: June 01, 2017, 11:33 PM »
I have some questions about the Backup RAM feature of the Mega Everdrive.

  • The Mega Everdrive will create a file in the SD card to store the saves. The space to save is the same of the original RAM cart, or it's bigger?

  • What is the name and extension of the Backup RAM's file used by the Mega Everdrive? This file can be used in emulators?

  • There's some kind of "Sega CD Save Manager" for PC who let the users manage the saves inside the Backup RAM file?

Turbo EverDrive / Questions about TED...
« on: June 01, 2017, 05:38 PM »
I have some questions about the Turbo Everdrive. So, if any question done here are not possible to aplly in the actual version of the Turbo Everdrive (v2), please, consider these questions as suggestions for some future update version of the Turbo Everdrive (v3?).

  • Until what I understand, the TEDv2 have proper support to run CD-ROM² Card ROMs, alowing to play CD-ROM games without the need to swap the flash card to a CD-ROM² Card. The question is if the TEDv2 have support for all versions of the CD-ROM² Cards, including Super System Card (3.00), Arcade Cards (Pro and DUO), and even the Game Express?

  • The TED have some option to start-up a ROM automatically before the TED menu shows up? I'm asking it because it can be very conveninent to make the TED load a CD-ROM² Card ROM as the first step when you turn on the console if you plays mainly CD games in your console, and press the TED's switch to access the menu if you want to play some Hu-Card ROMs.

  • The TED have support to backup and restore Game Saves from the PC Engine compatible backup devices (Turbo Boosters, Backup Boosters, Ten no Koe 2, CD base units, DUO's internal memory, Memory Bases, etc)? It can be useful if you want to preserve your saves, or swap saves between console and emulator.

  • The TEDv2 already have save support for Populous implemented? (EDIT: I found there's a common miskate about the PC Engine version of Populous, who it is stored into a thicker Hu-Card, who some places says this extra space is to hold extra memory for backup, but the fact is this game uses extra RAM memory. That can even answer some incompatibility issues with the TED...)

EverDrive 64 / Everdrive 64 can load japanese ROMs?
« on: December 20, 2013, 05:03 PM »
I have a question: The EverDrive 64 with a US CIC can load japanese ROMs?

I asked this question for a reseller and he said the EverDrive 64 can't load japaneses ROMs. So, I'm asking here just to confirm.

Off Topic / USB 2.0 mini-B port por EverDrive?
« on: January 21, 2013, 05:41 PM »
Hellow... I'm have a suggestion I want to share to KRIKzz. Every version of Everdrive is a amazing piece of art, and put your ROMs into de SD Card is amazing. But I think the way you store the ROMs can be improved.

Well... For start, I think the SD Card to store the data is a must. It's cheap and easy to find. But, in some way, it's a little strange to have part of the SD Card outside of the cartridge, even if this way makes the work to reamove the SD Card easier.

I have a suggestion. How about to make a way to put the SD Card totally inside the cartridge. So, you can open the cartridge, put the SD Card, close de cartridge, and the SD Card will be safe inside the cartridge. "Ok... And how do you think we can load and delete data from de SD Card without open and close the cartdge again?", you ask. This is where I want to go. If KRIKzz could add a USB 2.0 mini-B port into the cartridge, we can connect the cartridge directly to a USB cable to share data of the SD Card inside the cartridge. And this same port can be used to connect the console with a PC if some kind of option is used, like programming homebrews, or load ROMs from PC, or some other things...

In this way, KRIKzz can put the mini-USB port into the side of the cartridge instead of the upper side (my vote is for the left side of the cartridge, or, in other words, in your right side if you hold a cartridge to your face), and, if a SD Card is too big to put inside the cartridge, he can replace the SD port to a microSD port.

I don't know if there's some issue about changing the Everdrive layout, or some issue about costs, but it's just a suggestion. I do not expect KRIKzz to say "Wow! This is an awesome idea! I will adopt it!". I'll be OK only to read his opinion about this suggestion.

Super EverDrive / More chips for Super EverDrive?
« on: November 30, 2012, 05:09 PM »
I want to know about the Super NES enhancement chips compatibility in the Super EverDrive. I saw it's possible to put a DSP chip in the SED to run the games use this chip.

But and the other chips, like Super FX, C4, SA1, etc... There's some plan to add some support for some of those chips in some future updated version of the Super EverDrive?

EverDrive 64 / Memory Pak Back-up
« on: November 28, 2012, 04:15 PM »
I have a little question: The Everdrive 64 have some option (or a homebrew ROM) to search the saves from the Memory Pak and back-up them to the SD card (and restore them from the SD card too)?

If not, there's some plan to add an option to do this work?

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