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Topics - jonesalmighty

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1
EverDrive 64 / Super Mario 64 Ultimate Edition(s)
« on: December 30, 2020, 09:33 PM »
I am in the process of making a SM64 Ultimate Edition ROM (using the decomp source as a base). I am looking to see if anyone is interested in testing it...

Basically it adds a ton of bug fixes to the original ROM types (EU, US, JP and SH editions), and adds a few new missing features, whilst keeping the original base.
All ROM types also now support the title screen easter egg and rumble support from the SH edition.

The ROM's are uploaded as IPS patches (so you can add them to the ED64 and can be auto applied to the original ROM without the need for patching it (requires renaming the patch to match your base ROM name (minus the file extension)).
https://n64tools.blob.core.windows.net/patches/sm64UltimatePatches.zip

PLEASE PROVIDE FEEDBACK IF YOU DOWNLOAD IT, OTHERWISE I CANNOT IMPROVE IT!

Here is the current list of changes...
As well as most bug fixes applied to the different versions since the original JP release (except backwards long jump)...
// --| Bug Fixes
/// Fixes bug where it shows burn smoke incorrectly
/// Fixes an oddly defined interaction sub type in penguin mother behavior
/// Fixes bug where the castle trap sound in the entrance of Bowser 1 doesn't play
/// Fixes Bully minion knockback timer by reseting it, more info in the fix itself
/// Fixes Shadow water height level return code
/// Fixes hitbox overlap detection code
/// Fixes hurtbox overlap detection code
/// TODO: describe: BUGFIX_SHELL_BACKWARDS_HYPERSPEED
/// TODO: describe: BUGFIX_MARIO_CRAWLING_FALLTHROUGH
/// TODO: describe: BUGFIX_AIR_HIT_WALL_VELOCITY
/// TODO: describe: BUGFIX_AIR_HIT_WALL_ANIMATION
/// Fixes camera height in water while being metal mario
/// Fixes camera height in BOB and adds missing breaks in code
/// Fixes Koopa's pink shorts caused by a miscalled light value
/// Fixes audio code preload sequence so it checks sequences instead of banks
/// Corrects the first word of Yoshi's dialogue
/// Fixes object counter so it correctly gets proper value when updating objects
/// TODO: describe: BUGFIX_CUTSCENE_LOOP
/// TODO: describe: BUGFIX_RESOLVE_OBJECT_COLLISIONS //Commented out as needs a better fix
/// Fixes open door key cutscene on 90-270 degrees //Commented out as needs a better fix
/// Fixes cap cloning when Mario takes a fade warp
/// Fixes completed course not giving lives every 50 coins after 150 coins
/// Fixes drowing sound continously playing while metal mario
/// Fixes turn circle when starting to move
/// Fixes fake pole grab on the bottom of it, allowing to be grabbed anywhere
/// Fixes missing sounds in key exit cutscene caused by missing "break"s in code
/// Fixes duplicated red/white display list in goddard and properly uses the next ones
/// Fixes or rather align manta's water rings to match where it looks
/// Fixes impossible coins (also fixes impossible goomba since it's related)
/// Corrects hud texture fillter, only noticeable on N64 old plugins
/// Removes extra close tags from GEO_NODEs
/// Bugfix for groundpound damage height

// --| lost features
/// Correctly changes blue star model when Klepto is holding it (First star in SSL)
/// Adds unused cracked ice object in SL
/// Properly adds unused SSL Pyramid cutscene after standing on the 4 pillars //Commented out as needs a better fix
/// Changes how Mario grabs a star/key by calling his interactObj define (This also makes it so a blue star is shown when grabbing it) //Commented out as needs a better fix
/// Adds unused sad eyes for the penguin mother when he lost it's baby
/// Adds more actions to the special triple jump such as wallkick and grabbing

All ROMs get incremental fixes added after release (Mainly US and JP adding EU and or SH fixes (except BLJ)) e.g.
/// Fixes bug where standing a controllable platform in HMC be invisible while it blinks
/// Fixes bug where the angle speed isn't preserved while in a pole
/// Adds the multiple face title screen easter egg
/// Rumble Pak support
/// Custom English rumble title graphic
/// This fixes Wiggler reading UB on his first frame of his acceleration, as his health is not set.
/// This stops you from slow climbing up ledges while holding A.
/// This allows the Z button to perform an action in various menus

// --| Change of features to improve experience
// Always use fog and skybox for fist star selection in JRB regardless of whether it has already been collected and saved.

2
EverDrive 64 / ED64 User manual
« on: January 30, 2020, 01:50 PM »
I have started creating a user manual for the ED64 that will document all of the features of the OS and help new users get started. If anyone would like to help improve the text, then please do so. Once finished, I will either make it into a PDF or convert it to markup format so a true online manual can be created...

https://1drv.ms/w/s!AtdtK1B8_beIlcodInq4ND47FnR5pQ?e=WnmgXH

3
EverDrive 64 / *Solved* Turok source code
« on: August 26, 2018, 01:38 PM »
Hi all, some of you may remember that there was a dev machine found with the source code to turok on it... long story short, a zipped archive has now been found with riddles to open it... If anyone is good at riddles, please help! https://pastebin.com/Dv3uyduD


Edit: thanks Ozidual!

4
EverDrive 64 / Unofficial-Official ED64 OS
« on: July 14, 2018, 09:59 PM »
    Hi All,

    I just wanted to say that I am privileged to have been given access to the source code for the official OS... As such I plan to make a few improvements, but will not be releasing any source code (so dont ask!).

Note: The only supported hardware revisions are the: 3.0, 2.5 and 2.0. [ The X5 and X7 might be added in the future (if possible) ].

USE AT YOUR OWN RISK: All releases in this post are an unofficial version that is not officially supported by Krikzz. Please pay careful attention to the changes, and backup your SD card before using.

The changelogs and downloads will be posted here:

V2.12.9.1 - https://github.com/N64-tools/ED64-UnofficialOS-binaries/releases/tag/V2.12.9.1-Release (see link for changelog)

V2.12.10.preview - https://github.com/N64-tools/ED64-UnofficialOS-binaries/releases/tag/V2.12.10-Preview (see link for changelog)

V2.12.9 - https://github.com/N64-tools/ED64-UnofficialOS-binaries/releases/download/V2.12.9-Release (see link for full details)
  • Change folders (/ED64/APS -> /ED64/patcher & /ED64/cheats, /ED64/ -> /ED64/emu, /ED64/cpak -> /ED64/save) to match Xseries OS (IMPORTANT: update your directory structure)
  • Add save for Dinosaur Planet (whilst keeping the correct save type for DK retail kiosk (which uses the same ID) by using checksum for DK demo and ID for Dino Planet) to allow ROM hacks to work effectively.
  • Add save for DOUBUTSU BANCHOU (ANIMAL LEADER, Cubivore) crc to internal save database (note: the ROM has no ID, so CRC is currently the only viable option).
  • Improvements to menu text.
  • Improves diagnostics menu.
  • Splits the information menu into seperate ED64 and N64 information sub menus.
  • Format controller Pak memory more correctly (note: overrides OEM string with a static ID, use a known released ROM's repair function if you want to do it properly!).
  • Handle extension ".srm" (and auto handle ".sra" for conversion if required (note: old ".sra" file will NOT be deleted automatically) to help with eventual upgrade to Xseries OS.
  • Automatically create save folder if it is missing.
  • Add ability to autoboot ROM using autoexec.v64 in ED64 folder to match Xseries OS
  • Menu colour scheme changes
  • "Flash" savetype text renamed to "FRAM"
  • "SRAM" savetypes renamed to "SRAM32k" and "SRAM128k" (with the latter being exactly the same internally as "SRAM96k") to be more obvious.
  • Fix N64 Information was unclear when showing contoller Paks by adding a "P" before the number.

Known issues:
  • After soft reset of certain ROM's the expansion pak detection might be incorrect.
  • When ED64 folder is hidden, the corresponding page will show 1 less ROM (possibly with only a file size in the last row).
  • ROM Patch and AutoPatch menu options cause confusion (at least for me)!!
  • Cheats are available globally but should only be available when ROM is selected, and Exp pak is installed!


V2.12.8 - (link no longer available), however, please post it if you have it before it is lost!
Known issue: When ED64 folder is hidden, the corresponding page will show 1 less ROM (possibly with only a file size in the last row).

V2.12.7 - (link no longer available), however, please post it if you have it before it is lost!
  • Make USB commands case insensitive
  • Improve 240p resolution
Known issue: When ED64 folder is hidden, the corresponding page will show 1 less ROM (possibly with only a file size in the last row).

V2.12.6 - - (link no longer available), however, please post it if you have it before it is lost!
  • Enable RTC for 64DD cart conversions on V3 (used by Sim City 64)
  • Swap to CMake build system and latest custom libdragon
  • Change USB parameters for screenshots (required due to other users already assigning them (out of my control))
Known issue: When ED64 folder is hidden, the corresponding page will show 1 less ROM (possibly with only a file size in the last row).

V2.12.5 - - (link no longer available), however, please post it if you have it before it is lost!
  • Fix scrolling when controller is disconnected
  • Set RTC date using ISO format
  • Detect Expansion Pak
  • Ability to hide ED64 folder
  • label ED64 folder as "SYS" when not hidden
  • Minor text improvements
  • Update to latest GCC compiler version
Known issue: When ED64 folder is hidden, the corresponding page will show 1 less ROM (possibly with only a file size in the last row).

V2.12.4 - (link no longer available), however, please post it if you have it before it is lost!

V2.12.3 - (link no longer available), however, please post it if you have it before it is lost!
  • Added 240p support
  • Updated About screen logo
  • Minor text changes
  • Used custom Conker64 version of libdragon for compiling with 240p support
  • Fixed GameShark support (broken in last version)

V2.12.2 - (link no longer available), however, please post it if you have it before it is lost!
  • Updated H.W. V2.5 to latest firmware
  • Added Taz Express to save types
  • Corrected Topgear rally (pal)
  • Use GCC V8.2
  • Used latest Conker64 version of libdragon for compiling

V2.11.1 - (link no longer available), however, please post it if you have it before it is lost!
  • Added OS subversion to show menu is modded
  • Added Topgear rally (pal) and Goldfinger to built in save types
  • Corrected spelling errors in menu
  • Used latest Conker64 version of libdragon for compiling

I am not accepting feature requests as it is more for my personal satisfaction, but if you notice any bugs, please let me know![/list]

5
EverDrive 64 / Flappybirds
« on: November 25, 2017, 01:53 AM »
Hi all...

I just found this and a quick search on the forum didn't find anything... https://github.com/meeq/FlappyBird-N64/ I thought someone might be interested  :P

6
EverDrive 64 / Altra64 Menu
« on: October 27, 2017, 09:16 PM »
Hi All,

It has been a while since I last checked in and thought it worth posting that just in time for Halloween I have just released a beta version of my adaptation of alt64. It can be found here: https://github.com/networkfusion/altra64/releases/tag/V0.1.8.6.1.3-beta

The page also contains the binary (as always, just replace the current file in ./ED64)...

Depending on feedback (if any) I may either continue to a full release (just bug fixes) for this version, or switch my effort to doing the menu redesign (which is likely going to remove support for the V1 because I don't have one, so cannot test).

Please dont ask for further save type support (unless you know how to implement it) as I dont understand how the firmware works enough to implement it... Also I dont support use of the clones and this versions binary does similar checks to alt64...

7
EverDrive 64 / Creating a development environment
« on: November 18, 2016, 11:41 PM »
Some people ask how to set-up an environment to start building stuff for the N64, some people get stuck attempting to do so and some just want to do a quick and easy vanilla install after a much needed clean-up. I have been attempting to write a bash script to automate things, so either this script will help people create a dev environment from windows 10 install and they will help improve it, or it will serve my own memory for later needs! anyway, here goes:

For a Windows 10 system:
Control Panel -> Programs and Features -> Turn Windows Features on or off
tick the checkbox for Windows subsystem for Linux
Click Ok and reboot if required.

From a command prompt with elevated privileges, Run the command:
Code: [Select]
lxrun /install /yThen type
Code: [Select]
bash
Then
Code: [Select]
echo 'export N64_INST=/usr/local/libdragon' >> ~/.bashrcThen
Code: [Select]
source ~/.bashrcand then
Code: [Select]
exit
Restart bash by typing
Code: [Select]
bash
Locate to a chosen destination (I suggest
Code: [Select]
cd ~/)
Create the script by running
Code: [Select]
nano setup.sh then copy in all of the following text:

Code: [Select]
#!/bin/bash
# Download and install latest updates for the system [sudo req.]
apt-get update
apt-get -y upgrade

# Install essential packages [sudo req.]
apt-get -y install build-essential git texinfo libc6 libgmp-dev libmpfr-dev libmpc-dev libpng-dev zlib1g-dev libtool autoconf

# add a system variable and make it perminent
# echo 'N64_INST=/usr/local/libdragon' >> /etc/environment
# echo 'export N64_INST=/usr/local/libdragon' >> ~/.bashrc
# source ~/.bashrc
export N64_INST=/usr/local/libdragon

# change to the users root directory
cd ~/

# Pull the latest libdragon source code and make a build directory
git clone https://github.com/dragonminded/libdragon.git

# fix issues with the build scripts
sed -i -- 's|${N64_INST:-/usr/local}|/usr/local/libdragon|g' libdragon/tools/build
sed -i -- 's|--with-newlib|--with-newlib --with-system-zlib|g' libdragon/tools/build

sed -i -- 's| -lpng|\nLDLIBS = -lpng|g' libdragon/tools/mksprite/Makefile
sed -i -- 's| -Werror| -w|g' libdragon/tools/mksprite/Makefile

# make a build folder for libdragon
mkdir libdragon/build_gcc
cp libdragon/tools/build libdragon/build_gcc

# run the build script (this will take a while! and if not sudo, will ask for password mid flow!)
cd libdragon/build_gcc
./build

cd ..
# run the install script [sudo req]
make
make install
make tools
make tools-install

cd ..
# install libmikmod
git clone https://github.com/parasyte/libmikmod-n64.git
cd libmikmod-n64
mkdir build
make
make install

cd ..
# install libmad-64
git clone https://github.com/parasyte/libmad-n64.git
cd libmad-n64
#$(N64_INST) converterd to $N64_INST below otherwise it will not run on WSFL
export PATH=$PATH:$N64_INST/bin
CFLAGS="-march=vr4300 -mtune=vr4300 -mno-extern-sdata" \
LDFLAGS="-L$N64_INST/lib" LIBS="-lc -lnosys" \
./configure --host=mips64-elf --disable-shared \
--prefix=$N64_INST --enable-speed --enable-fpm=mips
make
make install

cd ..
# install libyaml
git clone https://github.com/yaml/libyaml
cd libyaml
./bootstrap
#$(N64_INST) converterd to $N64_INST below otherwise it will not run on WSFL
export PATH=$PATH:$N64_INST/bin
CFLAGS="-std=gnu99 -march=vr4300 -mtune=vr4300" \
LDFLAGS="-L$N64_INST/lib -Tn64ld.x" \
LIBS="-ldragon -lc -ldragonsys -lnosys" \
./configure --host=mips64-elf --prefix=$N64_INST
make
make install

cd ..
# Install menu code (perhaps this script should be called from it instead?
git clone https://github.com/networkfusion/alt64.git
cd alt64
make

# Perform cleanup
apt-get -y autoremove
apt-get autoclean

make the script executable by running
Code: [Select]
chmod +x ./setup.shand finally execute it:
Code: [Select]
source ./setup.sh
Personally I would install VSCode after this...

8
EverDrive 64 / purpose of some ED64-IO code.
« on: August 08, 2016, 12:35 AM »
I am looking at doing some dev work on my Everdrive64 but I am having some trouble understanding some code, especially this bit:

        msg = evd_readReg(REG_MAX_MSG);

        tv = (msg >> 10) & 3;
        if (tv == 3)tv = 2;
        *(u32 *) 0x80000300 = tv;

        if (!(msg & (1 << 14))) {

            msg |= 1 << 14;
            evd_writeReg(REG_MAX_MSG, msg);

can anyone tell me what this code is doing, especially what the registers are for and why the bit shifts?

9
EverDrive 64 / topgear rally
« on: July 27, 2016, 04:07 AM »
first of all, I am sorry if my question is either stupid or my punctuation is ridiculously incorrect, it is my birthday and I have been drinking heavily! that said, I have decided to partake in a session of Topgear Rally, however when I try to save to either the "Game Pak" or the "Controller Pak" I get an error/warning that it cannot access it and data cannot be saved#! I am guessing it is because it is trying to save as the wrong type on everdrive and my controllerpaks battery pack has given up the ghost... any ideas?

10
EverDrive 64 / Device for ripping N64 ROM's and Savestates
« on: June 28, 2016, 12:32 AM »
Cross post from http://s9.zetaboards.com/Nintendo_64_Forever/topic/7458704/2/

The other day I received an N64 save kit from Sanni. It came well packaged and was straight forward to assemble. It is a little bit flimsy but unless it was turned into a production device works perfect for what it is designed.
I have spent the last few hours ripping all of my PAL ROM's and saves from my collection of 19 N64 games. These were:

Banjo Kazooie
Banjo Tooie
Beetle Adventure Racing
Blast Corps
Conkers Bad Fur Day
Diddy Kong Racing
Donkey Kong 64
Goldeneye
Jet Force Gemini
Perfect Dark
Pilot Wings
Ridge Racer
Shadow Man
Super Mario 64
Top Gear Rally
Top Gear Rally 2
Ocarina Of Time
Majoras Mask
Wave Race

Once ripped I transferred them to my Everdrive and tested that the ROMs and the Saves worked. They all did.

The menu is intuitive and for the most part I didn't have any issues.

If there were some improvements I could recommend they would be

Get rid of the 8 character limit on file names.
If a ROM's checksum fails (this happened a few times), give the option to delete the file and restart.
Make the SD card file structure conform to the same as Everdrive's so that it is easier and quicker to get going.

I have yet to write files back to a cart, but when I do I will report back.

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