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Messages - IRL Random Hajile

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1
EverDrive 64 / Re: Rare Nintendo 64 ROMS
« on: July 25, 2021, 09:23 AM »
New games added:  ;D
.
- Cubivore (Unreleased) [English Translation]
- Harvest Moon 64 [Brazilian Portuguese Translation]
Out of curiosity, how were you able to get the English Translation for Doubutsu Banchou/Cubivore Prototype to patch? Me and some others tried to patch the Prototype ROM using Zoinkity's English Translation hosted on romhacking.net, but only leads to an error using XDelta. Even switching to Little Endian, and Byteswapping the ROM made no difference in the patching process. There's only one Prototype ROM to my knowledge that exists out there which is the May 23 ROM, in Big Endian.

2
yep same problem  , same error here  :o
Good to know I'm not the only one. It sounds like there is something wrong with Zoinkity's English Translation patch for Doubutsu Banchou, as it refuses to patch even with a Big Endian ROM which the readme suggests. Hopefully it gets fixed with a reupload.

3
Translation patch is out:

https://www.romhacking.net/translations/6170/
Sweet find! I've been wanting to try this translation out, but despite having a verified Big Endian May 23 Prototype from CARROT... I'm unable to patch the ROM using XDelta nor any online ROM patching site like Rom Patcher JS and such. Always leads to an error. Error when patching with XDelta:
"xdelta3: unknown secondary compressor ID: XD3_INVALID_INPUT"

Is anyone else coming across the same issue? I've never had any difficulties with Zoinkity's ROM patches other than this one here.

4
New entry which will prove to be handy in the future, as this game is currently undergoing an English translation!

YK=1   (Yakouchuu II: Satsujin Kouro)

Also, I've noticed that the Doubutsu Banchou Prototype entry seems to be missing within that code list on your main post. May want to look into that. ;)

5
EverDrive 64 / Re: Yakouchuu II N64 Translation
« on: July 07, 2021, 03:25 AM »
I'm super excited about this translation! Told my older brother about this game a little while ago since he's getting back into the N64, and he's also intrigued by what I've described to him what Yakouchuu II is all about including this English translation. Been keeping an eye on this thread, seeing the progress being made here and reading what new info surfaces, which makes me want to play it all the way through even more now. Of course, I'm gonna be waiting patiently until the translation is complete first. Amazing to think that the screen translation process is almost a quarter of the way done already! You have my utmost respect and support undertaking this project. This game has become one of my biggest curiosities on the N64, and to play it through in full English is like a dream come true! ;D

On a side note, in order to play Mareel 2 on the ED64, you may need to add the following to your save.db file:

YK=1

I haven't tested saving yet, but most Japanese N64 games don't have saving supported on the ED64.  This change should work fine for the final release of this patch too when it happens. 
I've also quickly tested out the "YK=1" ROM ID for saving, as like you mentioned, most Japanese N64 games don't have their saves set properly on ED64... Yakouchuu II being another one of those games. The game when set to EEPROM4Kb successfully made a .eep file within my ED64's "SAVE" folder. As long as the English Translation patch keeps the ROM ID the same, it'll work out fine in the future.

6
EverDrive 64 / Re: Unofficial-Official ED64 OS
« on: June 28, 2021, 09:10 PM »
I also agree that the folder and file text colors (while different shades of blue which I love) still kinda appear similar to each other from a distance, especially when viewed on my CRT. Maybe the folder text color could be changed to a darker blue to help make it stand out better?

As for the About page bug that Trevor reported, I'm assuming that it's a bug that occurs on V2 / V2.5 flashcarts? For me, it's working correctly on my V3.
That suggestion with the 64DD IPL ROM screensaver is an awesome idea, though unsure how difficult it would be to actually implement something like that to work alongside the EverDrive 64 menu. Low Poly screensavers in general would be amazing to witness everytime when booting up the ED64. At the moment, it is something I tend to dream about.

7
EverDrive 64 / Re: Unofficial-Official ED64 OS
« on: June 07, 2021, 08:53 AM »
Thank you, but I do not understand the structure of the folders,I already read the first post,   sorry  :-[ , could you post a zip file with the folder arrangement or an image? please
This is how I've personally got my files/folders structured within the "ED64" OS folder using this firmware:

BGR               (folder where a collection of 320x240/640x480 wallpapers in .bmp format are stashed)
CHEATS        (folder where Gameshark codes are stored via .txt files, matching a ROM's filename)
EMU              (folder where emulators like Neon64's emu.nes or GB64's emu.gb / emu.gbc are placed)
PATCHER     (folder where .ips / .aps patches are stored for soft patching purposes)
SAVE             (folder where .eep / .srm / .fla cartridge saves and .mpk Controller Pak files are created)
OS64.v64     (file is self explanatory)
save_db.txt  (file where all the CRC HI / ROM ID magic ensues)

That's how I've had mine structured for a while now and it's been working well.

8
EverDrive 64 / Re: Smash Remix v0.9.7 released
« on: June 01, 2021, 06:59 AM »
1. Bomberman (Bomberman 64 The Second Attack)
2. James Bond (Goldeneye)
3. Turok

Oh, Turok. I forgot about him, and he does represent the N64 - I mean, who plays the post-N64 Turok games at all? Turok is a great answer.

it would be great if it were ..

1 Joanna dark
2 Bomber Man
3 Banjo Kazooie or Turok
All solid choices, though part of me would love to see Marina from Mischief Makers to be a playable character, but one can only dream...

9
EverDrive 64 / Re: Unofficial-Official ED64 OS
« on: May 24, 2021, 07:47 PM »
2.12.9 Preview 2 released... please provide feedback (taking into account the original preview release).

Hopefully this one will change to the full release as it stands, if no one finds any issues with it!

Also, feedback around the changes to menu filelist colours appreciated (for better or worse) as it is subjective and want to get it as right as I can!
Solid! Just wanted to pop by and provide a little feedback.
I really like the blue-ish color of the filenames in the menu instead of gray (might be a bit biased on that part though due to blue being my favorite color). Though personally, I would prefer the color of the folders/directories to be of a different color (either back to the original yellow, or maybe a different color like green or something, to contrast from the ROM filenames).
Before, it was easier to quickly glance at the screen knowing what was a directory vs. what was a ROM without having to look at the right side. With both directories and ROMs being of a blue color, it starts looking kinda samey with a lengthy list of files. An extra color would make a difference.
Also, the fix for Expansion Pak detection doesn't seem to be working right. Booted up Doubutsu no Mori for a bit, resetted back to the menu to check the Expansion Pak detection, and it says "Not Installed".

10
Relaying this information, a near complete Nintendo 64 Prototype dump has surfaced to the public called "Doubutsu Banchou" (or "Animal Leader")! It is the N64 version of what we know as Cubivore on the Nintendo Gamecube! Really cool stuff to be seen here and is worth checking out!
The Prototype will need to have this entry included into save_db.txt for it to work properly, otherwise the game will not make it to the file select screen.

0xEB85EBC9=5   (Doubutsu Banchou Prototype)

11
I still see the two entries in the list on my end:
DP=50       (Dinosaur Planet Prototype and hacks/fixes)
0x0DD4ABAB=2    (Donkey Kong 64 (U) (Demo) (Kiosk))

What should I change, then, please?
Thinking about it, I feel the best way to go about it would be to add an Important Note somewhere in the top post in your thread, mentioning that those two entries in particular can cause issues if they're both detected together in the save_db.txt file. Keep those two entries there in the thread just to let people know of their correct savetypes.
Mention this thread for further details of this strange bug:
http://krikzz.com/forum/index.php?topic=11062.0
This bug can occur on both Official v2.xx firmware, and also the X7 firmware (at the time of writing this down anyway :P )
Recommend the user in the Important Note to include one entry or the other while copying & pasting the list into their own save_db.txt file, not include both.
It would be a good idea to mention that when using JonesAlmighty's latest Unofficial-Official OS, then it's highly recommended that both of those entries are removed in one's own save_db.txt file, as his latest OS already addresses both of those games.
But yeah, as for the entry to delete, definitely get rid of the Mario Artist Talent Studio CRC HI. The "DD" ROM ID entry already takes care of that game, both translated and untranslated.

12
I'm not sure why this is the case, but replacing my whole save_db.txt file with the one given in http://krikzz.com/forum/index.php?topic=6126.0 seems to have fixed my issue. I've only added the Dinosaur Planet line prior to replacing the whole text file, but it's working now.
Ah! Good to hear that it's working out for ya now! Just remember that when copying the whole save_db.txt list of entries from Kerr Avon's thread, Dinosaur Planet ROM ID and DK64 Kiosk Demo CRC HI value (if they're both detected in the save_db.txt file) creates conflict with each other, causing unintentional savetype alterations. (Learned about this the hard way)

No, I changed the list as you suggested (in your post http://krikzz.com/forum/index.php?topic=10970.15) so it should all be OK now.
I still see the two entries in the list on my end:
DP=50       (Dinosaur Planet Prototype and hacks/fixes)
0x0DD4ABAB=2    (Donkey Kong 64 (U) (Demo) (Kiosk))

Maybe the save_db.txt thread hasn't updated properly yet for me, but yeah, having these two entries will cause problems. I do recall making a suggestion of adding the Kiosk Demo's CRC HI value in the past, though that was before I found out the firmware doesn't like entries being mentioned in this manner, where both ROMs have identical ROM IDs.

Also would be a good idea to remove this entry:
0x16082F95=3    (Mario Artist Talent Studio - T+Eng - N64DD)

Since this ROM ID entry here:
DD=31       (All 64DD games SRAM+RTC)

...already takes care of Mario Artist Talent Studio, so the inclusion of the CRC HI is redundant.

13
I'm not sure why this is the case, but replacing my whole save_db.txt file with the one given in http://krikzz.com/forum/index.php?topic=6126.0 seems to have fixed my issue. I've only added the Dinosaur Planet line prior to replacing the whole text file, but it's working now.
Ah! Good to hear that it's working out for ya now! Just remember that when copying the whole save_db.txt list of entries from Kerr Avon's thread, Dinosaur Planet ROM ID and DK64 Kiosk Demo CRC HI value (if they're both detected in the save_db.txt file) creates conflict with each other, causing unintentional savetype alterations. (Learned about this the hard way)

14
EverDrive 64 / Re: Smash Remix v0.9.7 released
« on: May 22, 2021, 06:02 AM »
1. Bomberman (Bomberman 64 The Second Attack)
2. James Bond (Goldeneye)
3. Turok

Oh, Turok. I forgot about him, and he does represent the N64 - I mean, who plays the post-N64 Turok games at all? Turok is a great answer.
I'm just imagining in my head that during a match, pressing the L button as Turok makes him go "I AM TUROK!!!".

15
Can confirm that this game doesn't start on my EverDrive 64 V3. Not an X5 incompatibility.
Checking the ROM Info, it states that the savetype is "SRAM", though I'm not sure if the savetype is actually correct or not... Also using a verified No-Intro ROM, so it should be a good dump of the game.

EDIT: Figured out what the problem was!!! Turns out the savetype for this game actually was incorrect. The save method that works for this game is EEPROM16k.
Adding this entry to save_db.txt loads the game up just fine now.

3D=2   (Doraemon 3: Nobita no Machi SOS!)

Great! Thanks a lot, yea I’ve kept trying the different SRAM types, turns out it’s EEPROM16k. Very interesting.

EDIT: Changing the save method to EEPROM16k didn’t work for me, the game still doesn’t load unfortunately. I’m also using a no-intro rom.
That's strange... Forcing the save method via save_db.txt worked out fine for me.

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