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Messages - CrashOveride

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1
What console region?

2
EverDrive 64 / Re: GameBoy Emulator
« on: April 25, 2021, 03:59 PM »
For people on the old ED OS for 2x/3x: The rom header save settings are ignored in those OS versions, to fix add
Code: [Select]
0x8A455BAA=5 (GB64 3.0)to save_db.txt
The settings should work for any .gb/.gbc rom

3
PAL-M as in brazilian?

4
EverDrive 64 / Re: Windows-friendly SCUMMVM64 conversion process?
« on: February 01, 2021, 03:47 AM »
I'm looking to get Sam & Max Hit the Road running on my Everdrive (the floppy version, as the CD version's too big for an N64 rom), and while I have the disk images, I don't know how to convert them for use with SCUMMVM64. The only instructions I've found are for Linux, and I don't have a Linux machine or the space to set up a VM. Is there a means to properly convert the images on Windows?
I was able to do it on Cygwin

5
EverDrive 64 / Re: Doom 64 Reverse Engineered
« on: November 18, 2020, 09:22 PM »
Now the source code is out for people to edit and make their own N64-compatible versions of Doom 64! Get it here: https://github.com/Erick194/DOOM64-RE

You can check out other posts on the release here:
Doomworld post: https://www.doomworld.com/forum/topic/118196/
GEC Twitter: https://twitter.com/inc_gec/status/1328969154603397120

I will update the topic above to include the GitHub link. :D

Probably gonna port the project to my modern sdk for debian linux in a matter of days so ppl don't need a VM

6
EverDrive 64 / Re: NEON64 Emulator supports 2 players?
« on: October 19, 2020, 05:48 AM »
Hi all. First post here after just getting my X7. I know everyone says just get another console or pc that does nes emulation but I was just looking to have an original console that I can sit in front of like the old days.

My roms work fine but i have issues when i try 2 player game. The second controller doesn't work/respond at all. I have 3 Hyperkin Admiral wireless controllers and a wired original. I have tried all configurations and ports with wired vs wireless.

I have tried searching the forum and all over google.

I see that it should work via the NEON64 log but it isn't for me. https://hcs64.com/neon64log.html

Any help is greatly appreciated. Thank you.

The log is quite old.

NEON64 has just been rewritten from scratch by the original author, I am not sure if he has implemented 2 player support yet, I will ask him

7
EverDrive 64 / Re: Force video mode
« on: October 19, 2020, 01:53 AM »
I guess I will just need to buy a PAL to NTSC video converter in the meantime if I want to avoid hours manually setting each PAL game to region free...


If you have NTSC hardware, why not just play the NTSC version? Unless you're trying to play pal-only games

I have to say, after spending more money on the official Everdrive X7 and coming from ED64P running altra64, I was expecting more. Pretty disappointed this is not an option flag that can be set on the main menu.

The ED64 OS was literally just rewritten, and altera is unofficial. Of course it's going to have features that the mainline OS may not have yet

8
EverDrive 64 / Re: Super Mario 64 3D All Stars (Rumble SUpport)
« on: October 19, 2020, 01:36 AM »
Does this patch work on the smokemonster set?  Not working for me on the untouched rom on that set

I made this patch from the rom in the No Intro set

9
EverDrive 64 / Re: Super Mario 64 3D All Stars (Rumble SUpport)
« on: October 08, 2020, 04:24 AM »

Incomplete (as in a large portion was precompiled) source code was leaked with SM64. Unfortunately while it was based off of Shindou, it is entirely in Japanese, including assets

I was able to get it to build for both Chinese and Japanese and can share if wanted
Please do! I don't see a problem with it being in Japanese.
But is the Japanese compiled ROM any different from the released ROM?
From what I can tell, no differences

10
EverDrive 64 / Re: Super Mario 64 3D All Stars (Rumble SUpport)
« on: October 07, 2020, 05:34 PM »
Nice work!

There's still the Shindou version of Wave Race 64 if someone is looking for a hacking job (or we can wait for the source to leak again ;)). I don't think it has any new text. It's got some cool additions, including the possibility to save ghosts, in the form of a dolphin. I always play the Shindou version nowdays. Maybe there is some new text that tells you that you need a controller pak to save a dolphin or something.

Incomplete (as in a large portion was precompiled) source code was leaked with SM64. Unfortunately while it was based off of Shindou, it is entirely in Japanese, including assets

I was able to get it to build for both Chinese and Japanese and can share if wanted

11
EverDrive 64 / Re: Super Mario 64 3D All Stars (Rumble SUpport)
« on: October 07, 2020, 02:08 AM »
Well here they are: https://files.catbox.moe/ebgmal.7z

Apply to an unedited Shindou rom

Thanks for this. Will the English version of the Shindou version that this patch produces be fully player completable on a real N64? I'd assume so, but when a commercial release of a (supposed) game port appears, there's always the suspicion that the 'port' rom might have been modified somehow to either make it more emulator compatible, or for the sake of making it look or move better than it could on it's original machine (in this case, the N64).

These play perfectly on N64, with saving and rumble intact

12
EverDrive 64 / Re: Super Mario 64 3D All Stars (Rumble SUpport)
« on: October 06, 2020, 11:57 PM »
Well here they are: https://files.catbox.moe/ebgmal.7z

Apply to an unedited Shindou rom

13
EverDrive 64 / Re: Super Mario 64 3D All Stars (Rumble SUpport)
« on: October 06, 2020, 01:29 AM »
You mean that the leaked source is from the unreleased English version of the shindou revision, and you can create an English shindou by compiling it? If so, we can maybe expect a no-intro release of the compiled rom. Certain prototypes like Bound High for Virtual Boy only exists as a compilation of its leaked source code, and it's included in the no-intro set.

Well, the issue is that compiling isn't particularly uniform; it was made for the iQue SDK in mind, and the iQue SDK contains a N64 library that breaks rumble/saving/other functions on N64 hardware

This means that to target N64 you have to build the whole SDK from source code

Also, the "English Shindou" is really just the JP shindou with english text, the rumble texture is still japanese and the mario sound changes are still there

If it is allowed, i can post a .bps patch you can apply to JP shindou so you don't have to do all that work

14
EverDrive 64 / Re: Super Mario 64 3D All Stars (Rumble SUpport)
« on: October 05, 2020, 09:42 PM »
Can confirm, the ROM the emulator uses for all regions is 1:1 shindou.

The iQue source that leaked was based off Shindou, however the source only had English support when Routefree got it to add Chinese.

So it is possible to compile a "English Shindou" from that source, however i am unsure of the legality of sharing a patch

15
EverDrive 64 / Re: How to convert a ROM to PAL?
« on: October 01, 2020, 09:38 PM »
This isn't really easy without good romhacking knowledge, it's not a one step process

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