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Messages - nuu

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1
I wouldn't say that having to change the SRAM battery every few years is a Quality of Life Feature in itself. Does it take advantage of the increased save memory size?

2
I have no objections to this post. Nothing you say here contradicts anything that I've said either.

Your point is that the artwork in a G&W game is part of the screen hardware instead of the software like in a NES game. That's exactly what I said as well. I don't see any disagreements at all.

3
EverDrive 64 / Re: REQUEST - Resident Evil 2 Save File
« on: October 27, 2021, 12:03 PM »
It might be byte-swapped or word-swapped. Saturnu's saveswap might do the trick.
https://krikzz.com/forum/index.php?topic=2298.0

4
No we don't seem to agree, I don't think you'll ever understand
It's just a missing link somewhere. I'm sure we'll understand each other soon enough.


If I talk about LCD (and how it functions), that's different than how emulator reproduces the screen (and how the pseudo-screen functions in emulation)... LCD its hardware... It's not software... But the emulators version of the screen is 'software' its simply 'photographs' taken of the screen, and the software just shows the correct image when it needs to (but not in the same way the original LCD displays things). It functions very differently on the technical level...... Yes its 'screen emulation' via 'software'... But its not internally functioning the same way an LCD works.
Yes, so far there is no doubt that we agree.

Basically, regular roms have 'display' data built into them (they are designed to show specific artwork on a tv/computer screen). G&W roms do not... You can't hook up G*W to a tv and expect to get any 'images'...
I don't understand why you think this is so different from a television game's program and data. The display data in a typical television game ROM is really just a list of pixel data (and sprite, tile, scroll and other display data depending on the platform) which is translated to the analog video signal by the video chip and is sent to the TV. The G&W's display data is instead a list of what segments on the LCD should lit up. You could think of each LCD segment as a type of pixel (and that's how a modern LCD TV works, using colored LCD segments as its native pixels). Of course the G&W screen doesn't take the same analog video signal as input as a CRT TV do, but the concept is fundamentally the same.

2. the other half is the 'software emulation' of the screen, that simply does not function in the original manner of the original LCD screen (its technically different method).
But this is not something that is unique to the screen, nothing in the emulation functions like the original hardware does. The emulator's job is just to reproduce the same behavior as the original hardware on other hardware, it doesn't need to (and in many cases can't) work exactly the same way as long as the end result is the same, as that is how close it can come. A cycle accurate emulator emulates every step of the target CPU and other hardware aspects can also be emulated in detail, every logical building block the hardware is made of can be emulated to make sure that as many hardware quirks as possible behaves the same in the emulator, but in the end the emulator is just a piece of software that uses the hardware of the host computer to mimic the result. It doesn't technically work like the original hardware does in many cases.

The LCD, CPU, beeper, buttons, wires, memory and logical components, these are all hardware that the emulator emulates. Only the ROM is software and it's provided separately from the emulator after dumping it. The ROM is really the only thing that is exactly the same in the emulated game.

3. Yes if you talking bout the original G&W handheld the screens are 'hardware'... The Mame EMulator version of the screens are not 'hardware', but software... I never said an LCD was 'software' only the method that emulator uses to recreate the screen is software.
Again we agree.

5
1. It's the only option, this is a per-game thing. A flashcart can't just swap the input ports, they are hard-wired to the input port registers for each controller.

2. From hand sweat and tangled cords I suppose.


Back in the day we used to pass around the controller every life or every level or so depending on the game. 2-player games are of course more fun but I never thought having to pass around the controller to be a problem.

6
A limited read count is really bad since many games use the SRAM as extra work RAM, whether a battery is used or not for saving the data.

Another demerit is that FRAM has slightly slower access time. Considering the games are programmed for SRAM access speed, access may fail with FRAM with some games.
FRAM might not be such a good idea after all.

MRAM is another alternative. It's faster than FRAM and has almost unlimited of both write and read counts. The Forever Pak (https://www.retrorgb.com/forever-pak-n64-memory-card.html) appears to use MRAM exactly for these reasons. N64 Controller Pak's modded with FRAM may not work with all N64 games, but MRAM should have higher compatibility according to producers.
Some thinks MRAM will replace both EEPROM/FLASH and SRAM in the future since it can substitute both ROM and RAM. It's still expensive though.

7
I see nothing wrong for a customer to expect that the creator continues to maintain and fix bugs in the product within a reasonable lifetime. I'm just saying that this forum is no longer a good way to get in touch with Krikzz anymore.
He used to be very quick at releasing new updates for Everdrives in the past but it has slowed down a lot lately for all Everdrives.

8
Well I'm confused as I'm not sure what you are trying to say.
I think I was very clear with my definition of hardware and software, no confusion there at least.

1. This is just part of the screen emulation.

2. This half? Where is the other half of emulation you mean? Emulating the hardware is all what the emulator does as far as I know. It emulates the CPU and other hardware such as the screen, sound hardware, RAM and whatever glue I/O is needed to allow the CPU to communicate with the other hardware. The emulator feeds the ROM program to the CPU and it executes instructions one by one with a game as result. Emulation here means that it translates the instructions to the hardware in a way that it can be represented on the computer, interacting with the computer's inputs and outputs (video, sound, keyboard etc).

3. So you agree with me that the artwork in the screen is hardware and not software after all?
The artwork is however artistic work and lies under copyright. This makes it different from the electronic part of the hardware which can only be protected by patents (that have long run out for G&W). This is what makes it similar to software which is also considered artistic work and lies under copyright. That's why I thought you might think of it as software, and I could understand that if you do.

9
EverDrive GB / Re: Max Capacity MicroSD compatible?
« on: October 24, 2021, 12:16 PM »
No the lotchecks found in the gigaleaks contains (supposedly complete) sets of licensed games of the latest revision, released or not. They sometimes includes some promos or such ROMs that was only used in certain events or things like that, but they are finalized. The FDS lotcheck included many games that were still undumped and some unreleased games that never was available outside Nintendo. They are also correctly wiped of all save data unlike the no-intro sets which were sometimes incorrectly wiped.

This is one reason why no-intro's verification sometimes is wrong. There were just no easy way to know how an FDS game with correctly wiped save data looks like until the lotcheck came. The disk is fully writable and an FDS game can write save data anywhere on the disk, including overwriting its own code if it was programmed to or even accidentally due to a bug. Theoretically a self-destructible disk is possible. When you dump the disk, the current state of the save data is dumped too, and there is just no easy way to know how the factory state of the game should look like.

Neo Geo Pocket seems to have a very similar problem as its ROMs are re-programmable (flash). 3DS and Switch carts also uses flash, but the console locks the program code from its own writes (only the system is allowed to write so that it can refresh the flash to prevent data rot) and 3DS games don't mix save data with the game's programming and Switch doesn't even save to the cart.

10
I think he is still supporting them, X-3 and X-5 are budget alternatives to the X-7 and Pro, and still supported alongside them. The X5 is not much older than the Pro.
But his work on all Everdrives seems to have slowed down a lot lately, not just the ones for Mega Drive. Twitter seems to be the easiest way to communicate with him.

11
The X-series are not deprecated products so they may still receive updates to get this fixed. Krikzz doesn't show up on the forum very often though.

12
Your explanation is all over the place, you lost me right away. I definitely said that SVG is digital data (software) and not hardware. And an emulator is definitely all software that tries to reproduce (emulate) hardware. The ROM is the original software of the game system and doesn't need to be reproduced in any way by the emulator.
Mame only uses the dumped ROMs of real G&W devices not those MGW programs.

I have a basic idea how Mame G&W emulators and vector graphics works, no need to explain that to me. My question was how you define software since you consider the G&W graphics as software. Ignore emulators and SVG files, I'm talking about real G&W devices here. Maybe you answered me already but it went over my head in that case.

13
EverDrive GB / Re: Max Capacity MicroSD compatible?
« on: October 21, 2021, 01:33 PM »
Not only verification, for every game and for every platform you need to acquire the game and figure out a way to dump it, it takes time. Now the no-intro set has matured, so they got most or all games for many platforms. This was not the case some years ago, so people often used the, at the time, more complete goodsets.

No-intro definitely had to redump some games in the past after figuring out what went wrong. The no-intro FDS set was long wrong and immature (many missing games), I'm not sure if they fixed them yet but with the FDS lot check from the gigaleak, we should now have the last revision of every official FDS game correctly dumped, unless Nintendo made any mistakes dumping them.
The Neo Geo Pocket situation is also apparently similar to FDS because games are stored on FLASHROM rather than the traditional mask-ROMs, and the save data is stored on the same memory that the game is, and mixed with it.

14
A clone with built-in games is more different from a real Famicom than a clone without so I don't find that strange. And the games are probably all pirated so they don't necessarily make the system less cheap.

15
It's probably fixable in an OS update to make the Everdrive act like the real cart so that it can't be detected by the piracy check.

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