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Messages - Kerr Avon

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1
EverDrive 64 / Re: Console Compatibility Project ENHANCED
« on: September 19, 2021, 05:47 PM »
Thanks for this, mate!

Your link doesn't seem to go to the right page, though, as it's not listed there. Here's a working link:

https://www.youtube.com/watch?v=U2THqu37D3U

2
Have you tried playing PAL roms, to rule out the N64 as the problem?

3
EverDrive 64 / Re: Super Mario 64 Ultimate Edition(s)
« on: September 15, 2021, 06:57 PM »
I'd forgotten about this project! Shows how hectic things have been with me, recently, work-wise :(.

Has there been any progress recently, Jonesalmighty?

4
The video at:

https://www.youtube.com/watch?v=n1__ZXOICPk&t=16s

shows 46 different  mods that you can play via your Everdrive 64. These include mods for the following games:


Banjo-Kazooie
Donkey Kong 64
Kirby 64 Crystal Shards
The Legend of Zelda: Majora Mask
Mario Kart 64
The Legend of Zelda: Ocarina of Time
Paper Mario
Super Smash Bros. 64
Super Mario 64


Note that if you want to play the Super Mario 64 mod 'Sapphire' (by the always brilliant Kaze) then don't download it from the obvious link on it's download page, as that points to a patch that won't work on a real N64. Instead, look for the word 'Versions' on the download page, and click on the words "SM64 Sapphire (Console Compatible)". This will download the patch for the version of the mod that runs on real hardware, and when you use the patch to create the SM64 Sapphire rom, it will be 8 MB in size.

5
EverDrive 64 / Re: Zelda OOT and MM NGC PAL 50hz on Everdrive 64
« on: September 13, 2021, 05:25 PM »
Hi!

Just to know if Zelda OOt and MM (NGC promo disc version) exist in N64 Pal 50hz for Everdrive 64.
Because my N64 is PAL and I found these games only on 60hz

Thank you.

Sorry if this is a stupid question, but have you tried the NTSC versions? Most PAL TVs nowadays support NTSC, or at least PAL60 output. You don't have to set any options on your TV, the TV automatically detects the NTSC signal and switches it's output mode appropriately.


6
EverDrive 64 / Goldeneye fan-made levels Compilation Pack
« on: September 08, 2021, 06:17 PM »
Quoted from the webpage:


"Over the years, we've seen many great custom missions* be released by various authors. The problem is, you have to load in a new ROM each time you want to change a level. What if we could have a handful of these all in one nice and neat compilation pack?

That's what this mod was created for. Twelve missions and nine multiplayer maps, carefully edited and put together for a seamless experience. There are some fun easter eggs to find, a bonus objective on 007 difficulty called "Cheese Tracker!" (where you must find and destroy three pieces of cheese wedges), and a bunch of exciting cheat options (which are unlocked once the final mission has been completed on any standard difficulty).

You're able to toggle the anti-aliasing inside the watch menu, as well as whether or not you hear footstep sound effects when you walk. The Sight-On-Screen option was replaced to accommodate the steps, but you can still enable/disable the crosshair by holding both L+R shoulder buttons for a brief moment during gameplay. In the future, you may see dedicated controller buttons with useful functions. You can preview these in the final mission.

That about wraps it up. Enjoy these fantastic levels that our very creative GE modding community have crafted!"





Source: http://n64vault.com/ge-campaigns:ge007-compilation-pack





Note 1: The ROM name and product ID codes have been changed. This means that you will be using new save files that are unique from the original GoldenEye. However, this also means that it may not be recognized as a GoldenEye game by different emulators or flash drives. You might need to set up the game settings, and be sure it uses EEPROM 4K save type.

ROM Name: GOLDENEYE COMP PACK
ID Code: NG7E

Note 2: If you're playing with the GE/PD 1964 emulator, you will not immediately have the hi-res textures that it offers GoldenEye through Glide. You'll need to go into the folders, and find the "GOLDENEYE_HIRESTEXTURES.dat" file. Simply make a copy of it, and name it as "GOLDENEYE COMP PACK_HIRESTEXTURES.dat" for the new ROM name. This also goes for the "GOLDENEYE_HIRESTEXTURES.htc" file. Copy it, and name that one "GOLDENEYE COMP PACK_HIRESTEXTURES.htc", as well.










* A great site to find many of these mods and hacks is:

http://n64vault.com/


7
Added:

0x8BACD9E9=1    (GE007 Compilation Pack - GOLDENEYE COMP PACK)

for the GE007 Compilation Pack (http://n64vault.com/ge-campaigns:ge007-compilation-pack).

8
Ever wanted to play through Perfect Dark with you starring as Mario, and with all of the other characters being characters from Mario's universe?

Or, since Perfect Dark stars Joanna, who is female, then you'd prefer to play through the game as Peach, but still with every other character being from Mario's universe?

Either way, this mod is for you:

Video and patch download link:

https://www.youtube.com/watch?v=5JxD85jlx90

Go to 0:50 to skip the video's opening text, if you like.




And the mod that puts Mario characters into Goldeneye has existed for a few years now:

http://n64vault.com/ge-for-fun:goldeneye-with-mario-characters


9
Yep, I have an expansion pak. The everdrive screen says it's loading no save file found then it goes to black and the game never starts. I'm unsure what else I can do. I suppose I'll finally have to upgrade when I can

What version Everdrive do you have? A version 1, v2, v2.5, v3, X5 or X7? And what version OS are you using? Always include this information when posting about a problem, as it can help to narrow down the causes of the problem.

I have v3 with the fw 2.12, I tried the 2.13 but it gives me black screen, does it happen to you too?
are there any patches for these games that don't work?

Super Mario 64 ITA by Rulesless
Super Mario 64 Multiplayer (USA)
Automobili Lamborghini (E)[ITA by Rulesless 1.0]
Diddy Kong Racing ITA 0,99 by Rulesless
Densha de Go! 64 (USA) (freeze during intro)


Thank you

Sorry, I hadn't seen your post. I have a v2.0 Everdrive, using v2.13 of the official OS. I've sent you a PM.

10
For the two new Aleck64 conversion updates:

0xDB73E24F=10      (Hanabi de Doon! Don-chan Puzzle v1.1)
0x4088BAAD=10      (Kuru Kuru Fever v1.1)

Added, thanks.



Speaking of Aleck64 conversion updates, there's this one too:

0xDB41DFF9=10   (Super Real Mahjong VS v2.0)

Added, thanks.

11
EverDrive 64 / Re: Dinosaur Planet Mod, Patch and Discord
« on: August 23, 2021, 11:15 PM »
Understood, thanks. Please let us know when things progress, this is a really interesting project.

12
EverDrive 64 / Re: Doom 64: Merciless Edition II (Released!)
« on: August 23, 2021, 09:34 PM »
Great, thanks mate.

13
EverDrive 64 / Re: Dinosaur Planet Mod, Patch and Discord
« on: August 23, 2021, 09:33 PM »
Does anyone know how this project is progressing?

14
EverDrive 64 / Re: Console Compatibility Project ENHANCED
« on: August 18, 2021, 12:35 AM »
i could technically create an archive for em tho probably only on discord for now due to my website server being kinda weird rn bc i planned to host all the CCPs on my Website but since Server Hosting is rn not really an option for me bc i am still a student and dont have that much money for Hosting yknow..... but id love to! :D

Fair enough, mate. Though if you do ever want to make such an archive file (say as a .zip file, or a .7z file, since 7zip files can work out much smaller than zip files) then you could just load the archive file to a file share site for free, such as:

https://mega.nz/

which is a great site, and free for anyone to use. Then just give the URL to anyone who wants to download the file, no need to have your own website or anything.


[/quote]and about the SM64 Communitys Console Incompatibilies well to be fair bnack when sm64 was first inventeted we barely had any accurate nor functioning emulators and even now since we have those options barely anybody does it because either they use Old Tools like Skelux SM64 Editor or just ASM Patches killing Console Compatibility and/or many other Issues.... :( id honestly love if more people would get into console compatiblility but since 90% of people play nowadays on Emulator wich is well another Factor.... i dont seem it to go anywhere soon
[/quote]

Yep. It is a shame, but that's the way things are. We're just lucky that so many great mods are playable now, and that others are being made N64 compatible, for those N64 fans who prefer the real hardware.

15
Got one for the LodgeNet build of Ocarina of Time.
Needs to be set to SRAM to boot past the intro screen even though this build of OoT doesn't save.

0x0AF93C44=3    (Legend of Zelda, The: Ocarina of Time - LodgeNet Build)

Just added to the first post, thanks mate.

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