Author Topic: Everdrive 64 vulnerability for Rare games  (Read 5271 times)

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Offline elenion

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Re: Everdrive 64 v2 v3 vulnerability for RCP pending task
« Reply #15 on: September 21, 2019, 02:28 PM »
Rare uses their own microcode, and its own communication protocols along with it. That does point to an ED workaround being possible, since it's not a total hang.

Offline Nemok

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Re: Everdrive 64 v2 v3 vulnerability for RCP pending task
« Reply #16 on: September 23, 2019, 08:32 AM »
Thank you Elenion. I'll update the first post to summarize.

Offline Xan

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Re: Everdrive 64 vulnerability for Rare games
« Reply #17 on: September 11, 2020, 07:51 AM »
Just as a heads up, on my Japanese N64, X7 with 3.03 OS (not tested on recently released 3.04 yet) and US Diddy Kong Racing ROM (both 1.0 and 1.1), I've not been able to reproduce the issues described in this thread. Pressed reset on the N64 logo at startup, but every other game would load fine. So either it works differently on an NTSC console or krikzz has implemented a fix for this on the X7.

The 3.04 OS changelog mentions support for v2.5 and v3 carts as well, so if anyone with those had these issues before, it might be worth a try.

Offline Nemok

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Re: Everdrive 64 vulnerability for Rare games
« Reply #18 on: October 13, 2020, 12:11 PM »
Well Xan, thanks for reporting. I've made some new tests with the latest revisions of the 3.0x OS, and... the problem remains. Your setup is quite different, it might indeed be the reason why, but the OS update alone does not fix anything, unfortunately.