EverDrive Forum

General => EverDrive 64 => Topic started by: cheaterdragon1 on February 05, 2014, 03:16 AM

Title: Everything and More about the Everdrive 64
Post by: cheaterdragon1 on February 05, 2014, 03:16 AM
Hi guys, great news! I just finished my page on the Everdrive 64: http://micro-64.com/features/everdrive64.shtml

The purpose of this page was for it to be the ultimate Everdrive 64 resource providing as much information about the device as possible. It covers what it is, where to buy, how it works, how to set it up, what it's capable of and much more! Everything is written to be as simple to understand as possible. It's very user-friendly.

Let me know what you guys think! If you have any comments, suggestions, or criticism please let me know.
Title: Re: Everything and More about the Everdrive 64
Post by: snstay on February 05, 2014, 04:36 AM
Very cool site. I really like it.
Great job!!
Title: Re: Everything and More about the Everdrive 64
Post by: dvd2vcd on February 05, 2014, 06:23 AM
nice detailed info! great job sir, i salute you, also the wall paper downloads are very nice :)
Title: Re: Everything and More about the Everdrive 64
Post by: cheaterdragon1 on February 05, 2014, 07:48 PM
Thanks for the kind words!
Title: Re: Everything and More about the Everdrive 64
Post by: keropi on February 05, 2014, 10:43 PM
very nice! kudos!  :)
Title: Re: Everything and More about the Everdrive 64
Post by: stunty999 on February 06, 2014, 11:23 AM
Nice job! thx for  all the ED64 newbies like me  ::)
Title: Re: Everything and More about the Everdrive 64
Post by: gladders on February 07, 2014, 01:38 PM
Awesome stuff!
Title: Re: Everything and More about the Everdrive 64
Post by: Tux on February 07, 2014, 06:26 PM
Just a note about DK64, I read somewhere in the forum that EEPROM 16kb support has improved in ED64 and that DK64 (without patches) saving might work correctly now. Has anyone tried it?

Also, it would be nice to mention the Good names of the patches the roms, so manual patching is not necessary.

Title: Re: Everything and More about the Everdrive 64
Post by: cheaterdragon1 on February 08, 2014, 02:25 AM
Just a note about DK64, I read somewhere in the forum that EEPROM 16kb support has improved in ED64 and that DK64 (without patches) saving might work correctly now. Has anyone tried it?

Also, it would be nice to mention the Good names of the patches the roms, so manual patching is not necessary.
Thank you for the feedback.

I do remember Krikzz saying that DK64 might not have problems with OS 2.04. The only issue is that I haven't seen anyone actually confirm this. I don't want to post something that might not possibly be true so I went with the old method that has been confirmed to work. The fact that saving works early on in the game and the problems come later is what scares me with that game. We need people to play through the game and get far to accurately test it. If more information comes forward I will definitely revise that part. I don't mind patching the game, but remembering to choose SRAM everytime is kind of a pain.

As for the patched ROMs, I wasn't too sure about that. More and more hacks these days are coming out and it doesn't hurt to know how to patch ROMs.  :)
Title: Re: Everything and More about the Everdrive 64
Post by: nuu on February 08, 2014, 02:36 PM
If someone can confirm this I shall update the incompatibility list as well.

I heard that DK64's anti-piracy mechanism deletes your save after you have gotten the first crown. So someone needs to play it at least that far on an unpatched rom on OS 2.04.
Title: Re: Everything and More about the Everdrive 64
Post by: Tux on February 08, 2014, 02:53 PM
If someone can confirm this I shall update the incompatibility list as well.

I heard that DK64's anti-piracy mechanism deletes your save after you have gotten the first crown. So someone needs to play it at least that far on an unpatched rom on OS 2.04.

The problem I heard was a glitchy EEPROM 16k implementation, NOT an anti-piracy mechanism.

I experienced this problem in early OS, but the save "corrupted" very far after the first crown.

I am playing the unpatched DK64 in the latest OS, so I will let you know if it corrupts or not. I am playing for the second time, so I don't really care if the save gets erased.
Title: Re: Everything and More about the Everdrive 64
Post by: saturnu on February 08, 2014, 02:59 PM
Hello,
what a long article, that must have been a lot of work ^^
here are a few comments for your guide, as it seems to me you want to write something that is as correct as possible

i think it's more a userguide but it could be worth mentioning that there is the possibility to program for it and to use the sd-card in your own programs. ^^
http://krikzz.com/pub/support/ed64/ED64-IO.zip
there is no documentation but if you like you can download my menu-sources, to learn from it how to use the cartridge saves, the sdram, upload the firmware and use the sd-card...

Quote
NES Games
Sure you can download neon64 1.2a from krikzz site, but i recommend you to download neon64 1.2b, 'cause it have some pal issues fixed
-> if you can't see the the screen, C-Up switches to pal
a few days ago 'Eisi' showed up here with another neat neon64 patch http://pastebin.com/xyA9eZwb
http://hcs64.com/files/neon64bu12b.zip
some technical programmer hint... fixing up the checksum in the romheader let's you autostart the game, if not it boots into the neon64 startscreen and the rom could be started with 'A'.

Quote
Can I use DexDrive saves with the Everdrive 64?
you can! dexdrive files only have a little extra header (37kb-32kb=5kb) that could be deleted with an hex-editor.
or maybe you can use my old mempak-tool for the everdrive 64 (should work on ed64v1, too)
http://www.assemblergames.com/forums/showthread.php?41396-release-Mempak-Tool-for-the-ED64

btw. savegames!
you can use ucon64 to convert byteswapped savegames from emulators
http://krikzz.com/forum/index.php?topic=713.msg7238#msg7238

Quote
Games from Other Regions -
I'm having trouble getting NTSC games to work on my PAL Everdrive 64 and PAL TV?
This section is a bit wrong and it's one of the most misunderstood topics on the n64.
The Reality Co-Processor (RCP) sends a digital RGB-Signal to the Digital Analog Converter Chip (DAC).
http://members.optusnet.com.au/eviltim/n64rgb/n64rgb.png
The DAC itself makes a NTSC Signal of it on a NTSC console or a PAL Signal on an PAL console.
So a non-modded PAL N64 only outputs PAL! But here comes the tricky part, the N64-Rom sets the "speed" or how fast the RCP is sending it's digital output to the DAC - so as a result there is a PAL Signal at 50Hz how it should be or with an NTSC-Rom a PAL Signal at 60Hz which you can see as a wrong PAL-Signal.
There a many PAL TV-Sets that are capable of displaying PAL at 60Hz as a kind of compatibility mode. NTSC at 50Hz is a lot more uncommen, so you may expect more issues this way around.
I think. this happens 'cause the color carrier isn't useful any longer. So there are some tricks as using PAL-M (which is a NTSC-Signal with another color carrier) to get a colored picture.
To get rid of that you can modify your N64 to RGB analog out, that is pretty easy on the older US/JP Consoles and the first French ones in the PAL region. If you have a newer console with a MAV-DAC-Chip you will need a replacement DAC.
A second chance is to reconfigure the MAC-DAC to change the output signal corresponding to the speed the RCP is set to.
http://krikzz.com/forum/index.php?topic=1213.0

btw. some words about the conversion program paladin could be interesting, too ^^
Title: Re: Everything and More about the Everdrive 64
Post by: pcfreak324 on February 09, 2014, 01:25 PM
saturnu, I have a few questions regarding neon64:

How can I apply Eisi's patch to neon64 v1.2b when only the source from neon64 v1.2a has been released?

When I load a NES rom using EverDrive, it tells me neon64 v1.2b has "BAD CRC", even though I fixed it with ucon64 using the command "ucon64 --n64 --chk NEON64BU.ROM". Despite this error, neon64 loads the rom directly and plays fine.
Title: Re: Everything and More about the Everdrive 64
Post by: saturnu on February 09, 2014, 05:58 PM
Quote from: ChillyWilly
He seems to have lost the source for 1.2b because he also has a disassembly of 1.2b that he did in 2010. Looking at the disassembly, it's still only setting the VI for NTSC display. The fixes for PAL are with regards to PAL NES roms, not PAL N64s.

Quote
How can I apply Eisi's patch to neon64 v1.2b when only the source from neon64 v1.2a has been released?
I think actually the patch is for 1.2a

I can't answer you why it is displaying 'BAD CRC', maybe it has something todo with the everdrive os and how it calcs the chksum
Title: Re: Everything and More about the Everdrive 64
Post by: cheaterdragon1 on February 10, 2014, 07:39 PM
I edited in some of your suggestions saturnu, thanks very much for your input.



Now, I'm currently going through DK64 on a clean, non-patched ROM with the original save method. So far I'm 90 minutes into the game with all the bananas for Diddy and DK in the first level. I also have collected the first crown. My save file is still there so far. I'd like to get further though.
Title: Re: Everything and More about the Everdrive 64
Post by: Tux on February 10, 2014, 09:42 PM
Now, I'm currently going through DK64 on a clean, non-patched ROM with the original save method. So far I'm 90 minutes into the game with all the bananas for Diddy and DK in the first level. I also have collected the first crown. My save file is still there so far. I'd like to get further though.

I'm also testing it. If neither of our save files corrupt, I think we will prove EEPROM 64k implementation in the latest OS is working correctly now :)

100% with 4 chars in Level 1 and 2, two crowns, ~8 saves/resets, everything OK. Entering the factory now...
Title: Re: Everything and More about the Everdrive 64
Post by: Kerr Avon on February 11, 2014, 04:11 PM
Yes, please post up when you've completed DK64, as we do need to have the question of which save method to use sorted out.

Is DK64 the only game that needs this confirming?
Title: Re: Everything and More about the Everdrive 64
Post by: nuu on February 11, 2014, 07:10 PM
That's great that two people are testing this! I will edit the compatibility list if you can confirm this. Sounds good so far.

Kerr Avon I don't know but I have noticed several games not saving as it should, even after trying to force all save types, on earlier OS versions. I remember at least PD Ultraman Battle Collection 64 and Akumajou Dracula Mokushiroku didn't. And Getter Love is also supposed to have saving but it doesn't by default (haven't tested forcing though). Getter Love is using controller pack for saving a suspended game but is using cartridge backup for saving things you unlocked.
Then there is Dezaemon 3D that I just can't figure out how to save in if it even works. Should be technically possible though since the ED64 have enough save memory for it as Saturnu said earlier.
Title: Re: Everything and More about the Everdrive 64
Post by: cheaterdragon1 on February 12, 2014, 06:29 AM
Is DK64 the only game that needs this confirming?
For the NTSC and PAL libraries, it should be the last. Only like 25% of the N64 library saves on-cart, the rest are memory card which have no issue.
Title: Re: Everything and More about the Everdrive 64
Post by: Tux on February 15, 2014, 01:15 PM
My game got erased with the following progress:

Level 1: 100% 5 kongs
Level 2: 100% 5 kongs
Level 3: 100% with 4 kongs
2 crowns, ~6 fairies (?)
Time of game: Unknown.
Number of saves/resets: ~14

It now shows as empty in the save game list. However, other progress information like bonus that opens with fairies are still showing OK.

Unfortunately, OS 2.04 still has troubles with DK64.
Title: Re: Everything and More about the Everdrive 64
Post by: saturnu on February 15, 2014, 02:27 PM
sounds like a copy protection. ^^
a technical issue would result more likely in a totally damaged save-file.
Title: Re: Everything and More about the Everdrive 64
Post by: Kerr Avon on February 15, 2014, 04:12 PM
My game got erased with the following progress:

Level 1: 100% 5 kongs
Level 2: 100% 5 kongs
Level 3: 100% with 4 kongs
2 crowns, ~6 fairies (?)
Time of game: Unknown.
Number of saves/resets: ~14

It now shows as empty in the save game list. However, other progress information like bonus that opens with fairies are still showing OK.

Unfortunately, OS 2.04 still has troubles with DK64.

Damn. How long did it take you in total to get to the point where everything got erased? What I mean is, would you be happy to replay it again from the start, and copy the last working save before the save is erased/ruined, so you could e-mail the working save to Krikzz, so he could load it into the game, and see if he can work out what is happening?
Title: Re: Everything and More about the Everdrive 64
Post by: cheaterdragon1 on February 15, 2014, 06:02 PM
DAMN, so there are still issues! But from what I understand you still made it a lot further than most people. I haven't lost my save file, but I also haven't got as far as you. I didn't end up getting called in to work today so I'll play further today. Sending a save file to Krikzz would be a great idea.


EDIT: If anyone wants to do some experimenting, I will save you some time. Here's my DK save file.

-Level 1 & 2 100% complete with 4 Kongs
-Collected a couple Misc Bananas on DK Island
-21% Game completion
-5 1/2 hours playtime
-2 Crowns and I think 3 Banana Fairies
-Level 3 is has been opened, but I haven't entered it yet

https://www.mediafire.com/?1e02z9w33lr56fp

Remember to put it in your ED64 folder under Save. Also the save and ROM name must be the exact same so rename it if necessary.
Title: Re: Everything and More about the Everdrive 64
Post by: nuu on February 16, 2014, 12:08 AM
Oh what a bummer!

Many games have a corruption check at boot that deletes the save if part of it is corrupted. You usually get prompted with a message for this though.
But as Saturnu suspects that would probably delete the whole save area so those unlocked bonuses would probably also be gone. I also begin to think it's a copy protection thing after all.

Tux roughly how many hours did you play before you lost the save? It's a bit strange the the copy protection would let you play that far into the game.
Title: Re: Everything and More about the Everdrive 64
Post by: Tux on February 16, 2014, 12:28 AM
In case someone is interested, I got the same problem in OS 1.8X, except that my game "corrupted" two levels later, but since I hadn't done everything 100% as I did now, I can't really say if the progress was higher or no. I read some people saying it would get "corrupted" after first crown, but this is the second time I got the problem, and I could advance much more than the first crown.

Damn. How long did it take you in total to get to the point where everything got erased? What I mean is, would you be happy to replay it again from the start, and copy the last working save before the save is erased/ruined, so you could e-mail the working save to Krikzz, so he could load it into the game, and see if he can work out what is happening?

The game gets annoying after you finish it once, so I'm not trying it again. I can share the "corrupted" save file in case someone wants to check.

Many games have a corruption check at boot that deletes the save if part of it is corrupted. You usually get prompted with a message for this though.
But as Saturnu suspects that would probably delete the whole save area so those unlocked bonuses would probably also be gone. I also begin to think it's a copy protection thing after all.

Tux roughly how many hours did you play before you lost the save? It's a bit strange the the copy protection would let you play that far into the game.

I don't remember how many hours I played it.

If the game gets deleted only during boot, then my game progress should still be in the save - I did not reset the console after it appeared as empty.
Title: Re: Everything and More about the Everdrive 64
Post by: cheaterdragon1 on February 16, 2014, 06:21 AM
You don't have to restart Tux, just grab my save file.
Title: Re: Everything and More about the Everdrive 64
Post by: Kerr Avon on February 16, 2014, 03:42 PM

If the game gets deleted only during boot, then my game progress should still be in the save - I did not reset the console after it appeared as empty.

That's an interesting point, but are you absolutely sure of that? Was the sequence like this;

1) The save BEFORE the one you mention above was working, so you;
2) Loaded the save,
3) Played to the point you mention in your post above (Level 3: 100% with 4 kongs, etc),
4) Saved the game,
5) Reset the N64 (thereby writing the save to the SD Card)

If so, then perhaps it was at the point prior to DK64 saving the game that the game detected it was not a genuine cartridge, and so it corrupted the save, and when you perfomed action 5 (reset the N64) then the corrupted save was written over the working save.

I mean, in the above example, maybe there is a

3.5) The game detects that it's not running from a real cartridge, and so deliberately corrupts the save (though this of course doesn't affect the save file on the SD Card until you reset the N64, in step 5).


Or did you manage to load the save that you mention, before it became corrupt?

Either way, this problem has got to be solved, not just because DK64 is such a popular game, or even because we want the Everdrive 64 to work with 100% of N64 games, but because if the fault is with the ED64 then Krikzz will want to know so he can fix it.

Plus since DK64 is one of only two games that need the expansion pak (well, three really, as Perfect Dark all but needs it*) then it would be even more of a shame if DK64 didn't work with the ED64.




* Well four really, at least on the ED64, since the Banjo Tooie hack needs the expansion pak or it can't work.
Title: Re: Everything and More about the Everdrive 64
Post by: cheaterdragon1 on March 08, 2014, 01:36 AM
Just want to thank Krikzz for stickying this thread!

Also I haven't played DK64 recently but I was up to 85 golden bananas in level 4 without any issues at all so far. I can't comment on how the save files are lost yet as I haven't had any issues yet and I'm really wondering if it even will. If anyone wants a copy of my save file please let me know. I'll do my best, as I would totally love to see DK64, Battletanx, and Pokemon Stadium 2 patched.
Title: Re: Everything and More about the Everdrive 64
Post by: bidou67 on March 11, 2014, 10:05 PM
sounds like a copy protection. ^^
a technical issue would result more likely in a totally damaged save-file.

same problem for me on everdrive 64 ntsc everdrive 64 v2 with os 2.04 have a problem with this game donkey kong 64
Title: Re: Everything and More about the Everdrive 64
Post by: Kerr Avon on March 11, 2014, 10:34 PM

same problem for me on everdrive 64 ntsc everdrive 64 v2 with os 2.04 have a problem with this game donkey kong 64

What is the problem for you? Please describe it so that it can help Krikzz (the makes the Everdrive 64) find a solution.
Title: Re: Everything and More about the Everdrive 64
Post by: cheaterdragon1 on March 20, 2014, 02:08 AM
Added a page on S-Paladin for you PAL users :)

http://micro-64.com/database/howtos-paladin.shtml
Title: Re: Everything and More about the Everdrive 64
Post by: cheaterdragon1 on March 24, 2014, 02:45 AM
Although Tux already had his DK64 save file deleted, I was still quite curious if the same would happen to me.

Unfortunately it did get deleted. Today I was playing through level 4 Gloomy Galleon. I has defeated 80% of the level and deceided that I hadn't saved in a while so I better. I was up to a total of 107 gold bananas. I saved several times, quit, and got to the main menu. I then checked to make sure that my save file was there and it still was. Then I hit the reset button as expected, and once the Everdrive menu loaded I turned the console off. Upon powering on the console I found my save file gone. It's still there on the Everdrive, but the game must've done something to it.

I don't know if Everdrive OS 2.04 did make any improvements with how DK64 does saving, but it didn't make enough to for you to play all the way through. For playing the entire DK64 game we'll have to stick to the crack.

Now I'm in a shitty situation. I have all my DK64 save files backed up on my computer and I'd like to continue playing the game. The cracked version of DK64 uses SRAM for saving and my save files are all EEP16K. I'm not sure how I can get the game to use my different save type files. I don't suppose anyone would know what I can do?

I've uploaded two save files in this folder here: https://www.mediafire.com/?p358d8mxv4j7nzb

The first one is my 107 golden bananas file that no longer works. The second one is my file before that. It works with no issue. If anyone can help me out that would be appreciated. I was enjoying the game so much and really don't want to restart.
Title: Re: Everything and More about the Everdrive 64
Post by: MockyLock on March 24, 2014, 08:49 AM
Maybe this could help you :
http://krikzz.com/forum/index.php?topic=1396.0
Title: Re: Everything and More about the Everdrive 64
Post by: saturnu on March 24, 2014, 09:10 AM
Have you thought about if your savegame is really messed up?

you tried the uncracked rom, to test if the the newer more precise eeprom emulation in the new OS 2.04 makes dk saving stable?
but that's not needed - back in the days, the guys used original carts with real eeprom16k chips and dk didn't save anyway 'cause of a copy protection.

(http://abload.de/thumb/dk_cmpp1jy4.png) (http://abload.de/image.php?img=dk_cmpp1jy4.png)

Quote
MESSAGE FROM LAC REGARDING THE SAVE FIX
About the dk64 crack its not 100%. you lose the save basically when you complete certain tasks. for instance... once u get the first crown and save, it loses it. This happens on all backup units. and it is copy protection. I have to look at it, but probably wont get to it this weekend. this sucks. now i feel dumb cause i made same mistake as titanik. i trusted the beta testers ;) its hard to tell if a game is 100% cracked when u have to play thru the whole game. you just play as far as you can and HOPE that you got rid of all the protections.

after that Lac released the 101% crack and you should really just use that one, like you use a cracked file for banjo tooie (both have a cic-6105 btw.) ^^

Quote from: fathertime
Crazynation Titanik had a shot at cracking/redirecting the save type from 16k eeprom to SRAM, but due to Rare having some nasty hidden protection, the save was wiped randomly. Then Dextrose LaC released his crack (with similar 16k eeprom to SRAM save redirection) but it had the same save problem as the original Crazynation Titanik crack.. Finally Dextrose LaC released his 2nd crack/save redirect attempt called the "101% crack" that found every last piece of Rare's protection code. Many people on the old www.dextrose.com N64 scene forums were able to finish the game with this final crack so this one should work for you.

The Eeprom -> SRAM conversion wasn't a crack attempt in the first place. The conversion is mainly a features, so that you could use a DS1/DX256 cart back in the days, so you don't need another original cart with an eeprom to save to.

(http://abload.de/thumb/c23a2013-9208-60cd-36hbulg.jpg) (http://abload.de/image.php?img=c23a2013-9208-60cd-36hbulg.jpg)

basically you could do a byte compare with the first titanic patch where the sram conversion is done and alter a lac 101% crk rom back to eeprom16k, if you really need to save in eeprom16k. ^^

I would gues converting your working savegame to SRAM (extending and renaming it) and using the the 101% crk rom would do the trick.
to do so try the program MockyLock linked, set it to sram256 and uncheck both conversion boxes. ^^
don't forget to rename the file extension from eeprom to sram.

greetings, saturnu


EDIT:
it worked like described and i attached the savegame
force cic-6102 and sram with the f2 rom
Title: Re: Everything and More about the Everdrive 64
Post by: MockyLock on March 24, 2014, 02:11 PM
The more i read about all you explain about saves, the more i think i should take time to study the save conversion.
I have many games, like Perfect Dark, with a wonderful save (most of cheats availables, etc..) and i should learn how to backup it (copy it to Controller pak and backup using Everdrive OS, i can do that) and most, converting it to use with a the Everdrive itself.
It sounds so easy when you talk about it...
Title: Re: Everything and More about the Everdrive 64
Post by: Kerr Avon on March 24, 2014, 04:22 PM
I didn't know there was a full working DK64 (working as in you can save/load properly and so complete the game on an ED64), whether it's a cracked version of DK64 or not. Which version of DK64 (as in, what is it called, such as "Donkey Kong (U) [F1].z64") does allow the game to be saved and loaded at all points, so is fully completable on the Ed64? Preferably PAL, but NTSC if necessary.

Has someone played all the way through on an Ed64, to verify this?

And if we use that version, then surely it doesn't matter much if the non-cracked version never fully works on the ED64, as long as the cracked version does?
Title: Re: Everything and More about the Everdrive 64
Post by: nuu on March 24, 2014, 04:32 PM
http://krikzz.com/forum/index.php?topic=147.0 I've listed them in the compatibility thread. They have been around since long before the ED64 came out and no one has complained that we know of, so they are assumed to work.
Title: Re: Everything and More about the Everdrive 64
Post by: saturnu on March 24, 2014, 05:56 PM
there is a f1 f2 und f3 i think f2 is the right one not f1
Title: Re: Everything and More about the Everdrive 64
Post by: nuu on March 25, 2014, 12:01 PM
For the (U) rom yes that's what I also heard. For the (E) rom I heard it's the F1 one. I haven't confirmed anything though.

The goodtools just named all the fixed roms that was floating around on the internet by F#. There's no logical meaning to the numbers, it's just a way to make them have separate names. That's why F2 might really be a later version of the same fix as F3 is.
Title: Re: Everything and More about the Everdrive 64
Post by: saturnu on March 25, 2014, 01:17 PM
Quote from: Lac
Ya there is probably something wrong with its bootemu.
There is not copy protection like JFG and Tooie. The dk64 copy protection just checked for valid bootcode in the rom.

after reading this, i think it's no inaccurate eeprom16k emulation, it's more a inaccurate bootemulator. ^^
Title: Re: Everything and More about the Everdrive 64
Post by: nuu on March 25, 2014, 05:41 PM
Why would that affect saving?
Title: Re: Everything and More about the Everdrive 64
Post by: saturnu on March 25, 2014, 06:01 PM
In case of a copy protection. Rare is known for extensive use of the cic-6105, i think if the bootcode is recongnized as emulated (missing something -> so no real cic), it's going to corrupt the savegame.
in v64, z64 days the game was booted with a bootemulator, too and faild to save correctly with a real eeprom16k and the 64drive is able to use the unmodifed [!] rom without any issues with another bootemulator. ^^
Title: Re: Everything and More about the Everdrive 64
Post by: nuu on March 26, 2014, 11:21 AM
OK so the problem is the CIC after all. That's what we thought from the beginning. You say 64drive's boot emulator is better?

I hope Krikzz will improve the boot emulator, and even better if an universal CIC clone was made.
Title: Re: Everything and More about the Everdrive 64
Post by: saturnu on March 26, 2014, 12:57 PM
I wouldn't care at all. the ed64 bootemulator boot up all games except (maybe) dk64 right and there is a patch available. ^^
I think autopatching it like banjo tooie is the way to go. A game more or less that needs a crack who cares. :D
Title: Re: Everything and More about the Everdrive 64
Post by: nuu on March 26, 2014, 03:51 PM
Allright if all regional versions of it are patched then I guess it's ok. Banjo Tooie still only have the USA version patched.
Title: Re: Everything and More about the Everdrive 64
Post by: cheaterdragon1 on June 12, 2014, 05:13 AM
My Everdrive 64 article has been updated today. I added a section about save types and also added a bit more information here and there. Article went from being 39.32 KB to 42.74 KB, woo.
Title: Re: Everything and More about the Everdrive 64
Post by: nuu on June 12, 2014, 02:33 PM
Good job. But it's confusing that you keep calling the US region for NTSC when NTSC usually refers to both the US and Japan regions (both consoles are technically identical). I would call it NTSC-USA and NTSC-JP or something like that.

You also claim that you have a full list of US and PAL games that needs to change the save type. I assume you have tested saving in every US and PAL game then?
Title: Re: Everything and More about the Everdrive 64
Post by: cheaterdragon1 on June 12, 2014, 07:10 PM
Good job. But it's confusing that you keep calling the US region for NTSC when NTSC usually refers to both the US and Japan regions (both consoles are technically identical). I would call it NTSC-USA and NTSC-JP or something like that.

You also claim that you have a full list of US and PAL games that needs to change the save type. I assume you have tested saving in every US and PAL game then?
Yeah my friend was saying to start using NTSC-U and NTSC-J. I really should have from the start and the article has been updated for that.

As for the save-types, I didn't actually play each game, but I have a full list of what each save type should be here: http://micro-64.com/database/gamesave.shtml That list is based off an old list from Elitendo that's pretty damn accurate. I went through every game on that list that has some form of on-cart saving and made sure that the Everdrive 64 had the correct method selected. I did find a couple new ones that previously weren't documented like Taz Express. I might be missing a Prototype or two, but I should have every retail game for NTSC-U and PAL listed.
Title: Re: Everything and More about the Everdrive 64
Post by: nuu on June 12, 2014, 09:15 PM
You really did a good job then. so there aren't that many games that needs to have it's save type forced to another type after all. The Japanese list seems to be longer though: http://krikzz.com/forum/index.php?topic=1550
Title: Re: Everything and More about the Everdrive 64
Post by: faelle on July 04, 2014, 05:49 AM
Everdrive bought my 64, but is not working. I put the OS on ED64 folder, put the Roons, and does not work. A blue screen appears asking the OS file, but now put.
I've tried everything. I tested 2 different consoles, 3 SDHC cards, and 3 different everdrives and always happens.

Please, someone help me.

When I put the SD card without a blue screen appears asking the OS. When I put the SD card with OS nothing happens.

Help me, please!!

Thank you.
Title: Re: Everything and More about the Everdrive 64
Post by: cheaterdragon1 on July 04, 2014, 08:23 PM
Everdrive bought my 64, but is not working. I put the OS on ED64 folder, put the Roons, and does not work. A blue screen appears asking the OS file, but now put.
I've tried everything. I tested 2 different consoles, 3 SDHC cards, and 3 different everdrives and always happens.

Please, someone help me.

When I put the SD card without a blue screen appears asking the OS. When I put the SD card with OS nothing happens.

Help me, please!!

Thank you.

Use an SD card that you know is working. You'll want to format it as FAT32. Then download this and unzip it: http://krikzz.com/pub/support/ed64/os-bin/OS-V2.04.zip Drag and drop that file onto your SD card and then add whatever ROMs you want.

It's possible that your Everdrive is an old one. Did you purchase it used? I would suggest trying an older OS to see if that works. On your SD card create a folder called ED64, then download and put this inside it: http://krikzz.com/pub/support/index.php?dir=ed64%2Fos-bin%2F1.29&download=OS64.v64 Then add a ROM or two for testing.
Title: Re: Everything and More about the Everdrive 64
Post by: xenphor on July 22, 2014, 10:39 PM
So if you set the save option manually for a game like dk64, do you have to manually reset it when you play a game that should automatically detect the correct format?
Title: Re: Everything and More about the Everdrive 64
Post by: Paulweeze on July 22, 2014, 11:53 PM
So if you set the save option manually for a game like dk64, do you have to manually reset it when you play a game that should automatically detect the correct format?
Do you mean that if you manually change the save type that it stays that way for other games? Anytime you select and start or select only, it reverts to the correct savetype, so you dont have to worry about that. For DK64, you want the sram patched version, select only, then change save type to sram. When you choose another game, it will automatically change.
Title: Re: Everything and More about the Everdrive 64
Post by: xenphor on July 23, 2014, 12:07 AM
So if you set the save option manually for a game like dk64, do you have to manually reset it when you play a game that should automatically detect the correct format?
Do you mean that if you manually change the save type that it stays that way for other games? Anytime you select and start or select only, it reverts to the correct savetype, so you dont have to worry about that. For DK64, you want the sram patched version, select only, then change save type to sram. When you choose another game, it will automatically change.


I see that's what I was thinking. Also, I've seen from some older posts that zip or other compression methods aren't supported so is this still the case? Do they have to be .z64?
Title: Re: Everything and More about the Everdrive 64
Post by: Paulweeze on July 23, 2014, 12:10 AM
Yep. Everdrives cannot unzip on the fly like a pc or emulator, so you need a rom of these extentions...
.n64
.v64 little endian (derived from doctor v64 dumper)
.z64 big endian (derived from z64 dumper)
.rom (i have a proto under this extension that works)
.maybe others?
Title: Re: Everything and More about the Everdrive 64
Post by: Kerr Avon on July 23, 2014, 05:26 PM
ZIP/RAR/7z support would be nice, but it's not really necessary, since N64 games don't compress well when compared to most games for non-cartridge systems. This is because cartridge games tend to be very compressed anyway (especially well written games) to allow the programmers/designers to fit as much data as possible on one cartridge. As a result, if you zip up most N64 games then you'll be lucky to save ten or twenty percent of the space, whereas with PC games, you can often save 50% or more by zipping them up. On my laptop, I've just zipped up the following:


N64:

Jet Force Gemini   Full: 32.0 MB   Compressed: 27.9 MB
Perfect Dark   Full: 32.0 MB   Compressed: 28.2 MB
Super Mario 64   Full: 8.00 MB   Compressed: 5.61 MB


PC:

Carmageddon   Full: 723 MB   Compressed: 263 MB
Doom (Brutal Doom mod)  Full:  102 MB   Compressed: 45.9 MB
Half-Life  Full: 4.34 GB    Compressed: 1.98 GB

The PC games all zip up (well, rar up, I used Winrar with compression set to 'Good', for all PC and N64 archives in this test) to less than 50% of their size, whereas the N64 game Jet Force gemini produced a rar file 87% of it's size, Perfect Dark saved only 11% (the resulting file is 89% of the original file size), and Super Mario 64 actually surprised me by giving a rar file that is only 70% of the original file size.

Anyway, SD Cards are so cheap now, and there are so few N64 games anyway, that you can fit them all on a reasonably priced  SD Card without needing to compress them first. An 8GB card is great, though 16GB is ideal, and a 32GB card would be somewhere between luxury and a waste of money.
Title: Re: Everything and More about the Everdrive 64
Post by: xenphor on July 24, 2014, 05:22 AM
Well I'm trying to use the patch files on the site and using ucon64 for patching. It seems to be working although with ips patches I get this message:
Quote
NOTE: Sometimes you have to add/strip a 512 bytes header when you patch a ROM
      This means you must modify for example a SNES ROM with -swc or -stp or
      the patch will not work


Does this apply for n64?
Title: Re: Everything and More about the Everdrive 64
Post by: Paulweeze on July 24, 2014, 05:30 AM
I have not had problems using these patches. I use ipswin20 (for ips patches), xdelta ui (xdelta patches), and winrom64 to fix crc, but the new os bypasses bad crc's so it is not nessesary.
Title: Re: Everything and More about the Everdrive 64
Post by: nuu on July 24, 2014, 02:04 PM
ZIP/RAR/7z support would be nice, but it's not really necessary, since N64 games don't compress well when compared to most games for non-cartridge systems. This is because cartridge games tend to be very compressed anyway (especially well written games) to allow the programmers/designers to fit as much data as possible on one cartridge. As a result, if you zip up most N64 games then you'll be lucky to save ten or twenty percent of the space, whereas with PC games, you can often save 50% or more by zipping them up. On my laptop, I've just zipped up the following:


N64:

Jet Force Gemini   Full: 32.0 MB   Compressed: 27.9 MB
Perfect Dark   Full: 32.0 MB   Compressed: 28.2 MB
Super Mario 64   Full: 8.00 MB   Compressed: 5.61 MB


PC:

Carmageddon   Full: 723 MB   Compressed: 263 MB
Doom (Brutal Doom mod)  Full:  102 MB   Compressed: 45.9 MB
Half-Life  Full: 4.34 GB    Compressed: 1.98 GB

The PC games all zip up (well, rar up, I used Winrar with compression set to 'Good', for all PC and N64 archives in this test) to less than 50% of their size, whereas the N64 game Jet Force gemini produced a rar file 87% of it's size, Perfect Dark saved only 11% (the resulting file is 89% of the original file size), and Super Mario 64 actually surprised me by giving a rar file that is only 70% of the original file size.

Anyway, SD Cards are so cheap now, and there are so few N64 games anyway, that you can fit them all on a reasonably priced  SD Card without needing to compress them first. An 8GB card is great, though 16GB is ideal, and a 32GB card would be somewhere between luxury and a waste of money.
When comparing whole romsets it makes quite a difference. I checked an old no-intro set I have and it's 10GB zipped. But the unzipped one I have on my card is around 18GB (although it's the newest no-intro set) if I remember correctly, so that's almost 50% size difference. It's not a big deal though as you say with SD cards being cheap. I would say 8GB is not enough, 16GB is good (but still a pain) and 32GB is ideal.
Title: Re: Everything and More about the Everdrive 64
Post by: xenphor on July 25, 2014, 07:49 PM
What exactly is the best way to manage memory card saves? If I dump a memory card to a file, is there a way I can label what games are on it? And if I have multiple memory card files with different names, I can still load any one of them?
Title: Re: Everything and More about the Everdrive 64
Post by: Paulweeze on July 25, 2014, 08:13 PM
You will just have to name it something logical. For NES games, i name it nes. For my main memory card, I named it Paul and my secondary is my bro's name Bob. But obviously, it could be easy to loose track. If you are good with abriviations, name the file that (ex. if you had a destruction derby and superman save on 1 card, name it DD_SM.mpk ect.). Yes, you could have 10 memory cards backed up and be able to transfer the data to any of those memory cards. So it is awesome if you only have 1 memory card, cause you can exchange the saves depending on what you are playing.
Title: Re: Everything and More about the Everdrive 64
Post by: xenphor on July 28, 2014, 05:34 AM
So is Dezaemon 3D playable without saving?
Title: Re: Everything and More about the Everdrive 64
Post by: Paulweeze on July 28, 2014, 05:36 AM
Yep, just uses a wackado save type that no other will suffice.
Xenphor, have fun with your cart, and for crying out loud experiment with it, thats how you learn ;D.
Title: Re: Everything and More about the Everdrive 64
Post by: xenphor on July 28, 2014, 08:21 PM
Don't have it yet lol
Title: Re: Everything and More about the Everdrive 64
Post by: Paulweeze on July 28, 2014, 08:22 PM
Oh i see. Twas just a joke, if any other questions, just let us know :).
Title: Re: Everything and More about the Everdrive 64
Post by: nuu on July 29, 2014, 12:25 PM
So is Dezaemon 3D playable without saving?
Playable yes but creating a game is kind of pointless if you can't save it. You can play the sample games, but you can't save your high score.
Title: Re: Everything and More about the Everdrive 64
Post by: xenphor on July 29, 2014, 10:15 PM
Hm reading up on it it seems that if saving were to be implemented then that would be a way to share creations which apparently is not possible on the original or through emulation.

edit: actually looks like 64drive supports it
Title: Re: Everything and More about the Everdrive 64
Post by: xenphor on August 07, 2014, 02:32 AM
Well I got my everdrive but how do I get the OS from the .exe file using Linux?
Title: Re: Everything and More about the Everdrive 64
Post by: Paulweeze on August 07, 2014, 02:48 AM
The os is not part of a .exe file, it might be in a .zip file though. Ill post you just the os file (and you merely drag the ED64 folder in the sd card) if that will help.
https://www.dropbox.com/sh/eipw3f2xyx4c50n/AADgzOVOtona28KnPjSlM16Ma
Title: Re: Everything and More about the Everdrive 64
Post by: xenphor on August 07, 2014, 03:27 AM
Yeah I got the os file and put it on the root in folder ed64 but it still can't find the OS.

edit: Are you not allowed to have any other folders in the root of the sdcard?

edit: had to format the card with a windows computer
Title: Re: Everything and More about the Everdrive 64
Post by: Paulweeze on August 07, 2014, 08:27 AM
Yea, all other folders can be on root. So you have dragged the whole ed64 folder to the root of the sd card correct? Is your sd card named (if so, delete the name)? Is your sd card formated to fat 32 with 32Kbyte cluster size? Can you take pics of your sd setup? Otherwise maybe try the older os's.
Title: Re: Everything and More about the Everdrive 64
Post by: xenphor on August 07, 2014, 11:05 AM
Well I got it working but now when I go to reset the game to save it says "FAT System Error" Error 0xF0. Then I have to reset again to get to the menu.

edit: ok I tried again formatted using:
mkdosfs -F 32 -I /dev/sdb1

manually created ed64, save, cpak, auto folders and put in os file. Now saving works with mario 64 at least.
Title: Re: Everything and More about the Everdrive 64
Post by: Paulweeze on August 07, 2014, 11:41 PM
Good to hear you finally got mario to save :). If you cant save any other specific game, just let us know!
Title: Re: Everything and More about the Everdrive 64
Post by: saturnu on August 08, 2014, 12:30 AM
if it's still not working try a tool to low level format the sdcard
http://hddguru.com/software/HDD-LLF-Low-Level-Format-Tool/
and use the windows format function to set it to fat32 with std 4k cluster and no volume label at all :>

you could also set the card speed to 25mhz in the menu itself, but i think this is only required i a few cases.
Title: Re: Everything and More about the Everdrive 64
Post by: Paulweeze on August 08, 2014, 12:37 AM
if it's still not working try a tool to low level format the sdcard
http://hddguru.com/software/HDD-LLF-Low-Level-Format-Tool/
and use the windows format function to set it to fat32 with std 4k cluster and no volume label at all :>

you could also set the card speed to 25mhz in the menu itself, but i think this is only required i a few cases.
Cool tool Saturnu, but iirc he is using linux. Will this work with it or should he use something like dosbox or some kind of virtual computer?
Edit: He has access to another windows computer, hope he will figure it out.
Title: Re: Everything and More about the Everdrive 64
Post by: saturnu on August 08, 2014, 01:00 AM
the poor mans way would be
sudo dd if=/dev/zero of=/dev/sdX bs=1M
check for badblocks with 'badblocks /dev/sdX'  :D
then make a partition with 'fdisk' and format it with mkfs.vat

but that isn't the right way to do it and no real low-level format either :D

you stuck at the FTL with such simple commands
http://en.wikipedia.org/wiki/NAND_flash#Block_erasure

better use the 'SD Formatter 4.0 for SD/SDHC/SDXC' of the SD Association
https://www.sdcard.org/downloads/formatter_4/

to be honest i don't even know how to do this right under linux :D
Title: Re: Everything and More about the Everdrive 64
Post by: Paulweeze on August 08, 2014, 01:05 AM
Lol, im sure he'll find a way with windows. I think ive generally been fortunate, everything ive thrown at a Everdrive sd card wise has worked without formatting. These hints i give are hints ive seen Krikzz or others as yourself give in other post to help those who have to format their card properly. He'll keep us posted if it doesnt work.
Title: Re: Everything and More about the Everdrive 64
Post by: saturnu on August 08, 2014, 01:11 AM
yes this is more or less 'plan b' for cards with little issues. :>
but hey, sdcards are so cheap today. you could buy a new 8gb one for 5€ at every corner. :D
Title: Re: Everything and More about the Everdrive 64
Post by: xenphor on August 08, 2014, 03:42 AM
no I got it working formatting with the command I listed in linux:
mkdosfs -F 32 -I /dev/sdb1
Title: Re: Everything and More about the Everdrive 64
Post by: Paulweeze on August 08, 2014, 03:45 AM
Cool beans. Now enjoy your new device (if nobody is paying attention to my post, that is my go-to catch phrase for people who just got it working :D)!
Title: Re: Everything and More about the Everdrive 64
Post by: xenphor on August 12, 2014, 06:43 AM
I can't seem to get Major League Baseball Featuring Ken Griffey, Jr. to boot for some reason.

edit: nevermind I guess it was my rom
Title: Re: Everything and More about the Everdrive 64
Post by: cheaterdragon1 on September 14, 2014, 10:35 PM
My Everdrive 64 page has finally been updated!

New additions:
-Updated Compatibility
-Updated Gameshark
-New section on Everdrive Version 3.0
-A few misc changes here or there
Title: Re: Everything and More about the Everdrive 64
Post by: fabio_rosendo on September 25, 2014, 08:04 PM
My Everdrive 64 page has finally been updated!

New additions:
-Updated Compatibility
-Updated Gameshark
-New section on Everdrive Version 3.0
-A few misc changes here or there
.
I passed by here just to thanks CheaterDragon for the great N64 S-Video cable topic.  ;)
http://www.micro-64.com/features/svideo.shtml
.
Without this topic I never knew that i had a bad S-Video cable.
An old 3 in 1 combo cable S-Video/AV (Playstation/Gamecube/Dreamcast).  :-\
.
Now I got a S-Video only cable for N64, and that wierd pixelated effect disappeared. 8)
Thanks man.
Title: Re: Everything and More about the Everdrive 64
Post by: GBM on October 10, 2014, 06:24 PM
Hey cheaterdragon1, thanks for the infos you provided on your homepage. I'd like to suggest including all the findings from this thread (http://krikzz.com/forum/index.php?topic=2166.0) in your patching guide because some people still seem to have problems launching JFG and finding the correct version for their system.
Title: Re: Everything and More about the Everdrive 64
Post by: butfluffy on October 10, 2014, 09:02 PM
Hey cheaterdragon1, thanks for the infos you provided on your homepage. I'd like to suggest including all the findings from this thread (http://krikzz.com/forum/index.php?topic=2166.0) in your patching guide because some people still seem to have problems launching JFG and finding the correct version for their system.

i'm still having trouble understanding how a game that has been hacked and patch to work on the n64 could stop working properly, like the patched information from within the rom has been erased or something, how couyld this happen.
 i still have not tried version 2.05 and i don't know if jet force gemini will be affected. i know i have the exact right patched rom so i think i will go and test it now for myself.
Title: Re: Everything and More about the Everdrive 64
Post by: Paulweeze on October 10, 2014, 09:16 PM
Just tested JFG patched (Jet Force Gemini (U) [F1].z64 from goodset) and have no problems. Idk why Gladder is having problems (are you using a pal version?)
Title: Re: Everything and More about the Everdrive 64
Post by: GBM on October 10, 2014, 11:27 PM
Hey cheaterdragon1, thanks for the infos you provided on your homepage. I'd like to suggest including all the findings from this thread (http://krikzz.com/forum/index.php?topic=2166.0) in your patching guide because some people still seem to have problems launching JFG and finding the correct version for their system.

i'm still having trouble understanding how a game that has been hacked and patch to work on the n64 could stop working properly, like the patched information from within the rom has been erased or something, how couyld this happen.
 i still have not tried version 2.05 and i don't know if jet force gemini will be affected. i know i have the exact right patched rom so i think i will go and test it now for myself.
Simply put:
If you have a PAL ED64 and no RGB mod use  Jet Force Gemini (E) (M4) [f1] and force NTSC via the menu.
If you have an NTSC ED64 just use the Jet Force Gemini (U) [F1].z64 on default/NTSC.
With an RGB modded console you can use both roms if you force NTSC.

Maybe the reason for this odd behaviour is the intro and/or the way the patch was designed. You find more details on the link I provided.
Title: Re: Everything and More about the Everdrive 64
Post by: butfluffy on October 11, 2014, 12:22 AM
i just tested jet force gemini patched ntsc rom on my ntsc console and it works just like it should for me also.
Title: Re: Everything and More about the Everdrive 64
Post by: cheaterdragon1 on October 16, 2014, 01:04 AM
Major Update Today to the Everdrive 64 Guide today. Guide is now up to date for Everdrive Version 3.0 and OS 2.05.

Thank you guys very much for your input. I added an extra sentence to the JFG section about PAL people forcing it to NTSC. Hopefully this clears things up.

New Additions:
-New section on Choosing if you should go with the 2.0 or 3.0
-How the Everdrive Saves was updated to include the differences
-Game Compatibility section updated
-New Information on Save Types
-Added Info on Self Test
-Changed a couple Screenshots
-Various Changes here or there

Any suggestions, corrections, or ideas are welcome! Sorry this update took so damn long.

Edit: If someone could let me know the best and definitive doubutsu no mori ROM that would be great. I'll get it added to the patch section.
Title: Re: Everything and More about the Everdrive 64
Post by: GBM on October 17, 2014, 05:14 PM
Very good work and thank you for including the new information about JFG. I hope it's enough to help people finding the correct version for their systems.

Just a small correction:
Quote
Some PAL users have reported the PAL patch only works if you go to the Options and force the game to boot in NTSC this seems to fix it.
Without forcing to NTSC the game runs as if it wasn't patched. It's maybe also worth noting that it will be displayed in PAL resolution, for people being afraid if their TV can handle an NTSC signal.
Title: Re: Everything and More about the Everdrive 64
Post by: cheaterdragon1 on October 17, 2014, 08:31 PM
Very good work and thank you for including the new information about JFG. I hope it's enough to help people finding the correct version for their systems.

Just a small correction:
Quote
Some PAL users have reported the PAL patch only works if you go to the Options and force the game to boot in NTSC this seems to fix it.
Without forcing to NTSC the game runs as if it wasn't patched. It's maybe also worth noting that it will be displayed in PAL resolution, for people being afraid if their TV can handle an NTSC signal.
No problem and I just made the exact correction you mentioned.
Title: Re: Everything and More about the Everdrive 64
Post by: asdfqwer426 on October 27, 2014, 11:48 AM
a great write up in that link there, so much great info about the everdrive 64.  I know you have a short homebrew section in there, but i think it's worth mentioning the GBpak tool created (afaik) by "saturnu".

http://krikzz.com/forum/index.php?topic=1548.0

it allows rom backups of gb games, but also save backup and writing saves to games. using this tool would be a pretty slick way to get retail saves onto an everdrive GB.

also, i'm playing through the "story" of pokemon stadium 2 on an everdrive v2 right now and I'll try to report back when i'm done about if it ever has problems. so far i have completed all of "round 1" without an issue and will soon be starting round 2
Title: Re: Everything and More about the Everdrive 64
Post by: cheaterdragon1 on October 29, 2014, 06:18 AM
a great write up in that link there, so much great info about the everdrive 64.  I know you have a short homebrew section in there, but i think it's worth mentioning the GBpak tool created (afaik) by "saturnu".

http://krikzz.com/forum/index.php?topic=1548.0

it allows rom backups of gb games, but also save backup and writing saves to games. using this tool would be a pretty slick way to get retail saves onto an everdrive GB.

also, i'm playing through the "story" of pokemon stadium 2 on an everdrive v2 right now and I'll try to report back when i'm done about if it ever has problems. so far i have completed all of "round 1" without an issue and will soon be starting round 2
That's going to be the very next page added. I recently tried that tool out and it was wonderful, loved it. I've taken the photos and screenshots for the article just need to sit down and actually write it.
Title: Re: Everything and More about the Everdrive 64
Post by: asdfqwer426 on October 29, 2014, 07:08 AM
glad to hear it! to elaborate on stadium 2, I've used it extensively with the tansfer pak. i mean A LOT. mystery gift, all pokemon and item transfers work. bonus pokemon you are gifted also work. the only glitch i've been able to find has been that the 3d sprites of all pokemon never apear in the previews or in the credits. it makes the role call of all 251 pokemon with their sprites in the credits VERY boring. its just their names flashing on the screen. lol. gym leader castle and all stadium matches work as well. I'll try to report on if round 2 also works fine. if i can beat it. i assume it will.
Title: Re: Everything and More about the Everdrive 64
Post by: butfluffy on October 29, 2014, 03:02 PM
i can't believe that with the popularity of everdrives that nobody who knows how has hacked the pokemon stadium 2 to use a different save type.
 there were some save fixes made in the past to work with the old copiers which were great. i was sure that someone whith the know how would have made a save fix for this game at some point, it seems like a logical step to boost the compatibility of v1 and v2 everdrive 64's.
 i would have a go at it myself if i knew what i was doing but i ain't got a clue, it can't be so easy or someone would have done it by now lol.
 a save fix for pokemon stadium 2 and save support for dezaemon 3d and we got almost perfect compatibility.
 animal forest can be played now on the v3 everdrive but the translation seems to cause problems, hopefully there will be a fix for the translated rom for everdrive 3 users. i'm not so bothered about this game because i can play animal crossing on my gamecube instead, but it's not really my kind of game anyhow.
 
Title: Re: Everything and More about the Everdrive 64
Post by: asdfqwer426 on November 05, 2014, 09:34 AM
I've been playing more stadium 2 and i have found more glitches. I have a shiny miltank i recently caught. i can use it on stadium 2, it shows the shiny marker, shows the sparkle when the pokeball opens, but then a normal miltank sprite comes out. i've compared to a real stadium 2 where indeed a shiny miltank is displayed. so it appears in addition to the sprites on display modes not appearing, shiny sprites are not there and are replaced with the normal versions. luckily, still nothing that effects gameplay. only aesthetics.
Title: Re: Everything and More about the Everdrive 64
Post by: cheaterdragon1 on November 07, 2014, 09:19 PM
Everdrive Guide Updated again.

New additions:
-Now mentions Everdrive 2.5
-More info on Pokemon Stadium 2
-Neon 64 V1.2B added
-Minor misc changes here or there

And a brand new page on Saturnu's GB64 dumping tool:
http://micro-64.com/features/gbromdumping.shtml
I plan to document some of Saturnu's other programs too.

Thank you for your write-ups on Pokemon Stadium 2 asdfqwer426. It appears that the game is not as screwed as I thought it was so I made an update. Definitely keep me updated on your progress. I never made it too far into Round 2 just because I suck.

Title: Re: Everything and More about the Everdrive 64
Post by: Zdif on December 04, 2014, 01:38 PM
Hey guys!

I got a short question concernig the difference between v3 and v2: I've read, that with v3 its no longer necessary to reboot the cartridge after saving the game, but: What does that mean in the first place? Example: If I play a game like Zelda OoT and i save during gameplay in the pause screen, does that automatically mean that i have to stop playing and reboot? What about games that auto save (hmm.. not quite sure if that actually existed druing n64 era)

Well in the end: thanks for helping me out here, guys!
Title: Re: Everything and More about the Everdrive 64
Post by: Paulweeze on December 04, 2014, 06:48 PM
In v2, you have to hit reset to write the save to the sd card. For example, you played mario 64 and beat a few stars and you want to save and quit. You have to hit reset when you are done playing in order for the save to be stored on the sd card because it doesnt have sram. V3 acts just like a retail cart and saves without having to hit reset because it does have sram. Hope that helps :).
Title: Re: Everything and More about the Everdrive 64
Post by: nuu on December 05, 2014, 06:19 PM
If you have a power outage, the N64 hangs, someone stumbles on the power cord or you simply forget to reset before turning off you loose all progress since last time you played, saved and reset. Saving several times in the game doesn't help, only the last time before resetting counts. So if you have played a long session or managed to do something that was very hard, it may be a good idea to save and then reset the N64.
Title: Re: Everything and More about the Everdrive 64
Post by: Flash-Original on May 07, 2015, 12:53 AM
A question I am beginning all that of programming that if such that if which. To do homebrews for n64 that language of programming is in use? .Como are bookshops in use loin the libdragon?
Title: Re: Everything and More about the Everdrive 64
Post by: AlMac64 on May 11, 2015, 08:59 PM
Hi.
  I'm new to this and before I buy an Everdrive I need to know if it is legal to download ROMS.I am sure I have read somewhere that whether you own the game or not,it is not legal to download even as a backup.Is this right?
Thanks
Title: Re: Everything and More about the Everdrive 64
Post by: saturnu on May 11, 2015, 09:41 PM
questions about legality aren't easy to answer. it mainly depends on where you live.
in many countries it's legal to make backups of the media you bought or rent. but it differs, if you really ave to dump it yourself or not.
Title: Re: Everything and More about the Everdrive 64
Post by: Kerr Avon on May 12, 2015, 12:24 AM
As Saturnu says, copyright laws and their usage varies from country to country. But as long as you legally own a game, then downloading a copy so you can play it on a flash cartridge (or emulator) isn't morally wrong. And the police of any country have much more important things to do than to arrest a home user for downloading games that he doesn't own but also doesn't intend to sell for money. If you make money out of the games you download, then the authorities might take notice, but downloading games to play on a flash cartridge or emulator isn't going to worry anyone.



By the way, in England (where I live), under British law you are entitled to make one backup copy of any software you own. Incidentally, this means that any protection that prevents a user (in Britain) from making a copy of a game he owns is actually illegal, as it is denying that person his lawful right.

Of course, for this law to be enforced, it would have to be brought to court, and since only software houses are rich enough to do this, it almost certainly won't happen, as what games players can afford to spend a fortune in legal fees to insist on this legal right?

And if the case did get brought to court, the law would soon be changed to remove this right, as the courts and government almost always side with the big businesses.



Source:

http://www.legislation.gov.uk/ukpga/1988/48/section/50A

Quote:

"Copyright, Designs and Patents Act 1988

50A
Back up copies.


(1)
It is not an infringement of copyright for a lawful user of a copy of a computer program to make any back up copy of it which it is necessary for him to have for the purposes of his lawful use.



(2)
For the purposes of this section and sections 50B [F3, 50BA] and 50C a person is a lawful user of a computer program if (whether under a licence to do any acts restricted by the copyright in the program or otherwise), he has a right to use the program.



(3)
Where an act is permitted under this section, it is irrelevant whether or not there exists any term or condition in an agreement which purports to prohibit or restrict the act (such terms being, by virtue of section 296A, void).]"
Title: Re: Everything and More about the Everdrive 64
Post by: kmksoulja on June 08, 2015, 08:27 AM
As Saturnu says, copyright laws and their usage varies from country to country. But as long as you legally own a game, then downloading a copy so you can play it on a flash cartridge (or emulator) isn't morally wrong. And the police of any country have much more important things to do than to arrest a home user for downloading games that he doesn't own but also doesn't intend to sell for money. If you make money out of the games you download, then the authorities might take notice, but downloading games to play on a flash cartridge or emulator isn't going to worry anyone.



By the way, in England (where I live), under British law you are entitled to make one backup copy of any software you own. Incidentally, this means that any protection that prevents a user (in Britain) from making a copy of a game he owns is actually illegal, as it is denying that person his lawful right.

Of course, for this law to be enforced, it would have to be brought to court, and since only software houses are rich enough to do this, it almost certainly won't happen, as what games players can afford to spend a fortune in legal fees to insist on this legal right?

And if the case did get brought to court, the law would soon be changed to remove this right, as the courts and government almost always side with the big businesses.



Source:

http://www.legislation.gov.uk/ukpga/1988/48/section/50A

Quote:

"Copyright, Designs and Patents Act 1988

50A
Back up copies.


(1)
It is not an infringement of copyright for a lawful user of a copy of a computer program to make any back up copy of it which it is necessary for him to have for the purposes of his lawful use.



(2)
For the purposes of this section and sections 50B [F3, 50BA] and 50C a person is a lawful user of a computer program if (whether under a licence to do any acts restricted by the copyright in the program or otherwise), he has a right to use the program.



(3)
Where an act is permitted under this section, it is irrelevant whether or not there exists any term or condition in an agreement which purports to prohibit or restrict the act (such terms being, by virtue of section 296A, void).]"

Damn dude I didn't know you lived in england. Thought you lived in the states.
Title: Re: Everything and More about the Everdrive 64
Post by: gladders on June 20, 2015, 12:11 AM
Hey, I dunno if this has been asked before, but I saw on your excellent site the guide for dumping GB ROMs via the N64 Transfer Pak.

Do you know if something similar exists for, say, dumping GB Camera photos?

Thanks :)
Title: Re: Everything and More about the Everdrive 64
Post by: saturnu on June 20, 2015, 12:20 AM
first you have to dump the camera sram and than you can use a tool to extract the pictures. ^^

maybe, but i don't have one ^^
try one this tools after dumping the ram from the gbcamera

win32:
http://1x-upon.com/~despens/gameboy/howto/gb_cam_dump.zip
http://1x-upon.com/~despens/gameboy/howto/gcam14.zip

*nix:
https://github.com/jkbenaim/gbcamextract


Download latest libgbpak
gb64_v06_beta_cam_write.zip

http://krikzz.com/forum/index.php?topic=2298.0
Title: Re: Everything and More about the Everdrive 64
Post by: gladders on June 20, 2015, 12:23 AM
Brilliant! Now just to get a Transfer Pak :D
Title: Re: Everything and More about the Everdrive 64
Post by: Rey on July 09, 2015, 04:17 PM
Is there a place where I can find what error codes mean for the everdrive 64? I created a thread a few days ago and even though it has 58 views but no replies. I'm just trying to make sure there's nothing wrong with this cartridge. Please, someone help me.
Title: Re: Everything and More about the Everdrive 64
Post by: Kerr Avon on July 09, 2015, 10:53 PM
Is there a place where I can find what error codes mean for the everdrive 64? I created a thread a few days ago and even though it has 58 views but no replies. I'm just trying to make sure there's nothing wrong with this cartridge. Please, someone help me.

I saw your thread, but didn't reply, as I don't know the answer. Please don't think that people are ignoring you, it's just that almost none of us on here know the technicalities of the Everdrive's workings, aside from Krikzz (who designs and makes them), and Saturnuu, and maybe a couple of others.

Krikzz might not have seen your post, so you should pm him with your question. He will answer, he's very helpful.
Title: Re: Everything and More about the Everdrive 64
Post by: Rey on July 09, 2015, 11:37 PM
Thank you Kerr.  I'll pm him.
Title: Re: Everything and More about the Everdrive 64
Post by: Hexatendo on July 27, 2015, 04:52 AM
Cheaterdragon1, 64DD support might be added soon. Saturnu talked to Krikzz, and Krikzz says he might be adding 64DD games to the official OS.
Title: Re: Everything and More about the Everdrive 64
Post by: rafaelalvesals on August 11, 2015, 06:38 PM
Hello,
  I've had my ED since April. And I'm still having the same issue where it will not save at all.

I play mostly wrestling games (Virtual Pro Wrestling, No Mercy, WCW Revenge) so when I play a season, hit the reset button or flip the power switch, it still doesn't save the game. I make created wrestlers, nothing is saved. Even with the baseball games I've played my seasons have always ended being lost due to not saving.

I formatted my card before I loaded anything on it. I've re-formatted it twice since. Still nothing seems to be working.

I have linked several photos to show the error that I get when I hit the reset button. As well as photos of the saving (Z button) screen and a photo of how I have my SD card configured.

Please help me figure out what, if anything, I'm doing wrong. And help me figure out this issue.


Thank you for your time,
Aaron

First of all, wrong topic man.
I think that for the wrestlers that you make you need a controller pak to save them.
And doesn't only hit the reset button, hold it for a fill seconds and release the button =)
Title: Re: Everything and More about the Everdrive 64
Post by: welfnm on August 18, 2015, 06:08 AM
I spent the last 6 hours playing Tony Hawk Pro Skater 3 and the expansion pak turned really hot but other than that is ok. I realized that with the expansion 4mb off the game would run at  lower frame rate . Just love this addon memory pak to play Star Wars Rogue Squadron as well.

BTW I just wanted to give a big thank you to this website http://www.micro-64.com/features/svideo.shtml before that I bought 3 different S-video cabels and none of them looked good and I thought the issue was in my console.

Resume: The official s-video cable is good but be sure to buy the one made for the Gamecube (http://www.gamechoiceclub.com/image/gc_s_cable_n.gif) not the one for the SNES. The snes looks OK but not good as it should. I got one from 1991-92 and still works.
There's a guy who makes a special S-video cable for gamecube/n64 on ebay and he's from Sweden. He says the cables are handmade and no checkerboard effect. I just bought one and it should arrive sometime in the next 2 weeks. He sells PAL S-video cables which claims to correct the color issue in PAL consoles.
Title: Re: Everything and More about the Everdrive 64
Post by: Smashbro29 on November 29, 2015, 07:57 PM
With the new CIC chip all of that stuff about patching kinda goes out the window though, right?
Title: Re: Everything and More about the Everdrive 64
Post by: saturnu on January 10, 2016, 02:29 PM
this guide needs an update:

incompatible games -> Dezaemon 3D works now due to SRAM 768Kbit support
Games that Require Patches -> ultracic II option
aleck64 -> new releases and cic settings
64dd support
Title: Re: Everything and More about the Everdrive 64
Post by: Hexatendo on March 09, 2016, 10:56 PM
Yep. Like I said, 64DD support is needed. Unfortunately, you cant swap disks. Oh, and it's possible to get an error message even though you dont have a 64DD.
Title: Re: Everything and More about the Everdrive 64
Post by: acecalisto3 on March 13, 2016, 06:46 AM
I am having an issue with my Everdrive64.. The os loaded fine.. Interface works fine.. i go to play my rom and it says "rom load error 100" ..... i've been searching for days for someone else with the same problem or guidance around the issue! i need some zelda in my life...
Title: Re: Everything and More about the Everdrive 64
Post by: Kerr Avon on March 13, 2016, 02:26 PM
I am having an issue with my Everdrive64.. The os loaded fine.. Interface works fine.. i go to play my rom and it says "rom load error 100" ..... i've been searching for days for someone else with the same problem or guidance around the issue! i need some zelda in my life...

You should start a new thread about this problem, and provide more information about it, such as what revision of Everdrive 64 you have (v1, v2, v2.5, or v3), what version OS are you using, what game roms are you using, do those roms work with an emulator (if you've tried them), etc. Basically, the more information you give, the better your chances of your problem being diagnosed.

Anyway, you should try a different SD card, as some SD cards don't work with the Everdrive. If that doesn't work, then make a new post with all of the relevant information, and hopefully someone will be able to help you.
Title: Re: Everything and More about the Everdrive 64
Post by: blizzz on May 08, 2016, 07:18 PM
Is there a way to sort the game list alphabetically? It's kinda sorted, but not really. For example it will list "Mario Party 2" before "Mario Party", then "Mario Golf" and finally "Mario Party 3".

Edit: Fixed it by deleting all files from my SD card and copying them back over.
Title: Re: Everything and More about the Everdrive 64
Post by: typingsux on July 22, 2016, 07:21 PM
Just made an account to say thanks for this webpage that you made, and I think you've convinced me to buy this product.
Title: Re: Everything and More about the Everdrive 64
Post by: Kerr Avon on July 22, 2016, 11:29 PM
Is there a way to sort the game list alphabetically? It's kinda sorted, but not really. For example it will list "Mario Party 2" before "Mario Party", then "Mario Golf" and finally "Mario Party 3".

Edit: Fixed it by deleting all files from my SD card and copying them back over.




Lots of hardware devices (such as home media players, portable mp3 players, flash cartridges, etc) don't sort the filenames properly, and instead partially or totally list the files in a folder according to the order they were copied to the USB stick or memort card. To fix this, you can move the files from the USB or SD Card, and then back again, as you did, or you can use a utility such as FolderSort which will sort the files into proper order for you automatically.

Note that there's a later version of FolderSort available, but v1.1 seems quicker and does the job properly, so that's the one I use, and you can get it from here:

ftp://ftp.mypcwerks.com/software/Utilities/Misc/FolderSort/ (http://ftp://ftp.mypcwerks.com/software/Utilities/Misc/FolderSort/)
Title: Re: Everything and More about the Everdrive 64
Post by: IAPD3000 on December 12, 2016, 11:21 PM
I got two questions about the ED64.

I ordered mine ED64 in the 2.5 version because I can't get the V3 from Krikzz.com. It's not arrived in the US yet. The V3 is more expensive and they are not in stock this month. What's the difference between these two versions?

If you can play some NES games in ED64, what about SNES games or others?
Title: Re: Everything and More about the Everdrive 64
Post by: lee4 on December 13, 2016, 02:23 AM
I got two questions about the ED64.

I ordered mine ED64 in the 2.5 version because I can't get the V3 from Krikzz.com. It's not arrived in the US yet. The V3 is more expensive and they are not in stock this month. What's the difference between these two versions?

If you can play some NES games in ED64, what about SNES games or others?
v3 has and v2 does not
RTC (real time clock) v3 only
Separate SRAM & save battery v3 only (v2 you need press reset to save your game save)
Title: Re: Everything and More about the Everdrive 64
Post by: 4everdrive on January 12, 2017, 01:14 PM
Hi guys, great news! I just finished my page on the Everdrive 64: http://micro-64.com/features/everdrive64.shtml

The purpose of this page was for it to be the ultimate Everdrive 64 resource providing as much information about the device as possible. It covers what it is, where to buy, how it works, how to set it up, what it's capable of and much more! Everything is written to be as simple to understand as possible. It's very user-friendly.

Let me know what you guys think! If you have any comments, suggestions, or criticism please let me know.

Hi, great info on your site. Nice to see it all in one place. One thing I noticed though is the link you have to download the OS is broken, just returns a 404 error.
Title: Re: Everything and More about the Everdrive 64
Post by: cheaterdragon1 on February 06, 2017, 03:22 AM
Hi guys, great news! I just finished my page on the Everdrive 64: http://micro-64.com/features/everdrive64.shtml

The purpose of this page was for it to be the ultimate Everdrive 64 resource providing as much information about the device as possible. It covers what it is, where to buy, how it works, how to set it up, what it's capable of and much more! Everything is written to be as simple to understand as possible. It's very user-friendly.

Let me know what you guys think! If you have any comments, suggestions, or criticism please let me know.

Hi, great info on your site. Nice to see it all in one place. One thing I noticed though is the link you have to download the OS is broken, just returns a 404 error.
I just fixed that link but that was the only thing I changed. The page is approaching 2 years without an update which is something I really need to get done. So much has happened in the last 2 years.
Title: Re: Everything and More about the Everdrive 64
Post by: kublai on February 24, 2017, 03:18 AM
This is a great guide especially for a noob like me.
Title: Re: Everything and More about the Everdrive 64
Post by: lvl3 on August 11, 2017, 08:36 AM
Something not on your web page is that Everdrive v3 (vs. v2) has a spring loaded SD slot (press and it pops out, unlike the 2 and 2.5 that you have to press in with your fingernail and pull). Doesn't seem like much but it's actually an awesome/appreciated upgrade :)
Title: Re: Everything and More about the Everdrive 64
Post by: Traveller on September 17, 2017, 01:56 AM
Probably been asked before, but is there a chance the 64 Everdrive will also be reworked at some point? I'm still on v2, but will probably hold off on upgrading for awhile longer still. Just curious if we can expect another revision at some point.
Title: Re: Everything and More about the Everdrive 64
Post by: nuu on September 17, 2017, 01:48 PM
I doubt that, compatibility-wise the only plausible improvement that could be made is to do whatever is necessary to allow Smart Media card access for Mario no Photopie.

What other improvements do you hope for?
Title: Re: Everything and More about the Everdrive 64
Post by: Traveller on September 19, 2017, 01:37 AM
I doubt that, compatibility-wise the only plausible improvement that could be made is to do whatever is necessary to allow Smart Media card access for Mario no Photopie.

What other improvements do you hope for?

None really, I was just wondering about the possibility.
Title: Re: Everything and More about the Everdrive 64
Post by: ZForceFFC on September 19, 2017, 04:54 AM
I just got my ED64 today and have a quick question.  I understand that both DK64 and Banjo Tooie have copy protection that the ED64 automatically patches.  When I boot up Banjo Tooie, it gives me a splash screen of the patch before going to the game.  With DK64, it doesn't do this.  Is there a way of validating the patch was applied?  I don't want to get into the game and have it erase my save at random.  I'm using a No-Intro romset for both games. 
Title: Re: Everything and More about the Everdrive 64
Post by: saturnu on September 19, 2017, 08:33 AM
patches aren't needed anymore, just delete them from the auto-patch folder.
Title: Re: Everything and More about the Everdrive 64
Post by: James-F on December 15, 2017, 11:40 AM
Found your site through google, great for new users of the Everdrive 64.
BTW, there is a typo in the OS, Cheat Dissable, common Krikzz.  ;D
Title: Re: Everything and More about the Everdrive 64
Post by: SG333gg on December 11, 2020, 12:15 AM
Hey OP your list needs an update, for custom backgrounds. On the everdrive 64 x7 does not support a background over 320x240, and they need to be a jpeg. The older verisons use .bmp, but the new does not.  :(

Heres some good examples of this: http://krikzz.com/forum/index.php?topic=10508