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Messages - ErivandoXP

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1
EverDrive 64 / Re: NEO GEO on N64 - MVS64
« on: August 17, 2021, 05:57 PM »
This is very interesting, and will be a great addition to the N64's library. But aren't most Neo Geo game rom sizes too large to be contained (along with the emulator) in the N64's RAM? Are you planning to stream the game data from the Everdrive 64's SD drive, or just emulate the roms that are 6MB or less?

Good questions, but I can't answer.
Unfortunately I'm not the dev, I just shared

2
EverDrive 64 / NEO GEO on N64 - MVS64
« on: August 13, 2021, 05:12 PM »
Status
This emulator is in VERY EARLY STAGE. Only a handful of games boot or work.

Performance on N64 is still not very good, most games do not run at full frame rate yet.

Sound is not emulated yet.

https://github.com/rasky/mvs64

https://github.com/DragonMinded/libdragon

https://github.com/anacierdem/libdragon-docker

3
FXPAK (SD2SNES) / Re: where are all the good snes rom packs??
« on: October 08, 2020, 02:17 PM »
Edit: Google

4
FXPAK (SD2SNES) / Re: Sonic SNES demo/proof of concept
« on: September 16, 2020, 02:43 PM »
The developer TiagoSC released a small update with more sound effects and some improvements.

http://forums.nesdev.com/viewtopic.php?f=12&t=20638

5
FXPAK (SD2SNES) / Re: SGB2 + save states?
« on: September 09, 2020, 03:15 PM »
Can someone show me their BIOS folder, so I know what files I'm supposed to have in there, please?

All necessary files and bios are here:
https://github.com/furious/sd2snes/releases/download/savestate_v12/sd2snes_v1.10.3-frs-v12.zip

6
FXPAK (SD2SNES) / Re: Clarification: Save States on the FXPak Pro
« on: August 27, 2020, 04:59 PM »
SD2SNES firmware 1.10.3-frs-v11 (Unofficial) by FURiOUS

https://github.com/furious/sd2snes/releases/tag/v1.10.3

7
http://forums.nesdev.com/viewtopic.php?f=3&t=20531

https://www.youtube.com/watch?v=irF8gSVrVOs

Thanks to Myself086!

Quote
Project Nested uses a JIT+AOT compiler to convert NES games into SNES games. It runs at roughly full speed depending on the game, 60 fps and mapper support.

Main github page: https://github.com/Myself086/Project-Nested
Download: https://github.com/Myself086/Project-Nested/releases

Specifications requirement for reproduction carts and flash carts:
- Up to 8mb of fast ROM, HiROM format.
- 16kb of SRAM.
- Battery if required by the game.
- No co-processor.

Target specs (planned future updates):
- Up to 8mb of slow/fast ROM, HiROM format.
- 0kb to 256kb of SRAM depending on the game and settings.
- Battery if required by the game.
- No co-processor.

Mappers: 0, 1, 2, 4

Compatiblity spreadsheet: https://docs.google.com/spreadsheets/d/1xKZIyNz1DSI3ZBdMfaTEaa_9b6IEABx-ZPwOb6XqcLQ/edit?usp=sharing

8
EverDrive 64 / Re: Shiren the Wanderer 2 N64 Translation
« on: July 31, 2020, 03:03 AM »
Thanks!

9
EverDrive 64 / Re: New Neon64 beta released
« on: July 28, 2020, 07:49 PM »
https://github.com/hcs64/neon64v2

Version history
---------------

2020-07-27 - beta 3
  - Add mappers 9, 10 (MMC2, MMC4)
  - Added overlays, so mappers can modify the core PPU loop
  - Runtime PAL switch
  - Improved MMC3 IRQ timing
  - DMC and frame counter IRQ
  - Assorted timing adjustments
  - Support some mid-line changes (e.g. Marble Madness)
  - Fix MMC1 PRG mode 0 (e.g. Pirates!)
  - SUROM support (Dragon Warrior III and IV)

2020-07-07 - beta 2
  - Add mappers 30, 31, 71
  - Source release

2020-07-04 - beta 1
  - Initial beta release

10
EverDrive 64 / Re: GameBoy Emulator
« on: July 14, 2020, 12:09 AM »
Awesome! Thanks!


Yep, Works in ED64Plus...

11
EverDrive 64 / Re: New Neon64 beta released
« on: July 13, 2020, 11:09 PM »
Nice. The scrolling is smoother.

Yep, worked on the ED64Plus.

12
FXPAK (SD2SNES) / Re: Universal button combo for save states
« on: July 03, 2020, 04:04 PM »
You need customize the config.yml file:

Quote
IngameSavestateButtons: SR
IngameLoadstateButtons: SL


Instructions in the readme file:

Quote
Customizing Save/Load Inputs
--
You'll just need to type the input buttons as string (without any spaces):

- `B Y A X` = Buttons
- `u d l r` = Dpad
- `s` = Select (lowercase)
- `S` = Start (uppercase)
- `L R` = Shoulder buttons

### config.yml
*"IngameSavestateButtons"* and *"IngameLoadstateButtons"* variables holds the default inputs for Save/Load, which are:

- **SL** = `Start+L`
- **SR** = `Start+R`


### savestate_inputs.yml
You can define custom inputs for each game you want, you'll need the rom checksum value (different versions has different checksums). Examples:

```
# CHECKSUM: SAVE,LOAD
EF80: XR,XL     #dkc1 v1.1 (US)
2BCC: XR,XL     #dkc1 v1.1 (US)
0C17: XR,XL     #dkc1 v1.0 (JP)
1202: XR,XL     #dkc2 (US)
9860: XR,XL     #dkc2 (US)
35CE: XR,XL     #dkc2 (JP)
B28C: XR,XL     #dkc3 (US)
E545: XR,XL     #dkc3 (JP)
F8DF: sYR,sYL   #super metroid (*)
0C17: AR,AL     #super valis (US)
5B4C: AR,AL     #super valis (JP)

13
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« on: June 22, 2020, 02:33 AM »
Nice! Thanks!  ;D

14
Shop and Shipping / Re: Problema com a minha super ever drive
« on: July 08, 2019, 07:42 PM »
Sinto muito, mas o fórum é pra suporte de produtos oficiais do Krikzz.
E além disso as perguntas devem ser escritas em inglês.

Sorry, but the forum is for official Krikzz product support.
Questions should be written in English.

15
In a broadcast on Twitch he said he would release a new version with support for 1.10.1. But it will take a while.

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