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Messages - nuu

Pages: [1] 2 3 ... 149
1
EverDrive 64 / Re: Weird lines for NTSC games
« on: September 19, 2021, 01:53 PM »
Yes the TV, many TVs has problems with the hybrid signal that may come from running an NTSC game on a PAL N64. You would be lucky if it worked.

This problem can still be fixed if you get an NTSC N64 (Japanese or North American) for NTSC games, as long as your TV supports standard NTSC. Newer CRT PAL TVs usually do support standard NTSC.
Just keep your PAL N64 for PAL games as an NTSC N64 is not ideal for PAL games, even though PAL TVs usually support the hybrid PAL60 signal that may come from that case.

2
EverDrive 64 / Re: Zelda OOT and MM NGC PAL 50hz on Everdrive 64
« on: September 19, 2021, 01:36 PM »
I have never programmed the N64 so I don't really know how it works in detail, and I can't prove anything. I just assumed the programmer has the power to affect the refresh rate and resolution like on many older systems. The Atari 2600 and the PC Engine both gives the programmer this kind of power (the PC Engine because its video hardware offers flexible options and the Atari because its video hardware is so rudimentary and handled mostly manually). The N64 video hardware can be reprogrammed using "microcode", which I assume gives the programmer much power of both audio and video generation. Many games uses one of Nintendo's premade programmings however, and maybe these are forcing VSYNC to always be 50 or 60Hz depending on some manually set region flag instead of basing it on what system region is detected, and that could be why so many games might be doing that.

I assumed 61Hz is because it's hard to cap it to exact NTSC standard using software, and because of the different video clock in the PAL version. I didn't think such small timing differences was such a big deal on a CRT, but modern TVs and scalers might have problems with it.

3
EverDrive GB / Re: does this work for GBC games ?
« on: September 19, 2021, 12:20 PM »
Ok in that case trading might be the easiest solution.

4
EverDrive 64 / Re: Zelda OOT and MM NGC PAL 50hz on Everdrive 64
« on: September 17, 2021, 01:59 PM »
You are probably right. I'm just quoting what people that knows more than me about this have previously said on the forum.

They said that only the video clock (also affects audio) is different on the different regions, and only slightly so. The numbers that I have are NTSC = 48.681812MHz, PAL = 49.65653MHz and PAL-M = 48.628316MHz. The CPU clock is 93.75MHz on all regions. The video clock difference is only 2% which seldom is noticeable in a game that was made for one region but is played on another.
But the frame rate becomes 60 or 50Hz regardless of region in games that are hardwired to make VBLANK always fire at either 60Hz or 50Hz.

5
EverDrive GB / Re: does this work for GBC games ?
« on: September 17, 2021, 01:39 PM »
If it didn't even support normal saving it wouldn't be much use of a flashcart. I think trading works even with 2nd gen. If you just use the Everdrive GB as a means to trade to/from a second save file the RTC might not matter. You don't even need to return to the Everdrive menu to save the changes on X3 after a trade, unless you want to prevent duplicating the monster you are trading. But I haven't tried it myself and can't confirm it.

If you have the real cart and the ability to dump and restore the SRAM you can move the save file you want to appear in Stadium to your real cart and use that with the Transfer Pak. Trading is only good for maybe one or two monsters in Pokemon, but you can't trade things like items which can also be stored in Pokemon Stadium, and there are other games using the Transfer Pak which won't work.

6
EverDrive 64 / Re: Zelda OOT and MM NGC PAL 50hz on Everdrive 64
« on: September 16, 2021, 03:34 PM »
That's not any different from what I just said. Color problems on the N64 seem to happen when you play on the wrong region for the game and the TV doesn't support PAL60 or NTSC50 which happens when a game caps 60Hz and 50Hz on a PAL and NTSC console respectively. RGB modding should help with that problem since you can use any frame rate with RGB.

I think 50Hz and 60Hz are defined in the PAL and NTSC standards though, that's why PAL60 and NTSC50 are considered non-standard, although PAL60 is commonly supported by PAL TVs along with NTSC 4.43 which is another non-standard thing.

7
Mega EverDrive / Re: SMS roms with Mega Everdrive Pro on Mega Sg
« on: September 16, 2021, 02:44 PM »
SMS BIOS are between 8 and 256kB depending on if they have a built-in game or not and the size of that game, I believe any size should work. On a real SMS the non-Japanese BIOS locks out Japanese games while Japanese BIOS should play any game (for compatibility with the Mark III and SG-1000 which lacks a BIOS).

I suggest to try the no-intro dump called "[BIOS] Sega Master System (Japan) (v2.1).sms" (8kB with no built-in game).
If you have a non-Japanese game that requires another BIOS for some reason, try "[BIOS] Sega Master System (USA, Europe) (v1.3).sms" (8kB with Snail Maze).

8
EverDrive 64 / Re: Zelda OOT and MM NGC PAL 50hz on Everdrive 64
« on: September 16, 2021, 01:54 PM »
RGB modding won't help with the speed difference because different clocks in NTSC and PAL N64 systems, and games may cap their speed to 50Hz or 60Hz regardless which system they are played on. Colors are encoded in the N64 and depends only on region of the system, not on the game region.

9
EverDrive GB / Re: does this work for GBC games ?
« on: September 16, 2021, 12:48 PM »
Yes, all Everdrive GB versions, even the oldest ones (before the X-versions) can run the first Pokemon generation (red, green, blue and yellow).

Yes, trading with another Gameboy is not a problem no matter if both carts are real or flashcarts. It's not really emulation, the game runs on the Gameboy not on the cart, so there is no difference from the real cart once it's running thus trading works.

Yes, all Everdrive GB versions works on the SGB and the Gameboy Player.

Any Everdrive GB should work for trading.
Only the N64 Transfer Pak is a problem and none of the Everdrives works with that since they all boot from a master menu.
For Pokemon Gold, Silver Crystal you need the X7 because of the RTC. These games should at least boot on any Everdrive GB though so trading probably works but I'm not sure what the consequences are, and the games are not really enjoyable without the RTC.

10
FXPAK (SD2SNES) / Re: blinkin' LEDs
« on: September 15, 2021, 11:31 AM »
I only know what's said about it on the official homepage: https://sd2snes.de/blog/faq

11
EverDrive N8 / Re: A Famicom, a NES, and a Everdrive N8 pro
« on: September 15, 2021, 11:06 AM »
Get the Famicom version so you get the correct pins for expansion sound and avoid any hassle. Then get a 60-to-72 pin adapter that works with the Pro. The cart is too tall to fit in a NES with a normal 60-to-72 pin adapter, so you need a longer one similar to the Game Genie.

12
EverDrive N8 / Re: Error in the Immortal game
« on: September 15, 2021, 10:59 AM »
Only this game turns black every time you play? Your TV might not like the blacker than black color used by The Immortal. What TV are you using?

13
EverDrive 64 / Re: Zelda OOT and MM NGC PAL 50hz on Everdrive 64
« on: September 14, 2021, 12:13 PM »
Nope, even the PAL version of the OoT and MM for Gamecube uses the NTSC-NA ROMs, and only supports PAL60 mode of the PAL Gamecube.

Playing NTSC ROMs on a PAL N64 should not affect colors on a PAL TV, but speed and sound will be off a bit.

14
Mega EverDrive / Re: Demons of Asteborg on Mega Everdrive X7 ?
« on: September 12, 2021, 11:48 AM »
Wow what a nightmare! But I really doubt that a ROM could actually damage the Everdrive, the worst thing that I think could happen would be a corrupt SD card and possibly the boot loader. And the limited ROM size of the X7 is claimed to be 15MB not 10MB, so the reason it doesn't work on the X7 must be something else unless I missed something.

I bought my X7 a very long time ago back in August 2015 when it was the top EverDrive on the market and on the back of the case and in the stonage gamer manual (which is where I purchased it from) it clearly states that 10 Megabytes is the limit. That's why ''Ultimate Mortal Kombat Trilogy'' doesn't run once you add the music patch to it bumping it up to well past 10 Megabytes to 13 Megabytes resulting in a black screen.

I have always looked after my X7 all these years and have never had a problem with it. This was the first really horrible experience i've had with it. True, it could have been an SD card corruption but when I checked the card on the PC there were no issues detected. It may have damaged the boot loader like you pointed out. All I know is that once I removed the ROM entirely from the SD card, the X7 went back to normal, so Demons of Asteborg gave it some sort of negative reaction.
Ok so the ROM memory size must have quietly been bumped up at some point.
I meant that the worst kind of permanent damage that COULD happen is data corruption in the storage memory, the SD card and bootloader, which would mean loss of save files. Thankfully that didn't happen either, it was just a scary experience from a bug caused by loading a ROM larger than supported.


I agree with you and I rather use my real Mega CD with burned discs than playing CD images on the Pro. The CD support is just a bonus, and as a way of saving on CD-Rs when doing a lot of testing, especially for homebrew development. But no matter if I use the Pro's CD support or burned discs, I wouldn't touch an ISO that's using MP3 with a ten-foot pole. Only perfect 1:1 dumps thank you.

15
FXPAK (SD2SNES) / Re: No games/roms show up in the UI
« on: September 11, 2021, 01:18 PM »
So it was probably bad solder joints or dirty cart connector. Good to hear that you got it fixed. :)

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