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Messages - Gh0st

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EverDrive 64 / Re: The original Doom is coming to the N64...
« on: December 23, 2017, 07:59 PM »
This new builder give me an error.  :'(


C:\Users\Fabio\Desktop\64DOOM_BUILDER>BASH.EXE line 2: $'\r': command not found line 12: $'\r': command not found line 17: $'\r': command not found line 22: $'\r': command not found line 27: $'\r': command not found line 29: $'\r': command not found line 34: $'\r': command not found line 38: $'\r': command not found
64DOOM ROM BUILDER -- jnmartin84
Enter the number of the ROM to build:
1) Shareware
2) Registered
3) Ultimate
4) Doom 2
5) Plutonia
6) TNT line 50: syntax error near unexpected token `$'in\r''
' line 50: `    case $opt in

There's something wrong   :'(

I'm getting this same error as well trying to build DOOMU.WAD and DOOM2.WAD on Win8.1. Won't even let me select one of the two options.

EDIT: I found this fix, not the greatest but it'll work for now.

There are only minor filename differences between the current script and the one from the Nov 2016 zip ( As such, you can take the script from the old zip, paste it into the new directory to overwrite the faulty script, then rename "ADoom_Instr" to "ADoom_Ins" to make the old script work.

As far as I can tell, this will still give you the benefits of the updated builder.

EDIT2: I may have spoken too soon, seems the games freeze on the W_INIT: Init WADfiles. step. Tried with DOOMU.WAD and DOOM2.WAD.

EverDrive 64 / Re: Top 10 Japan N64 Titles requesting to be translated
« on: December 23, 2017, 02:19 AM »
Yes there is a few issues with freezing if you accel through text too fast. But I'm working on an update patch that will address a ton of the bugs.

I think this situation was due to a movement script, as the text comes much more slowly than normal and the box shakes after the delivery is finished.

Also, I gotta say, that Mammoru fight is HARD. Took me no less than 20 tries I'm sure. I did finally beat him at full strength though, using the Rayfall gun (stay far away and in the air while firing, keeping him at a distance is key)

EverDrive 64 / Re: Top 10 Japan N64 Titles requesting to be translated
« on: December 19, 2017, 05:39 AM »
Here's the finished Custom Robo v1 patch :)


I've been playing the story mode with the translated patch, works amazingly. I found one small prompt that is untranslated (It's from the annoying red shirt kid, forgot his name, maybe Fushigi?. It's when he asks the character what his worst quality is during the second tournament)

Also, there's a freeze (may be present in the original game too) where if you press a to accelerate through Shin's text box before the tournament when he realizes he has the wrong tickets, the game will lock. You can still reset to save your progress, and the text box is fine if you never hit a.

Overall awesome translation, thanks for the effort you've obviously put into this!

EverDrive 64 / Re: Top 10 Japan N64 Titles requesting to be translated
« on: December 16, 2017, 06:14 AM »
It was mentioned once before, but I would really love to see a translation of Shiren the Wanderer 2 (or Fushigi no Dungeon: Fūrai no Shiren 2: Oni Shūrai! Shiren-jō! as the full title goes). It's a roguelike (A dungeon explorer, the only one of its kind for the n64) with some of the best graphics on the N64

Just check out this gameplay video and see for yourself

More info on wikipedia:

I haven't seen any interest in this title anywhere else before. I wouldn't imagine translating the text boxes would be too difficult, maybe requiring VWF unfortunately, but I have no expertise.

Also, before you ask, this is a different title from any of the DS English rereleases. The Game Boy Color edition is the one that got remade, not the n64 one.

EverDrive 64 / Re: question about 64DD games
« on: January 19, 2016, 01:15 AM »
which cartridge port rom theres loads of them i thought the usa cartridge of fzero needed the 64dd disk to get the expanson tracks
The cartridge conversion works all by itself. Just download the one in your appropriate language from the site, follow all of the patching instructions (if there are any, it's been a bit since I did this myself), and just run the new file on your ED64. I personally have mine named F-Zero X Expansion Kit 64DD or something like that, and the other one just named F-Zero X. I think there's a hack floating around that just overwrites the stock tracks with the DD ones, just know that this isn't that one.

Not sure if you can transfer the saves over, though. I just re-raced all the tracks at Expert (beating a cup on Expert immediately gives you credit for Novice and Standard as well for that cup).

EverDrive 64 / Re: Translation: Shindou edition games
« on: December 23, 2015, 02:08 AM »
Does anybody got any news about this topic? I know it's been some time since the last post but I'd really want to see this happen.
Seconded. I'd love WR64 with rumble.

Off Topic / Re: Hdmi board
« on: December 20, 2015, 05:34 PM »
It's not a hoax. Marshall isn't selling directly to consumers like he did with the 64Drive, but instead is selling in bulk to installers who have agreed to offer installation services to users, as well as to groupbuyers (that's how I got mine). He has stated that he won't launch the full website until the registered installers actually receive their boards, which will likely take a while, as he has already exhausted his initial run of boards. The site that was linked ( is one of the installer websites. The reason they've done installs is that Marshall chose them as the first installer to receive boards.

If you want one right this minute to install yourself, email Marshall H. at whatever email address is on his site (I can't remember it) and state that you want to do a groupbuy on the UltraHDMI boards. The minimum order quantity is 3. I've arranged one here in the past that went smoothly, and you could probably find at least 2 users to join you if you wanted. The site to purchase boards is up, there just aren't public links yet, but I'm sure he'll give you the link if you email him.

TL;DR It's technically not released yet, the site should go live soon with links to installers/resellers. If you want to install yourself now, start a groupbuy by emailing Marshall.

Off Topic / Re: UltraHDMI Impressions
« on: December 20, 2015, 04:12 AM »
Any plans to upload footage? Interested in the mod but waiting to get my hands on a better condition console before I drop any kind of funds into permanent modifications.

Wasn't planning on it, but I can if you'd like. I'll be filming with my phone (A OnePlus One), so the quality may not be good, as I don't have a capture card.

Off Topic / UltraHDMI Impressions
« on: December 17, 2015, 07:48 AM »
I completed my UltraHDMI install last night, and have been playing on and off for a couple of hours, and figured I'd give a few of my overall impressions to everyone.
First off, the difference between UltraHDMI and Composite on a modern HDTV is, predictably, night and day. Composite looks incredibly distorted, with awful text, while even with no filtering UltraHDMI looks exceptionally clear. The Anti-Blur algorithm works wonderfully, and the scanlines with serration provides for a really nice take on 64 games.

Currently, I'm running it at 1080p with Hybrid Scanlines, Low Serration, Low Bloom, and No De-Blur (I'll get to this in a moment). The picture is wonderful. Granted, it's not perfectly clean, but that's not really what I was after anyway. The visuals are somewhat soft, and text especially receives a huge improvement. As for De-Blur, even though the algorithm is really, really good (seriously, I can't see any change other than an increase in sharpness), there are some games where the added softness from the blur is worth it. I've found that Paper Mario looks better de-blurred, while Wave Race 64 seems to look better with the blur.

Not everything is perfect yet, though. The audio needs a bit of work, as there are many points where it seems to clip (not super-duper badly, but it's definitely audible without having to try to listen for it). I feel like this would be fixed in a firmware update, though. In addition, I'd like to see additional filtering options, such as an Aperture-Grille based filter or something similar. These are minor concerns, though, compared with what the board is already able to do.

Just wanted to throw out my impression. How do the other owners out there feel about it?

EverDrive 64 / Re: Everdrive 64 Compatibility
« on: December 09, 2015, 10:43 AM »
in theory it should be possible to shrink the game and relocate the data at the end of the memory.
normally the data section is located at the end of the game and the code section is located at beginning of the cartspace.

but i think, the way to go is to relocate the sram position with a special mapper. it would be the much easier solution, 'cause you don't have to hassle with rompatching at all.
btw. this concept is already approved  by another flashcart. ^^

here are my two cents about the compatibility of the usual suspects

after a bit forum search, i'm not sure if "star wars episode 1 - racer" has a problem at all.
maybe some guys are just using a bad dump.
there is no special feature in the 6102 cic you could check for and epprom access is done through pif commands. ^^
the eeprom chip isn't transparent nor special in any way in respect to the game.

the problem with dk64 was never an inaccurate eeprom simulation and it is simply a random cic 6105 test, 'cause RARE is using a cic test in JFG and BT, too.
i don't think it's just a coincidence that it's a 6105 game. there is a good chance it's fixed with an UltraCIC II (it should work ^^).

some note about "battle tanx"
the previous fix for that was to manually set the timing within the cic simulation.
the new cic simulation, that was introduced with parasytes game shark core, is working more accurate.
it's reading out that information in the header of every game and "battle tanx" is running fine for me, too.

about "pokemon stadium 2"
as many of you know, this is just a problem of the sram location at the end of the sdram.
technically it is possible to get this running on a v2/2.5 with an fpga update and a splitted mapper.
but there is "animal forest" too so you will only gain full compatibility on a v3 anyway,
even if krikzz would decide to go through this crude implementation. ^^

Dezaemon 3D is already fixed with >OS2.10
Jet Fore Gemini should now work with UltraCIC II
Banjo Tooie should now work with UltraCIC II

Really late reply, but how difficult would it be to implement the split mapper for Pokemon Stadium 2 compatibility? I (and I feel like others feel this way) am fine with having a flashcart compatible with just about every game except Animal Forest (since it got a GC release anyway) and that one game with a modem. I could easily understand no one willing to do it if it's a hard implementation that still would leave the ED64 v2 at 99.9% compatibility, but I feel like it would also make v2 owners happy if the fix was somewhat easy and was implemented in a future OS/FW update.

Off Topic / Re: UltraHDMI Group Buy
« on: December 03, 2015, 08:01 PM »
Group Buy complete. Awesome!

Does he actually have new boards in stock already? Or are we on some kind of a backorder list for a future fab or something?
He said that he had an initial run of 50, and that he was going to order another 50 soon due to the demand. If we're on a backorder list, we should get the order fulfilled soon.
If you want to confirm this, see the 6th post here:

EDIT: Still no tracking number yet, I've PMed him on his forum and am awaiting a response for when I'll get tracking.

EverDrive 64 / Re: switchable UltraCIC II for legacy ED64
« on: December 03, 2015, 07:40 PM »
Out of curiosity, are there patches available for all of the games that have issues with a 6102? I bought my ED64 1-2 years ago, back when there was no UltraCIC, and don't want to risk damaging the board through desoldering. I have a working copy of JFG and Banjo Tooie, I was just curious as to if there were more I should be worried about. I've seen some reports of Star Wars Pod Racer and DK64 having issues, were those reports confirmed?

Off Topic / Re: UltraHDMI Group Buy
« on: December 01, 2015, 08:29 PM »
See the first post for update. Spots are no longer guaranteed. Once payment is received from all groupbuy members, the order will be made, and no one else will be able to get in the groupbuy. From this point on, you will have 24 hours from the time I send my PP info to you to pay, otherwise you risk losing your spot. For those who PMd me before the 12 Noon CST deadline (before this post was made), your spot is reserved for 3 more days. After this time, if everyone but you has paid, you will be left out of the groupbuy.

EDIT: For total clarity, we do have 10 boards paid for, so the price break will still apply. I'm waiting on one person to pay, and he's stated that he will pay tonight, so if you want in, I'd recommend PMing me ASAP.

Edit: No more are being accepted into the groupbuy at this time.

Last Edit: The groupbuy is over, currently awaiting the main shipment to send boards to those in the groupbuy. See first post for more info.

Off Topic / Re: UltraHDMI Group Buy
« on: November 30, 2015, 09:45 PM »
Update: Those in the groupbuy have officially confirmed a minimum order of 10 boards. Assuming that we don't reach 50 boards (which, with one day left, would surprise me), board cost is now $123 and should stay that way. For those who have already confirmed their participation, expect a PM within the hour with detailed instructions on payment.

23 hours left until the order will be placed, after 12 Noon on December 1, 2015, I cannot guarantee anyone else a board.

« on: November 25, 2015, 06:18 PM »
Exceptionally satisfied ED64 V2 owner here, it's wonderful being able to have the whole library on one cart. I personally don't plan on buying any other everdrives any time soon, but if I need a flashcart for another system I'd definitely buy it from Krik.

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