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Messages - IRL Random Hajile

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1
Speaking of Aleck64 conversion updates, there's this one too:

0xDB41DFF9=10   (Super Real Mahjong VS v2.0)

2
Mega EverDrive / Re: Mega Everdrive Pro F1 Circus CD problem?
« on: August 24, 2021, 04:30 PM »
Just tried out F1 Circus CD on my Mega EverDrive Pro (on an official Model 1 Sega Genesis), and the game appears to be working fine on my end. The dump of the game I have is multi-bin (Redump) with a total of 29 tracks. Firmware version used is v4.12 on the Mega EverDrive Pro.
I should mention that the Japanese BIOS version that I use is v2.00, wondering if maybe it's something to do with the BIOS you have, but if not... then perhaps it could be something to do with your game's .cue file?

My .cue file looks like this:
FILE "F1 Circus CD (Japan) (Track 01).bin" BINARY
  TRACK 01 MODE1/2352
    INDEX 01 00:00:00
FILE "F1 Circus CD (Japan) (Track 02).bin" BINARY
  TRACK 02 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 03).bin" BINARY
  TRACK 03 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 04).bin" BINARY
  TRACK 04 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 05).bin" BINARY
  TRACK 05 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 06).bin" BINARY
  TRACK 06 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 07).bin" BINARY
  TRACK 07 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 08).bin" BINARY
  TRACK 08 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 09).bin" BINARY
  TRACK 09 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 10).bin" BINARY
  TRACK 10 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 11).bin" BINARY
  TRACK 11 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 12).bin" BINARY
  TRACK 12 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 13).bin" BINARY
  TRACK 13 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 14).bin" BINARY
  TRACK 14 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 15).bin" BINARY
  TRACK 15 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 16).bin" BINARY
  TRACK 16 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 17).bin" BINARY
  TRACK 17 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 18).bin" BINARY
  TRACK 18 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 19).bin" BINARY
  TRACK 19 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 20).bin" BINARY
  TRACK 20 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 21).bin" BINARY
  TRACK 21 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 22).bin" BINARY
  TRACK 22 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 23).bin" BINARY
  TRACK 23 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 24).bin" BINARY
  TRACK 24 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 25).bin" BINARY
  TRACK 25 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 26).bin" BINARY
  TRACK 26 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 27).bin" BINARY
  TRACK 27 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 28).bin" BINARY
  TRACK 28 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "F1 Circus CD (Japan) (Track 29).bin" BINARY
  TRACK 29 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00

Does your game's .cue file match what's above?

3
If any additional info helps, the console I'm testing it on is a Super Famicom (CPU/PPU1/PPU2 1/1/1),
problem is you got ppu2 1 super famicom / super nes
which doesnt play nice with some games and sd2snes / fxpak

get super famicom / super nes  with ppu2 3
I've heard about the PPU2 v1 problem before, but I honestly would have thought this would have been fixed by now with the more recent FXPAK PRO. It doesn't explain though how it was working beautifully for around 5 months straight without major issue, (DSP1-4, Cx4, GSU, SA-1, MSU-1, you name it all worked great) before a simple reset caused a black screen with a frozen Red LED light. I still suspect that something's up with the FPGA on the flashcart.
I will say though that I have been able to locate another Super Famicom out in the wild which appears to be one of the later versions (only two rubber feet compared to four, which is an indication of a later released model). Unsure if it's a 1CHIP or not, as those aren't common. If it is a 1CHIP, then the PPU2 will definitely be a later version... but that would mean an introduction of the 1CHIP's own unique issues, like the brightness levels being off, Super Turrican crashing, amongst other stuff.
It's a gamble really.

4
Yeah... at this point, I'm positive that the FXPAK PRO is defective and needs to be looked at through Warranty Service. I've already contacted someone and they're got back to me looking into repairing the flashcart.
The fact that the SD2SNES Diagnostic Firmware is unable to create any text logs, even going through the process of waiting again multiple times just to see if by chance something different happens is not a good sign...
It just strikes me as bizarre that all this started to happen only because of a reset back to the menu which caused all of this. What was even more weird to me was when by freaky luck, the FXPAK PRO randomly decided to start working again when I turned on the Super Famicom, but only for a short while. During that time, the games that were tested all worked with no visual or audio oddities. The last game played on the FXPAK PRO was Star Fox, and I got pretty far up to Venom (Level 2 Path), but wanted to try a different game. So I reset the console, only to experience what my lil bro experienced with the frozen Red LED Light, so the menu cannot be brought up again. That was the last time the FXPAK PRO actually worked. The No SD Card detected screen not showing up I think further cements that something's definitely wrong with the FXPAK PRO.
I currently don't have access to another SNES console atm, but with hours spent troubleshooting, I think it's safe to say that the flashcart itself is faulty.

5
Thank you for your response, nuu. I am thinking too that when the red LED light froze to just red after pressing reset, it might have been something error related...
I've turned on the console without a Micro SD Card inserted and I don't get a screen telling me that there's no card detected, LED light blinks yellow once and then nothing afterwards...
Already, that's a sign that something is definitely wrong. I've used different power adapters (both OEM and third party with correct voltage) and no difference there either. The CRT TV used is on the correct channel because when I switch to a different game console like the N64 or GameCube (which uses the same AV Cable), video & audio work fine there.
Normal cartridge games have already been tested and they do appear to be working fine.
I've also tried setting up a clean unzipped "sd2snes" firmware folder as the root directory, with no difference in result. I never put in ROMs inside the firmware folder, as it is always better to make entirely separate folders dedicated to the ROMs themselves.
The whole thing has me really disappointed...

EDIT: I went and tried to use that SD2SNES Diagnostic Firmware on the sd2snes website, and followed the instructions carefully from there. From what I understand, it's supposed to create a text file logging all the results done silently, even if nothing is displayed on the TV as the console is on. I've waited a good 20 minutes, and still nothing. I go to check the contents of the Micro SD Card, only to find out that no text file was ever created...

6
Alrighty, so I've decided to make a thread here because this is something that has really perplexed me and has me quite concerned.
So... I've had the FXPAK PRO for close to 5 months (was actually a birthday gift to my little brother since he really loves the SNES and its vast selection of RPGs to choose from, though he lets me share which is cool). All was well on the surface and it was even working fine with the current setup... but recently, when my bro reset back to the menu after playing a game for a bit (he told me it was Monopoly which was the last game he played before this all went down), the FXPAK PRO would have its LED light stuck on red and wouldn't go back to the Menu like it's supposed to, as it is frozen in this state. Turning off the console, and then turning it back just results in a black screen, and I'm positive the flashcart is properly seated. The LED lights do flash for a bit upon turning on the console, however a menu is nowhere to be seen.
If any additional info helps, the console I'm testing it on is a Super Famicom (CPU/PPU1/PPU2 1/1/1), and the console's capacitors have been replaced not too long ago, plus the cartridge connectors have been cleaned. The console gets power just fine too.
Been using the official firmware by ikari_01 which is v1.11.0 beta 1. I suspected that perhaps maybe there was a bug with the recent firmware that would cause such a thing, so I reverted back to v1.10.3, which is known to be stable, but still nothing. I've even tried different Micro SD Cards formatted to FAT32, but still nothing.
I've deleted the "config.yml" file that would get created upon booting up the FXPAK PRO, just to see if that would reset anything, and no luck there either sadly. What's strange is that even though the flashcart isn't displaying the menu, it still happens to create a new "config.yml" file upon looking at the Micro SD Card's contents afterwards.
I honestly have no idea why this has been happening now when the FXPAK PRO used to work fine before...
I've boiled down that the console itself is fine because it can play cartridge games without issue.

EDIT: Okay... something weird happened and apparently the FXPAK PRO started to work again, but only for a short while. I was able to test out Super FX games like Star Fox 1 & 2, and even test out MSU-1 stuff like Super Road Blaster which played fine (both video/audio) at the time. It's when I pressed reset on the console that this issue started to happen once again, and the FXPAK PRO doesn't wanna work properly.
I'm beginning to suspect that the FXPAK PRO might actually be broken in some way, but I sincerely would appreciate any replies or advice on what I can do here. It's just... my lil bro is really bummed out by all of this...  :(

7
EverDrive 64 / Re: Rare Nintendo 64 ROMS
« on: July 25, 2021, 09:23 AM »
New games added:  ;D
.
- Cubivore (Unreleased) [English Translation]
- Harvest Moon 64 [Brazilian Portuguese Translation]
Out of curiosity, how were you able to get the English Translation for Doubutsu Banchou/Cubivore Prototype to patch? Me and some others tried to patch the Prototype ROM using Zoinkity's English Translation hosted on romhacking.net, but only leads to an error using XDelta. Even switching to Little Endian, and Byteswapping the ROM made no difference in the patching process. There's only one Prototype ROM to my knowledge that exists out there which is the May 23 ROM, in Big Endian.

8
yep same problem  , same error here  :o
Good to know I'm not the only one. It sounds like there is something wrong with Zoinkity's English Translation patch for Doubutsu Banchou, as it refuses to patch even with a Big Endian ROM which the readme suggests. Hopefully it gets fixed with a reupload.

9
Translation patch is out:

https://www.romhacking.net/translations/6170/
Sweet find! I've been wanting to try this translation out, but despite having a verified Big Endian May 23 Prototype from CARROT... I'm unable to patch the ROM using XDelta nor any online ROM patching site like Rom Patcher JS and such. Always leads to an error. Error when patching with XDelta:
"xdelta3: unknown secondary compressor ID: XD3_INVALID_INPUT"

Is anyone else coming across the same issue? I've never had any difficulties with Zoinkity's ROM patches other than this one here.

10
New entry which will prove to be handy in the future, as this game is currently undergoing an English translation!

YK=1   (Yakouchuu II: Satsujin Kouro)

Also, I've noticed that the Doubutsu Banchou Prototype entry seems to be missing within that code list on your main post. May want to look into that. ;)

11
EverDrive 64 / Re: Yakouchuu II N64 Translation
« on: July 07, 2021, 03:25 AM »
I'm super excited about this translation! Told my older brother about this game a little while ago since he's getting back into the N64, and he's also intrigued by what I've described to him what Yakouchuu II is all about including this English translation. Been keeping an eye on this thread, seeing the progress being made here and reading what new info surfaces, which makes me want to play it all the way through even more now. Of course, I'm gonna be waiting patiently until the translation is complete first. Amazing to think that the screen translation process is almost a quarter of the way done already! You have my utmost respect and support undertaking this project. This game has become one of my biggest curiosities on the N64, and to play it through in full English is like a dream come true! ;D

On a side note, in order to play Mareel 2 on the ED64, you may need to add the following to your save.db file:

YK=1

I haven't tested saving yet, but most Japanese N64 games don't have saving supported on the ED64.  This change should work fine for the final release of this patch too when it happens. 
I've also quickly tested out the "YK=1" ROM ID for saving, as like you mentioned, most Japanese N64 games don't have their saves set properly on ED64... Yakouchuu II being another one of those games. The game when set to EEPROM4Kb successfully made a .eep file within my ED64's "SAVE" folder. As long as the English Translation patch keeps the ROM ID the same, it'll work out fine in the future.

12
EverDrive 64 / Re: Unofficial-Official ED64 OS
« on: June 28, 2021, 09:10 PM »
I also agree that the folder and file text colors (while different shades of blue which I love) still kinda appear similar to each other from a distance, especially when viewed on my CRT. Maybe the folder text color could be changed to a darker blue to help make it stand out better?

As for the About page bug that Trevor reported, I'm assuming that it's a bug that occurs on V2 / V2.5 flashcarts? For me, it's working correctly on my V3.
That suggestion with the 64DD IPL ROM screensaver is an awesome idea, though unsure how difficult it would be to actually implement something like that to work alongside the EverDrive 64 menu. Low Poly screensavers in general would be amazing to witness everytime when booting up the ED64. At the moment, it is something I tend to dream about.

13
EverDrive 64 / Re: Unofficial-Official ED64 OS
« on: June 07, 2021, 08:53 AM »
Thank you, but I do not understand the structure of the folders,I already read the first post,   sorry  :-[ , could you post a zip file with the folder arrangement or an image? please
This is how I've personally got my files/folders structured within the "ED64" OS folder using this firmware:

BGR               (folder where a collection of 320x240/640x480 wallpapers in .bmp format are stashed)
CHEATS        (folder where Gameshark codes are stored via .txt files, matching a ROM's filename)
EMU              (folder where emulators like Neon64's emu.nes or GB64's emu.gb / emu.gbc are placed)
PATCHER     (folder where .ips / .aps patches are stored for soft patching purposes)
SAVE             (folder where .eep / .srm / .fla cartridge saves and .mpk Controller Pak files are created)
OS64.v64     (file is self explanatory)
save_db.txt  (file where all the CRC HI / ROM ID magic ensues)

That's how I've had mine structured for a while now and it's been working well.

14
EverDrive 64 / Re: Smash Remix v0.9.7 released
« on: June 01, 2021, 06:59 AM »
1. Bomberman (Bomberman 64 The Second Attack)
2. James Bond (Goldeneye)
3. Turok

Oh, Turok. I forgot about him, and he does represent the N64 - I mean, who plays the post-N64 Turok games at all? Turok is a great answer.

it would be great if it were ..

1 Joanna dark
2 Bomber Man
3 Banjo Kazooie or Turok
All solid choices, though part of me would love to see Marina from Mischief Makers to be a playable character, but one can only dream...

15
EverDrive 64 / Re: Unofficial-Official ED64 OS
« on: May 24, 2021, 07:47 PM »
2.12.9 Preview 2 released... please provide feedback (taking into account the original preview release).

Hopefully this one will change to the full release as it stands, if no one finds any issues with it!

Also, feedback around the changes to menu filelist colours appreciated (for better or worse) as it is subjective and want to get it as right as I can!
Solid! Just wanted to pop by and provide a little feedback.
I really like the blue-ish color of the filenames in the menu instead of gray (might be a bit biased on that part though due to blue being my favorite color). Though personally, I would prefer the color of the folders/directories to be of a different color (either back to the original yellow, or maybe a different color like green or something, to contrast from the ROM filenames).
Before, it was easier to quickly glance at the screen knowing what was a directory vs. what was a ROM without having to look at the right side. With both directories and ROMs being of a blue color, it starts looking kinda samey with a lengthy list of files. An extra color would make a difference.
Also, the fix for Expansion Pak detection doesn't seem to be working right. Booted up Doubutsu no Mori for a bit, resetted back to the menu to check the Expansion Pak detection, and it says "Not Installed".

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