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Messages - StarDust4Ever

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Okay, sorry for any confusion. I see one of two issues here. Either the Super NT is not playing the audio through the cartridge port, or there is a bug with the SD2SNES.

Could someone test the new firmware with a Super Gameboy?

If Super Gameboy audio works, it is an issue with the flashcart. If SGB audio doesn't work, it's a firmware issue. And yeah, you need to enable cartridge sound obviously...  ::)

EverDrive 64 / Re: SD Media launcher???
« on: January 26, 2017, 09:31 PM »
thats too bad. Thanks for the reply. :P

News / Re: Famicom To NES adapter arrived!
« on: January 26, 2017, 08:21 PM »
the adapter can be used as generic cart adapter with modification. You 1st need to cut the wings off with a rotary cutting tool. Then find a donor shell and cut the top off such that the fc slot is exposed. The pcb may fit loose without the screw mounts. If so, glue the connector to one side of the shell. It is also wize to glue a piece of ribbon to the shell for easy removal. Secure the two bottom scews to the shell and the adapter is complete.

EverDrive 64 / SD Media launcher???
« on: January 26, 2017, 02:37 PM »
Forgive me if this has been asked before, but I found an N64 Media launcher:

"SMPlayer v1.0 (N64 Application)
Added Aug 22, 2010, Under: Nintendo 64

SMPlayer is a simple music player for the N64, which plays Ogg-Vorbis, MP3, and MIDI files from a ROM or from SD card."

Anyway I installed the v64 file on my Everdrive and added a folder with a Red Hot Chilli Peppers album in Vorbis codec, but when I loaded the ROM I did not see anything on the SD card and could only access the demos burnt into the ROM file. Did I do something wrong?

To me, inserting the SD card into the PC is 100x easier and more convenient. One potential issue is that the N64 has to be turned on to power the SD card, and writes to the SD card from a PC while the Everdrive is running might be a bad idea. Just saying...

Also my Everdrive v3 loads Conker's in like 3 seconds. It's amazingly fast... 8)

EverDrive 64 / Re: Bad news (please read)
« on: January 26, 2017, 02:00 PM »
You're totally off the mark. But go on then, prove me wrong. Prove that you are right. Name me one unofficial piece of work that became, simply because it was based on an official work, the property of the copyright holder and not the property of the person who made it. If you're right, then companies who made the original IP would always be claiming that the (good) fan made products actually belonged to them, so it would be easy for you to prove that you were right. Just google for some instances of this, and post the results here.
Ms Pacman started life as an unofficial hack of Pacman, originally distributed by General Computing Corp as an expansion board that created a derivative work known as Crazy Otto. Midway, the current distributor of Namco arcade games in the United States, caught wind of the expansion packs GCC were creating and brokered a deal and rebranded it as Ms Pacman. Ms Pacman came to American Arcades in 1981, without permission or blessing of Namco of Japan. And Ms Pacman went on to outsell the original Pacman. Well guess who owns that property now? You guessed it: Namco owns the rights to Ms Pacman. Just look at all those Class of '81 Reunion cabs they got everywhere. ;D

Just one of many examples where the original rights holder usurps control over a derivative work, and profited off of it.

Like Conker, this will be my last post in this thread. Even after posting proof I doubt that you will ever change your perspective and opinion.

No, you're leaving because I am right, and you're not willing to admit it.

Posting links to things that are not proof of your assertions does not absolve you of the onus of proving your (untrue) assertions.

All I ask is for one (one!) example of what you suggest. Yet you can't even provide that one example to back up your ludicrous claims. If you were right then the last decade would be littered with famous examples, but you're wrong, so the examples don't exist, and you can't bring yourself to admit it. Hence the "I'm the injured party, and I'm out of here" attitude.

Jr. Pac-man.  Midway created a game based on and using code from Namco's Pac-man without permission in 1983.  Namco then cancelled their licensing agreement with them in 1984 because of that.  Midway had the license to sell Pac-man but not create any new games or characters. It was no different than a simple ROM hack created without permission of the parent company.   Namco then took Jr. Pac-man, ported it to the Atari 2600 in 1986, after their relationship with Midway ended, and made cash off of it without Midway's involvement.
LOL, great minds think alike! ;)

Any ETA on an X3 or X7 version? I'm really hoping for one that fits flush with the GBA.

March 2027
I know this was meant as a joke, but perhaps it would have been better if Krikzz dropped the x3 x5 x7 vernacular to avoid confusion and just labelled it GBA Everdrive. Then at a later date if he wanted to create teirs of flashcards, the older one could become the x5 and new premium x7 or budget x3 could release. Kinda like how the Mega ED v2 became MD x7, the EDMD v3 got retired in favor of the comparable x5 model, and a budget x3 model out.

People waiting for the x7 will be waiting for a very long time if ever. x5 already has nearly every feature one could want sans rarely used tilt sensors, photo, or rumble. Well maybe except save states! Save state support in a future x7 model would be nice. As it is, x5 comes feature packed. It even have 3rd party emulator support in firmware.

One possible future tweak that could use improvement would be independent clock settings per game in future revisions so Pokemon titles don't reset the system clock every time a new save is created. Then add a global setting to adjust RTC through the menu. If that couldn't be fixed in firmware then maybe a future hw revision but I don't see creating a new SKU just for that. I don't play a lot of Pokemon though so I'm not sure what side effect clock tampering has on the games.

News / Re: Custom shells for NES and ED64
« on: November 05, 2016, 05:42 AM »
Krikzz now has his own shop independent from Retrogate. I think this is what you are looking for:

EverDrive GBA / Re: Super Retro Advance Adapter?
« on: October 31, 2016, 12:46 PM »
Compatibility with games is excellent and the Everdrive runs fine on it. If you have a Super Retro Trio or Retro Duo, the console will output composite to the TV through the native outputs, ie you don't need to use the A/V mini cable that comes with the adapter like you would on a real SNES.

The Super Retro Advance adapter does not set the Game Boy Player flag, meaning that video carts will also work. Please bear in mind that the video carts already look like ass at 12fps and 160p with heavy compression artifacts, and will look worse on a TV display.

One minor compatibility issue is if software enters sleep mode, it will lock up the Super Retro Advance and you will need to reset the game. You will want to disable sleep mode on the Goomba and PocketNES emulators, as well as any compatible GBA software, when playing on the Retro Advance Adapter.

Another minor issue is that GBA games have no compensation or "safe zone" for overscan since the portable screen is fixed and the Super Retro Trio upscales the games to 240p over composite. So if you're playing on a tube TV, it may cut off score, text, or status bars displayed on the top or bottom edge of the screen. Also the GBA has a 3x2 ratio while analog TVs have a 4x3 ratio, resulting in ever so slightly squished picture, but the effect is negligible. Overall, the picture looks great scaled to native 240p resolution, and appears larger than the Game Boy Player on a screen.

EverDrive GBA / Re: reset back to everdrive menu
« on: October 31, 2016, 12:05 PM »
The GB and GBA flashcarts actually do a soft reset through the cart bus which you can see as the system loads the boot screen twice, once for the flashcart and once for the ROM. So a hardware switch on the cart would have been nice, but it is just as easy to toggle the power switch. This will not damage the cart or the console.

EverDrive 64 / Re: Super Mario 64 - Last Impact
« on: October 23, 2016, 09:02 AM »
I joined a Super Mario 64 hacking forum today, and asked why this problem existed (my post is at: why it hasn't been solved after all this time. The bloke (I assume, as his/her username doesn't seem to appear!) says "The current maintainer of the major hacking tools doesn't have much interested in console compatibility and keeps the source closed", which isn't hopeful.

He also posted a link:

which contains some interesting information (most of it over my head), but the reserch/work seems to be progressing slowly, so we'll have to see if anything really becomes of it.
They really dogpiled you in that thread man!

Sorry for my late reply, but subs to threads do not show in my inbox for whatever reason.

I'm trying to read through The SM64 Console Compatibility thread but some of the jargon used is hard for me to understand, and I have a pretty good grasp on hex editing.

I am hoping someday these issues get fixed, because brilliant hacks will be created and in the future accurate emulators will break compatibility with older hacks and nothing will work. N64 emulation has existed for nearly as long as NES/SNES emulation, yet it is little more mature than it was ten years ago.

I've not only enjoyed playing hacks on real hardware, but enjoyed the rich homebrew scene that exists on NES, SNES, Genesis, Atari, none of which would be possible without highly accurate emulators.

To me, getting on the PC is work. It's uncomfortable for me to sit in front of a PC to play emulator games when I've got the consoles in the other room where I can get all cozy and chill. Not to mention the miriad of other issues emulation presents.

I hope this does get fixed, but I am in agreement with you, the majority of people in the hacking community just aren't interested in supporting real hardware, including the author of Toad's Tool, and it's a travesty really...  :'(

EverDrive 64 / Re: Super Mario 64 - Last Impact
« on: October 08, 2016, 11:56 AM »
My understanding of why Super Mario hacks don't work on a real N64 is due to index values. The ROM expander for M64 places tables with lookup addresses with odd values. The N64 can only address in 16-bit increments, so an entry that indexes an odd byte will fail on real hardware. Even the expanded ROM with zero changes will fail as soon as you press start or the attract mode kicks in. So all the indexes on the ROM expander need to be adjusted accordingly. If every odd index were fixed, would this allow the ROM to play?

It is really frustrating to me to see these brilliant ROM hacks and not be able to play them. I loathe PC emulation and IMO if an N64 ROM does not play on real hardware, it is not an N64 ROM. ED64 has been out for several years now, so it is unfortunate that nobody is updating their hacking tools to produce ROMs that work on real hardware.

A game console is like a fine symphony. Playing in an emulator is like going to an orchestra hall only to realise all the instruments have been replaced with MIDI synths and broadcast through a PA system...

But this looks like the dream I've waited for 20 years, an SM64 2, and it breaks my heart that I cannot play it as the game was intended. :'(

Off Topic / Re: Looking for 8Bitdo SNES Retro Receiver Firmware
« on: September 13, 2016, 12:58 PM »
Kinda semi related, the forum will not let me register because confirmation email isn't reaching my inbox and they do not allow download of old firmware without an account because it's locked behind forum posts. And yes, I have checked my Yahoo spam folder. Nothing...

I want to revert my NES 8bitdo to firmware 1.10 beta 4 or earlier. They swapped the button mapping to B/Y instead of A/B starting with 1.10 beta 5. Most gamers prefer this setup but I'm one of the oddballs who doesn't and would very much like to revert this behavior.

If someone with an account or who has old files could send me via email or PM, I would appreciate it. Thanks...

EverDrive GBA / Re: Goomba saving
« on: September 13, 2016, 12:35 PM »
Thanks for the information.  Looks like it should detect the 32K size save and adjust accordingly.  Might run out of space quickly when saving state for GBC games with only 24K of storage for compressed savestates (if they weren't compressed, they would be bigger than 64K!).
I have noticed this issue when playing WarioLand 3. I can save state and it works just fine. Then I beat a boss or finish a level (remember kiddos, Goomba does NOT write to the GX5 SRAM when your emulated GBC game saves to SRAM) and I need to create a new savestate but it gives me memory full error! I have lost in game progress due to this error, which seems to occur purely at random! Sometimes delete SRAM then savestate helps (you do not need SRAM because the save state includes this data) but it is currently a crapshoot whether or not Goomba can create a save state or not when I tell it to. If I cannot create save state, I lose progress on exit. Any fix would be appreciated, though I'm probably asking on the wrong forum... :'(

Also if Goomba simply stored the Game Boy SRAM on the X5 SRAM instead of GBA RAM, we wouldn't need to use save states to store in game progress, and only use it for redos.

EverDrive GB / Re: Save high scores in Game boy Tetris???
« on: September 08, 2016, 12:04 PM »
I dont think theres a finished hack. But what about using Tetris DX? That one saves high scores and a cheat code allows you to enjoy the famous Tetris tune as well.
Care to share this code? Is it for Shark or Genie? ;D

Tetris DX was my fav game for Game Boy Color bitd and my first real exposure to tetris (I had GBC before I started retrocollecting NES) but last year I hit level 30 for the first time and discovered I could play forever. Also fun fact Tetris DX gets crappy rocket when played on DMG... ::)

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