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Messages - Deoncy

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EverDrive 64 / Re: General questions about Everdrives
« on: December 02, 2017, 03:05 PM »
Strictly speaking, no Gameshark was ever released for PAL N64 consoles. They were released, but were renamed for some reason, so that the PAL gameshark was actually called the Action Replay.

Pedantry: the Action Replay was renamed to "GameShark" for some reason (well, branding for the company that had the distribution rights) in North America. The Action Replay line goes back to the 80s with home computers, and was produced by Datel in the UK.

2
Why is the assembly date 2006?
...and why's an X3 calling itself a Mega Everdrive V2 and running OSv2.01

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EverDrive GBA / Re: Sad
« on: February 15, 2017, 11:44 PM »
That's disappointing to hear that there's no way to save any GBA game. Anyway, thanks.

Given how this is worded, I'm not entirely sure if you understood what I meant (i.e. whether it's "there's no way to save any game" or "there's no way to save any game"). GBA games with save functionality will work just fine as on the original cart, you just can't make arbitrary save states.

It's not magic, but it's also not 'emulation' either... It's apparently making a real time snapshot of whatever is going on in the game, and then saves it to system's ram memory. I don't know how its done but maybe it requires some extra chips on board the everdrive?

It's also apparently volatile as in its only available while the system is running, from what I've read. But it maybe able to save it if you push 'reboot' on the system itself as in the case with the N8? If you push power however, its lost. It's ram save.

There are other flashcart brands that also offer real time save state features, or other tweaks such as slow down, or 10 second rewind, that are not using emulation. But they are also using hardware on the flashcart as well as far as I know. For example the DSTwo + uses its onboard CPU and memory to process all the extra features as far as I know.
I wasn't saying that save states absolutely require emulation, I was just explaining why there was a difference here. If a system allows you to access all the information you need, and provides a way to return all the components to their desired state then I sort of understand how it would work; I suspect some of the more complex aspect is adding your parasitic code to hang off the back of the game to allow you to save, but the closest I've come to GBA development is a GBA ROM dumper for the DS, which was trivial, so I'm probably talking nonsense.

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EverDrive GBA / Re: Saving GBA games?
« on: February 11, 2017, 01:39 PM »
There are no save states. The emulated games are just that, emulated, and so have emulator features. The GBA games are running natively, so you can only save as you can with the original game.

(I know some Everdrives allow for save states, but as far as I'm concerned this is Magic, and not implemented on the GBA.)

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EverDrive GBA / Re: Question about the Game Boy Advance
« on: January 28, 2017, 01:36 AM »
I just noticed that the Game Boy DS and Game Boy DS Lite can play Game Boy Advance games. The DS Lite seems to be the better option, because apparently it has a better lit screen than the DS. DS Lite is much cheaper than a modified Game Boy Advance with an AGS 101 screen.

Do you think that it would be better to play Game Boy Advance games on an original Game Boy Advance rather than on the Game Boy DS Lite? Anyone here know the pros and cons of Game Boy Advance with the mod, and the DS Lite? Thanks in advance.
In my opinion the original GBA is more comfortable to use than the DS Lite, but I don't have a modded GBA and don't live in the centre of the sun so I use my DS Lite to play games. I've not used an original DS. (Note that they aren't actually part of the Game Boy line, that died with the Micro.)

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Mega EverDrive / Re: Mega Everdrive X3 - Regions
« on: November 12, 2016, 02:21 AM »
I didn't realise this until my X3 arrived, but there is actually a socket on the PCB to add a pause button. You can get the switches on eBay quite cheap (search for right-angle momentary tactile push button switch 6mm x 6mm x 10mm).

Don't order an X3 with the intention of adding a pause button - it won't be there in future revisions.

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EverDrive GBA / Re: Micro SD issues with EverDrive GBA
« on: October 22, 2016, 05:59 PM »
I tried drag and drop straight from that website but that didn't work as it gave me a 1K .html file.  I then tried right clicking on the file and doing save target as and then I get a 28K .html file.
The 28k ".html" file is probably the bootloader update. It seems that the web server doesn't know what Content-Type value it should send for the .upd file, and your browser is deciding that means it's HTML and renaming it. It's probably not done any modification to the file itself, so if you were to rename it from .html to .upd it'd probably work, however I don't know if the updater does any checksumming or anything to verify that the download is intact.

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EverDrive GBA / Re: Micro SD issues with EverDrive GBA
« on: September 04, 2016, 02:58 PM »

Whole no-intro gba romset 24.3 GB
I got No_Intro GBA, GB, GBC, and NES on my 32Gb Kingston with a bit under 2 Gb free space to spare. A bit tight but everything still fits with a bit more room for homebrew, translations, and save data.

u will need more space when he adds SMSAdvance support haha

Not really, the full Master System set is 128MiB and the Game Gear is 162MiB. 290MiB is significantly less than a bit under 2GiB, so still plenty of space.

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EverDrive GBA / Re: Micro SD issues with EverDrive GBA
« on: September 03, 2016, 11:21 PM »
@ Deoncy, All the USA and EUR roms from No-Intro are under 10GB. All the EUR and US NES/GB/GBC are 1GB, so 32GB would be ample.
You can see how to merge those roms so you only get one version, i.e if there is a JPN and USA version of the same rom just select the USA one by using 1G1R (1 game 1 rom)
Details here: http://datomatic.no-intro.org/stuff/xml_details.txt

Sure, but my point was that even if you have a full set for all of the systems, a 32GB card is still plenty. The ROM sets for the other platforms aren't all that big.

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EverDrive GBA / Re: Micro SD issues with EverDrive GBA
« on: September 03, 2016, 02:48 PM »
Does anyone have a 64gb card working on 1.10? i want to have fullsets for nes and gameboy

Surely a 32GB card is still enough? GB, GBC, and NES ROM files are pretty tiny compared to GBA ones. You're talking less than 1MiB each for all GB and NES ROMS I looked at, and most GBC games seemed to be ~1MiB.

Edit: my initial thought was slightly off as I forgot my filesystem compresses files (it was reporting 1.5GiB), but the entire collection is still 2.9GiB for me.

Whole no-intro gba romset 24.3 GB

Yeah sorry, I meant the entire collection of GB, GBC, and NES games. Plenty of space to fit the GBA, GB, GBC, and NES games on a 32GB card, with a couple of gigs left over.

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EverDrive GBA / Re: Micro SD issues with EverDrive GBA
« on: September 03, 2016, 02:18 PM »
Does anyone have a 64gb card working on 1.10? i want to have fullsets for nes and gameboy

Surely a 32GB card is still enough? GB, GBC, and NES ROM files are pretty tiny compared to GBA ones. You're talking less than 1MiB each for all GB and NES ROMS I looked at, and most GBC games seemed to be ~1MiB.

Edit: my initial thought was slightly off as I forgot my filesystem compresses files (it was reporting 1.5GiB), but the entire collection is still 2.9GiB for me.

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EverDrive GBA / Re: DLDI drivers?
« on: August 25, 2016, 11:35 PM »
Huh, was't aware you could swap slot 1 carts. I know GBA carts are just mapped into memory, but I thought DS carts were somewhare more complex. I guess the software can probably do whatever initialisation it needs to. In which case I guess you just need a DLDI patch and a launcher that doesn't automatically re-patch for itself. As long as the Everdrive architecture lends itself to libfat access. I'm guessing it's not a huge priority though.

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EverDrive GBA / Re: DLDI drivers?
« on: August 23, 2016, 11:46 PM »
Would you not need the ability to run DS code on it first? I'm not aware of away to run DS code on an Everdrive GBA.

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EverDrive GBA / Re: Micro SD issues with EverDrive GBA
« on: August 22, 2016, 01:34 AM »
it don't make sense, surely card support wont get worse over time? if anything older everdrives/versions should be having sd card issues.
I disagree that it doesn't make sense; this is a new product for a new platform. I don't know what level of code reuse there is between EverDrives or what the architecture is (how much is done on the cart vs. the console itself), but it's an entirely new platform so even if there is a high level of code reuse, it could behave differently in different places. Without knowing what the problem is, I can only speculate, though.

Now, enough people are having issues that it's surprising that it wasn't caught before release, but I'm assuming it worked with every microSD it was tested with.

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EverDrive GBA / Re: Micro SD issues with EverDrive GBA
« on: August 20, 2016, 02:01 PM »
My husband said he took the formatting advice from the first few posts on this thread.
Ah, I've pretty much followed that with lots of other FAT settings and have yet to make mine work. Thanks anyway! (A 2GB card is more than enough for me for the moment anyway.)

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