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Topics - Richardragon87

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...As opposed to the ones that came out internationally post after Covid-19. The framerate in this video pretty much sums up how my PC Engine mini ran from day 1 of start up -

I had a feeling once I got the Coregrafx-mini in June they corrected everything... props to M2 for not only fixing the shimmering but that awful frame rate, you can still look back at the intro of Castlevania and notice the shaking in the intro which is absent on the Coregrafx-mini and likely the Turbografx-16 Mini's together... then again maybe the PC Engine mini had more lag due to the extra games it contained when it had its amount shortened possibly it opened up some space to correct the slowdown.

But to me I think all 1st produced products are bad and sadly I wouldn't be able to tell if a new PC Engine mini was distributed unless you know?


PC Engine Mini: Purchased from Amazon Japan

Issues I had: Jittery nauseating frame rate which was so bad it made my PCEAdvance emulation feel like the shimmering was non existant/Really bad heavy lag in some games that had FMV parts where Ricter moved across the screen he wobbled dramatically and screen gets really jittery when the morning star goes across the screen which breaks the enemy... gameplay was also really shaky moving just to the right makes the screen shimmer badly also no matter what setting you choose in the options the shimmering is nauseating to say the least/Shmups are also unplayable due to the shimmering some faster than others but I cant hold my stomache to any of the games in the outbreak due to this and lastly Tokimeki Cultures bonus games also suffered heavily from this shimmering.

Overall experience: I preferred using retroarch on my modded classic over this anyday as did a lot of youtube reviews that mentioned it best way to describe how the games were running on the PC Engine mini was like a MSX and MSX2 game especially Gradius II it was unacceptable for sure.

Coregrafx Mini: Purchased from Amazon Europe

Issues that was different: Smooth less nauseating frame rate which was so good it made me want to pass up using my PCEAdvance emulation when I noticed I could see the shimmering on the AGS-101 screen though it ran at such a slow frame rate I wouldn't call it bad but after playing the Coregrafx mini it was not even there/Greatly reduced lag in all games that had FMV parts where Ricter moved across the screen he no longer jittered across the screen moved at the speed I would have expected from a proper FMV intro and when the morning star goes across the screen which breaks the enemy I couldn't even notice a feeling of nausea as it looked like the chain no longer shook when it extended out to break the rock... gameplay was no longer shaky moving just to the right makes the screen move as it would in any castlevania game without the heavy shimmering and just to check what setting I choose in the options the shimmering was not appearing in any screen ratio/Shmups seemed playable due to the smooth scrolling up even some faster than others and I managed to stomach all of the games regular speeds as they no longer bounce up and down due to this and lastly Salamanders bonus games also no longer had any issues with movement.

Overall experience: I preferred using this over retroarch anyday and hope to add most of the games I played before as they just load up without needed to go to so many options to boot up the game.

Final Thoughts: At first when I got the PC Engine mini I thought it may have been the dodgy HDMI cable or the fact the system wasn't compatible with a PAL HDMI TV, I never had a problem playing imports before as long as I have the right adapters so it seemed weird why my first experience was so bad, it was the device that was so bad and I am sure glad they had the extra time to iron out those bugs for the 2nd wave of them.

Edit: In case you wondered how Castlevania Rondo of Blood ran like on the 1st print PC Engine Mini's look no further than this video at time part 8:10 -

Edit 2: As for input lag I can say I couldn't get the button inputs for the Spriggan 2 game along with some others on the Mini to work to bring up their in game menus where you hold multiple button inputs while I managed to with the Coregrafx-mini though I only had a minor time to use it as I didn't expect it to be out in June a few days before I had no acess to my HDMI TV and went back to my CRT one but I will update further on what I find out when I have a good go at them tomorrow.

Hey everyone, so despite already getting the PC Engine mini through the Covid-19 situation off amazon japan a few months ago I started noticing a lot of shimmering in the gameplay.

I personally had some real issues with lag, or at least any more then is expected with a device like this or any other mini console we seen to date.

Months later I decided to pick up the recently distributed Coregrafx Mini and in my opinion is that gameplay on this is pretty good, and any real emulation issues that the 1st batch had have been fixed (This can be confirmed if you have experienced the awful lag in Akumajou Dracula X where the morning star goes across the screen in the FMV intro upon start up of the game) with a few months delay it now has lost the shimmering movement when it moves right across the screen it's so fluid you cant even tell the frame is moving was enough to justify this!

Not sure how animated it was on real hardware as this is the 1st time I have played it outside of Switch... In a previous topic I said the PC engine was once mistaken for a Super Famicom game back on my Super Card SD.

Even labelling the complete patched set based off the notepad file as of when gamegenie guy had codes available as it to this day when uploaded still calls them Super Famicom Turbo Hacks.

I made a mistake of saying that prior to having really considered this was really the only time before the X5 GBA Everdrive days when it could likely play SNES like games on your GBA outside of Snesadvance years later when I discovered it.

Maybe I was just the type of person who gets up in arms over something that looked outstanding on a AGS-101 screen aside from the input lag that PCEAdvance always had, but even with the jittery hard to enjoy audio based off it's mixer and turning the Timer IRQ off it was still my first ever experience with this platform.

I am not a hard core gamer by any means but years later and considering the value we get from these devices, a little glimmer of hope that I now can enjoy these with less slowed down audio and framerate on a couple of the minimal remembered titles (After all the PCEAdvance really only worked with Japan games for 3 years so I never really experienced the English ones until a pack provided premade ones in a file set, just doesn't work unless you could use the obsolete PCETOY app years back).

I did mention in one of my other topics that in game button prompts to access the hold run and select to reset the game no longer works, but I didn't really have much of an issue making a save file for each one listed on gamefaqs Turbografx-mini section, except for Kung-Fu which oddly didn't need to be reset to get the menu to work as I tried it on my GBA X5 and it did exist to work and was easy to input too. No luck with using the infamous Sound Test 77 code in Blazing Lasers it's still as broken as ever, but as the 10 ships and 10 lives one still works after getting the sound test menu to appear it's no big deal.

After having mine for a few months I just realized that their is no way possible it can go into a state of half sleep mode like how all other mini's were able to, with no reset button and just a standard slider it either goes left or right... also the HUD display would be complex to make that feature of what goes in and out a limitation too.

What do you think?

Speaking of which I do have a few questions too... for those who got the recently released batch I heard the devices are having issues with power outages likely due to Konami not correcting what amps they use. My one was a two pin port in a travel charger but normal ones seem to be locking and bricking the devices, has this happened to you?

Also does the corrected international batch not overheat like the 1st batch did, by this I mean I placed mine on a box and just after 3 hrs the whole thing felt like a ovens insides... I remember the original ones overheating but it seems weird the mini's do as the SNES and NES and even Megadrive ones have fans inside my one was too hot to even turn off lol, so I dunno if that was corrected or not.

Lastly was the input lag ever fixed in the 2nd wave of them outside of Japan, I rememeber seeing Lag in the Castlevania games intro on youtube and even my one had some shimmering in the framerate when Ricter's morning star goes across the screen in the FMV scene.

That's all for now for my 3 questions.

As for which mini I got it was brought up in this post here -

Turbo EverDrive / PC Engine Mini distributed in Japan right now!
« on: March 19, 2020, 11:12 AM »
So it seems despite the whole virus fears the Mini has now been dispatched in Japan while the rest of us wait, what will be your favourite game on here?

So a new homebrew game has finally surfaced after too many years I have to keep track of ones that contain new SGB boarders and enhanced colors… now at long last a new pallet set and a custom boarder has been made world wide to play on your own EDGB called Tobu Tobu Girl Deluxe

This is a great day for all of us EDGB fans as we now has an all new boarder we can use across any game as well as a nice pallet set to use too, I can only hope in the near future we get more unique homebrew boarders as my last one I managed to try out was Pokémon Grape and that was years back ^^

I mean like I can understand why it would take them years to make the app as they needed to make it multiplayer online but the lack of extra screen modes feels a bit jarring... especially when playing Super FX games when you include Redguys speed up patch on the SD2SNES it seems like they are in a small square box with a really ugly boarder to top it off and the still impossible to mention way of turning off the control panel unless you find it for yourself has still a ways to go before it's decent.

What do you think?

As I haven't been keeping track of updates to the SD2SNES for a few months now I finally decided to go to the SD2SNES downloads page and download the folder called "sd2snes_firmware_v1.10.3" after copying and pasting the 17 items into the already made SD2SNES folder I booted up the device getting the new information of it saying "Firmware version: 1.10.3"

But when I played a Japanese game which would normally be region locked I got the "Game Pac message"

I went back and checked the configuration of In-game Settings and it says Auto Region Patch ON so what has happened here?

Edit: Upon further checks SA1 games like Kirbys Super Star no longer work and if you in game button reset Doom it glitches the whole menu screen...

Also region locked games are randomly working and then not working when going to the menu and clicking them again.

Lastly on a side note I am not sure if the region patching broke as soon as I turned the In Game Button Hooks off so I could play this game with my findings here

Unsatisfied with how Nintendo decided to go with such a horribly default enhanced 4 pallet color scheme when playing Pokémon Pinball on real hardware, excluding clone devices and ones that allow you to have the GBC pallet when playing the game, I had a try a long time ago to improve the color sceme. Far less green tint, better easier on the eyes color direction, and making the title screen look pretty close to how it would appear when played on a Gameboy color or Gameboy player.

I've made a screen cap of the password to input so you can experience it as close as possible as I saw it. No easy undertaking on my choice for Pikachu as it was my first try but I think it turned out pretty well.

The only thing I was unable to do was to best match up the colors to be even halfway as close as how the actual color of certain Pokémon look including the ones in the Pokédex after encountering and catching them, this also means there is no transition between the effects of changing between the Red and Blue fields but from my memory Nintendo never decided to make one so either will look fine.

The only result I haven't tried was using a pallet from another Pokémon game to make sure it would change on different areas, you're more than welcome to try and see if any of the other games have an effect on this one as the real hardware carries over any automated color enhancement to a game to be used on another in the Super Nintendo's internal memory, apart from that enjoy!

Screen Caps of the nicer looking parts complete with the password

Title default chosen pallet -

Title my polished up pallet -

Option default chosen pallet -

Option my polished up pallet -

As of owning the X5 GBA everdrive I usually ran into the issue where the screen would black out and say either FAT 0F Error or, Disk IO Error which originally I expected this was due to the sheer amount of Super Nintendo games I added to it or the SRM from them. But I just noticed that it seems the device has a huge urge of taking data from any rom that is loaded meaning if you go into the Emusave folder and delete the SRM games (Which will be dozens in there garunteed) it fixes this error without the need to get a new SD card or format it again which likely would work on any everdrive device but in this case the SAVE folder.

I never noticed this until now but it seems the X5 does it to every game played so always check the Emusave folder or whichever folder your device remembers the games you played if this happens.

FXPAK (SD2SNES) / Karmen Rider SFC blackouts
« on: June 11, 2019, 11:24 PM »
Did anyone manage to fix or find a way around to getting Karmen Rider to work on the SD2SNES or was it fixed with the in game hooks disabled?

The game will either hang on the theme song with no buttons responding or load the prologue and crash with the music running or just black out, literally I have tried so many ways around it be it a No Intro or GoodSNES or even NonGoodSNES roms that I gave up and just decided to play through it on my GBA X5's SNESAdvance emulator without graphic fixing yet as I have been doing other projects.

EverDrive GBA / XGflash2's existance with PCEAdvance?
« on: May 28, 2019, 07:33 PM »
So a while ago I stumbled across Smoke Monsters premade PCE folder set that had the entire list of PC Engine and Turbografix-16 roms in a line... of course I had to remake an entire directory to make it part of the X5 game list but more on the subject that I overlooked the information when the L and R button was pressed and only noticed this exact detail that may make it possible to play pre-hacked PCE roms on a GBA.

It says "Powered by XGFLASH2.Com 2005/PCEAadvance v7.5 on GBA" when the L and R button is pressed on the GBA while running a premade PC Engine or Tubrografix-16 rom.

So what I would like to know was XGFLASH a really old app that you needed to purchase to convert PCE roms to run on a GBA or is it freeware like SNESAdvance was... if anyone knows this would be much appreciated as I can only stand button inputs off gamefaqs for in game codes as much as I feel like I am breaking my fingers apart holding down buttons on a GBA SP.

This is a list based off my Super Card SD description guide that has changed the gamefaqs PC Engine cheat codes button inputs to be detailed in the style when used on a GBA. For example Run has become Start, button I has become button A and button II has become button B.

This list allows you to make full use of the PC Engine in game codes as the Everdrive GBA X5 isn't compatible with these type of games of any kind except for the ones premade into a list.

It's not flawless as there was already a huge amount of codes that could be injected into the roms themselves but as the Everdrive GBA X5 cannot run RAW roms of either PC Engine or Turbografix-16 this is the best that cane be done for now.

Hopefully someone will find a way to play vanilla roms and I may be able to have no need for this list in the future...

Also had a try at something similar with the Turbografix-16 ones... don't mind the blank spaced ones with nothing in there, it was just a reminder for me on what games I liked in those catagories xD

I hope someday someone finds a way of converting vanilla files so that the added code ones could once again be enjoyed on a AGS-101 screen.

EverDrive GBA / NES Rom Compatability Between PocketNES Versions...
« on: February 11, 2019, 01:08 AM »
It has come to my attention that certain roms only work on different versions of PocketNES while later versions fix certain mappers making unplayable games work but in the result end up making those which were once playable glitchy or unplayable via crashng in game.

The one I have always stuck with using is PocketNES v9.97 as it seems to support those more hard to work mapper games such as Punch Out and those Dragon Ball Z Card game NES series ones.

Among other things if you ran the Everdrive GBA X5 with the included finalized VisualNES variant these games now no longer work or have more issues with mappers...

Cobra Triangle - The once seen boat sprites that moved in motion can no longer be seen as they did on v9.97

Day Dreamin' Davey - This game had odd sprite flickering on v9.97 but at least it could be seen while on the finalised one they are gone

Eliminator Boat Duel - As before the sprites visible on v9.97 are no longer there on the finalized version

Greg Normans Golf Power - On v9.97 the game wont freeze after the course creation screen while on finial version it freezes

Hunt For Red October, The - Though the sprites were a bit glitched on v9.97 they were visible while the final has none

Of course I did research on what worked better on the final version it's only less than a half of them as I went through all games up to where the end of this one goes also there was too many to list so here was what I found out -

So far from what I looked up only these 3 games worked on the final version that the v9.97 one couldn't do - Advanced D&D Hillsfar & Bill and Teds Excellent Adventure

But at the cost of loosing or now not working at all - Break Time - The Pool Tour, Days of Thunder, 4 Dragonball themed games and likely many others.

So I wonder why does fixing stuff cause games that used to work now longer work?

FXPAK (SD2SNES) / So was ever the 48MB Star Ocean Rom dumped?
« on: January 24, 2019, 01:10 AM »
That being the non compressed version... I searched everywhere and found a site outside of the goodsnes packs though I presume the packs hold a certain of 5 roms of Star Ocean but none of them go up to 48MB they were...

Star Ocean (J)[!].smc
Star Ocean (J) [h1].smc
Star Ocean (J) [h2].smc
Star Ocean (J) [T+Eng1.0_DeJap].smc
Star Ocean (J) [T+EngBetaR1_DeJap].smc

All 5 have the same filesize of 6,291,456 (6.00MB)

I am aware of the SDD-1 patched one which was 15MB if I recall.

But compared to the smc and the patched one what was really lost and is it worth hunting down the RAW file too?

FXPAK (SD2SNES) / Problem With Some Sufami Turbo Games...
« on: January 18, 2019, 05:51 AM »
I cannot for my life seem to get the Gundam Sufami Turbo games to work on my PAL SD2SNES. It seems every time I start the battle it goes right to the Game Over screen and goes back to the menu.

And the Ultra Man Sufami Turbo series also has a weird glitch when the opponent uses a special attack it always crashes the game, I think the only time I managed to beat the final 4th boss before it reset back normally to the 1st opponent is when I used a pre-made trainer which had a hit anywhere code attached to it.

I have tried several roms of these one be it normal ones or the ones with the Bios but neither seem to fix this issue if anyone has a fixture of these and can provide me with the corrected ones it would be much appreciated - Richard

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