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Messages - Kerr Avon

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News / Re: ED64 OS v1.29
« on: January 29, 2013, 03:45 PM »
What's the difference between v1 and v2 of the ED64, please?

Off Topic / Re: Re: Upcomming Everdrives?
« on: January 26, 2013, 01:15 AM »
well since NeoGeo cart is impossible to make, I'll have to go with Shaguar :P

Why is it impossible? Has the protection not been cracked on the hardware, or something? Or do you mean that such cartridges daren't be made as the Neo-Geo games still make money for their company(s), so if an Everdrive (or equivalent) came out then the company(s) behind the Neo-Geo would sue?

Sorry if the answer is well known, I know nothing about the Neo-Geo (except that the games I played  (under emulation) such as the Metal Slug games were great).

Off Topic / Re: USB 2.0 mini-B port por EverDrive?
« on: January 25, 2013, 05:10 PM »
I personally don't mind the SD card sticking out of the top of the cartridge, and I prefer it for it's functionality in that I can easily remove/insert the SD card, which isn't needed very often, but I have done a few times.

Your point about getting dust in the slot is a good one, however, and I know that some collectors like the way their console/cartridges look (I couldn't care less, to be honest, to me it's about the games not the hardware, but I know others value hardware aesthetics), but personally I'd much rather have easy access to the SD Card than have to use a USB interface, especially since my PC and N64 are in different rooms.

KRIKzz, is dust through the SD Card slot a real problem?

EverDrive 64 / Re: Save Bug in 1.29 (With Workaround)
« on: January 25, 2013, 04:56 PM »
Is Krikzz aware of this bug, so that he can fix it in the next software update?

EverDrive 64 / Re: Mp3 playing on everdrive 64
« on: January 25, 2013, 04:54 PM »
I don't know, sorry, but I do know that a .wma player would be better, as they tend to be around half the file size of the equivalent .mp3 files.

EverDrive 64 / Re: A couple of questions for KRIKzz
« on: January 21, 2013, 06:31 PM »
OK, that's great, thanks.

EverDrive 64 / Re: Saves not loading?
« on: January 20, 2013, 12:12 AM »
Try Perfect Dark, or Goldeneye, as they save automatically, and you can easily and quickly complete the first level, let it save (i.e. start the next mission, so you know the save has been done), reset the N64. Then load the same game up again, and the first level should be recongised by the game as being completed, if not then there is a problem with your Everdrive or the SD Card.

Note: Perfect Dark, when you create a profile, asks you if you wish to use a game cartridge or a controller pak - make sure you choose the game cartridge (that is what saves to the SD Card, the controller pak saves (of course) to the controller pak plugged into the joypad).

If you are not a first person shooter player, and so have trouble with these games, then load Perfect Dark, go to Combat Simulator, change a few options at random, then save settings. Choose any file name, and save to the game cartridge. When it's saved, go back to the settings, and alter a setting, so you know what it was before, and what you've just altered it to now. Load the settings you just saved, and make sure that the option you just changed, is now back to what it was, so you know the settings were saved OK. Now, reset the N64 (don't turn it off, of course, you MUST reset to save data to the Everdrive 64), reload Perfect Dark (the exact same version you loaded before, if you have two or more versions of PD on the SD Card), go to Combat Simulator, and try to load the settings you saved before. If they don't exist, then your Everdrive 64, or the SD Card, is not working properly.

EverDrive 64 / Re: A couple of questions for KRIKzz
« on: January 18, 2013, 09:27 PM »
that image on post 125 is just a standard n64 game pcb, nothin more than a advert lol

check these images out from

pcb front and back, no battery, no reason to mess with pcb at all matey :)

Oh right, thanks. Any idea on the maximum possible number of ED64 saves?

EverDrive 64 / A couple of questions for KRIKzz
« on: January 18, 2013, 08:09 PM »
Sorry to bother you, but I have a couple more questions about the Everdrive 64;

1. How many save files can the ED64 support (assuming that there is enough free space on the SD Card to fit in the new game saves)? Is there a limit, and if so, is the limit dictated by the ED64 or by the FAT file system of the SD Card? And if there is a limit, then what happens when the limit is reached, will the ED64 put up a message saying that it can't create a new save, and will it still be able to update existing saves even though it can't create a new one?

2. Is there a battery in the ED64, or anything that will one day require the user to open the N64 cartridge case to gain access to the ED64's motherboard? I ask as I've just seen the photo in the thread:

(post 125, by Infrid) and it looks like there's a battery on the ED64's (if it is an ED64) motherboard. I haven't opened mine to check (I'm not a hardware person, so I won't touch internals unless I have to), but I can't really think why an ED64 would need a battery, but the circle in the top right hand corner looks like a battery.

Thanks for any answers.


What's an SGX (is it a non-PAL name for a PC Engine)?

It was NEC's answer to the Genesis and SNES - they took a regular PCE and stuck in more ram, another VDP (with more vram), and a chip to handle the video from both VDPs. This gave you two layers and twice the sprites. It never caught on, so there weren't too many shipped, and only 6 games made.

Oh, I see. If it's limited in numbers then it must be a collector's item by now! And no doubt it was never released in PAL format (we always get everything last, and if we get it at all, we pay more for it, and often get the inferior version  >:().

I have the SGX - just wish they'd made more games for it, but I look forward to trying to do homebrew on it.

What's an SGX (is it a non-PAL name for a PC Engine)?

Come to think of it, why was the PC Engine called the 'PC' Engine? I doubt it was anything to do with the IBM Personal Computer.

The N64 was codenamed the Ultra 64, which I always felt they should have stuck with, as (to me) it's better than either N64 or Nintendo 64. And I know the Gamecube was codenamed The Dolphin, which again I preferred.

I never played on a PC Engine/TG16 (never even saw one  :(), but I've heard that they are fantastic - I'm sure I read somewhere that it has the best ratio of good to bad games of any system?

I can't decide which I prefer in the SNES/Megadrive - I think that, whichever side you chose in that console generation, you were a winner.

One thing I've always meant to look into on the SNES/Megadrive, was the way some games were different on the two machines even though they had the same name - it would be interesting to see how different developers developed the same license. Games like Alien 3, Scooby Doo, Aladin, and Shadowrun, were famous for being different depending on whether you played them on the SNES or Megadrive.

News / Re: ED64 OS v1.29
« on: January 15, 2013, 02:12 AM »
Many thanks indeed, KRIKzz, it's easy to see why you have such a great reputation amongst us retro fans.

I'd have to say the N64, as it's my favourite console ever. Plus it's the only console I have that has an Everdrive made for it (my other consoles are disc based  >:(), but I love the N64 mainly because (to me) the two best first person shooters of all time are on it (Goldeneye and Perfect Dark), plus it has some of the best 3D platform games ever made, too - Banjo Kazooie, Super Mario 64, Banjo Tooie, and Rocket: Robot on Wheels.

Of course the N64 also has Superman 64, which is a contender for the worst game ever, but let's not dwell on that  ::)

EverDrive 64 / The sims (bots) in Perfect Dark can now use mines!
« on: January 14, 2013, 01:01 AM »
As any PD fan knows, one of the limitations of the game is that the sims (computer controlled opponents) in multi-player cannot use the mines. But in Goldeneye X*, the sims can use Proximity mines and timed mines. They can't use remote mines, as they lack the A.I. routine to trigger the remote mine's explosion, but they use the proximity and timed mines, which makes the game even more enjoyable, albeit rather chaotic, as the sims' use of the mines leans more towards 'throw as many as you can and hope for the best' rather than a thoughtful series of booby traps at vital points on the map.

Anyway, the fact that the sims in Goldeneye X could use mines at all intrigued me and made me ask the authors of Goldeneye X how difficult it was to make the sims use the mines, and I was surprised to learn that the sims in Perfect Dark can use the (proximity and timed) mines, it's just that they choose not to!

Apparently, the sims' weapon preference table (which dictates which weapon the sim prefers to use when it has two or more options) lists unarmed as being better than armed with a mine(s). It's not known why Rare chose to do this, whether it's a bug/flaw in the weapon preference table, or whether Rare were unhappy with the sims usage of mines (they aren't exactly expert with mines, it has to be said), but whatever the reason, now you can play PD's multi-player against sims who use the proximity and timed mines! Of course, if you set up a multiplayer match without mines (or without sims!) then there'll be no difference, so you have to have at least one sim playing and at least one weapon slot has to contain either timed or proximity mines.

To play this, you have to download the patch ( using the Goldeneye/PD Editor ( you have to patch a rom file of Perfect Dark (find it via, as I'm probably not allowed to post ROM links in these forums).

* Goldeneye X ( is a project to mod Perfect Dark so that the game Goldeneye is run on the Perfect Dark engine, i.e. so that Goldeneye has the advantages of Perfect Dark, such as sims (multiplayer bots), speech (as opposed to Goldeneye, which only had text), weather effects, etc.

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