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FXPAK (SD2SNES) / Re: Fxpack Supermariokart
« Last post by nuu on February 27, 2021, 12:03 PM »
Just to make sure, you only downloaded the .bin files only right? Downloading the .rom files and renaming them to .bin wouldn't work.
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Depending on which version of the OS that is supported by v1 at the latest, it might also use the save_db file.

I think "DP=5" would be more useful to add to save_db than "0x906C3F77=5", since it would work with any future hacks while the CRC only works with the current cracked rom.

But since Dinosaur Planet wasn't released, it's possible that the "DP" was reused by a later game, and would cause a conflict if it doesn't use FLASH. Probably not though, since Dinosaur Planet was a very late game and it seems it already got its game code from Nintendo.

'DP' is already "officially" allocated to Donkey Kong kiosk demo ROM (EEP16k) - including in the internal save database. So technically using the CRC values would be the correct way to go (although entering "DP=50" in the save_db does work, because it overrides the internal database, and and if not using the DK demo, then would not be an issue...

Really ROM hacks should change the cart ID to something unique, and go from there. The question would be, whether the cracked DinoP rom already had this ID, or if it was added when cracked.
Ok, CRC is the way to go then.

If hacks would keep allocating new IDs they would eventually run out though. It already had the "PD" ID, the original rom is included with the cracked rom, and both roms has "NDPE" as game code. "NDPE" is also written on the CD-R disc the source was found on, so I'm pretty sure it wasn't just added by the people that compiled the source either.
https://ia802205.us.archive.org/16/items/dino_20210220/dplanet.jpg

By the way, is there some way to see what the internal database includes in for the OS, or is this secret? Krikzz doesn't always say in the update what games he added in the internal database, so it's hard to keep track on exactly what games are there and what games requires an entry in save_db.
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I sure do, I grew up in the 8-bit days. N64 is mostly a modern console to me.

Ghosts n' Goblins do have unlimited continues on the level you died (Famicom version requires a code and arcade version requires to hold a button when pressing start), so it's not really different from Goldeneye or Perfect Dark that way. The third level is about tied with the last level as the hardest level, so if you can just beat those two you are close to beating the game.

I've beaten Goldeneye 007 but I can't finish the last hidden level in Perfect Dark.
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FXPAK (SD2SNES) / Re: Fxpack Supermariokart
« Last post by dentalbook on February 27, 2021, 04:53 AM »
Yes all of them, still nothing. I Tried alot of them out, I got Pilotwings and F1 Race of Champions II to work properly. Top gear 3000 doesn't start, Ballz 3d doesn't start. Michael Andretti's Challenge doesn't start, Super Bases Loaded 2 doesn't start, Dungeon master doesn't start and Supermariokart doesn't start.
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EverDrive 64 / Re: C64 emulator?
« Last post by Cyberlink420 on February 27, 2021, 01:48 AM »
To my knowledge, no C64 emulator exists, nor can I find any attempts to develop one.
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EverDrive 64 / C64 emulator?
« Last post by Shenhulahula on February 27, 2021, 01:13 AM »
Does anyone know if there is any C64 emulator available for the N64? I don't recall seeing one.
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I have the first version of the Everdrive released for the N64 it's running ALT64: v0.1.8.22

I realize I neglected to update it to ALT64: v0.1.8.23, and that this is unofficial firmware so something like this was likely to happen sooner or later

I see, thanks. I don't know anything about the v1 model, but I would have thought that using the official OS, then it would probably run the Dinosaur Planet rom OK, if you set the Everdrive to simulate Flash RAM (I don't know how to do that on the v1, sorry).
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Remember in the 8 bit days, where you mostly only had three lives to play through most games? Now that took dedication in a player!

I remember Ghosts 'n' Goblins (which I'm pretty sure is a game I only progressed to the second level, I never made it to the third level) being extremely hard, and I heard it (a) gets much harder later on, and (b) when you complete it, you then have to play through the entire level again, to make the game recognise that you'd beaten it.

I mean, playing Goldeneye and Perfect Dark on the hardest official difficulties is often very hard*, but at least the levels are short enough that if you die then you've only lost at most a few minutes progress. Imagine being so good at something like Ghost's 'n' Goblins that you're nearing the end of the game, and you die after about four hours of play!



* I have beaten both PD and GE like this, though that is just as much a testament to how much I played them (I got to know the locations and actions of every enemy, good places to hide, peep out, and shoot, etc) as anything. And I've never beaten a single level, as far as I can recall, on any of the user made difficulty challenges, though. That's when you play something like Licence to Kill mode (https://speedrunwiki.com/License_To_Kill), Dark Licence to Kill mode (https://speedrunwiki.com/Dark_License_To_Kill), or using the Enemy Rockets cheat.
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Mega EverDrive / Re: Mega Everdrive Pro/32x
« Last post by Bootleg on February 26, 2021, 04:35 PM »
I am using a model 2 Genesis BTW. I saw another thread where someone said to disable the Mega/Sega Cd Core. How does one do this? I went into the options and turned everything off in the MegaCD options but it still will not play 32x games. I wonder if I have a faulty unit.
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Yes, I think it's probably best to stick with:

0x906C3F77=5

as it references only one possible rom, and if any other hacks or prototypes of Dinosaur Planet emerge, then we can easily add their CRC values to a '=5' setting in the save_db.txt file.
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