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21
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.
22
Turbo EverDrive / Re: Differences????
« Last post by TonyN on February 26, 2021, 02:43 PM »
Thank you for your help 👍
23
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.
24
Sorry, I misunderstood you the first time. So the Xbox version actually saves what notes you have grabbed. That would indeed increase the required save space with about a byte for every note in the game. And would also indeed require more RAM to store the information until you save.

I remember Click Clock Wood being the hardest level to get all the notes on. I would either fall fatally or drown under the ice in winter when I only had 4 notes left... I got all other notes in the game.
25
EverDrive 64 / Re: Can I copy saves from ED64 3.0 to ED67 X7?
« Last post by nuu on February 26, 2021, 02:11 PM »
Maybe running it in PJ64 purged it for you. I have a device that always made SRAM files the largest possible SRAM size no matter the game, which made it too big for the Everdrive. The emulator wasn't as picky, and running it in it fixed the SRAM file to the real size for that game so that it worked in the Everdrive.
26
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've been searching around for the solution to this same issue. The rom_crack on my everdrive was also getting stuck at a black screen with the soundtrack playing after the Nintendo64/Rareware screen.
I have an everdrive v2.5 that I bought months before they krikzz announced the X5 -_-'' running OS-v3.05
I read a couple people in different forums mentioning adding DP=50 in the save_db.txt but wasn't quite sure exactly how to implement that. The text file is in the ED64 folder that should be in the root of you everdrive's SD card.
I found a place I thought it matched the criteria of the other lines within each of the 3 lists in the text file. I'm glad to say I got it working! Here's a couple of screen shots that may be useful to others like me who know nothing about altering code. The last line at the bottom should be written: "DP=50[tab][tab]Dinosaur Planet" that is assuming you rom file has been renamed to "Dinosaur Planet"

Glad you got it working. The reason that a fix is needed for Dinosaur Planet is that the game saves to Flash RAM (the type of save circuitry on the development cartridge that the DP came on), and when the game is booted, it checks to see if Flash RAM is present, and if it isn't then the game locks up. The Everdrive 64 can simulate all known types of N64 game save circuitry, but it has to know which type to simulate for each game, and so the Everdrive has a built in database telling it what game needs what type of game save, but of course this database can only contain data for known games. So to make it possible for people to add fixes for later games, or games that might have the incorrect database in the Everdrive, we can add the information directly into the save_db.txt file.


And there are a few fixes required for N64 roms, so to get them all in your save_db.txt, go to:

http://krikzz.com/forum/index.php?topic=6126.0

and follow the instructions in the first post, and you will then have all of the currently known fixes for N64 games. That list includes:

0x906C3F77=5

(anything after the spaces or tabs doesn't matter in the  save_db.txt  file, and is ignored by the N64, so you can write comments or information on the rest of the line, if you like), so you don't need

DP=50

(or DP=5, since if the second digit is 0 then it can be omitted if you like), since any of these three values (DP=50, DP=5, and 0x906C3F77=5) all apply the same fix; they tell the Everdrive 64 to use the flash RAM save if the ROM's CRC matches 0x906C3F77, or if the ROM's ID is DP.
27
EverDrive GB / Re: Auto force clear .srm savefile from SRAM when booting up GB X7
« Last post by nuu on February 26, 2021, 02:04 PM »
"The SRAM" is a memory chip on the device, it's used for the save data of the game you currently play. The .srm files on the SD card are SRAM dumps for every game you have played that supports saving to SRAM.
28
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've been searching around for the solution to this same issue. The rom_crack on my everdrive was also getting stuck at a black screen with the soundtrack playing after the Nintendo64/Rareware screen.
I have an everdrive v2.5 that I bought months before they krikzz announced the X5 -_-'' running OS-v3.05
I read a couple people in different forums mentioning adding DP=50 in the save_db.txt but wasn't quite sure exactly how to implement that. The text file is in the ED64 folder that should be in the root of you everdrive's SD card.
I found a place I thought it matched the criteria of the other lines within each of the 3 lists in the text file. I'm glad to say I got it working! Here's a couple of screen shots that may be useful to others like me who know nothing about altering code. The last line at the bottom should be written: "DP=50[tab][tab]Dinosaur Planet" that is assuming you rom file has been renamed to "Dinosaur Planet"
29
EverDrive GB / Re: GameShark To GameGenie v0.1
« Last post by Titney on February 26, 2021, 11:59 AM »
I tested with Balloon Kid and this code.

Code: [Select]
010501D1 (Invincibility P-Balloon)
Generated codes only valid for this version (CRC32 -> d4b655ec)
Code: [Select]
640-41F-C40
000-42F-D5A
F50-64F-E6A
3E0-65F-E6A
050-66F-E6A
EA0-67F-E6A
010-68F-E6A
D10-69F-E6A
F10-6AF-E6A
C30-6BF-E6A
8A0-6CF-E6A
0C0-6DF-E6A

I didn't face any problem, not tested on EverDrive, but with mGBA.
Is you EverDrive OS is up to date ?
The version v1.04 fix a bug in the cheat engine

Code: [Select]
GBC-OS-v1.04 20.06.2020
1)Fixed cheats engine bug

Did you use the exact same ROM ? (Same CRC32?)

Edit : I reproduce the bug in the EverDrive, the bug is only present when using directly the cheat engine, if I use the ROM my software create to embedded the cheat into the ROM the bug is not present.
It seems that is a bug with EverDrive and not the code I generated, I will try to investigate, maybe I can use the save state feature of the everdrive to dump the actual memory.

Thanks for looking into it. Yes, same CRC32 (D4B655EC) tested on EDGB X7 with OS 1.04, using the EDGB cheat engine. But the codes I tried were these ones:
Code: [Select]
Invincibility 010117D1Game Genie from your site:
Code: [Select]
640-41F-C40
000-42F-D5A
F50-64F-E6A
3E0-65F-E6A
010-66F-E6A
EA0-67F-E6A
170-68F-E6A
D10-69F-E6A
F10-6AF-E6A
C30-6BF-E6A
8A0-6CF-E6A
0C0-6DF-E6A

Code: [Select]
Never Lose Balloons 010211D1Game Genie from your site:
Code: [Select]
640-41F-C40
000-42F-D5A
F50-64F-E6A
3E0-65F-E6A
020-66F-E6A
EA0-67F-E6A
110-68F-E6A
D10-69F-E6A
F10-6AF-E6A
C30-6BF-E6A
8A0-6CF-E6A
0C0-6DF-E6A
Same type of graphics corruption at the end of the level with both of these though.
30
EverDrive 64 / Re: Super Mario 64 Splitscreen released by Kaze
« Last post by kevinseven on February 26, 2021, 06:39 AM »
I'm using project 64 and I followed the vid but I keep getting ''stuck in infinite loop'' error code. i downloaded a different rom and they both work both have [!] and I also used 2 different patches and still same error. any suggestions?
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