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Messages - rimsky82

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Off Topic / Re: USPS lost my Everdrives for Christmas, lol
« on: February 01, 2016, 01:07 AM »
I ran a small studio with my dad a few years ago, until he passed away.  Soon after, the main hard drive we used for working tracks suffered an electrical surge.  Many of the more recent tracks were not backed up, and they contained quite a lot of audio that is worth a lot to me, mostly of my father.

Anyway, I detached the hard drive's board and sent it to Canada to be repaired so I could access the data again.  I did not insure it, as the board itself is not worth much by itself.  A couple of weeks later, I receive a notice from USPS that the truck containing my package caught on fire and everything in it was lost.  A pretty rare site, and of course my package contained something irreplaceable (as you may know, the hard drive boards are tied to the hard drive they belong to).

I still have the drive, and the company said they may still be able to recover the data.  I'm not sure I want to take that risk, but what's the chances of that happening again?  Right?

One of the trickier parts to modding an xbox is getting the bios right.  If you want to use a larger hdd, you'll need a custom bios.  If you can get a hold of the latest evox bios and a working editor, it should be a breeze.  You can also edit the colors of the xbox flubber and logo, and the name of the xbe file the bios starts after post.

If you don't have a chip to flash, not properly flashing the tsop can brick your console.  It's nice to have the chips that have their own os and can hold multiple bioses, and it doesn't matter if you screw it up.  I have an xbox with a smartxx in it that does that.

I remember actually using the tools to alter the bios visuals, like the "XBOX" word and logo.  I believe I still have those tools somewhere.

Super EverDrive / Re: Goldfinger/AR cheats?
« on: September 02, 2015, 03:16 AM »
I don't have a SED, so I can't answer all of your questions, but I can say that Goldfinger codes are ROM codes and can be converted to Game Genie.

For Krikzz to support them natively, that's up to him to put the decoding routines in the firmware.  It's not that big of a deal, except that one GF code can patch up to three successive bytes, which would limit them more than the genie codes.

EverDrive N8 / Re: Does the Game Genie ROM work?
« on: September 02, 2015, 03:09 AM »
What would be the point of using it if there is one already built in, even if it did work?
...but it would be nice to use the classic Game Genie code menu for a little nostalgia.

Off Topic / Re: the next everdrive?
« on: November 06, 2014, 03:29 AM »
Disc-based systems would be cool, but the libraries are much too big for what puts the charm into krikzz's products: everything on one cart.  That said, disc-based systems would still be bad-ass.  Others are already doing those, with the PSIO and the drive replacing stuff with the 3DO/Dreamcast and what not.

Anyway, I'm just going to leave these words here.

Jaguar, Virtual Boy, GBA.

We were right Modman, but so were they.  Evidently a lot of ASM is copied to certain parts of the RAM, so Gameshark codes that write to those areas can be patched to the ROM.  But not ALL codes, just the ones in the range described by that tutorial listed a couple of posts up.

Edit:  The code in question doesn't appear to be in that range.

Yeah, thanks, rimsky82! This is just perfect(assuming I can hex edit with the modifications)!  By the way, how can you hex edit codes like FF84? I want to enable zelda map select as a hack (like Debug rom), but there are codes like the example. I'm using Lspyro. (Hex editor is one of many mod type apps)

I'm not quite sure I follow you, but the .yml files are easier edited with a text editor.

If you mean you want to patch the rom with a certain code, I believe all N64 Gameshark codes modify RAM addresses.  Therefore, you can't directly patch a rom using them... you'd have to use a debugger to modify the ASM writing to the RAM address.

Yeah, thanks! Although I might not use it because I want certain codes at certain times. Alt64 CAN'T do that!

Well, you can select the codes you want on the site, so you can get a new one at any time with different cheats.  At least there wouldn't be any editing involved!

rimsky82 from here...

I added yaml as an export on our site.  That means you can find your game, select the codes you want, and download them as a yaml file for use with this cheat engine.  I have an ED64v2 myself, and tested it.  Quick and easy.

I can confirm the the EDGB does not work.  It loops between resetting settings and the disk init screen.

I haven't tried the other everdrives.

EverDrive GB / Re: GameBoy Cheat Codes
« on: May 30, 2014, 05:14 PM »
Is their any way to put a game boy battery .sav file into the rom so the save is not external?
I have a perfect dark sav file with the game 100% done i want it in the rom.. is that possible?

Save files do not go in the rom.  They are physically stored in a different area.

I'm not sure what you are trying to do, but .sav files are interchangeable with EDGB and emulators.  If you want the save on a real PD cart, you'll want a retrode.

I doubt it, as the new changes to the game like the color levels more than likely offset the original code.

Should be a wealth of codes available for the dx version though.

I know the retrode can read/write saves for multiple systems, including the gb/c with an extra adapter.  Would cost some money, but it's nice to have that function for many systems.

Game Genie is only rom codes.  Krikzz said the EDGB only supports rom codes, because that's all game genie does is patch rom.

I believe there is something wrong with the game genie feature, perhaps dealing with offsets or something.  I could be wrong.

EverDrive 64 / Re: Any news on Gameshark support yet?
« on: August 12, 2013, 03:25 AM »
 I like the idea of a single file for cheats, but I'm partial to using checksums simply because of the amount of badly named roms out there.  PJ64 uses a simple cheat file.  I'd almost say support for that cheat file could be implemented as long as PJ64's (which recently became public) license allows.

I know I've mentioned this before, but I'm the lead web developer at , and I have implemented a system there that generates files for emulators using cheats selected at the site.  Basically, someone could look up a game, pick some cheats, select "everdrive", and download a file to include on the SD card.  I'm not trying to shamelessly plug, but just offer a solution to easily providing cheat files for the everdrives.

ChillyWilly, did you write a cheat engine similar to the GameShark's?

I haven't had a lot of time myself lately, but I'd like to offer my input in integrating cheat support.

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