Do hacked roms on ED64 work? Problems with them crashing:(

Discussion in 'Everdrive 64' started by krisk77, Jul 20, 2012.

  1. Dr.Wario

    Dr.Wario Spirited Member

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    read above posts :)

    or to make it easier for you since your lazy , NO
     
  2. PermaNulled

    PermaNulled Rising Member

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    Chances are the guys who made the hacks fucked up with their hooks, you said it basically crashes when your player is hit.

    That means there's a hook around the player damage functionality, generally a hook/codecave is required due to the fact that the function is being referenced by both the player's damage and the AI's so they want to determine which person is being damaged ( This is also how most one hit kill hacks would work ).

    But yeah, When/If I ever get a n64/ed64 I'll probably look into this and try and fix some of the hacked roms for you.

    I'm guessing the real hardware treats the assembly that's been hacked to crap differently then the console does.

    Oh also as said previously my guess is it's an address issue,

    I.E. When you hook a function within a game/program/etc...
    You basically overwrite the start of the original function (or in the middle of it depending on if you're function hooking or code caving) and you write a call/jump to either memory you allocate your self or a cave(batch of 00's in ram) already existing.

    Chances are when they were developing the hooks they looked for a cave rather then allocating memory manually via more assembly in the starting point/entry point of the rom which leads to issues.

    If they did such in an emulator I'm sure there's a lot of empty ram present that isn't on a real console.
     
    Last edited: Apr 12, 2013
  3. InsouciantSoul

    InsouciantSoul Newly Registered

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    Trying today, haven't been able to get Zelda's Birthday to work. Tried patching my own debug rom, and also prepatched roms I found. The game starts, navi will rant at you, but upon leaving Link's shack, the game freezes on a white screen. Has anyone else had success?

    Edit:

    Kakariko Village in PD works great. - http://www.goldeneyevault.com/viewfile.php?id=227
    Goldeneye CS Map pack freezes on start up. Can't get it working. http://www.goldeneyevault.com/viewfile.php?id=128

    You can add that to the working/not list?
     
    Last edited: Apr 16, 2013
  4. Heavy1390

    Heavy1390 Rapidly Rising Member

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    Here is a video of a OOT Zelda hack by Petrie911, the video shows the hack working on the ED64. So far I only know that he has released the hack for a redone forest temple, and he is working on releasing a hack with all of the temples redone. Sadly I cannot find the actual hack itself for the forest temple.

    http://www.youtube.com/watch?v=RtOyZODDK4E

    I've tried patching freefangs Zelda Ura Gaiden hacks and they do not work on ED64, that, or I downloaded a pre-patched/edited Master quest debug rom.. like one of those with room 120 fixed, then patched one of the Ura Gaiden PPF files to the previously patched rom. Not sure if that would even keep it from working or not. I tried to apply two perfect dark patches to one rom and it would not work, so I just assume you can't do that in most similar cases
     
    Last edited: Apr 21, 2013
  5. InsouciantSoul

    InsouciantSoul Newly Registered

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    So do any of these work now with the new 2.0+ updates to ED64 software?
     
  6. adimifus

    adimifus <B>Site Supporter 2013</B><BR><B>Site Supporter 20

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    I can't see why they would. The EverDrive doesn't change the hardware of the n64 itself, which is where the compatibility issues come up. The EverDrive only emulates a cartridge. If the n64 hardware itself can't handle something, the EverDrive isn't going to make it work.
     
  7. Zoinkity

    Zoinkity Site Supporter 2015

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    Patching a prepatched file may or may not work, depending on what's been altered. Any kind of overlap will break the patching process.
    Since I know how PD works, I can tell you that almost any patch you get from GoldenEyeVault can not be patched on top of another directly. They all have to alter data in two compressed files, and because of the nature of how these patches are made you would effectively corrupt those archives applying a second patch. Same goes for most patches against GoldenEye.
    GE and PD patches on the Vault have been tested for compatibility, and any that are incompatible are marked as such.

    ED64 compatibility is somewhat lower than what can run on hardware. Also, the ED64 softpatches some games based on their internal header in order to run them. Games that rely on this may run into problems if a patch is applied to them. The problem is twofold: cracks applied this way may affect data that was changed or relocated in the patch, and there's the chance changes to the header may break autodetection. Plus, a header hacked in certain ways will break save file autoselection, which may also cause a game to fail to load.

    I've had to change several patches to get them past the ED64's boot emulator. The menus are responsible for telling the boot emu what region the console is supposed to emulate and sets values accordingly, but the menus base this primarily on data in the cart and an internal list of letter codes to region types. Region selection has caused issues in the past, and would prevent most raw prototype images from running at all (only the first 0x18 of the header is necessary and some protos leave the remainder as garbage). The console doesn't look at this data at all, but it's potentially problematic for the menu software.
    [edit]
    Got a couple questions about that last bit, and I should clarify that there's a difference between 'raw' prototype dumps and the ones you see on the internet (you little pirates you). At some point a hacker (like myself) has probably filled in the necessary data in the header to get it working in emulators, including giving it an internal header. They probably also named it. The more popular HLE emulators use a similar region selection scheme to the ED64 after all.
     
    Last edited: Dec 13, 2013
  8. saturnu

    saturnu Spirited Member

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    Thanks for that hint. ^^
    At the moment I'm working over my ED64 menu again, adding a favorite feature. After i read this i think it's a good idea to add a country selection option, too. :D
     
  9. Mechagouki

    Mechagouki Site Supporter 2013,2014,2015

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    FWIW the OoT Master Quest debug rom works just fine on my v2 ED64. Not sure if this was dev. code or a fan-hack, but it loads and runs fine.
     
  10. IlDucci

    IlDucci Site Supporter 2015

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    I can't talk about rom hacks, but I can talk about romhacking: Most of the fantranslations that are around the web do work with EverDrive. So far I've tested Mario Party, TWINE, Banjo Kazooie and GoldenEye. (All of 'em in Spanish)
     
  11. Heavy1390

    Heavy1390 Rapidly Rising Member

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    Yes Zelda debug rom hacks can work on hardware, Gaidrosich's Voyager of Time will work on hardware.

    Until the new version of Model2N64 is released then any OoT hacks with new models, and maps will not work. Though it's a work in progress. Anything else hacked on the debug rom will work on hardware just about. I forget why ZB1 won't work on hardware, though JSA has stated that he aims for ZB2 to work on hardware. He did quit working on it for a long time, but he's back and getting things started back up again
     
  12. 8bitCelebi

    8bitCelebi Newly Registered

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    That sucks. One of the main reasons I wanted to get an Everdrive 64 is to play a bunch of Mario 64 hacks on my N64. Any solutions?
     
  13. Tricky

    Tricky Robust Member

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  14. 8bitCelebi

    8bitCelebi Newly Registered

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    Maybe you need an Expansion pack for mario hacks to work. Has anybody tried this?
     
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