Page 3 of 5 FirstFirst 12345 LastLast
Results 21 to 30 of 45
  1. #21
    EmuTalk Member
    Join Date
    Apr 2008
    Posts
    14
    Mentioned
    0 Post(s)
    I cannot create any Sonic Adventure 2 Battle MemorycardA that works, it just keeps saying "The Memory Card in slot a is corrupted and must be formatted..."
    Can someone create a MemoryCard with all 180 emblems Sonic Adventure 2 Battle to me in Pal?

  2. #22
    EmuTalk Member
    Join Date
    Mar 2005
    Posts
    212
    Mentioned
    0 Post(s)
    Maybe if cooliscool isnt working on this anymore cooliscool can post the code?

  3. #23
    EmuTalk Member
    Join Date
    Dec 2006
    Posts
    85
    Mentioned
    0 Post(s)
    I tried to make memcards, USA game and USA savegame, and then Dolphin says in 1.02 that there is no memcard every time. i have tried many times, any help please, i beg you?
    Last edited by bgn; August 8th, 2008 at 21:29. Reason: Wrong info

  4. #24
    EmuTalk Member
    Join Date
    Jul 2006
    Posts
    417
    Mentioned
    0 Post(s)
    I wonder if anyone else is going to pick up on this and complete the project. Currently for most gci saves that are merged will give you "Memory card in slot a is corrupt blablabla......"

    There are only a select few saves that actually work for games like Windwaker, SSBM and some others.

    It would be nice if cooliscool showed up again and completed/fixed this app to work with nearly all saves. However he hasn't been seen in a while.


  5. #25
    EmuTalk Member
    Join Date
    Nov 2005
    Posts
    15
    Mentioned
    0 Post(s)
    http://www.emutalk.net/attachment.ph...9&d=1164669833

    The Source is there, we just need someone to actually pick it up. It would help alot in testing so we don't have to actually play the games.

  6. #26
    The Amazing Code Finder muffins's Avatar
    Join Date
    Jul 2008
    Location
    Parts Unknown
    Posts
    24
    Mentioned
    0 Post(s)
    cooliscool id say your the best tech guy in the world

    p.s. i played your utility of time 0.83.3 but when i got defualt rom in (oot) i clicked open and went to get zmaps and nothings there... someone told me that i need to decomsite it (whatever that means) so make a new thread for utility of time to help me k?

  7. #27
    EmuTalk Member
    Join Date
    Jul 2006
    Posts
    417
    Mentioned
    0 Post(s)
    Quote Originally Posted by VascoAlmeida View Post
    http://www.emutalk.net/attachment.ph...9&d=1164669833

    The Source is there, we just need someone to actually pick it up. It would help alot in testing so we don't have to actually play the games.
    Yeah the source is there, unfortunately no one has offered to take it on and complete it as of yet.

    I would if I knew how to code and knew a bit about emulation.


  8. #28
    Nintendo Zealot cooliscool's Avatar
    Join Date
    Jan 2002
    Location
    USA
    Posts
    3,163
    Mentioned
    0 Post(s)
    Expect a new build within the next couple of days.. though I hadn't touched it in a long time, I've recently been working on it and have fixed most if not all of the compatibility problems (The released version only works with very few first party games like Wind Waker [U], which at the time was the only game I had to test my code with). I'll explain why that was, and of course, release the new source and bin this week.

    Sorry for the issues guys - just keep tabs on this space over the course of the next few days or so, I promise to change your sad little faces.

    ****ins: Regarding Utility of Time, Click here to download the current beta version (0.90b3). 0.83 is very, very old and riddled with bugs, totally unoptimized, and lacks many important features, most notably textures and combiner emulation, among a huge list of other things. I haven't gotten around to writing a tutorial or help file, but at its current state it doesn't take very long to get the hang of with a little fiddling (Go to Help>Controls Info - it explains the most important things to know ), and aside from that, when extracting the ROM's resources, I *HIGHLY* recommend using the Debug ROM as it contains actual filenames, and UoT knows exactly where to place the data of each file into the ROM. If you do use a normal Zelda ROM, be sure to tick the respective "offset in filename" checkboxes in the miscellaneous tab before attempting to save the modified room+scene/actor object to your ROM. Here's how the current version looks :

    Deku Tree, entrance room (actor selected - they're represented as cubes with colors indicating direction [red = front, blue = left, purple = back, green = right, white = top, and black = bottom], but inline actor viewing a la Toad's Tool 64 is coming soon):



    Child Link's hand holding the Ocarina of Time: ...



    ...In vertex editor mode (per-mesh). The file loaded is child Link's graphics and collision in its entirety, but UoT can't currently render animated characters with all their parts in the right spots (though this is coming very soon - you'd be surprised how difficult this is to do for Zelda's engine without a full RSP emulator.. my Banjo Kazooie viewer can do this fine, and could from the first release. Nintendo really squeezed nearly everything the N64 had for the Zeldas). As a side note, notice the "entry points" combo box; these are offsets referring to display list entry points.

    Ahh... sorry for the long winded and somewhat off topic post! Should probably copy the UoT stuff over to its thread, could probably help a few people.

    Oh, and since I mentioned my BK viewer, just for fun... (yeah, it lacks texture support, but as many many things on my agenda, it's coming soon.. haven't touched the source since mid 2007 ):



    Last edited by cooliscool; August 13th, 2008 at 11:32.


    • Advertising

      advertising
      EmuTalk.net
      has no influence
      on the ads that
      are displayed
        
       

  9. #29
    EmuTalk Member Nintendo Ace's Avatar
    Join Date
    Oct 2006
    Posts
    47
    Mentioned
    0 Post(s)
    Alright, cooliscool is back and with good news too! I hope those who really wanted to see him are going to be very happy indeed, so welcome back!
    Edit: Sorry if my English is bad.

    OS: Windows x64 edition
    Processor: AMD Athlon 64 3200+
    Motherboard: MSI K9VGM-V
    Memory: 1 Gig DDR2 RAM
    Graphics card: NVIDIA 7300 LE 256MB

  10. #30
    EmuTalk Member
    Join Date
    Jul 2006
    Posts
    417
    Mentioned
    0 Post(s)
    Wow, indeed a surprise. Thanks for the awesome news Cooliscool, we really appreciate it.


Page 3 of 5 FirstFirst 12345 LastLast

Similar Threads

  1. Adding .gci files to Dolphin memory card
    By xricecubex in forum Dolphin
    Replies: 7
    Last Post: June 18th, 2006, 00:54
  2. PS2 Memory card format converter?
    By sb iq in forum TechTalk
    Replies: 2
    Last Post: March 20th, 2006, 11:14
  3. Memory card in version 1.03 beta
    By Vegito1471 in forum Dolphin
    Replies: 6
    Last Post: February 7th, 2006, 15:21
  4. Memory card error for Naruto 4
    By AKA_DONGER in forum Dolphin
    Replies: 3
    Last Post: December 7th, 2005, 09:40
  5. Perfect Dark memory card file with all of extras...???
    By Chow Yun Fat in forum Project64
    Replies: 1
    Last Post: February 20th, 2002, 09:50

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •