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NRage Input Plugin V2.00 BETA (an overhaul)

Legend

New member
i recommend cutting the cable off :p... and wiring in a new one.

Funny. But I have tried 3 360 microcons and of varying hardware versions - they all work poorly with all the available input plugins, including Jabo's on new XBCD. I don't know, I feel like I've tried everything but if there's any suggestions left, I'm open. :)
 

p_025

Voted Least Likely to Succeed
Fantastic. Now we can make some progress.
If you need a tester for Adaptoid changes, I have a bona fide one (cost fifty fracking dollars) and a controller, and even a Transfer Pak with Pokémon games. But like I said, I doubt the Adaptoid will even use the Transfer Pak, it shows up as a blank Mempak... I think the drivers for the thing are open source, if you want to fix THAT. But even then it might be a hardware limitation.

Aside from the Adaptoid stuff, there are just the bugs that I mentioned before, that I know of.
 
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squall_leonhart

The Great Gunblade Wielder
i've had reports that Mystery gift and other data is not written to the save file when playing pokemon stadium/2 im not sure whether this could be a core issue or what.
 

squall_leonhart

The Great Gunblade Wielder
the Cart save.

all the Cart write functions are present in the transferpak, and the log file confirms that writes are successful, but the new info just isn't put on the battery save.
 
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rabiddeity

Plugin Hacker
I think you may have misinterpreted what I said. By "cart save" I refer to what would normally be on the N64 game cart itself. By "controller pak save" I'm referring to the storage pak plugged into an N64 controller. Example: Goldeneye and Zelda and Mario 64 use ONLY game pak saves. Turok and Pilotwings use ONLY controller pak saves. A handful of games might use either one, but I don't know of any examples. The input plugin doesn't handle game cart saves in any way (nor does it even have any knowledge of them), but it does handle controller pak saves. If it's a problem with the controller pak/memory pak then I can fix it. If it's a problem with the game cart save then you'll have to take it up with the emulator guys.

Again, I know there are lots of problems with the Adaptoid code. Until it's completely rewritten I'm going to ignore any bug reports on it. But that's a separate issue. Are we talking about emulated mempaks, or an Adaptoid with an actual physical mempak?
 

squall_leonhart

The Great Gunblade Wielder
heres the original post

Hey people a little help here please

I've been looking for this everywhere and no one seems to be running into this same problem I have

I have N Rage 2.00 and everything runs great from VBA to Project 64 but what about the other way around?

What about when I get coins at the mini games or items from the mystery gift and all that?

Is there a way to update/rewrite the gameboy file with the new info?

Thanks in advance

we are talking about Emulated Transfer Pak.

this is what i was finding strange. the Transferpak info (GBcart.cpp/.h) both have the code for Battery ram writes. but the battery ram is not updated.
 
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rabiddeity

Plugin Hacker
*smacks forehead*

Ah, transfer pak! Sorry, I need to get my head examined. Which specific GB games, and what's the MBC cart type?
 

squall_leonhart

The Great Gunblade Wielder
Hold on are saying that my project 64 was supposed to rewrite the gameboy save file?
'cause it really doesn't...
EDIT: Alright I got it all I have to do is import the battery in the VBA. Thanks anyway


^Argh, thats annoying.
 
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rabiddeity

Plugin Hacker
OK, when you look at the debug file, there should be a line that says "Set RAM enable" somewhere. Right after that, you should see some "RAM write" lines and maybe a "Timer write" line. After that there should be another "Set RAM enable". Can you take a look for me?

Basically on the real GB cart, there's a special register you have to write a value into in order to write to the on board RAM. This is in order to protect the memory in case of an undervoltage situation or a glitch in the cart that might cause the GB to write to random RAM addresses and erase the saved data. The GBCart.cpp code emulates this functionality, meaning that the cart should not write to RAM unless a specific sequence is followed. But on a revert a long time ago I bypassed this. That might be the source of our problems.
 
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p_025

Voted Least Likely to Succeed
I have used Pokémon Stadium 2 to trade pokes between Gold, Silver and Crystal ROMs, and it worked flawlessly. I'll retest the Mystery Gift right now, but my recollection is it worked before. It's possible people are doing the Mystery Gift and are forgetting to go to the lab to pick it up.

EDIT: I'm going to have to get back to you on the Mystery Gift. I need to get to Goldenrod City. But GB tower isn't working, so I have to open VisualBoy... :\

EDIT²: Got to Goldenrod city and then tried the Mystery Gift. Little girl sent an X ATTACK. I went to the Pokémon center in the game and the guy on the second floor gave me my X ATTACK. It works perfectly.
 
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rabiddeity

Plugin Hacker
Harlay: about that improper Japanese display for that game's mempak, can you upload a mempak file with a save from that game? Should be a quick fix once I have that file.
 

p_025

Voted Least Likely to Succeed
Let me know if you would like me to test anything else. I'd be more than happy to do whatever I can to aid this fantastic project.
 

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