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Rom List Completion [dev.] #65

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GoogleCodeExporter opened this issue Sep 16, 2015 · 17 comments
Open

Rom List Completion [dev.] #65

GoogleCodeExporter opened this issue Sep 16, 2015 · 17 comments

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@GoogleCodeExporter
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This is more of a one time patch that won't get committed to the SVN (as
once it has been done, it wont be need to be done again).

What this patch will do is take an Unknown Dump (a ROM without an entry),
and add an entry for it using the filename, minus the extension.

Me and nmn have the full GoodN64 set that have the right file names for the
rom, they also include all N64 ever made.

This shouldn't be too hard...

Original issue reported on code.google.com by [email protected] on 20 Apr 2008 at 12:55

@GoogleCodeExporter
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I also have the GoodN64 set if you need help. My only question is are we 
including 
the pre-hacked ones in the set? 

Original comment by [email protected] on 20 Apr 2008 at 1:02

@GoogleCodeExporter
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Whatever GoodN64 has we should include, this could be a little application or a 
one
time core hack. I'm going to attempt to write a CLI script in PHP to remake the 
ini.

Original comment by [email protected] on 20 Apr 2008 at 1:07

@GoogleCodeExporter
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Script finished. Uploading to the downloads section

Original comment by [email protected] on 20 Apr 2008 at 2:26

@GoogleCodeExporter
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Original comment by [email protected] on 20 Apr 2008 at 2:41

  • Changed state: Fixed

@GoogleCodeExporter
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Reopening this problem because it seems I fucked up my GoodN64 collection, and I
found a bug in my script... who else can run PHP CLI and generate the INI with 
the
script (2nd version of it).

Please reply!

Original comment by [email protected] on 20 Apr 2008 at 4:19

  • Changed state: Started

@GoogleCodeExporter
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And another issue we just ran into is byte flipped roms. Looks like this will 
be a
small little project... now I feel dumb for uploading 2 in the downloads 
section...

Original comment by [email protected] on 20 Apr 2008 at 4:34

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I'm going to recode the INI creator making it a lot more professional, I'll 
also have
it use GoodN64.cfg

Original comment by [email protected] on 20 Apr 2008 at 4:47

@GoogleCodeExporter
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If you ruined your ROMset, I have one. Send a PM / e-mail and I'll run it to 
generate the file. I also have everything compressed so if it mucks up the set 
I 
can just re-extract.

Original comment by [email protected] on 20 Apr 2008 at 6:48

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Do you have GoodN64 3.12 or 3.14?

Also I still need to fix the byteswapping issue, and yes I plan to include 
hacked
roms.  As of now this is a little project that we are doing, versus a get it 
done
quickly. I want to make sure that all roms have an entry, and this means that 
my CPU
needs to do some cycles over night. (I'll probably need to set aside a good 
50gigs to
do all the testing too)

Original comment by [email protected] on 20 Apr 2008 at 6:51

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[deleted comment]

@GoogleCodeExporter
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I think I have 3.14 (that's what the file says). But 50 Gigs, really? Maybe I 
don't 
have the full set then. Mine is around 5.05 GB compressed. 


Original comment by [email protected] on 20 Apr 2008 at 8:18

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Thats about right, but I still want you to check. I have this problem under 
control,
don't worry.

Original comment by [email protected] on 20 Apr 2008 at 3:37

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[deleted comment]

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Here is the finished Romlist that goes up to GoodN64 3.14 minus one or two 
roms...
also here are the list of BIOS/Byteflipped roms that might cause issues (but 
most of
these are bioses so they got falsly detected)  (not many)

Original comment by [email protected] on 23 Apr 2008 at 3:57

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[deleted comment]

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Hey, I could use a hand moving the .ini to the new format. Basically adding the 
refMD5s and adding the SaveType, Rumble, Players, and Status options. Assuming 
the 
old refMD5s are correct, this can be scripted. I'm not 100% sure of that though.

Note: refMD5s are not yet supported by the backend, everything else is.

Here's the new parts of the format:

SaveType=SRAM/Eeprom 4KB/Eeprom 16KB/Flash RAM/Controller Pack/None
Note, the major issue is identifying which type of save exists on the 
cartridge. 
Therefore if a game can use both SRAM and Controller Pack, even if the game 
defaults to the Controller Pack, its SaveType is SRAM. Only games without 
cartridge 
based save should be assigned Controller Pack or None.

This is a partial list: (I'm somewhat positive that all A/E/J versions of these 
games follow suite, however, there are a few Japanese and European only games 
that 
aren't listed on this site)
http://n64.icequake.net/mirror/www.elitendo.com/n64/usa_boot_save_list.html

Rmble=Yes/No (there has got to be a list for this somewhere)
Players=0,1,2,3,4,5,6,7 
0 is only useful for demos which are basically animations. (5,6, and 7 
correspond 
to 2 Netplay, 3 Netplay, and 4 Netplay - no games support this yet).

Status=0,1,2,3,4,5
0 stars - Unknown or the game doesn't load.
1 star - The ROM loads, but there either is either no audio or no video with 
any 
plugins or too many emulation glitches or artifacts to be playable.
2 stars - Playable with one plugin combination on some systems.
3 stars - Playable on multiple plugins but sometimes with severe artifacts.
4 stars - Only minor artifacts with all plugins.
5 stars - Perfect, no known issues.
Everything should be supported by the rombrowser and romproperties, so you can 
see 
your changes, but let me know if any UI bugs show up. 

Original comment by [email protected] on 19 Jun 2008 at 1:09

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This was last updated 1.5 years ago - what happened with this work?  I seem to
remember that someone finished up some work on the Mupen64Plus .ini but I can't
remember if it was related to this issue report.

Original comment by [email protected] on 11 Jan 2010 at 12:54

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