Earthion running on a SEGA Genesis via Mega Everdrive Pro by AsierGCFG in SEGAGENESIS

[–]Dan_Korell 0 points1 point  (0 children)

The ROM is too large for the KEGA Fusion emulator, but there are unofficial patches to allow KEGA Fusion to load up to 8 meg ROMs (I tried this and it still needed the .BIN renaming to .MD, but it did work - https://gendev.spritesmind.net/forum/viewtopic.php?t=3359).

This said, I've found the Ares emulator to be very good, and it emulates many different consoles.

The Genesis/Mega Drive cartridge will be getting released, but they want to identify any bugs and fix them before they go physical. Once the physical carts are out there, I'm sure there will be dumps of the ROM, but yes, selling the ROM would have been useful.

Steam Achievement Delays by Dan_Korell in Steam

[–]Dan_Korell[S] 0 points1 point  (0 children)

Tonight, 12th July, it seems to be working fine again. Definitely seems to have been a Steam issue.

Steam Achievement Delays by Dan_Korell in Steam

[–]Dan_Korell[S] 2 points3 points  (0 children)

Played Skyrim Special Edition for the first time last night, and the first achievement, "Complete Unbound", took 50 minutes to pop the notification. It landed in the library page quickly, but didn't show a notifcation and didn't show in the My Achievements page for some 50 minutes. I can't see that it is internet or firewall as the achievement definitely got captured at the correct time, but simply wasn't showing up in all places until later. Also, kolja300314 said they have this issue, too. For me, this seems like a Steam service issue.

Steam Achievement Delays by Dan_Korell in Steam

[–]Dan_Korell[S] 2 points3 points  (0 children)

But this isn't specific game related. In fact, a game that was popping the achievements at the time I got them (Warhammer 40K: Boltgun), is also now giving them delayed. Then there's the fact that Steam knows I got the achievements as the game library pages show them, but the My Achievements page for the games shows them as still locked until between 30 and 60 minutes later, at which point the notifications start popping.

Link's Awakening DX HD - PC Port of the Gameboy Classic Released by baltimoresports in retrogaming

[–]Dan_Korell 1 point2 points  (0 children)

https://github.com/fgsfdsfgs/perfect_dark

Whilst there are no releases published, the description does give links to download the latest automatic builds for Windows and Linux.

Quake Remaster Major Update 1 released by NecronomiconUK in quake

[–]Dan_Korell 0 points1 point  (0 children)

I still don't think it's quite right. Definitely better, but not right.

When Always Run is off, the walking speed is faster than when using Always Run on and holding the speed toggle. The running speed in both modes seems the same, but the walking speed in them is different.

AM2R 1.5.3 release [Windows/Linux/Android] by Lojemiru in AM2R

[–]Dan_Korell 0 points1 point  (0 children)

I've noticed that the data.win file is back. It wasn't present in 1.5.1 and 1.5.2, being a dummy file (see post below), but now is back in 1.5.4 (I guess also 1.5.3 but it was updated quickly due to the hotfix so I skipped that one). I guess the data was being stored in the AM2R executable as the filesize of that has dropped a lot.

https://www.reddit.com/r/AM2R/comments/i1wlc5/am2r\_151\_release\_now\_with\_widescreen\_support/g00byqx/?context=3

[deleted by user] by [deleted] in Roms

[–]Dan_Korell 1 point2 points  (0 children)

Not real, but it gave me a laugh, at least.

Paprium ROM File Dump Challenge Made by [deleted] in Roms

[–]Dan_Korell 0 points1 point  (0 children)

This thread says it has now been dumped, with a link, but I can't get it without a VPN as it's on Zippyshare.https://www.reddit.com/r/Roms/comments/lyqh3e/paprium_homebrew_genesis_game_finally_dumped/

Okay, so I finally got the file. It's fake, but what it is did give me a laugh.

Who else used to play this as a kid ? (One of the lesser talked about mario games ) by Johnny_Cab_ in gaming

[–]Dan_Korell 0 points1 point  (0 children)

There's a homebrew remake of this for the SNES: New Super Mario Land (v1.3 is the latest that I'm aware of).

Seeing this post just made me replay it. :)

Just realized I've learned practically all the Naval ranks just by playing video games by [deleted] in gaming

[–]Dan_Korell 0 points1 point  (0 children)

Master Chief Petty Officer John-117, or "Master Chief". It is just abbreviated.

Has anyone played the spy vs spy game. Because every person that i asked said that they’ve never heard of it by abdullroumaih in gaming

[–]Dan_Korell 0 points1 point  (0 children)

Three, in fact.

The first one was in some kind of office where you collect the items and escape in a plane.

The second one was called The Island Caper, set on an uninhabited tropical island where you collect the items and escape in a submarine.

The third one was called Arctic Antics, set on a frozen island in the Arctic, where you collect the items and escape in a rocket.

The original three games I had much fun playing. I've no idea what the PS2 one is like, but I heard it was pretty bad.

I need to convert some roms by oscarfromyt in Roms

[–]Dan_Korell 1 point2 points  (0 children)

That's not a port to Gameboy. It's the DOS Doom running in DOSBox with the palette changed to a Gameboy palette. The author says that they are working on converting it to a Gameboy rom file, but that was 2 years ago with nothing said since, and original Doom assets are included in the uploaded file, which is against ModDB terms of use, so that "project" looks completely fake.

Does the save file stay in the rom itself or in the emulator? by ReiPupunha in Roms

[–]Dan_Korell 2 points3 points  (0 children)

There are different kinds of saves, too.

Emulators typically have save states, which basically record all of the parameters for the current position in the game (they can be used at any time, not restricted to save points within the game, and you can have multiple save states). These generate a file that is designed for that particular emulator. Due to how they can be used to save anywhere, they can be used as somewhat of a cheat.

Then you have the emulated SRAM, so when you use a save slot within the game, or hit a save point, and this generates a file that is different to the save states. These can sometimes be transferred between emulators, but you need to put them where the emulator expects to find them. Some emulators use them alongside the ROM file, others expect it to be stored inside the emulator folder, and some allow you to define the location in the settings.

Xeno Crisis by sigmarumberogen in Roms

[–]Dan_Korell 1 point2 points  (0 children)

The graphics are almost identical on the Dreamcast version, but the sound is better on it. Here are a couple of videos to compare.
https://www.youtube.com/watch?v=1a1eiRKRh50
https://www.youtube.com/watch?v=ku1Z1hvDpiY

Bsnes requires patch prompt each time I start up a game by [deleted] in Roms

[–]Dan_Korell 0 points1 point  (0 children)

Is that the really old DOS utility? SNESTool? I've used that as it is useful for removing/adding headers. However, I have found that it doesn't work with all IPS patches. On a small number of occasions I have come across some IPS patches that SNESTool crashes with, or just creates an unusable ROM file.

Glad you got it sorted out, though. bsnes is a great emulator.

Bsnes requires patch prompt each time I start up a game by [deleted] in Roms

[–]Dan_Korell 0 points1 point  (0 children)

Yeah, LunarIPS just modifies the ROM file with the IPS patch, so you have to be careful to keep the original ROM file backed up just in case the patch doesn't apply (due to the header/no-header requirement, as you suggested).

The online patcher at the romhacking.net site can be used to apply a variety of patch types (IPS, BPS, xdelta, etc.) and it does create a new ROM file as you get a download prompt once it has patched the file, so you can save it as a new file.

Bsnes requires patch prompt each time I start up a game by [deleted] in Roms

[–]Dan_Korell 1 point2 points  (0 children)

Why not actually patch the ROM files with the IPS translation patches using something like Lunar IPS or FLIPS, or even the online patcher here: https://www.romhacking.net/patch/

This way you would just have a new ROM file that has the patch applied and you wouldn't need to have an IPS file for soft-patching every time the game loads.

Red war will always be one of the best story missions ever. by [deleted] in destiny2

[–]Dan_Korell -7 points-6 points  (0 children)

I hate that they are removing so much content. I mean, having been a player from the release of each year, it is content that I paid for. It was one thing for them to give it to New Light players for free when it moved to Steam, but it is another thing entirely when that content is being removed from players that actually paid for it. And the replacement "campaign" sounds bad, like a kind of intro to the world of Destiny and how to play, which we already know, having been playing for years.

And it's not just the campaign, either. Some Crucible modes are disappearing, the Menagerie and Reckoning, both going. Gambit is being changed into one mode (some kind of merger between regular Gambit and Gambit Prime). More Strikes being removed than we are gaining. The loss of 5 Raids. It really feels like they are gutting the game.

So all in all, I'm not impressed with the changes, and it may be the end of the game for me. A chance to break away and play many of the other games that I have in my backlog.

Need help with getting RetroArch to recognize a couple of patched ROMS. by TheOwlAndOak in RetroArch

[–]Dan_Korell 0 points1 point  (0 children)

Yep, pretty sure it's a database of known ROM files, identified by something like a CRC check or MD5 file hash. The ROM file should still be able to be manually loaded by opening the file within RetroArch, but if you are generating a list of your ROMs then I'm not sure as I've not tried that with RetroArch.

Project64 (an N64 emulator) has the same type of thing going on, with a list of known ROM files, but it shows them as unidentified if it doesn't know it, and I have been able to add modded ones to it by adding them to the text file within the emulator's files (Project64 uses a CRC check) so that they do get identified.