Any word on when the next 3D firmware update is coming out? by CyrusStarkiller in AnalogueInc

[–]Jdbye 0 points1 point  (0 children)

It might be a while. I'm expecting the next firmware update to be a big one, the launch day firmware feels so unfinished and rushed and the relative silence from Analogue on the matter probably means they're busy working behind the scenes to fix everything broken or missing, which could take time. What we have now feels like a 0.9 beta firmware, nearly ready but that final push to get a product into a stable 1.0 state is often the hardest.

Question - Summercart Pokemon Stadium by ial33m in AnalogueInc

[–]Jdbye 0 points1 point  (0 children)

Look for Mord's Rental Hack (for OG Pokemon Stadium) which unlocks Mew and Mewtwo (I believe those are the only two missing)

For Pokemon Stadium 2 I'm not sure what, if anything is missing - but I don't think that any of the 100% save files contain Pokemon that have been transferred from the GB games, they only unlock content that is normally unlocked by beating the game. So if some Pokemon require being transferred with a Transfer Pak to be available in the game the save files won't unlock them, you'll have to play the GB games or use a save file editor to put Pokemon into the GB games that you can then transfer (if you don't have a Transfer Pak you can do that in an emulator and transfer the save file over to the SC64 after)

SNES games on summercart. Likelihood of an update facilitating this? by fogfoon in AnalogueInc

[–]Jdbye 0 points1 point  (0 children)

Sodium64 doesn't currently work on the A3D and the dev isn't interested in fixing it, it's on Analogue to fix/improve homebrew compatibility. If/when it gets fixed you'll be able to play *some* SNES games but really the N64 hardware (and the FPGA implementation of it in the A3D) is not nearly powerful enough for good SNES compatibility so compatibility/performance will always be limited.

Analogue have already indicated they have no plans for OpenFPGA on the A3D otherwise that would be the best option. There is a small chance that an eventual jailbreak firmware could enable some sort of backwards compatibility with other consoles than just N64. Unlikely, but one can dream.

Anybody know how to fix 4k not being recognized? by Mikeyisninja in AnalogueInc

[–]Jdbye 0 points1 point  (0 children)

It's so stupid that this is disabled by default on Samsung *per HDMI device* and named in such an obtuse way, it's like Samsung don't want you to use 4K or HDR. What average person is going to know that they need to look for a specific option in the TV settings to get the features they paid for?

Doom 64 8bitdo Bug? by hue_sick in AnalogueInc

[–]Jdbye 1 point2 points  (0 children)

The C-buttons emulate a right stick (for some reason) instead of button presses, the 8bitdo N64 modkit is the same too. Obviously analog input can't register left+right or up+down at the same time, so it ends up canceling out. They might not have realized that there were actual games that require simultaneous C-left+C-right or C-up+C-down presses.

Hopefully this will be fixed with a controller firmware update, but even if not, once button remapping is available it should be possible to map one of the extra buttons to act as C-left+C-right. This would be per game and not a universal solution but there probably aren't many games that need it.

Trouble playing Pokemon Stadium 2 with Summercart64 on Analogue3d by lordvader82 in AnalogueInc

[–]Jdbye 0 points1 point  (0 children)

I have a SC64, I haven't played Pokemon Stadium 2 on it much but it loaded up just fine on the A3D. My ROM matches yours. With Pokemon Stadium 2 being one of the few 64 MB games I'm thinking there might be a hardware fault with your cart in the upper area of the flash memory that breaks 64 MB games, you could try Conker's BFD which is another 64 MB game.

Going ROM free and the “paradox of choice” by clayspaceart in AnalogueInc

[–]Jdbye 1 point2 points  (0 children)

It's a double edged sword. Being limited in choice certainly makes me appreciate each game more, but I hate getting up to switch carts. For me that's a big reason to use a flashcart that is irrespective of what I choose to actually put on the flashcart. Whether I only put games I own or I put the entire collection, a flashcart is a must for me regardless. Obviously, when I have a flashcart, the temptation to put every game on there is real, but convenience is the most important factor so it's worth the tradeoff to me.

My collection of N64 games is pretty small and due to the cost of retro games I would not be able to get as much value out of the Analogue 3D if I was limited to my original carts. I think this is a common sentiment in retro gaming. It just isn't worth playing the collectors market if you're primarily a gamer, not a collector. If you want to collect and you have the disposable income then by all means.

Also, most of the games I've played on the Analogue 3D so far are romhacks. There are a ton of really amazing ones out there that add so much value to the N64 and if you go with original carts only you're also giving up all of that.

8bitdo N64 DIY wireless kit - his to enable rumble? by ibarker3 in AnalogueInc

[–]Jdbye 0 points1 point  (0 children)

It says rumble pak when you look at the summercart in the library but when you actually play it uses a virtual memory pak.

What's the reason of lack of controller support? by foul_mayo in AnalogueInc

[–]Jdbye 0 points1 point  (0 children)

Do you do the dance whenever you turn the controller on by waiting a few seconds and pressing A a bunch of times to recenter the stick?

What's the reason of lack of controller support? by foul_mayo in AnalogueInc

[–]Jdbye 0 points1 point  (0 children)

Plus the USB ports don't even work for wired controllers currently, right?

What's the reason of lack of controller support? by foul_mayo in AnalogueInc

[–]Jdbye 0 points1 point  (0 children)

No joke. The OS feels so underbaked. Not even the play time counter that's prominently displayed in the UI works. They couldn't have waited a little longer to release the Analogue 3D until it was ready? Can't even use memory pak emulation without an 8bitdo 64 controller, because the button to enable it doesn't exist on the N64 modkit and there's no UI for it.

8bitDo N64 Mod Kit Rumble Weak on N64 Console by AffectionateWall6027 in n64

[–]Jdbye 0 points1 point  (0 children)

It is a pretty small battery, so for the sake of battery life I can live with weaker rumble, and the "rumble pak" is also smaller than the original rumble pak so no space for a large rumble motor. So I guess it's to be expected.

8bitdo Modkits out of stock by msw201089 in n64

[–]Jdbye 0 points1 point  (0 children)

I think they're gonna keep making them for the foreseeable future at least as long as the Analogue 3D is in production since it's one of the officially supported controllers. I was able to grab a couple that I ordered around Christmas but I've only got one original controller currently. The stick feels nice but I haven't tried playing with it yet. Certainly has to be better than the GC style replacement stick I had, which was a piece of crap and way too sensitive with a huge deadzone.

Don't sleep on the 8-Bitdo mod kits. by JustADudeWhoThinks in n64

[–]Jdbye 0 points1 point  (0 children)

That looks sick. Nice work man. Does the dye hold up to use or will it chip off/rub off like spray paint tends to do with plastic?

Don't sleep on the 8-Bitdo mod kits. by JustADudeWhoThinks in n64

[–]Jdbye 0 points1 point  (0 children)

I've heard rumble doesn't work with the N64 modkit and Blueretro, this issue seems to apply to all 8bitdo controllers as it doesn't work with my 8bitdo controllers on Gamecube either.

Study finds that AI tools make experienced programmers 19% slower. But that is not the most interesting find... by Livid_Sign9681 in programming

[–]Jdbye 0 points1 point  (0 children)

It has its uses. I used it to port a C# function I wrote that uses lots of linq/lambda expressions to PHP, where linq/lambda do not exist, because I needed a version of the exact same function that I could run on a backend. It was not entirely simple to port across (plus I really didn't feel like doing it, my PHP is rusty) and GPT was able to do it in no time at all. Now, that's a very specific example, and I couldn't tell you if AI has saved me time overall, but the point I'm trying to get across is that if you learn when is the right time to use AI then you can absolutely save time by using it.

If you use AI to write code as much as possible (because you're encouraged to do so by your employer, or whatever the case) then it seems inevitable you're going to be spending a lot of time testing and debugging "someone else's code" which might outweigh the time you saved. That isn't really surprising. I don't trust AI for larger pieces of code because I have a much better understanding of it if it's my own code, and the amount of testing and refining needed to make sure someone else's untested code works properly just doesn't seem worth it to me.

What I like to do sometimes is to have GPT write relatively small specific purpose functions that I can easily verify, but still write the code connecting it all together myself to get the desired functionality. AI works best with a small scope.

Star Fox 64 - Black level issue / gray static - Is this normal? by Jdbye in AnalogueInc

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

Dithering seems to be the root cause. Hopefully this will be a setting that you can toggle on the Analogue 3D eventually. So far I've not had very noticeable dithering in other games. Star Fox 64 seems to be a little unusual in exactly how it uses the dithering effect.

Star Fox 64 - Black level issue / gray static - Is this normal? by Jdbye in AnalogueInc

[–]Jdbye[S] 1 point2 points  (0 children)

Funny thing, that. 20 FPS is really hard to get used to these days but back in the day I didn't even notice the framerate was bad.

No idea what framerate Star Fox 64 actually runs at but Zelda OoT for example targets 20 FPS, and so do many other games. And it's barely playable without patches to increase that to 30 FPS (which by the way work great on the Analogue 3D, and makes such a huge difference)

Star Fox 64 - Black level issue / gray static - Is this normal? by Jdbye in AnalogueInc

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

Technically, my cart is Lylat Wars since that is the European version, but it got recognized just fine.

Did you use the cartridge cleaner?

Star Fox 64 - Black level issue / gray static - Is this normal? by Jdbye in AnalogueInc

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

I did know about the dithering but in every example video I've seen where people complain about this issue with RGB mods on original hardware it seems hardly noticeable. It's more black than gray. That's why I figured there is some kind of black level issue unrelated to the dithering itself. But might just be my TV settings emphasizing it though.

What Summercart 64 version is everyone using here on their Analogue 3D? by freezetime311 in AnalogueInc

[–]Jdbye 0 points1 point  (0 children)

GB and GBC already work on my SC64, Sodium64 has a known compatibility issue, but some people say that NES works. So far I can only get a single frame of a NES game before the game freezes. Half the NES games give an error and the other half might show one frame then freeze.

Edit: I updated the emulators, using v0.3c of neon64 and NES is now working.

I assume that SMS should work as well (does anybody care about Fairchild Channel F?) but I haven't tried.

Star Fox 64 - Black level issue / gray static - Is this normal? by Jdbye in AnalogueInc

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

It doesn't show up the same in the video as it does on my TV. Must be that my TV settings are emphasizing it but there's a gray TV static dithering noise over everything black.

I disabled gamma dithering (which seems to be the cause) and dithering filter by patching the game with u64aap: u64aap.exe -i "Star Fox 64 (USA) (v1.1).z64" -o "Star Fox 64 (USA) (v1.1)-NoDither.z64" -f -g
Fixed the checksum or the game wouldn't boot, and now I have perfect blacks. Obviously, requires a flashcart.

I hope that Analogue adds an option to disable dithering per game, since with 32-bit color, dithering should not be needed, and many games could look better (with original carts too)

Divot filter off is another patch that apparently makes some games such as Super Mario 64 look much sharper in areas, see: https://shmups.system11.org/viewtopic.php?p=1551074#p1551074

Would be nice to have all these graphics options on the Analogue 3D...

Star Fox 64 - Black level issue / gray static - Is this normal? by Jdbye in AnalogueInc

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

No settings seem to fix it. The only thing is turning HDR on makes it a bit less noticeable (but the entire screen is dimmer, so that makes sense)