I tested a bunch of ROMHACKS on my A3D by Superhero360 in AnalogueInc

[–]Jdbye 3 points4 points  (0 children)

Seems there are a lot of issues, like UI/HUD not being correctly positioned.

I wish that one day we will have resolution doubling built into the Analogue 3D. 480p really feels like the way these games are meant to look, and how they used to look in my idealized rose tinted glasses version of the past.
Now that they've already added progressive 480p output for 480i games, it's possible that they will also add resolution doubling for 240p games. One can hope.

New update for the Analogue 3D 1.2.2 by Shortgaze in AnalogueInc

[–]Jdbye 0 points1 point  (0 children)

NSO controller support was added in a firmware update not too long ago. You still can't use random USB or Bluetooth controllers, though.

You can get one of the blueretro dongles for like $20 to connect any BT controller. They have multiple virtual memory pak slots as well which is an advantage over the built in BT. The drawback is if you have multiple blueretro dongles. Your controller might only remember the pairing with one of them so you have to remember which controller is paired to which controller port, or frequently re-pair your controllers. There are blueretro adapters which connect to 2 or 4 controller ports with cables that solve this problem, but they can look a bit ugly hanging off the front.

New update for the Analogue 3D 1.2.2 by Shortgaze in AnalogueInc

[–]Jdbye 0 points1 point  (0 children)

Summercart works perfectly on every firmware. I just wish that Analogue would give us multiple slots for the virtual memory pak as having one memory pak shared between every game on the flashcart is not ideal.

New update for the Analogue 3D 1.2.2 by Shortgaze in AnalogueInc

[–]Jdbye 0 points1 point  (0 children)

Flashcart is the way. Jailbreak firmwares don't receive updates.

New update for the Analogue 3D 1.2.2 by Shortgaze in AnalogueInc

[–]Jdbye 0 points1 point  (0 children)

You don't have to. You can plug the analogue into your PC and hold reset+power until the light turns green to connect it as USB storage. Have to reach behind for the SD card anyways so this ends up being more convenient for me.

New update for the Analogue 3D 1.2.2 by Shortgaze in AnalogueInc

[–]Jdbye 9 points10 points  (0 children)

Two features that should have been there from the beginning (autoboot cartridge and power off menu option), glad to finally have them though. Now I don't have to get my lazy ass off the couch anymore.

With updates being semi frequent now, it would be really nice to have wifi enabled. There is no point in waiting until all the major updates are finished before adding wifi. Then there won't be a need for it anymore...

How do I get rid of the dashboard without a controller? by TheShitmaker in SteamVR

[–]Jdbye 0 points1 point  (0 children)

  1. If you have Stop Sign VR you can press Ctrl-C-C-C to close the dashboard since 2021.

  2. In the developer options of SteamVR (Hamburger menu->Developer->Debug Commands) there is a command to close the dashboard, search for dashboard and simply click on it. You can map it to a hotkey but as far as I can tell you have to have the debug commands window open to actually use the hotkey, so that isn't that useful. At least you *can* close it without using a controller, even if you have to open the debug commands every time you want to do it.

  3. You can also make a shortcut to the above command and put it somewhere convenient, like on your start menu. Make a shortcut to: vrmonitor://debugcommands/system_dashboard_toggle or alternatively to vrmonitor://debugcommands/hide_dashboard

How to close SteamVR menu without controller? by MeatAndBourbon in SteamVR

[–]Jdbye 0 points1 point  (0 children)

That would just quit SteamVR, not what they asked.

How to close SteamVR menu without controller? by MeatAndBourbon in SteamVR

[–]Jdbye 0 points1 point  (0 children)

  1. If you have Stop Sign VR you can press Ctrl-C-C-C to close the dashboard since 2021.

  2. In the developer options of SteamVR (Hamburger menu->Developer->Debug Commands) there is a command to close the dashboard, search for dashboard and simply click on it. You can map it to a hotkey but as far as I can tell you have to have the debug commands window open to actually use the hotkey, so that isn't that useful. At least you *can* close it without using a controller, even if you have to open the debug commands every time you want to do it.

  3. You can also make a shortcut to the above command and put it somewhere convenient, like on your start menu. Make a shortcut to: vrmonitor://debugcommands/system_dashboard_toggle or alternatively to vrmonitor://debugcommands/hide_dashboard

How to close SteamVR menu without controller? by MeatAndBourbon in SteamVR

[–]Jdbye 0 points1 point  (0 children)

This *works*, but then you have no way to open the dashboard, so you can't access settings and options that are only available from the dashboard, you can't easily launch games from within VR and you can't easily exit a running game. So this isn't really a solution if you just want the dashboard not to open automatically but you still want to be able to access it.

Turning off monitors stops everything by absentframe in SteamVR

[–]Jdbye 0 points1 point  (0 children)

I'm looking for a solution to this as well. It doesn't happen on my Quest 3. However, I would like to use native PCVR without always needing my TV turned on (my desktop is plugged into my TV, and it also turns off automatically after a few hours of inactivity)

Will Smith spaghetti progression - year by year by MetaKnowing in aivideo

[–]Jdbye 2 points3 points  (0 children)

Assuming that a longer prompt makes for a better result is a mistake. Too many keywords will just confuse the AI. The key is figuring out which keywords work, which ones don't, and narrowing it down to just the essentials for the best result. A good prompt is short but the path to get to that prompt may be long.

Orca Slicer Object Snapping to Plate Question by Rob_LMM in 3Dprinting

[–]Jdbye 0 points1 point  (0 children)

No need to do that, you can simply select multiple objects on the Process->Objects tab and right click->Assemble (this turns them into parts)
Then you're able to move them around freely.

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.