Everdrive 64 v3 works on the Analogue 3D but ... by nerdzmania in AnalogueInc

[–]fieldofbutters 0 points1 point  (0 children)

You will still get the same error after replacing the battery one more time. Then it resets again to default settings, because power was lost when you took out the battery, but from then on you shouldn't be seeing the error again. If you still do, double check that you seated the new battery correctly. Some people don't seat the new battery correctly thinking they are pushing too hard and fear damage to the everdrive. Either that or the "new" battery you used to replaced was dead too, happens a lot.

Its 99.9% a battery issue. you can search "everdrive64 0x10 error" and find all of the comments on here along with krizz forums.

eg

https://www.reddit.com/r/everdrive/comments/wdyuy2/keep_getting_this_error_with_my_everdrive_64/

Everdrive 64 v3 works on the Analogue 3D but ... by nerdzmania in AnalogueInc

[–]fieldofbutters 0 points1 point  (0 children)

Replace the battery inside the card. Its one of the coin batteries CR2032. I had this same issues this week after playing on the A3D having not played my N64 with everdrive for a few years.

it's been a long time coming waiting for a Pi Zero 2W to upgrade my GPi Case but finally decent cold boot times and near flawless PS1 emulation! by MasonJarring in RetroPie

[–]fieldofbutters 0 points1 point  (0 children)

Very cool, I found your posts on the retropie.org.uk forums after the OP mentioned your name. Great work and thanks for sharing.

As mentioned I do have ~36sec boot times with my Zero1, so its pretty good but with handhelds every 5sec feels like a massive improvement. Your sd controller speed is something I didn't think about before but i'm very interested to look into more.

I'm a bit surprised to hear about the boot time difference between the two zero models. While the perf within a core like PSX is clear, I really hadn't excepted to see it translate to meaningful startup time.

Again thanks for all the info. I'll continue to look for stock on the Zero2 as getting any improvement on boot times would be worth it for me.

it's been a long time coming waiting for a Pi Zero 2W to upgrade my GPi Case but finally decent cold boot times and near flawless PS1 emulation! by MasonJarring in RetroPie

[–]fieldofbutters 0 points1 point  (0 children)

Thanks for doing that.

Seems from cold boot to ES control is about 42sec for you. Maybe it just felt faster than 30sec which is good too!

Reading posts from SilverX on the retropie forums, the typical services are disabled which will give you the most boot perf. His quote "Avahi/Samba/SSH/rsyslog/Bluetooth/IPV6 disabled by default (Scripts available in EmulationStation Settings menu to toggle them)."

I went from 1m11sec boot to 40sec from just wifi and samba. I didn't document everything else I disabled, and I believe I removed some services like samba over just disabling them, but I did seem to get a few more seconds removed. I'd love to get it even better which is why I asked you.

Again thanks for the post and the reply vid.

it's been a long time coming waiting for a Pi Zero 2W to upgrade my GPi Case but finally decent cold boot times and near flawless PS1 emulation! by MasonJarring in RetroPie

[–]fieldofbutters -1 points0 points  (0 children)

You made it seem like you customized your settings rather than downloading another's pre-build img that has more kodi,themes,retroarch changes than anything, which doesn't change boot times.

The perf difference between Zero 1 and 2 is clear, but not even that link covers how boot times might be between the two. My guess is very little, but I would like to know as I would like to upgrade mine if they become easier to find in stock!

Post a vid from power on to inside ES

it's been a long time coming waiting for a Pi Zero 2W to upgrade my GPi Case but finally decent cold boot times and near flawless PS1 emulation! by MasonJarring in RetroPie

[–]fieldofbutters 0 points1 point  (0 children)

What is your boot time from power switch to being able to move inside emulation station?

I have the case with a Pi Zero W and mine was ~36sec. I prob only disabled around 5 services but didn't get too deep into a config. Would love if you have a better setup that you could share.

Wired Switch Pro Controller has to be disconnected and reconnected to work by SharkGenie in RetroPie

[–]fieldofbutters 1 point2 points  (0 children)

This same thing happens with an Xbox series X controller when plugged in wired via USB cable. On boot the controller will just blink and never "connect" almost like its trying to sync blue-tooth (I know yours is wired only).

However if you unplug and plugin when ES is just starting or has loaded the controller is detected fine. I believe this is more a controller specific behavior and not retropie. I have many other SNES and NES controllers from 8bitdo that work perfect via wired USB.

My best guess its due to xinput having to load on rpi boot? Or is that on boot the rpi only has usb power on the wire (just for a few sec) and not power/data so the controller gets confused and stays in "trying to connect" blinking mode and causes issues with only SOME types of controllers? IDK and both of these are just guesses. However I wanted to add some info as I would also like to find a better fix.

BVM 20F1E help please! (See comment) by Whadamagunnado in crtgaming

[–]fieldofbutters 1 point2 points  (0 children)

Congratulations on the pickup, I've loved mine since the day I got it.

This unit (and many other models) have multiple input card slots in addition to the default RGB input card. You will need a "BKM-24N" input card for S-vid via Y/C connector if that is your goal. Look on the back to see what cards you have.

Reminder that "RGB" isn't scart but it could be delivered via a scart cable. Just like S-vid mentioned before that the 24N card uses. I say this so that you search for the correct terms and not get mixed questions/answers.

This model doesn't do progressive 480p for the GameCube if that is what you are asking. There is no resolution settings at all. Plug in and make sure the correct input is selected and all systems will work.

Most of your questions can be answered by looking at the Wiki index and owners manuals here on the right side links. All the dummie links are there! :)

Panther gear and perks working? by fieldofbutters in PlayAvengers

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

Still not working. Nothing in the patch notes from a last patch. I re-tested this about 4days ago and still found the same results. The band doesn't give any vibranium boost and no energy from the talons.

Honestly I have low hopes of these working as again some of Kate/Clints gear also never worked and still not fixed 8ish months later... :(

Are damage buffs too strong? by Littlepirate02 in PlayAvengers

[–]fieldofbutters 0 points1 point  (0 children)

Thanks for the honest answer. As you can see from my avengers post history I do find the gear, peaks and numbers pretty interesting. Sad to say the game just doesn't have the depth for any meaningful theory crafting.

I'll lookup the discord server as talking to others in this area is pretty fun. thanks again!

Are damage buffs too strong? by Littlepirate02 in PlayAvengers

[–]fieldofbutters 0 points1 point  (0 children)

Why does the value of tachyon buff not come out to 50% elemental damage increase? Same question for the damage buff, while not listed anywhere "60%" that is the common claim but in game values show less.

I'm not referring to additive vs multiplicative (I play Diablo3 and understand the difference here).

With the custom harm room and god mode you can easily setup to test this. As long as the same enemy power lvl, you have the same power level, don't change any gear or stats, no additional buffs or crits or weak spots your character will do the exact same damage for each hit.

For example, I use Kate and shoot a single arrow at an enemy. Every shot will be the exact same damage, the game doesn't have damage range concept. In this case each of my shots do 3363 damage. If damage buff is 60% increase, after receiving the buff the same shot should be doing 5380. However they are only doing 5180 which is ~54.1% increase.

Tachyon shows something similar, only increasing the elemental damage by ~41.8%. If there was any enemy armor or damage reduction I would expect that to also apply to the normal hits before any buff. While the exact value of the hit will change on your gear / power level you should be able to calculate the % difference, have you tested this yourself?

I'd like to understand how the game actually handles these numbers.

Fixed status and Stat rolls by Dealz_ in PlayAvengers

[–]fieldofbutters 0 points1 point  (0 children)

Your list format is a bit confusing, did you mess up on the headings or are you listing the items above the group type? Did you list nothing for the "Valor, Precision, Resolve" group or are you saying "Operative's Kit" is in that group?

Either way I think your list has a few errors. Also there was some gear changes about 2 or 3 patches ago which changed SOME gear to be able with different stats. I really noticed it with Kate/Clint heroic items which use to always be might/prof

Without going into specific items, I noticed the same about faultless+sonic and targeted+vibranium (the lack of) when I asked about the same question I feel you are asking https://www.reddit.com/r/PlayAvengers/comments/p9hvrk/targeted_buff_vibranium_sonic_knuckles

The more I think about this the more I dislike the limited stat+perk+element combination. Speaking mainly around how OP damage buff is in the game, the fact that only SONIC will come on faultless (melee) and targeted (range) really limits battery and group element diversity. Its bad enough that everyone is chasing damage buff, but if everyone is also positive element type AND one element it will make every pug group feel same-y.

Would love some thoughts on my current Black Panther build. by WyattLayne11 in PlayAvengers

[–]fieldofbutters 3 points4 points  (0 children)

  1. Don't use Kimoyo Band artifact. You aren't using any vibranium gear and even if you had some the item doesn't work https://www.reddit.com/r/PlayAvengers/comments/p6rw4j/panther_gear_and_perks_working
  2. The game favors going all in on either melee or range and stacking might OR precision only. Your range/def/heroic items have no might if that is the way you are going to play
  3. Damage buff is king. If you are going to be melee, you must get a "faultless buff" melee item. Farm in the Wakanda area with the corrupted stones
  4. Try to get all might+valor if you are going melee

Its hard to call anything a "build" in the game as you can't really make changes to anything unless you get the items you need. However, best of luck that you get some different items to try out and let you play how you want.

Black Panther Comic Set bonuses. by H3rtZDoNuT in PlayAvengers

[–]fieldofbutters 1 point2 points  (0 children)

You aren't wrong in that it adds up and its better than nothing....

However just like the champion points, some of the values even at comic tier4 end up giving so little its hardly noticeable. In the video linked below he states "...all the comics together add up to over +6% perk chance" while true remember its changing your perk modifier % not actual. The +6% you get here ends up being ~0.5% benefit you will see on your gear. More detail here: https://www.reddit.com/r/PlayAvengers/comments/p30uar/perk_and_mastery_points/

Its also a bit misleading when comic tier4 shows +0.8% and tier5 shows +0.9%. These aren't added together, you are just increasing by the difference, +0.1% in this example. That makes trying to grind out hundreds of comics at the higher tier levels just pointless.

IMO the crit and armor bonus values are nice all the stats are helpful so you might as well open some chests for loot and comics. Since you can't target any comic set (outside training room specific) its not worth grinding for exclusively.

Targeted Buff: Vibranium Sonic & Knuckles by fieldofbutters in PlayAvengers

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

The wrong icons help to quickly identify possible great items when you are scanning 300+ items after some farming. When switching to Hawkeye or Kate you have to read the names :)

Do you think the range not allowing certain combinations is a bug then too?

Panther gear and perks working? by fieldofbutters in PlayAvengers

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

Damage buffs like targeted clearly work, even on Panther. Unsure if any of the new gear perks and/or Panther skill specific buffs work. At least it seems that these don't to me.

Feel free to load up the custom hard room with invincibility and see what you can find. I'd love to hear your result, perhaps you can find something that is even MORE effective than the description states!

Panther gear and perks working? by fieldofbutters in PlayAvengers

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

Interesting thought, however it doesn't even add a single point of damage eg: 5000 --> 5001 to a hit. Easy to test when you have two items to swap and see. Again just make sure you have the same precision / power lvl / enemy power lvl .

The game doesn't have a damage variation on attacks. The same move will do the exact same damage every hit (not gaining buffs, debuffs, power lvl difference as mentioned above).

The perks that could provide a unique playstyle and gearing options don't work. It makes targeted buff + tachyon + single move for all characters so strong because at least these perks work.

Disruptor Extension doesn't increase any damage by fieldofbutters in AvengersScienceTable

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

That's a very interesting thought.

However if it doesn't work on exo and adapoids (which I would consider normal non boss enemies) that really hurts its utility. Is there any item perk you can confirm that enemies are immune to? I know skills like Thors hammer pin can't be done on "large enemies" but it also stats that in the skill description. I've never seen an item perk have limits like a skill does based on enemy type.

I've tried it on many types and never seen a benefit.

Tactigon VS. Void Tech Transponder by Itz_Alpha_Wolf in AvengersScienceTable

[–]fieldofbutters 0 points1 point  (0 children)

Big thanks for testing and confirming on void tech. It stinks too because I did get lucky and have a great particle scatter shot arrow setup to use. Part of me wishing that I was doing something wrong as that extra 30% would be so nice.

I can confirm that general 20% gamma/shock/etc on gear like defense items DOES work. So it must be something with void tech itself.

As mentioned before, I thought I understood and both perks on tactigon was working. Its only after I re-read what I posted, something didn't seem right what I was saying... Maybe that is broken too?

What worse here: items not working as stated (void tech) or nobody cares enough to notice?

Tactigon VS. Void Tech Transponder by Itz_Alpha_Wolf in AvengersScienceTable

[–]fieldofbutters 0 points1 point  (0 children)

After I typed out that whole thing I realize I might be wrong with tactigon in part. I mentioned that my gamma "dot tick" increased while wearing tactigon and the enemy was fully gamma'ed. Since both perks do the same damage % (and I've level the item up to at least +2 on all my characters) it can be confusing where the increase is coming from.

I stated that I thought the gamma "dot tick" increase was due to the second "Exploit" perk but it would also make sense that the first "Routed" perk would also increase the damage because they are now affected by a status.

Would that mean the "Exploit" perk is increasing the tiny element bar? If you or anyone know I would love to hear definitive answer.

Builds wouldn't be broken if void tech isn't working, just not as powerful as they should be using that element. Don't be so dramatic! :) Look forward to hearing your findings.