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Support / Re: What is the extent of GBA support with the GB Plugin?
« Last post by KingMike on 18/Jul/2019 09:29:12 PM »
It was my understand GBA has no internal definite information on save data.
Emulators support it by reading the entire ROM to guess what save format the game uses.
However, at least one game is known to deliberately throw emulators red herrings as a form of copy-protection.
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Support / Re: Issues with n64 game
« Last post by mario64 on 09/Jul/2019 11:14:44 PM »
Ok thanks. $100 down the drain :(
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Support / Re: Issues with n64 game
« Last post by skaman on 09/Jul/2019 11:04:21 PM »
If you can't get the Retrode to read the cart, then I would suggest using something else to dump it.  Cheapest alternative would be a Gameshark with working parallel port.
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Support / Re: Issues with n64 game
« Last post by mario64 on 09/Jul/2019 11:49:20 AM »
Any tips on dumping it?
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Support / Re: Issues with n64 game
« Last post by skaman on 09/Jul/2019 06:38:58 AM »
If it isn't on an original Nintendo PCB, then it is a repro cart.
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Support / Re: Issues with n64 game
« Last post by mario64 on 09/Jul/2019 04:26:22 AM »
Thanks but 40 Winks is not a repro. It is a full blown n64 release. They obtained the rights then took the prototype code and finished the game then manufactured the cartridges. Are you suggesting there's nothing I can do to make this work?
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Support / Re: Issues with n64 game
« Last post by skaman on 09/Jul/2019 04:13:49 AM »
Compatibility with repro carts is hit or miss.
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Support / Issues with n64 game
« Last post by mario64 on 05/Jul/2019 09:12:55 PM »
I own a copy of 40 Winks for n64 from Piko Interactive but would like to extract the rom so I can use with my Everdrive 64. Other games work fine but this one cartridge just gives me "GenericRomInSegaSlot.dat" every time. If I force n64 format it will give me a "NoName.z64" file which does not work. Any suggestions? I paid quite a lot of money to get the Retrode, n64 plugin and the game itself. Hope I didn't waste it  :(

PS, I do have the switch set to 3.3v
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Support / N64 with SRAM lose save files after disconnecting.
« Last post by BKong on 22/Jun/2019 06:03:34 PM »
Hello everybody.

I have recently gotten a retrode 2 a few months ago, but I seem be having trouble with losing save data on N64 games that use SRAM. When initially connect the cartridge to my computer, the save data is there, and I'm even able to dump it and load it in project64 in most cases, but no matter what I do the save data is gone once I disconnect the device. I've tried other cartridges that use different save methods and they all seem to manage to retain their save data after using them with the retrode.
Here's what I've tried specifically so far:

SRAM:
Harvest Moon 64, Super Smash Bros, Mario Golf
I'm able to dump the save files from these cartridges and load them on Project64, but they always lose their data after disconnecting. They retain their save data otherwise, it only happens after connecting to the retrode.

4Kbit EEPROM:
Bomberman 64, Bomberman 64: Second Attack, Bomberman Hero, Mischief Makers
I'm able to dump the save files and load them on Project64. Save files were maintained after disconnection. In the case of Bomberman Hero and Mischief Makers, I was even able to write a different EEPROM file onto the cartridge and have them work on my N64 console.

16Kbit EEPROM:
Yoshi Story:
Dumped, loaded, and maintained save file no problem.

Flash:
Pokemon Snap and Majora's Mask
Haven't been able to get the save files to work on Project64 yet, so I don't know if the dumping actually worked, but these games at least kept their saves after disconnection.

I'm using FW .25a-beta.

Thanks in advance.
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Stick with 5 V for Game Boy (Color) games. I just figured this out with Pokemon Pinball and Pokemon Blue.
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