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Author Topic: Surreal64 CE B5.5  (Read 1902 times)

xboxmods2977

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Surreal64 CE B5.5
« Reply #90 on: December 07, 2011, 08:21:00 PM »

I've actually got GoldenEye running awesome on my 128mb box. The only issue I have is when I play with a friend on 2 players. the game locks up and I have to reset the Xbox.

During 1 player mode, I can sit there for hours without a problem and play. Matter of fact I have played all the way through Secret Agent (the cradle was a b*tch without cheats, lol) and have just unlocked those last 2 or 3 maps that aren't available from the start without a single hang up.

Switch to multi-player, and the game usually freezes within the first or second match with only 2 players.

Close, yet so far away.

When I can get my hands on a stopwatch, I am gonna unlock the Invincibility cheat.

Level: Facility
Difficulty Level: Double Agent
Target time: 2:05
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Xmodder deluX

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Surreal64 CE B5.5
« Reply #91 on: December 09, 2011, 02:58:00 AM »

@xboxmods2977:  I played Goldeneye to death on the old N64 back in the day.  That invincibility cheat was a tough one to get but I did it!  It would be nice to see multiplayer running full speed on the xbox without freezing.  I am looking forward to playing Goldeneye and other retro games on my android tablet when I get it.
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dballs442

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Surreal64 CE B5.5
« Reply #92 on: December 15, 2011, 12:44:00 AM »

QUOTE(xboxmods2977 @ Dec 7 2011, 08:21 PM) View Post

When I can get my hands on a stopwatch, I am gonna unlock the Invincibility cheat.

Level: Facility
Difficulty Level: Double Agent
Target time: 2:05


its all about where Dr. Doak is standing. hes best when hes standing out side of one of the 3 rooms right around the corner.

i played the SHEET out of this game. got all codes for all my friends in which could never beat me in multi player. (not to boast or anything)

hardest cheat is the caverns in 11 mins and change (forget exact amount) to get double rcp90's if memory serves. been about 12 years. just recalling this off the top of my head.
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Xboxer64

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Surreal64 CE B5.5
« Reply #93 on: December 16, 2011, 12:15:00 PM »

QUOTE(dballs442 @ Dec 15 2011, 02:44 AM) View Post

its all about where Dr. Doak is standing. hes best when hes standing out side of one of the 3 rooms right around the corner.

i played the SHEET out of this game. got all codes for all my friends in which could never beat me in multi player. (not to boast or anything)

hardest cheat is the caverns in 11 mins and change (forget exact amount) to get double rcp90's if memory serves. been about 12 years. just recalling this off the top of my head.

I preferred it when Dr. Doak was inside one of those three rooms. Due to the mad dash through the level, many guards follow you. While he talks I would stand behind a closed glass door, blocking it. I would just mow down guards through the door. Caverns was the last cheat I got. It is a long level, playing it repeatedly was frustrating.
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Ash123

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Surreal64 CE B5.5
« Reply #94 on: December 16, 2011, 04:46:00 PM »

weinerschnitzel, I've been playing Banjo Tooie with the settings you recommended. It's played OK, Glitter Gluch Mine had a few problems but mostly it's been playable but now I've hit a snag. I'm up to Grunty's Industries and it seems to freeze up after a couple of minutes play. This level just crashes Surreal every time. Is there anything I can do to get through this?
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weinerschnitzel

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Surreal64 CE B5.5
« Reply #95 on: December 18, 2011, 08:41:00 PM »

Pull up your debug info, and check if you are running out of ram. If you are, you can adjust the memory settings, either decreasing the video memory or paging memory. Does this happen with both 1964 and Project64?

You can upload your gamesave and I could take a look at it, but no promises. \SAVES\C2E9AA9A\ will have your Banjo Tooie saves.
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ploggy

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Surreal64 CE B5.5
« Reply #96 on: December 27, 2011, 08:53:00 AM »

Super Mario Star Road (Mario 64 rom hack) has been released and I must say it looks brilliant.
I've tried it on the Emulator and I can't get it to run at fullspeed. sad.gif

Here is the trailer for the game.
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Rage518

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Surreal64 CE B5.5
« Reply #97 on: December 29, 2011, 09:55:00 AM »

@ ploggy

I would say compare the settings for Super Mario Star Road to the Settings Surreal has for the original Super Mario 64 and see what kind of speed you get.

If you read all the way to the bottom of the info posted below the youtube video he says "Note: I am currently working on a "Light Edition" for those playing with slower computers or Project 64."

So maybe the Rom Hack is a bit too system resource heavy to play at full speed on the xbox right now.
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YRUSirius

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Surreal64 CE B5.5
« Reply #98 on: December 29, 2011, 02:02:00 PM »

I tried that SM 64 hack and it's great, it might not be exactly full speed but it is pretty playable. It's almost a very good SM 64 Part: II. It's great, thanks again. smile.gif

-YRUSirius
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Rage518

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Surreal64 CE B5.5
« Reply #99 on: February 22, 2012, 06:49:00 AM »

any status update on the emulator?
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dballs442

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Surreal64 CE B5.5
« Reply #100 on: February 26, 2012, 01:32:00 PM »

Look for Surreal64CE 5.52u
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scorp316

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Surreal64 CE B5.5
« Reply #101 on: March 15, 2012, 08:16:00 PM »

QUOTE
The TremorPak Plus is compatible with all Nintendo 64 Rumble Pak Compatible Games. Feel the action at your comfort level with the adjustable vibration speed switch. Now there's no need to switch the Rumble Pak and Memory Card to save your game action. The Memory Card Port allows you to insert a memory card to save games and rumble simultaneously.


 unsure.gif
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scorp316

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Surreal64 CE B5.5
« Reply #102 on: March 19, 2012, 01:58:00 PM »

QUOTE(Xboxer64 @ Mar 19 2012, 10:26 AM) View Post

I think the bottom switch on the TremorPak toggles between save and rumble, which has the same effect as the key combo we currently use. Seeing as it isn't an official Nintendo product, no games were programmed to be able to use both rumble and save simultaneously, hence the switch.


Ahh, okay.  I saw it on ebay and thought this was some kind of bundle pak.  Too bad the games didn't support rumble and save simultaneously.  Thought the switch was to control the amount of rumble.

Thanks for the clarification of this pak. cool.gif
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flavor

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Surreal64 CE B5.5
« Reply #103 on: March 21, 2012, 11:38:00 AM »

Sorry for bumping, but

thank you very much, Wienerschnitzel, Dave and Ez0n3 for this awesome HD Surreal!

edit: And thank you Scorp! I believe you are responsible for lots of custom inis.

Damn, Mario64 is like a revelation in 720p. Plus AA.

Back to business, move on, nothing to see here. :>
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Clockface

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« Reply #104 on: February 03, 2020, 07:58:00 AM »

QUOTE(scorp316 @ Mar 19 2012, 09:58 PM) *

Ahh, okay.  I saw it on ebay and thought this was some kind of bundle pak.  Too bad the games didn't support rumble and save simultaneously.  Thought the switch was to control the amount of rumble.

Thanks for the clarification of this pak. (IMG:style_emoticons/default/cool.gif)


I have two combination paks; one is a battery powered unbranded pak with one memory bank and a rumble feature (I think it's unbranded, all it says on it is "WF Attitude"), and the other is a Gamester branded pak that doesn't use batteries (presumably it's EPROM based), with four memory banks and a rumble feature. On both, you can only have the rumble OR gamesave ability at any one time, the N64 cannot access both the rumble pack feature AND the memory bank simultaneously - both units have a switch on them that lets you choose whether the pak is at that time to function as a rumble pak or as a gamesave unit.

The Gamester unit has four memory banks, but you can only access one of the four at any one time (you choose which to use via it's inbuilt switch). I assume this is because the N64 is hardwired to only accept gamesave memory banks of one size (is it 128KB?), so the only way to have four times as much gamesave memory is to have four individual gamesave memory banks and make sure the N64 can only access one gamesave memory bank at any one time. The disadvatanges are of course that not only do you not know which memory bank has the gamesave you want at that time, so you have to cycle through the four until you find it, but also that if, for example, you need eight code pages to save a game, but none of the memory banks has eight pages free (even if together the number of free pages on the four memory banks totals way above eight) then you can't save on the pak.

Having four seperate memory banks is much better than just one of course, but it's a real pity that it's not one memory bank that's four times the size of the N64 standard memory bank.

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