Official hakchi2 - NES Mini very simple pimp tool

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So I finally got this to work!!! If I want to go back and add additional games how do I do that?

Can I just keep cluster's tool running, reconnect the mini in Fel mode, and then just leave the other games that were originally downloaded checked? If so, do I just hit synchronize to add the new games, will the new sycronization just over right the old?
 
So I finally got this to work!!! If I want to go back and add additional games how do I do that?

Can I just keep cluster's tool running, reconnect the mini in Fel mode, and then just leave the other games that were originally downloaded checked? If so, do I just hit synchronize to add the new games, will the new sycronization just over right the old?
Yes just hit synchronize... It'll add whatever games are in the window. So yes you need to leave the ones checked you've already added and then just add more and hit synchronize.
 
Has anyone gotten Ms. Pac-Man (Tengen) to work? The mazes are messed up on NES Mini (I'm using a known good ROM). If it is a matter of some settings like that overscan one, are there more games like this and perhaps @Cluster (owed a big THANK YOU!) can include that in his tool so they're set automatically (sort of like applying the ips patches).

Oh and please no hate for me wanting to play Ms. Pac-Man, was one of my fav games back then.
 
Need to re-add.
Thank you. But this got me thinking... it doesn't seem like people are having space storage issues so much as they are having RAM issues. There seems to be a magic number of ~242 image asset 'spaces' available...meaning box art, thumbnails, and save states. (As a note, it also seems to be the case that the original 30 games use up 106 of these spaces due to the pixel art and some other unseen items.) Further, with the original 30 games removed and nothing but games and box art added, I have not seen anyone load over ~130 games without the system giving an error during use. That tells me there is some cap on games that can be added regardless of the 242 magic number. So I'm wondering how the extra image compression will affect the amount of games/art we will be able to load? Seems like it wouldn't make a difference. I might be missing something very obvious in that line of thought, but just curious.
 
Thank you. But this got me thinking... it doesn't seem like people are having space storage issues so much as they are having RAM issues. There seems to be a magic number of ~242 image asset 'spaces' available...meaning box art, thumbnails, and save states. (As a note, it also seems to be the case that the original 30 games use up 106 of these spaces due to the pixel art and some other unseen items.) Further, with the original 30 games removed and nothing but games and box art added, I have not seen anyone load over ~130 games without the system giving an error during use. That tells me there is some cap on games that can be added regardless of the 242 magic number. So I'm wondering how the extra image compression will affect the amount of games/art we will be able to load? Seems like it wouldn't make a difference. I might be missing something very obvious in that line of thought, but just curious.

The whole image thing has been discussed in great detail elsewhere. It isn't the size of the image thst has to do with anything it is a limit imposes by the number of them.
 
The whole image thing has been discussed in great detail elsewhere. It isn't the size of the image thst has to do with anything it is a limit imposes by the number of them.
This is precisely my point. I'm asking why the need for additional image compression in the new version when it has seemingly no effect on the amount of available space we can actually utilize?
 
TODO:
- Setting to remove the whole thumbnails line and arrow at the bottom
- Add setting to select reset combination. I think that I know a way to do it...


This sounds great. The thumbnail's are really pointless and removing them gives more rooms for games and will clean up the interface!!!
 
This is precisely my point. I'm asking why the need for additional image compression in the new version when it has seemingly no effect on the amount of available space we can actually utilize?

Quicker flash time or loading on the system? Maybe in the future they will find a way to make image count not be the limiting factor
 
OK so I was getting a c8 error on 165 roms with all boxart and no thumbails, and hiding original 30. the games played fine but would get this message everytime I go to shutdown, i would also have to push power 2 more times to get an actual proper shutdown. so I started backing down my total rom count and reflashing the system to test in increments of 5. basically I got down to 120 games before the system error stopped happening on every shutdown. I think the theory that there are 241 or 242 total image memory banks is pretty accurate if each game takes 2 slots 1 for game and 1 for box art, because once I would add 2 saves to the 120 roms the error would come back...
 
anyone try to run Cheetahmen II on it or action 52? id be the LOLs. I believe Active enterprises used some odd mappers for that rom. Id be interesting if it emulates it.
 
I've been successfully using 2.07, but I want to upgrade to 2.09 for the added features/upgrades. What steps do I need to take to do that? Do I need to flash the original kernel using 2.07 and then start over using 2.09 or is there an easier way? Thanks to Cluster and everyone else for their efforts in making the nes classic even more fun.
 

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