Official hakchi2 - NES Mini very simple pimp tool

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Without the use of space mapped to a controller button the game will be unplayable sadly (kind of like playing super mario and having to go to the GUI each time to be able to select a button for Jump when in-game).

Joystick backward and SPACE: The character can be turned into a rotary. In this state it is invulnerable and can destroy its enemies by the sheer touch.

Pressing SPACE: The character can activate two energy lines, which spread in full height of the screen to the left and right. All reachable enemies are destroyed. But if an obstacle is in the way, the line is stopped.

Source: https://www.c64-wiki.com/wiki/Turrican#Controls


No worries if you can't work it out as I've got plenty of other amazing c64 games running (thanks BTW) - it's just this is one of the best titles on the system.

There are a few ways I can approach the mapping problem. They would require me to modify the Vice Core and/or Retroarch. Vice, as well as RetroArch, are meant for a real PC keyboard, unfortunately. So, a space bar is sorely missed:) But, I may be able to safely work it out to auto map to a controller configuration. I was also thinking of trying to get Rewind Ability (Broken Feature, at the moment) to function. But, that one may be tough to do without screwing up Cores that utilize whichever dedicated button I could potentially assign it to. I tested On/Off Fast Forwarding, and found it too easy to engage in dedicated button tests. So many things we could do, but testing required for each and every one:) I may potentially work out SuperEagle & 2xSai Filter Installations, as well. For now, do a list of what buttons on a Commodore 64 keyboard, you believe would most optimally be assigned to, say, a wii classic controller..to help as many games as possible of the 1300 plus catalog! That will be my test model.
 
Last edited by KMFDManic,
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There are a few ways I can approach the mapping problem. They would require me to modify the Vice Core and/or Retroarch. Vice, as well as RetroArch, are meant for a real PC keyboard, unfortunately. So, a space bar is sorely missed:) But, I may be able to safely work it out to auto map to a controller configuration. I was also thinking of trying to get Rewind Ability (Broken Feature, at the moment) to function. But, that one may be tough to do without screwing up Cores that utilize whichever dedicated button I could potentially assign it to. I tested On/Off Fast Forwarding, and found it too easy to engage in dedicated button tests. So many things we could do, but testing required for each and every one:) I may potentially work out SuperEagle & 2xSai Filter Installations, as well. For now, do a list of what buttons on a Commodore 64 keyboard, you believe would most optimally be assigned to, say, a wii classic controller..to help as many games as possible of the 1300 plus catalog! That will be my test model.

I think just spacebar would be great for a in-game bind? Most cracked trainers at the start require spacebar to advance forward to start the title too (although it is easy to do that from the GUI keyboard).
F1 key and N also appear to not always work on the GUI keyboard so to have them mapped might also be a good idea (many games require you to skip trainers and and start with F1).
 
Last edited by MrTea,
Thank you everyone that helped me with this. Every thing is going good. I've already added some games and the art

Make sure you use Folder Management, as you can get nifty results like this:)



And, since you are fairly new to this scene, you may also want to use the Updated Set of Cores that I put together, and read any pertinent info...from this link...

https://www.reddit.com/r/nesclassicmods/comments/6j2zoo/the_mega_hmod_thread/

I have also made countless other videos that help fix soft-bricked Mini NES Systems, and help with other tweaks, etc.
 
You are a machine! Haha

One of the traits of someone with Asperger's, is to generally master what they apply themselves to, heh. My goal for v2.5 is a 5000 Build at under 275 Mb, give or take a few Mb. Certain Cores may not function on our current RetroArch due to aforementioned dependencies that do not exist in our Environment. These cores would be along the lines of DS & PSP, for starters. It would definitely be nice to get either/or going! But, we definitely have enough going, already...to be satisfactory, now that we have Commodore 64, Handheld Games, Doom & Quake, and so on:) I am definitely glad I bothered with Updating the Cores, in general...as many good things have come from the whole scenario. My next mini-side project may be to try to "better" the reliability of sram saves for the N64 Emulator.

If you have any suggestions for Games to add to the Commodore 64 Set, definitely let me know:) I am planning on doing as many CRT ones as I can possibly manage. Then, any remaining ones will be designated to T64, if at all possible. And, in finality, D64, for ones that I cannot do otherwise. I am unlikely to keep ANY Tap Files in the set, for obvious reasons.
 
Last edited by KMFDManic,
Is it possible to have a different button to function as 'up' on the dpad in the C64 core? - without losing and dpad functionality? So I would have essentially two 'up' buttons.
 
@KMFDManic : Is it pôssible with the Advanced Compression Technique, to add the full NES and SNES library to a single NES Mini?
I seriously doubt you could get all NES games AND SNES games on a mini. That would be, what, 750 plus or minus, for the NES games and 721 SNES games. 1471 games. I don't think you could fit all that even with compression....certainly not if you have a lot of hmods and cores.
 
I got N64 Saves working quite reliably, as far as my "earliest" tests are concerned. Once I am satisfied with my test perimeters, and things pan out well...I will post the updated cores, that will help you guys do manual, as well as sram saves:) Thus far, I tested a dozen games, with little to no problems, whatsoever:) I will make a video to explain the process, once this is all said and done. It is yet one other thing I have noted people have complained about. I finally got around to playing around with it. So far, so good:)

--------------------- MERGED ---------------------------

@KMFDManic : Is it pôssible with the Advanced Compression Technique, to add the full NES and SNES library to a single NES Mini?

Full NES, YES! Full SNES, NO:( The best way to look at what you can fit, overall, would be to do a simple test. However big your folder of SNES Games is, or GENESIS, if they are in ZIP format, for an example. And, your SNES folder is 100 Mb. And, your GENESIS folder is 200 Mb. This means, you will get fairly close to 300 Mb, if you have them all added to the Mini in 7zip Compression. 7zip is "better" than standard "zip". Most rom sets are maintained in "zip" format. It is just lucky for us, we can run a majority of them on the Mini, using RetroArch Plus the Cores, in "7zip"! There are a some minor exceptions, such as MAME (Zip Only), Virtual Boy (Zip Only), OSTs (No Compression Works), JPEGS & PNGS (No Compression Works). You can still easily get all the SNES games you can ever want to have, within the realm of that recommended 300 Mb limit. Just do a "Best Of" list for yourself!

As far as the Advanced Compression Techniques...This mainly applies to games that are not able to automatically be compressed by Hakchi2. This also pertains to artwork being losslessly reduced without any noticeable degradation in quality. And, of course, it relates to PS1 Games, Sega CD Games, etc, which I generally rip unnecessary audio and video from, then compress. You can take an original 551 Mb PS1 Game, and get it as low as 10-20 Mb, with such techniques:) I have made several videos about all of these mentioned tricks. Here is an example of one video that goes over manually compressing non-automatically compressed games, and doing the lossless reduction of its artwork. Feel free to check out others! My original Test Build was 2500 Games, which quickly rose to 3500 within a couple weeks after that. Now, I am tentatively at 5000, with my goal being, trying to get it as close to 275 Mb, give or take a few Mb. This will leave room for the Cores that are needed to run them all:) Anyways, here is the video!

 
Hi everyone! This is about the demo mode.

Thanks to FPT server and doing a research of the default directory of the Mini, I have discovered a folder called "autoplay" for prerecorded demos, within games folder, beside the "pixelart" one. Does it mean if I create a folder named "autoplay" in hakchi2 and I upload a file inside would be possible make to work the demo mode for non original NES games? Just like the pixelart method? For pixelart (savescreen I mean), you need a png file, what file is needed for demo mode? A video file? What video file? How can I create my own demo mode?

Directory example: /usr/share/games/nes/kachikachi/CLV-P-NABQE/autoplay

That's all, thank you for reading.
 
Hi all, I need a little help, this is my 2nd NES mini im trying to mod, just the exact same was as I did mine.... first one worked great.....but this 2nd one is giving me one hell of a time.... I moved my original KERNAL from the other mini to a safe spot..... and I can get the 2nd mini into FEL mode and can dump the Kernel but in normal mode it doesn't seem to be able to be seen by hakchi2... so I cannot get the green light in the corner and I cannot transfer games... any ideas? it appears to have a driver install for it in device manager... I am using windows 10. and hakchi 2.17

Thanks everybody for reading and for the help.
 
Last edited by reapergato,
@KMFDManic
Yeah mapping space bar to a button would be a huge help for many c64 games.
Dropzone,Turrican1&2,Katakis/Denaris and Cybernoid1&2 to name a few would benefit from this.

Annoyingly C64 Gradius/Nemesis uses Right Shift to select the power-up so that's currently unplayable.
 
Last edited by Byonder101,
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Hi all, I need a little help, this is my 2nd NES mini im trying to mod, just the exact same was as I did mine.... first one worked great.....but this 2nd one is giving me one hell of a time.... I moved my original KERNAL from the other mini to a safe spot..... and I can get the 2nd mini into FEL mode and can dump the Kernel but in normal mode it doesn't seem to be able to be seen by hakchi2... so I cannot get the green light in the corner and I cannot transfer games... any ideas? it appears to have a driver install for it in device manager... I am using windows 10. and hakchi 2.17

Thanks everybody for reading and for the help.

3 Words, Flash Custom Kernel:)
 
Last edited by KMFDManic,
Made a small video about how to open the NESC Controller box without damaging the box. I know it's that silly Anonymous voice, but my vocals aren't that great...
Maybe might know this method, but I've seen videos where they use cutters and such.... this is enterely unneccesary...

 
@KMFDManic
Yeah mapping space bar to a button would be a huge help for many c64 games.
Dropzone,Turrican1&2,Katakis/Denaris and Cybernoid1&2 to name a few would benefit from this.

Annoyingly C64 Gradius/Nemesis uses Right Shift to select the power-up so that's currently unplayable.
On breadbox I defaulted run/stop, space and return. They seemed to be theory useful.
 
@KMFDManic
Yeah mapping space bar to a button would be a huge help for many c64 games.
Dropzone,Turrican1&2,Katakis/Denaris and Cybernoid1&2 to name a few would benefit from this.

Annoyingly C64 Gradius/Nemesis uses Shift to select the power-up so that's currently unplayable.

Ironically, Salamander, tends to use auto power-up
On breadbox I defaulted run/stop, space and return. They seemed to be theory useful.

Things get slightly tricky, in this case. This is mainly because Vice is predominantly meant to be utilized with a keyboard/mouse combo. I have a series of side-projects I work on. Some, I play around for a little at a time, to see how much extra work would be necessary to finalize a solution. What sucks, is that this needs to be handled a little delicately. It needs to be done in such a way, so that it is "Core" specific. Or, at least doesn't affect other "Core's" configurations. How nice it would be to have a joy2pad type thing, where we could map any button in the Vice Keyboard to a controller! But, it isn't exactly that easy. The key binds for retroarch do not even include a "space" bar option, without actually pushing a space key on an actual keyboard! I tried a few tests, to see how I could best go about things. Those who made the original Vice Emulator, and those who did it for RetroArch, are thinking mainly of PC users, as it is almost insane to try to play PC Games on a controller, haha! Especially, with so many variations of control schemes. It will still be one of the projects I check more into. But, I can only devote so much time to it, without affecting the completion of my V2.5 set, unfortunately. But, Turrican will be the main test game, as far as getting the space bar to at least work! At least I have people who can test things out, fast, if I do set up a configuration via the Core, or RetroArch! Yesterday, I got N64 Saves working, which have been a big issue up til this point. The reasons why they didn't work are sort of silly. But, I am gonna do a video on that. One other thing out of the way:) And, of course, the key binding will help with ZX Spectrum/CPC Amstrad/as well as Commodore 64. DOSBOX, I already figured out the mapping on that one:) But, there isn't exactly a similar setup for the other 3! I have already tested it out with PC, and it works awesome with a keyboard! We just need to be able to "steal" some of the keyboard keys and give them to our controllers! I will keep playing around with it, though! And, I am always open to suggestions!
 
Last edited by KMFDManic,
Ironically, Salamander, tends to use auto power-up


Things get slightly tricky, in this case. This is mainly because Vice is predominantly meant to be utilized with a keyboard/mouse combo. I have a series of side-projects I work on. Some, I play around for a little at a time, to see how much extra work would be necessary to finalize a solution. What sucks, is that this needs to be handled a little delicately. It needs to be done in such a way, so that it is "Core" specific. Or, at least doesn't affect other "Core's" configurations. How nice it would be to have a joy2pad type thing, where we could map any button in the Vice Keyboard to a controller! But, it isn't exactly that easy. The key binds for retroarch do not even include a "space" bar option, without actually pushing a space key on an actual keyboard! I tried a few tests, to see how I could best go about things. Those who made the original Vice Emulator, and those who did it for RetroArch, are thinking mainly of PC users, as it is almost insane to try to play PC Games on a controller, haha! Especially, with so many variations of control schemes. It will still be one of the projects I check more into. But, I can only devote so much time to it, without affecting the completion of my V2.5 set, unfortunately. But, Turrican will be the main test game, as far as getting the space bar to at least work! At least I have people who can test things out, fast, if I do set up a configuration via the Core, or RetroArch! Yesterday, I got N64 Saves working, which have been a big issue up til this point. The reasons why they didn't work are sort of silly. But, I am gonna do a video on that. One other thing out of the way:) And, of course, the key binding will help with ZX Spectrum/CPC Amstrad/as well as Commodore 64. DOSBOX, I already figured out the mapping on that one:) But, there isn't exactly a similar setup for the other 3! I have already tested it out with PC, and it works awesome with a keyboard! We just need to be able to "steal" some of the keyboard keys and give them to our controllers! I will keep playing around with it, though! And, I am always open to suggestions!

Is it possible to map 'up' to an other button as well as up at least?
 
Is it possible to map 'up' to an other button as well as up at least?

A temporary solution, til I get more involved with this, would be...

Quick Settings/Controls/Then Change UP to A and A to UP, etc, etc. I tested this with Great Giana to see how things played out. I was jumping with the A button just fine:) I am gonna see about getting RetroArch to accept Space Bar as a keybind.
 
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what do you think the odds are that the SNES classic will just be the insides of an NES classic, just with an SNES shell ?
 

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