Hacking AKAIO 1.2 Game Problems

Note sure but If i remember for Animal Crossing the game was freezing on load with 256 ko (auto) save.

Since latest beta i disable cheats put a 512 save from my cycloDS and move save type from auto to 4M(!) and it works ... will perhaps try 512 later;-)
 
My save file for Animal Crossing is 512K.

But I'm still having problems with letters saved at the post office being deleted. Apparently letters at the post office are saved immediately when you perform the action at the post office, whereas the rest of the game is saved before you quit the game. The rest of the game saves fine.

-Bri
 
512Kbit or 512KB?

As I said, the correct save type is 2Mbit, but only AKAIO and gelu's firmware create a 256KB file (with the AKRPG). Others (bliss, official...) create a 512KB file (but this doesn't affect the gameplay, at least for AKRPG).
 
512KB. It was probably created with the official menu. I don't know if the size of the save file is affecting the post office letter saves or not, but it doesn't seem to affect the game saves.

-Bri
 
Just to share some infos if someone cares about bytes :

QUOTE said:
A bit is a binary digit, taking a value of either 0 or 1 ( http://en.wikipedia.org/wiki/Bit )

QUOTE said:
A byte (pronounced "bite") is the basic unit of measurement of information storage in computer science. ( http://en.wikipedia.org/wiki/Byte )

QUOTE said:
The use of a byte to mean 8 bits has become nearly ubiquitous... even more the word octet (meaning "group of eight") comes from the Latin and Greek numerical prefix octo, meaning eight.

In europe bytes is often translated as 'octets' ... In computing, an octet is a grouping of eight bits. ( http://en.wikipedia.org/wiki/Octet_(computing) )

QUOTE
As such, it is often used where the term byte might be ambiguous. For that reason, computer networking standards almost exclusively use octet. It is prominently used in Request for Comments (RFCs) published by the Internet Engineering Task Force. The earliest example is RFC 635 from 1974. In France, French Canada and Romania, the word octet is commonly used instead of byte (in the 8-bit sense); a megabyte (MB) is called a megaoctet (Mo).

A megabit is a unit of information or computer storage, abbreviated Mbit (or Mb).

1 megabit = 106 = 1,000,000 bits which is equal to 125,000 bytes.

A binary counterpart of the megabit, the mebibit, refers to the binary quantity 10242 bits. Standard industry practice in RAM and ROM manufacture is to use the Mb abbreviation in reference to this binary quantity. For example, a single discrete DDR3 chip specified at 512Mb invariably contains exactly 229 bits = 536,870,912 bits = 512 Mibit of storage

In the 16-bit games console era, the 'megabit' became a commonly-used measure of the size (computer data storage capacity) of games cartridges. This "megabit" actually equals one mebibit (Mibit)...The actual rule is: 8 bits = 1 byte. Therefore a 4 megabit cartridge had a capacity of 512 KiB, an 8 megabit cartridge held 1 MiB of data, and so on.
http://en.wikipedia.org/wiki/Mbit

Don't flame me it is not my fault ;-)

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Initially the ACWW RPG saves are 256 Ko (262 144 octets) so (x8) 2M by default.

Some cards save 512 Ko. For raw 512 Ko save files (524 288 octets) you need (x8) to set save to 4M for compatibility.

You can convert savegames in both directions just move save type from auto to 4Mb if you use 512 ko raw savefiles from cards like the cycloDS

So far i've got no probs but i didn't check the post office save...
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Last , you don't need an expensive card for gaming.

I recently tested some just standard SDHC cards but i prefer 1Go & 2Go cards since they are robust, working very well ( Castelvania is working flawlessy even on a fast 512 Mo card) and are yet fast enough and cheap for gaming not to mention you can backup your datas for the price and you will not lose everything on a single "big" card after an unexpected crash... Ask A-Data cycloDS users
... I wait for Class8 SDHC cards with a decent price/perf ratio ... not yet ...

Here is my sample sdlist.ini
----------------------------
[SD Card Manufacturers]
02 = Toshiba
03 = Sandisk
13 = Kingmax
1b = Danelec
1c = Transcend

[SD Card Speed]
1b00000 = 3333
03SU02G = 6000
02SD02G = 3333
---------------------------

3333 is fast and default for some cards like 2Go Kingston (Japan). If your card is not know ( like danelec etc) a new entry is computed at first launch and you eventually got a prompt with the advice to launch the game from memory if your card is benchmarked as too slow ... just edit the badly marked entry and lower the value to 3333 or to 6000 ( default for my old sandisk) if it freezes it should work just fine ( except perhaps with castelvania... ).

If it not enough ... just free some space & defrag your card with a good tool like JKDefrag... or just take a nice and free JKDefragGui wich will download and configure every needed tool... Just check removable drives in options...

I use a simple commandline with -a 2 for quick defrag of microSD cards without rellocating everything ... for years without a bug and without a lost so far ( JkDefragCmd.exe -a 2 -d 3 Letter_of_Your_drive: )
 
GH0ST said:
Initially the ACWW RPG saves are 256 Ko (262 144 octets) so (x8) 2M by default.
Some cards save 512 Ko. For raw 512 Ko save files (524 288 octets) you need (x8) to set save to 4M for compatibility.
I don't know about the Cyclo, but, for the saves from the R4, I don't need to change the save type to 4M. The AKRPG loads and trims the save.
Just make sure the correct save type is selected. If it is set to "Unknown/Auto", then the AKRPG won't recognize the save (you will have to start the game from the beginning).
 
I found that there is a problem with Final Fantasy IV ... I can't use soft-reset patch with AKIO 1.2 but with original Firmware I could...

When I start with soft-reset enabled I just get whitescreen.. maybe someone want to look into this problem? Or knows a solution? I hate to turn off my DS when I get bored and want to play something else
biggrin.gif
 

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