Xenocider/Project Q

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Ian Micheal
Developer
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Re: Xenocider/Project Q

Post#401 » Thu Jan 28, 2021 6:49 am

Roel wrote:
megavolt85 wrote:
hombreimaginario wrote: THen we realized is a very, very rare item and that part of the review was basically (I think) a joke


need ask guys from Junkyard to check their memory card in other homebrews, it is possible that the problem is in the VMU itself
I had a Chinese VMU 4x that worked everywhere except homebrew, but the exact same VMUs worked fine for others


To add my 2 cents, the original Rush Rush Rally Racing didn't support 4x VMUs either, but I fixed that issue and my newer games do support them. I found that a standard VMU writes blocks almost instantly, but the 4x VMU that I used for testing took much longer to write each block and it incorrectly reported that it was ready to receive more data before it actually was. Adding a slight delay between each write command solved the problem.

Sounds very logical to me 4x interface might be slower adding a delay would fix it.. I have also done this before for madcatz vmu and rumble pack to get them to work.. only slight delay seems it would fix it..

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megavolt85
Developer
Posts: 1786

Re: Xenocider/Project Q

Post#402 » Thu Jan 28, 2021 7:49 am

if the problem was in the write speed, then WINCE games would not be saved
the problem is in the crooked KOS driver, which simply bombards the controller with a bunch of unnecessary requests, checking if the VMU is disabled
adding a delay is not a solution to the problem, but only a crutch

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DCGX
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Re: Xenocider/Project Q

Post#403 » Thu Jan 28, 2021 10:15 am

I'm learning so much!

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hombreimaginario
Developer
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Re: Xenocider/Project Q

Post#404 » Fri Jan 29, 2021 1:47 pm

Roel wrote:
megavolt85 wrote:
hombreimaginario wrote: THen we realized is a very, very rare item and that part of the review was basically (I think) a joke


need ask guys from Junkyard to check their memory card in other homebrews, it is possible that the problem is in the VMU itself
I had a Chinese VMU 4x that worked everywhere except homebrew, but the exact same VMUs worked fine for others


To add my 2 cents, the original Rush Rush Rally Racing didn't support 4x VMUs either, but I fixed that issue and my newer games do support them. I found that a standard VMU writes blocks almost instantly, but the 4x VMU that I used for testing took much longer to write each block and it incorrectly reported that it was ready to receive more data before it actually was. Adding a slight delay between each write command solved the problem.


Hmmm... Understood. Thanks for the input! :)

We had no idea that thing even existed.
:oops:

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Tomleecee
lithium
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Re: Xenocider/Project Q

Post#405 » Sat Jan 30, 2021 6:04 am

I didn't realise that throwaway joke would cause a discussion in itself haha! The 4x memory card (the official sega one) is known to not support various retail releases, while the third party ones do. Not really sure anyone knows why without looking into the firmware of the card but that's way above my level of expertise! It was just a bit of an 'in joke' nothing more :)

Here's the known games it doesn't work with:

White Illumination
Dynamite Cop 2
Air Force Delta
Maboroshi Oboro
Kitaihei Gold
F1 World Grand Prix
Carrier
Nanatsu No Hikan
Sekai Fushigi Hakken: Trojan
Bikkuriman 2000
Rayman 2
Sakura Momoko Gekijyo: Coji-Coji
Spawn: In The Demon's Hand

Sega Rally Championship 2
Marionette Company
Shenmue Chapter 1
Death Crimson 2
Zombie Revenge
Maken X
Hello Kitty's Lovely Fruits Pack
Hello Kitty's Garden Panic
Hello Kitty's Magical Block
D2
Toy Ranger
Undercover 2025 AD Kei
Get Colonies
Memories Off: Complete
Frame Gride

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hombreimaginario
Developer
Posts: 349
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Re: Xenocider/Project Q

Post#406 » Wed Feb 10, 2021 12:43 pm

Video review by DreamcastHub:


Contents of the limited PAL Edition:
Image

Regular and Special editions:
Image
Image
Image
Image

http://retrosumus.com/shop/

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DCGX
Vagabond
Posts: 793

Re: Xenocider/Project Q

Post#407 » Wed Feb 10, 2021 8:11 pm

I am ready to frame that poster on my wall...as soon as I get my order ;-)

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mazonemayu
Agent Provocateur
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Re: Xenocider/Project Q

Post#408 » Thu Feb 11, 2021 9:31 am

DCGX wrote:I am ready to frame that poster on my wall...as soon as I get my order ;-)



Beat you to it :mrgreen:
Attachments
153373E0-DE18-4B13-BFC7-41AF8BAE28FD.jpeg
We are SEGA generation.

Subscribe:

https://youtube.com/user/mazonemayu <———gameplay vids be here

Visit:

https://www.flickr.com/photos/150479343@N06/albums <—-collection piccies here

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DCGX
Vagabond
Posts: 793

Re: Xenocider/Project Q

Post#409 » Thu Feb 11, 2021 10:29 am

AAH! Well, I got the special edition, and I'm in the States, so I would think you'd get your s before I get mine lol

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fafadou
Gold Lion
Posts: 1652

Re: Xenocider/Project Q

Post#410 » Thu Feb 11, 2021 10:48 am

I didn't have any email of sending.
I think I'll get mine standard edition later too.

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