How to write 64dd game: 1. write vanilla cartridge game, but put 1 second wait states in your PI handler. Put this in a separate thread like a sane person. 2. develop game. 3. change a few lines of code in your PI handler to use 64dd instead. Don't put the cart before the horse here, if I had a nickel for every person that tried to start N64 dev and got nowhere... You can not make games with the N64 SDK, it isn't enough. You'll be looking at writing a significant amount of tools yourself, mostly for graphics.
Basically I could convert a retail N64 into a KMC N64 and find a Partner Cartridge but I will still need to find an ISA card if I decide to sell my brand new kit... ahhhhh I don´t know what to do honestly.... You make me doubt now . Wonder if I could find a configuration that could "emulate" the partner kit in some ways. I have a great item but as I said I can not keep my Dreamcast, PSX, Yaroze, Wonderwitch and N64 setups all together . I really have to think about it. Do you know if it is possible to find a PAL Partner-N64 kit ? What do you think of the IS-Viewer ? Or the Indy ?
Hi Marshallh, I sent you a PM (didn´t see that you replied to this thread until now). I get your points of course but my questions were actually focused on hardware for a simple reason : I would like to get rid of my Partner-N64 for space and money but still be able to start this project that I have in mind since few months (I will start with some tests and demos of course and it is obvious that i will have to write some tools myself. I´m aware of it). The problem is I can not start a project without knowing my options (I can not spend money on devices or kits just to TRY stuff). I have to know exactly what i should buy/keep/sell in order to start my project without being confused with the direction to take. Sorry if my posts look kind of irrelevant for a N64 coder like you but it is not like I´m trying to code some IOS or web apps using popular frameworks whose architecture and documentation are widely available and understandable on Internet.
If you have an original dev enviroment you have what you need for dev. Read through the documents in the SDK you have for more info on what it does and how it is used. They were used for cart and 64DD dev. What you have is amazingly useful. I have a flashcart and a hex editor.
I know but i would like to know the options if I get rid of the devkit. For the documentation it is unfortunately in japanese. I will try to find a full documentation set in english.
F-Zero XP, translated into English. Let me know of any bugs. http://www.mediafire.com/download/ywe3sbyi7ox76fm/NUD-EFZE-JPN.zip The Easter Egg in there is dedicated to Satoru Iwata.
Is there going to be a talent studio english version (at least a patch?) That's all I care about. Edit: F zero x english Didn't work on my ED64.
Hmm... You'll have to ask Saturnu about ED64 support. Krom works on multiple projects at a time; if you really want to you could probably fork and contribute to the translation project. It would be incredibly beneficial to RE what the audio and video input from the AV cart is supposed to be formatted as before taking on Talent Studio. Otherwise you're missing out on some real gameplay. Also, pretty sure that would also require subtitling the existing the TS movies. Potentially all unlocalized N64 games are going to get handled sooner or later. Right now I have most of a season's worth of anime to get caught up on.
lol i'm watching anime too, intstead of programming console stuff. but i already updated the ed64 menu for the english patched version yesterday, 'cause i was curious, too. ^^ i like this patch and haven't found any bugs yet, so thanks for that translation.
Gave a try, good work ! i can remember trying to build a course in the genuine japanese version -_-* i used a guide on gamefaqs, but, hell, that was so hard to get what you wanted. Thank you both for your work
That's beyond me, I'm afraid. I don't know a word of Japanese (well, any language other than English). That's good to know, thanks.
Only F-Zero X has a translation right now. Guess I'll have to get around to it at some point. There's another project I'd like to finish first though and haven't had much time lately. [edit] Forgot to mention, all the Artist series use a sort of odd font system. There's a leader "flag" short, then the string itself. Problem here is the string is 16bit indicies in the font table unless they use the "command" 0xFFFF as a value. At that point it skips into Shift_JIS mode but loses the ability to write variable-width ASCII-range chars. Annoyingly, the default mode for ASCII is half-sized chars used for labels. Debug messages are interspersed with these strings, and there's a few exceptions (like default MFS filenames) that are their own thing. In other words, those four are going to be a pain in the butt.
i guess so too, it seems like you are the last experienced active n64 rom hacker on the internet. ^^ maybe you should consider writing one or two howtos in the future for the young players. :>
For those that didn't check the ED64 forums, Krikzz has now put 64DD conversions into the official OS. It even saves for only 15 seconds! Link here: http://krikzz.com/forum/index.php?topic=3491.0 So, have fun!
As of this morning I've received 74 emails questioning my ancestory and sexual preferences, both of which obviously correspond with my inability to predict that 5 months after original release the ED64 would be officially updated to run these games. I'm getting a bit tired of ED64 fanboys sending stupid accusations of intentional support breakage and flame emails every time the wind blows. If you know or are an idiot like this please convince them/yourself to please keep it to yourself.
I should remind people some of us are just working hard on our free time, and a bit of respect even if you don't like us is never a bad thing. As far as I'm concerned, I can just stop all at once if I want to and leave my N64 stuff behind, which isn't really great at this state of the N64 scene. So for ED64 support, remember that an OS update was needed for it to work. Hell, even 64drive needed an update. It's not Zoinkity's fault that 64DD ports weren't working. I may post a news about this on the 64DD dump website if it still happens.