Hello, I know someone who is looking for the same things as you. But he tried with F-Zero X pal version. You can look this video http://www.dailymotion.com/video/x43dho_fzero-x-pal-with-64dd-doesnt-boot_videogames He found that F-Zero X doesn't boot with Expansion Pak + 64DD. But works well with the simple Jumper Pak. Have you tried to boot Zelda OOT without the Expansion Pak ?
Hum, didn't think to try that. Will try later, unfortunaltely my jumper pak is in a box of useless stuff far away in my closet I'm more seeking to get it play without swapping anything, so I will buy an JAP one when a I have some cash or try to find a way to mod the DD... Anyway swapping between jumper and expension pak is not that bad after all also...
Finaly found my jumper pak, neither OOT 1.0, 1.1 or 1.2 boot with jumper pak. So the boot sequence is not the same as F-zero OOT look for the IPL before lookking at the expension pak
Hey subbie do you think that it will be possible to force OOT, when it look if it can access the IPL, to make it JUMP direcly at the next command (the one that occur when that fail) using a GameShark code?
Wont work. The System checks for DDROM in the PIF boot code, then jumps to DDROM if its there. But you cant mask a DDROM with a game shark as its mapped differently from the Cart space (domain 1 vs domain 2!)..
No clue. I guess if you fail the first IPL Read (since it's at offset 0) you might get the game to think no DD is present and continue on. I dont know anything about gameshark for n64 or how it works so I can't say for certain if you could overwrite memory or fake the n64 when it reads an addr.
as far as i know the PAL versions certainly had the DD feature removed. The DD was not intended to launch in PAL areas at all after they failed to deliver the product to japan in late 97.
Barc0de, there still could be some old code left in it. The main thing is Zelda does not check for the DD via normal means like f-zero or IPL does. It actualy tries to read the DDROM durring boot. I'm still trying to hack it to see what exactly it checks for and what it does (I am not having a great week/weekend last week so I have not spent much time other then to verify it checking DDROM addrs twice (on J rom)). As for checking Pal rom, PUKE. Pal n64 games run in 50hz which wont work here in NA (since we are 60hz).
the PAL copies of Zelda miss the special CIC chip that the others contain to communicate with the DD. There was much info about this on 64DD.net like 4 years ago, but I can't seem to find it anywhere anymore. So, to sum things up: Apparently the later games that were indeed confirmed to support the DD, namely NTSC copies of Zelda OoT and most probably F-zero have a special piece of hardware that is only found in these titles. Obviously, there will be code to support the DD, and many older games, such as SuperMan 64 should contain such code (Lamborghini too, which reminds me, if anyone got any code/assets from Titus when they shut down, now is the time to share) The conclusion so far seems to me that there *might* be a manner to access and mount the DD through code (or nintendo changed this later on perhaps to only allow games that have the special CIC?), but some games have dedicated hardware for this purpose, especially those released around the OoT time-frame, known to support the DD from publications. What I never understood is why Pokemon Stadium 2 US(3 JAP), aka Gold n Silver, detected the expansion pak and even gave a visual status of it on the title screen, although there's no mention in the manual that it utilizes it, nor is there any Expansion Pak logo on the back of the packaging.
Not quite sure what you mean nor do I support your theory. If additional special hw was required in carts to setup/access the DD then my test bed app would not work (its being booted by bomberman64 which is a fairly standard cic chip). Maybe the cic does some security to make sure the DD is a valid device but I dont think it does any actual mounting. Maybe i don't fully follow tho (im kind of sick). Probably left over code (much like zelda64 has left in DD code). Maybe there was plans to support the expansion pak or DD but never got finished and they did not fully remove everything out (when in crunch time, you'd be suprised what gets left in games. see assasins creed clone stuff).
I mean the following: a) that you can access the DD by software code, naturally, as you have experienced yourself, and DD support code will always be needed to make a game DD compatible (hence why Superman and Lamborghini should contain it) however b) later on, Nintendo might have decided, for security reasons, to make the requirment of this special CIC chip mandatory, else the game won't be able to use the DD despite its DD support-code. what do you think?
http://www.dextrose.com/_forum/showthread.php?t=9692 nice thread about CIC But i doubt that it is an CIC issue with prevent US OOT to boot since both US OOT and JAP one use 6105 CIC. And Pal use the 7105 witch is the pal equivalent. Also game code of jap and us OOT are CZLJ & CZLE where pal oot code is NZLP So I think that the removed 64DD code from the pal version is the better theory. EDIT: Pal f-zero code is NFZP so the C vs N might no be much of a good indicated for 64DD code presence since pal f-zero are reported to not boot w/ exp. pak + 64DD Maybe it more an indication to either the nintendo intention to realese or not expansion disk for those game in their respective region at the time those game has been realesed.
never heard of it mentioned in relation to the DD, that's why unless they were planning expansion disks instead of gamepak sequels