Emulation is purely down to someone figuring it out. Furthest I get is waiting for the DD to respond to the N64 but I never found out exactly how (seem to boil down to interupts but which one). Going further would then just require figuring out the DD commands (sdk is rapped in leo commands so one would have to disassemble the leo libs or just toy with a DD unit, again I can set an RTC and get the DD light to turn on but thats about it). I don't have the time to work on it 24/7 so I work on it in spurts.
well the catch with legality is using your own tools. Haven't seen u on msn lately mate, check it out.
Basically, the supposed method for dumping carts is to use a 64DD dev kit http://www.assemblergames.com/forums/showthread.php?t=14751 and http://assemblergames.com/forums/showthread.php?t=14820. Why the sudden secrery, when it is a google search away, if beyond me. I think the best way to provide your knowledge to the community would be to create a document that details the ins and outs of the 64DD and then you can control what information is made available and explain everything at greater depth to satisfy small questions that are hard to answer in a forum thread. F-Zero Xpansion was dumped a while back using a V64 (I believe). Some good info here: http://s10013.chiyo.enro.at/modules/newbb/viewtopic.php?post_id=837
I highly believe the F-Zero Xpansion rom on the net is lac's private rip that got handed around alot.
Yep. I can confirm it. Lac stopped working on the DD because the games were not worth the effort apparently. And yes, a dev kit is more than enough to dump dev disks - as for retail disks, both v64jr amd a dev kit are enough with the appropriate software.
so... what was the point of the 64DD. i thought i read in this thread that the DD games don't look any better than 64 games. and the 64DD was still limited to 64mb. so... games on a disc? that was the big deal with the add-on?
Having a rewritable medium meant lots of good stuff only possible on PCs back in the day. This includes surfing the internet, as well as creating/adding content etc. check this thread out for an example of what the Artist series can do on the DD: http://www.assemblergames.com/forums/showthread.php?t=18493
you could save all sorts of things to your disk, including games you made yourself with the Artist set (although the other disks never saw a release, so that remains a theoretical potential) Ura Zelda was supposed to be such a disk, that items and stuff u left behind got recorded just as you left them etc.
Wasn't a secondary benifit of the DD early on that it was cheaper to mass produce DD games then n64 carts of equal size?
yes of course. I think this was mentioned in one of the first pages of the thread. Silicon would always be more expensive, but the gamepak penetration rate is 1/1 since all n64 units can play gamepaks. Disks for a D.O.Arrival system on the other hand wouldnt be, so economics dectate that volume of sales in gamepak form would be higher and generate more benefit over time anyway than if they got released for DD. which bears the question: why use gamepaks in the first place if 64DD disks were so "great"? possible answer: cost of each unit sold->higher acquisition cost
That's what Wikipedia says but some Japanese websites and other information I have state other dates. I take things released on the 1st of a month with a pinch of salt as Nintendo just list it (and you have to dig to find it as unlike the Virtual Boy the 64DD doesn't have it's own button) as December 1999. The fact the machine was sold subscription only at the start didn't help matters. The evidence doesn't help as the subscription service to buy the unit was available the month before, the first two titles Mario Artist and Doshin were released on the 11th of Decemeber according to Nintendos website and the Randnet service wasn't running until Feburary 2000. Scanned letters I found, seemed to suggest that people got their units after this time... So unless Nintendo sent units out which you could use a nice paperweights or watch mario spinning the N logo it would suggest that the 1st is not the release date of the machine.
The date I posted relates to the subscription plan. I have no date for the retail plan. The online randnet service did commence on Feb1 , but all titles, excluding the Randnet disk, did not really utilize the modem anyway, so there's no conflict in my view of the two dates.
Point 1 was the fact that the first two titles weren't officially released until the 11th of December, so are you saying that people had a nice 64DD that they could watch Mario playing with the N logo until a week and a half had past? :lol: I can't think of a single games console that would have been released a week before any titles were available... so shall we agree that the 11th December was in reality the release of the 64DD?