I don't really have a link, it's mostly IRC stuff, but there will be some stuff going on MESS forums and probably CEN64 forums.
Luigi Blood... I have some doubts about the Nintendo 64DD. Can you clear my doubts? How many softwares there's for the 64DD? From various sources, there's 10 softwares commercially available: Randnet Disk F-Zero X Expansion Kit Japan Pro Golf Tour 64 Doshin the Giant Doshin the Giant: Tinkling Toddler Liberation Front! Assemble! Mario Artist: Paint Studio Mario Artist: Talent Studio Mario Artist: Communication Kit Mario Artist: Polygon Studio SimCity 64 You said some posts ago, you said you dumped Super Mario 64 Disk Version... How many softwares was released (and unreleased) for the Nintendo 64DD? Another question is if there's any Nintendo 64 games have support for the Nintendo 64DD? I'm asking it because one I saw some videos with the Legend of Zelda: Ocarina of Time with a tag "Disk" in the side of the save slot... I don't know if it is a version of the game for the 64DD, or if the cartridge game with the 64DD annexed with the console. Another question is if the US/euro version of F-Zero X are compatible with the Expansion Kit without or with hack... Final question: It's possible to some flashcard offer support for the Nintendo 64DD games and expansions?
Those 10 softwares you talked about are all the released ones, and they are all dumped. Super Mario 64 Disk Version is a port of Super Mario 64 to showcase the 64DD @ Spaceworld 1996. There is also Dezaemon DD as a planned expansion for Dezaemon 3D, a shoot'em'up maker. It's also dumped. Ocarina of Time does provide 64DD support. Only NTSC versions does though. PAL version has removed the 64DD support entirely. Mario Party 1 is also compatible with the 64DD, every versions (including PAL, which supports the Japanese 64DD) expects an expansion. And then there's Pocket Monsters Stadium 1 & 2 (2, aka Pokemon Stadium 1) which also supports the 64DD. (Japanese version only) F-Zero X USA supports the Expansion Kit with a simple hack, Jimmy130 made it possible. However nothing can be done for the EUR version, it seemed. And for flashcarts, I assume that the 64drive may be able to do this, but that's not my expertise. You need to ask marshallh for more details about it.
Thanx for the explanation, LB... It's was very cool!! I think if there's some emulator who can run these dumped N64DD ROMs... In the case of F-Zero X, the emulator must have an option to load both cartridge and disk ROMs at the same time, or create a ROM hack with both ROMs combined (locked-on Sonic & Knuckles ROMs...?). Another cool thing is the 64DD ROMs can be translated, right? English 64DD games would be super nice!! ^_^ Anyway, these 64DD ROMs... Are they already public?
For expansion games you'd need to load the cart, disk, and IPL for it to work. You can translate disk games, yes. So far looks like most are using Shift JIS. Only real annoyance is if they use resources and code from the IPL. Not that you can't still do the translation but it would frustrate implementing a VWF and require some code duplication or wrapping. Hacking F-Zero X together...I'll attempt it when some other things are out of the way.
Well, hacking FzeroX and the Expansion together is propably the only way to play this in a flashcard i guess. With just 64MB Ram you can only load the game or the expansion. But this raises the question if a combined rom would fit into 64MB since a disk alone is 64MB. The next problem I see is the IPL which need to be loaded aswell...
I think the 64DD IPL must me included in a Flash Card in a way to make the 64DD work with the Flash Card (like burn it in a ROM), plus an adicional flash memory exclusively to load/store 64DD ROMs... In other words, release a special version of a Nintendo 64 Flash Card is the most obvious option to make the 64DD support work in a Flash Card... Another thing I forgot to ask: The cartridge games with 64DD support... It's just some routine in the game to access the data in the non-released update disk, or there's something these games can use with the 64DD with no disk inserted (like extra memory, extra features, etc...)?
Only one that works that way is Dezaemon. The rest detect the disk, replace most of the code currently loaded with code from the disk, then "reset" the game. It's effectively running the cart slaved to the disk instead of the disk slaved to the cart. https://www.assemblergames.com/foru...d-to-cart-Dezaemon-DD-now-playable-on-console! Disk access presumes data aligns to LBA sizes, and this leaves a lot of spare room in any disk image. Also, you can always steal RAM portion space in a worst-case scenario. The FPGA has to simulate all the registers and activity of the drive, so it's not a far stretch to have it save the LBAs for the disk image as well and refer to it off an SD.
Ah this sounds good. Anyway there is only 1 game which needs to be merged and this is F-Zero X. FZX is only 128Mbit in size so it should be possible to make some room. However is sounds like it wont be so easy like Dazeamon 3D right?
It would be different. Instead of using any of the cart's codebase it would be easier to radically edit the disk's runtime and boot from that. The disk runtime is a later version and has the complete set of dummied out functions and features so it only makes sense. The Dezaemon hack tried to preserve some degree of cart/disk differentiation, but it would be much more practical to make a merged F-Zero X entirely cart. That has an unusual side-effect, since there's a second filesystem applied to the standard disk layout that also needs to be fiddled with. A fair number of the original cart resources are ignored. Almost all, if not all, of the code on the cart is ignored. Music is either replaced or channels are merged--have to check that. It should go together nicely, and there's some bloat that can be removed too. Mostly I'm just busy with other things. Perfectly feasible to make a Zelda->MQ disk from GC resources.
Mhm when most of the card resources are ignored then i guess it is not much use to merge with the US version right? The US Version would give english text for the game except for the editor parts.
Car editor would be blank, track editor in Japanese. Why? The disk version uses cart addresses to pull cart resources, so any hard reference fails gracefully and isn't loaded. Seriously though, I'd do a translation of it as well as fixing it to run with NFZE.
Philippe Brodier made a modified F-Zero X JPN rom with 64DD part translated. Create Machine menus used by Expansion Kit (that are on FZero X JPN) are translated in english. https://www.youtube.com/watch?v=0-g4ot7b6F8
I have a 64DD with every disk, every accessory, as well as the original Randnet shipping box. I also have all of the games mentioned in your post. (Stadium "1", Stadium 2 (AKA 1 in US), Stadium 3 (AKA 2 in US), etc etc. Your post mentions that they are compatible with the expansion (64DD). How so? How do they expect it? Is there any extra features that appear when a 64DD is connected? I can't see any. Lastly, you dumped the 64DD ver of Mario 64? Epic. Is this only playable on actual hardware with the 64DD attached? Where can I get the dump, I don't see it on your github. EDIT: Have you ever tried playing around with an iQue 64? I have a few of these, and have been working on spoofing game purchases on it. Currently, you need to buy a game card to buy games on the device, but myself (and others although unaffiliated with me) have been trying to bypass this, and spoof either the card or the game purchase server. Would be nice to work with someone else on this.
Only one disk of Mario 64DD exists (so far) and it has been bought by a French guy on yahoo auction, that's his website: http://www.gamekult.com/blog/Jimmy130/ Someone asked him if he is planning to dump it, and he said he will when a dumping method will be available. Btw the 64DD game is the same as the retail N64 version.
lol you guys are behind. All of the dumps (including Mario 64 Disk) are here: http://bsxproj.superfamicom.org/64dd/dump/
Twili, there's a reason why I didn't link those dumps here. There are stuff called "rules". Plus: I will never put dumps to my GitHub. That's really inconvenient. You can find those dumps around the web anyway... About the dumps: I didn't dump anything. I made the dumper with marshallh's help for SD/CF card writing. NESWorld and Jimmy130 were kind enough to dump their disks and make them available. Pokémon Stadium, that is the Japanese 1 & 2, they expect an expansion disk, which doesn't exist. I do not know more than that. And I don't have a iQue 64, and I'm not interested about it.