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[Comming Soon] Never Before Released N64 SDK Demos. INCLD. 64DD TEST CART IMAGE!!!

Discussion in 'File Downloads - Share and Request' started by 7c00h, Mar 22, 2013.

  1. 7c00h

    7c00h Active Member

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    How did i miss these? these were released along with the N64OS Library. These are mostly tests for different libraries, like mediamonkey for example.

    here they are, one by one. NOTE: I"M NOT RELEASING THESE YET. THEY NEED TO BE COMPILED, AND TESTED!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1!


    #1 - Autofil: Tests the way polygons are rendered by forcing the console to nearly crash from an out_of_memory error
    #2 Blockmonkey: a simple sprite test?
    #3 bumpmap: This is a sample program of bump mapping.

    #4 chrome: This is a sample program for the reflection mapping function

    #5 ci8fb: This sample program is similar to autofill. Rendering is processed using 8bit color index.

    #6 ddspgame: THE HOLY GRAIL OF ROMS... A 64DD TEST CARTRIDGE?!?!?!?!?!
    SOURCE DL (POSTED IT ON MAME FORUMS AS WELL): http://www.sendspace.com/file/vde3fk

    #7 detail: This is a sample program which explains how to use the multi tiling texture. This demonstrates the detail texture and MIP map texture as well.

    #8 eeptest: A simple program to test EEPROM (4k or 16k).

    #9 fault: A sample program to process CPU interrupts with the application using OS_EVENT_FAULT events.

    #10 fogworld: This is a sample program which shows how to use the fog process and the volume culling process. This program enables you to output information such as clock speed of RCP or CPU and total available DRAM capacity.

    #11 gbpack: GAMEBOY PACK TEST????


    #12 ginv:
    This is a simple sample program which outputs such information as clock speed of RCP and CPU, and the total amount of available DRAM.

    #13 gl: PARTNER-64 INTERNAL BIOS????????

    #14 ground: This is a sample program which performs the clipping of a large ground plane accurately.

    #15 gs2hex: sprite test

    #16 lights: This expresses specular highlight effect which uses RSP texture, and shadows (shades) falsely. By using inputs from the Controller, it controls the location and size. The background is processed with MIP map.

    #17 mipmap: This demonstrates MIP mapping. It is possible to verify by comparing with other texture processing or changing MIP map parameters.

    #18 morphcube: CPU calculates each vertex for morphing. CPU and the graphics pipeline execute 2 frames consecutively in parallel. Tiling of a large MIP map texture is processed with a capacity that is stored in a texture memory.

    #19: Morphfaces: Morphing of two dimensional images. CPU processes the morphing of vertex, and blending is performed using 2 cycle mode.

    #20 motortest: RUMBLE PAK TEST

    #21 nosPak: A sample program for the Controller Pak menu using N64 font data.

    #22 onetri: A simple sample program for rendering 1 polygon without Z buffer.

    #23 onetri-fpal: PAL version of onetri in fullscreen mode

    #24 overlay: A sample program that overlays onetri code

    #25 pfs: A sample program for the Controller Pak. You can experiment with checking, creating and deleting game notes. The control operations are expained below:


    This sample program differs from the Controller Pak menu provided with the application. For a sample Controller Pak menu, see the provided nosPak sample program. Please keep the following points in mind when using this sample program with a Controller Pak that contains game notes created with an actual game: 1) Game notes may be destroyed by a write test or deletion, and 2) katakana (Japanese script) is not supported; thus any portion of a note name rendered in katakana will not be displayed.

    #26 playseq: A sample program using the sequence player.

    #27 playseq.n_audio: The sample program playseq modified to support n_audio.

    #28 polyline: This renders by switching polygon and line microcodes.

    #29: reboot: A sample restart sequence program. The program topgun, which is loaded on Game Pak, starts onetri, which has been written to Disk.

    #30: soundmonkey: A sample program using both the sequence player and the sound player. Only four virtual voices have been prepared for the sequence player in this sample. Thus, when MIDI data is played, virtual voice allocation fails, and the audio is not performed normally.

    #31 spgame: A sample program which renders objects in the foreground and the background using a sprite function.'

    #32 spritemonkey: A sample program which demonstrates the use of sprite microcode Sprite2D.

    #33 spritemonkeyEX: A sample program which uses sprite microcode S2DEX2.

    #34 sramtest: Tests for the operation of 256K SRAM

    #35 terrain: This is a sample program for the creation of geographical features. This renders the geometry using N64 hardware, and operates the interface using the Controller

    #36 texlight: A sample program which expresses a diffuse lighting process, a specular highlight process, and objects which are texture mapped at the same time

    #37 threadmonkey: A sample program which shows how to use the thread profiler.

    #38 tile_rect2d: This demonstrates in a simple way how to divide a large texture into small texture tiles so it can be stored in texture memory. It creates two dimensional texture rectangle primitives.

    #39 tile_rect3d: This explains how to divide a large texture into tiles so it can be stored in texture memory. As filtering is processed properly, there will be no joints. A triangle will be created.

    #40 topgun: The fighter plane that appears in this sample program is data in .flt format modeled by MultiGen. The display list is created by the geometry converter flt2c, which is included as a sample program.

    #41 tron: A wall is a transparent object which is not sort processed. It demonstrates how to use the BOWTIE_VAL parameter, which avoids RDP hanging.
    #42: A sample program for speech recognition that uses library functions for speech recognition systems. Speech can be displayed to the screen by connecting the speech recognition system to the Controller port and speaking into the microphone.**Note: Currently this demo is made only for the Japanese language.

    ANYONE WHO CAN COMPILE THESE, PM ME ASAP. THANKS!!!
     
  2. sayin999

    sayin999 Officer at Arms

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    So this test cartridge could fully explain how the dd interacts with the 64?
     
  3. olivieryuyu

    olivieryuyu Robust Member

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    that is not new at all :)
     
  4. 7c00h

    7c00h Active Member

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    Yes, in fact it does more than that. examining the source code show how the ramdisk (HDD's) are created, system exceptions, and even has a test load function of writing dummy data to the device.


    NEW as in they haven't been compiled. the source has existed for a while, but i'm going to try to compile them.
     
  5. olivieryuyu

    olivieryuyu Robust Member

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    many people already compiled them ...
     
  6. sanni

    sanni Intrepid Member

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    Would be neat if you could include all the sources and the SDK into one organized package to download =)
     
  7. Arhiman57

    Arhiman57 Member

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    These are all the demo files included into the SDK on /usr/src/PR/demos folder (SGI system).

    If i remember correctly, you just need to type make to compile them (if you have all the tools installed), and maybe the textures folder apart for some of them. I have tested that way on my Ultra64 board, like the classic topgun and morphface, just with the make and gload command and the Ultra64 video output to a TV, but many of them are not working wiht this very basic process. I need to learn more about the system, read the doc, the wiki etc...

    DDsample software can also only be used with the Windows Partner version if I remember correctly.
     
    Last edited: Mar 23, 2013
  8. 7c00h

    7c00h Active Member

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    The demos also require the standard headers as well. right now, i'm working with the source of DDSPGAME, writing some preliminary files for MAME emulator.
    the N64 SDK is upped and avialable here (DIRECT DOWNLOAD). http://www.emuparadise.me/sdk/Nintendo/Nintendo%2064.7z

    Download the SDK, if you haven't already (i'm assuming if you have used these with the U64 Board, you have it already). it has a huge directory of documentations.
     
  9. sanni

    sanni Intrepid Member

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    Thanks for the link :)
    What make.exe should I use? Because right now my Windows 98 SE system I have setup doesn't know the make command.

    Edit: Seems like I'm missing exeGCC 1.2
     
    Last edited: Mar 23, 2013
  10. 7c00h

    7c00h Active Member

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    Make is part of the GNU Compiler Collection (GCC). you will need that to build the make files. furthermore, you'll need to custom build binutils and GCC to output MIPS Code.
    you will need an older copy of MinGW, to do this, although i have never used MinGW as i dual boot linux and windows, so i have no idea how to custom build gcc with it.
     
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