Doom for Nintendo 64

Discussion in 'Nintendo Game Development' started by jnmartin84, Jul 3, 2014.

  1. 47iscool

    47iscool Rapidly Rising Member

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    Just wondering.
     
  2. jnmartin84

    jnmartin84 Robust Member

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    Wasn't any technical or personal decision or anything, just was the setting in the Makefile I based mine off of. If you use the "build-your-own-Doom" package I put up you can just take off the "-b" flag from the "n64tool" command and it won't be byte-swapped. Are there situations where it makes a big difference? I suppose if you use a back-up unit that only handles one orientation then it would be important. If I do more work on that toolkit, I can make it an interactive menu and have byte-swapping be one of the input steps.
     
  3. 47iscool

    47iscool Rapidly Rising Member

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    Don't worry about making any adjustments to it I was just wondering why most N64 ROMs are in that format. No problems at all though.

    Also I don't have any back up unit/ROM loader for my N64. Wouldn't mind eventually getting a 64Drive though.
     
  4. Zoinkity

    Zoinkity Site Supporter 2015

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    Natively N64 ROMs are big-endian, but in the past certain backup devices would accept little-endian files to ease communication with Intel-based PCs. In other words, byteswapped ROMs were nothing but a fluke.

    For anything new or new patches it is very highly recommended to use big-endian ROM source files.

    *Technically the specification for general R4k machines specifies there's a flag in the first word that indicates ROM byte order which in turn sets the method it's read via some obscure COP0 flag or something. The N64 probably doesn't handle this at all though, but it isn't like anybody's gone and tried it either. On its own a byteswapped big-endian file would not work as-is on an N64 without this bitflag manipulation.
     
  5. 47iscool

    47iscool Rapidly Rising Member

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    That's what I figured because if they are byte-swapped any other way the text is scrambled. I prefer my ROMs (and ISOs) as original data-wise as you can get.

    Also it makes finding text easier. Just a preference of mine I suppose.
     
  6. jnmartin84

    jnmartin84 Robust Member

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    Just wanted to update everyone with the news that I finally located an N64 flash cart that was available for immediate purchase and delivery. My new purchase is going out for delivery tomorrow and with any luck should arrive by next Friday. I will then be able to make much more progress with my development work.
     
  7. jnmartin84

    jnmartin84 Robust Member

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    So I'm confused guys. Should I change my Makefile so that n64tool does not byteswap the output ROM image file?
     
  8. sanni

    sanni Intrepid Member

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    To my knowledge flashcarts will convert a v64 rom to z64 format when they transfer it to sdram anyway. So it doesn't really matter.
    I guess you could measure the time it takes to load the rom to see if it makes any difference but I doubt it. Personally I like the z64 format better than the byteswapped v64, mainly because I owned a Z64 back in the day.
     
  9. Conker2012

    Conker2012 Intrepid Member

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    The Everdrive 64 works with .V64 and .Z64 formats no problem. In fact, I renamed some .V64 files to .Z64, and the ED64, and they still load and work OK. The ED64's process of detection and conversion is invisible to the user, you just select a file to load, and it loads, with no messages at all (no "Wrong format - converting", or "This file has the incorrect extension", etc), and doesn't alter the file on the SD card. Like almost everything the ED64 does, it does it without troubling the user, it's a fantastic addon for the N64.
     
  10. jnmartin84

    jnmartin84 Robust Member

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    Here is a new 64DOOM ROM builder package:

    http://www.mediafire.com/download/5z7dqkl4jdd6pcy/BUILD_YOUR_OWN_64DOOM.zip

    There's a README file with instructions. Read it, it is easy. No editing of any files necessary anymore. All you do is read the screen, type a number between 1 and 6, hit ENTER, and a V64 file with your desired game ID + WAD file embedded pops out at the end.
     
  11. kuze

    kuze Peppy Member

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    Just tested out the latest build, great stuff! Works awesome on real hardware, the music is a huge plus.
     
  12. jnmartin84

    jnmartin84 Robust Member

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    Last edited: Sep 8, 2014
  13. 47iscool

    47iscool Rapidly Rising Member

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    Now that's making me jealous. The only flashcart I own is the R4i Gold for my DS Lite.

    All in all congrats on getting one. You think prboom WADs might ever be able to work with your builder?
     
  14. jnmartin84

    jnmartin84 Robust Member

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    It is unlikely that I will implement such functionality.
     
  15. jnmartin84

    jnmartin84 Robust Member

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    64drive works pretty smoothly/seamlessly as well. I'm digging it.
     
  16. sanni

    sanni Intrepid Member

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  17. jnmartin84

    jnmartin84 Robust Member

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    I just checked it out, seems cool. I'm doing my Dev work from windows though so probably not too relevant. Also haven't tried to use the USB yet
     
  18. thebigman1106

    thebigman1106 Robust Member

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    Just to let you know, I've tested all 6 versions on my Everdrive V2, it works VERY well. Congrats and Thanks for sharing this wonderful Homebrew. Well Done!
     
  19. jnmartin84

    jnmartin84 Robust Member

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    Doom 1 full version retail works OK? Everyone that tried it over at krikzz forums experienced crash at startup with that one.
     
  20. jnmartin84

    jnmartin84 Robust Member

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    With some help from Marshall over at Retroactive I got USB mode working on Windows with my 64drive so I can just upload ROMs while running and then hit the reset button to play them. Helps a lot with testing.
     
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