Hi Folks, I'm trying to install the N64 "exeGCC" on my older Win 2000 machine. I've installed the N64 SDK.... and I'm wondering how to go about installing this exeGCC after the fact. I have installed the N64 OS which created the C:/ultra folder. I then proceeded to install the N64 SDK, and the Audio Tools. I now have the exeGCC left to install.... and It has the following files in a folder as shown in the image below: I have made a "Folder Tree" printout of my C:Ultra folder. (Link below http://www.digital-circuitry.com/FILES/NINTENDO/N64/N64_DEV/C-ULTRA_Folder_Print.txt I was hoping some of you might know the process to install the N64 exeGCC properly? or know if I just drop these files into a specific folder here? Any help would be appreciated. Cheers! -Gerry
Hey Gerry, go to level42's website and get the file called n64sdk.7z. This is an image that somebody created of their directory after everything is installed. You'll probably already have the same directory structure, but you'll be missing 2 folders in C:Ultra - GCC and Wptn64. Just copy those into the ultra folder and you'll have the compiler! To test: first setup the environment cd C:\ultra setup.bat Next: compile a demo cd C:\nintendo\n64kit\nusys\sample\nu0 make If all went well, the nu0 folder will have a file called nu0.n64 which you can then load into an emulator. The program displays a colorful square.
Ok, That worked....but I had to reboot my machine in order for the MAKE command to be accepted. Initially after I copied the files over to the C:Ultra directory, the MAKE command just failed to work and the terminal prompted: "Invalid command". Anyhow, This is what the nu0 folder holds: So what is a good Emulator that you can suggest for testing this? -Gerry
There are a number of N64 emulators out there, but I tested with Nemu64. If, or when, you get around to compiling samples that involve motion (the nu0 sample is just a motionless square), you may want to use 1964 which has a frame rate limiter. I don't know if the others have the option to limit the frame rate, but by default they don't, so all the samples run way too fast. Emulators, while excellent, are far from perfect and you'll notice differences between them when running demos. You could always get a 64Drive or Everdrive cart to test on real hardware. Are you using a physical machine with Win2K? It would probably be faster to use a virtual machine with Windows XP for dev. It makes file transfer between your main PC and your N64 dev machine much faster - i.e. via drag and drop from one to the other.
Yeah, I was just looking at 1964 and project64.... the 1964 loads up much faster. I think I'll try that. Yeah I'll invest in the 64Drive I think. At one time I wanted to create another Flashcart project for this, but one project at a time. I want to mess around with the source coding a bit first. Yeah I had thought about going the Virtual root....but for now I'll use my actual machine. Until I get really annoyed with it... lol. I was also reading that the Audio Tools are in Japanese and there was supposed to have been an English language patch for it. Do you know if there was ever one found ? -Gerry
Hmmm, not sure which audio tools that refers to. There are some command line tools and there are the GUI tools, but both are in English.
Hi Joe, sorry...was going too fast....I've been reading so many docs and readme.txt files. It was actually the DDDUMP binary file editor that came with the SDK. After installing the OS and the SDK there was a readme file that indicated that it did not come with the English interface. But I guess there is a HTLM manual for it that shows you around how to use it.
Also, are the .n64 files that the compiler creates....are they compatible directly with the N64 hardware ? Or is there a specific command to compile it for the actual N64 machine ?
Yep, the files can be used on hardware. There is the matter of the CIC security chip, though. These demos were made to run on dev hardware, not retail consoles, so if you were to load them as-is onto a cart, they wouldn't work, but if you use a 64Drive with an SD card, the 64Drive fixes the .n64 file up before loading and it will work.
Hmmm... interesting. I wonder if this is some type of .n64 file Header formatting that is going on there ?
There were a number of different security chips used in the carts during the N64 years, and each game had bootcode that was specific to a particular chip. The 64Drive typically comes with the 6102 chip installed, so if you play a game that needs, for example, a 6105 chip, the 64Drive will need to patch the bootcode to run using a 6102 instead. Dev ROMs are made under the assumption of no security chip, so they would work using the SGI Indy development board (which has no security mechanism), but would also need to be patched to run on a cart with a 6102.
Cool..... I was just looking at a small DOS program that does just that. It will read an existing ROM file identify the current CIC and can then modify it and then patch the ROM for the new settings. Pretty neat. Joe, Another question that came to mind.... Is there an IDE that comes with the 64 SDK....? or is there a Source code editor that they recommend using? I was just using my Visual C 6.0 Editor IDE. However, I'm assuming there is an optimal editor to use. One that can detect all of the special functions for the 64SDK...no? -Gerry
I don't think they made an N64 specific IDE. Any decent IDE should be able to do the whole autocomplete/suggestions thing if you give it the path to the SDK headers.