Hi friends , I've two types of N64 SDK ... One is the "partner64 Environment + Debugger + Various Libs and tools" (that works great with exeGCC), and one is "N64 PSYQ SDK" (that dont want to compile anything:crying Which one is the best ? Thanks :thumbsup: EDIT : BTW , this is the error that PSYQ give me when I try to compile : Thanks for any help
Oh no ... it seems that exeGCC can't compile some sources too ! =( Here is the error : If anybody can help , please reply
Uhm , it seems that the compiler don't like this funciton : Infact , if I delete this funcion , exeGCC works great. Anybody can explain me why ? PLEASE !
If you're concerned about being legal, libdragon is the best N64 SDK. If you're not concerned, probably PsyQ. Note that no unofficial SDK takes full advantage of the N64 yet. Libdragon has accelerated 2D sprite drawing, but no 3D.
Uhm ... I think I'll use exeGCC , it works great (and it sucessfully compiled all examples , also these one : I only had to delete osPiRawReadIo function , and it works perfectly). PsyQ is a bit more complex, but in the end I think that both exeGCC and PSYQ are good
Looks like you're missing the edit button, too. Try not to triple post in future ;-) Surely if you have one thing that works and one that doesn't work, regardless of whether it's a toaster, a dev kit or a NASA rocket, the one that works is best?
I can't say which is "the best" but surely both exeGCC and PSYQ are really good PS: I'll use the edit button the next time
exeGCC/Partner-N64 is the first party set (well, it was made by Kyoto, but it was officially supported by Nintendo). PsyQ was created by Psygnosis as a lower end kit (not necessarily less-useful, just lower end and cheaper) I personally like working with Partner-N64 in conjunction with the OS2.0J or K or whatever upgrade I have and the N64 SDK 5.0. Together, along with a Partner-N64 cartridge, you'd have a complete first party N64 development environment. I never see Partner-N64 carts pop up though, what a shame, I want one myself :/
Some day ago I've asked to KRIKzz to test some of the exeGCC/Partner64 examples that I've compiled (files.n64) , and these n64-executables works on his Everdrive64 So you don't need an original Partner-N64 cart in order to test/use your works
There shouldn't be any issue with homebrew as long as it doesn't look for something not present, like the Z64, or the NeoMyth in the case of my N64 Media player I did for last year's Summer Compo (it looks for the N64 Myth SD interface to load music from SD card). Conversely, something written to look for the ED64 hardware would fail on the NeoMyth or Z64. Plain games/apps that act like they are run from a rom shouldn't have any trouble on any of the different backup systems/flash carts.