Regarding N64 Overclocking

Discussion in 'Modding and Hacking - Consoles and Electronics' started by SpooferJahk, Jun 8, 2015.

  1. bacteria

    bacteria I am the Bacman

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    Here's a list if you're interested:

    Benefit from expansion pack:

    Command & Conquer — The Expansion Pak is required for high-resolution map textures.
    Gauntlet Legends — The Expansion Pak is required for 4 player multiplayer.
    Hydro Thunder — The Expansion Pak is required for 3 and 4 player multiplayer
    Perfect Dark — The Expansion Pak is required for the single player, co-operative and counter-operative campaigns, as well as multiplayer.
    Re-Volt — Unlocks Medium Resolution mode (doubles resolution), cheat code ‘FLYBOY’ enables higher quality.
    Road Rash 64 — The Expansion Pak increases the frame rate from 30FPS to 60FPS.
    San Francisco Rush 2049 — The Expansion Pak is required for Track 6, the Advanced Circuit and music during Arcade races.
    StarCraft 64 — The Expansion Pak is required for the Brood War missions.
    Star Wars: Rogue Squadron — Increases the resolution to 640 x 480 pixels.
    Turok 2: Seeds of Evil — The Expansion Pak is required for high-resolution map textures.

    Quite a few games also give less fog or better textures with expansion pack:

    Aidyn Chronicles: The First Mage
    All-Star Baseball 2000
    All-Star Baseball 2001
    Armorines: Project S.W.A.R.M.
    Army Men: Air Combat
    Army Men: Sarge’s Heroes
    Army Men: Sarge’s Heroes 2
    Battlezone: Rise of the Black Dogs
    Castlevania: Legacy of Darkness
    CyberTiger
    Daikatana
    Duke Nukem: Zero Hour
    Excitebike 64
    F-1 World Grand Prix II
    Hybrid Heaven
    Indiana Jones and the Infernal Machine
    International Track and Field 2000
    Jeremy McGrath’s Supercross 2000
    Ken Griffey Jr.’s Slugfest
    Madden NFL 2000
    Madden NFL 2001
    Madden NFL 2002
    NFL Quarterback Club ’99
    NFL Quarterback Club 2000
    Nuclear Strike 64
    Quake II
    Rayman 2: The Great Escape
    Resident Evil 2
    Roadsters
    Shadow Man
    Spider-Man
    South Park
    Star Wars: Episode I: Battle for Naboo
    Star Wars: Episode 1 Racer
    The World Is Not Enough
    Tony Hawk’s Pro Skater
    Tony Hawk’s Pro Skater 2
    Tony Hawk’s Pro Skater 3
    Top Gear Hyper-Bike
    Top Gear Overdrive
    Top Gear Rally 2
    Turok 3: Shadow of Oblivion
    Turok: Rage Wars
    Vigilante 8
    Vigilante 8: 2nd Offense
    Xena: Warrior Princess: The Talisman of Fate


    ...and of course these will not work without it:

    Donkey Kong 64
    The Legend of Zelda: Majora’s Mask
     
  2. ma777

    ma777 Peppy Member

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    It's still shocking to me that Conker's wouldn't take advantage of the expansion pack. Was RARE just that good at optimizing N64 code that they didn't see a need for it? Also does anyone have a link to the 8mb Golden eye mod?
     
  3. eb1560

    eb1560 <B>Site Supporter 2014</B>

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    I was curious several years ago about adding more RDRAM to see if there would be performance changes. I played around with Goldeneye, which has that unique debug option “display speed” that shows the game’s framerate and system utilization % (RDP?, tex?, RSP) – it isn’t exactly 3DMark, but it does shed some light in performance. Neither of these stats changed when going from 4 to 8MB during gameplay – I don’t know if tampering with RDRAM's RASINTERVAL registers will do anything further. TV shot from the Jungle level with "display speed" activated (8MB RDRAM):


    [​IMG]


    It would make sense that the most time critical data, such as video/framebuffer, are most likely stored in the RDRAM chip closest to the RCP. Additional RDRAM chips can be added, but they would be placed further and further away from the RCP – data propagation delay increases when communicating back and forth with the chips further out. Probably why devices with more than 2 "horizontal packaged" RDRAMs are very scarce, unless they have that Rambus RSocket (N64, Cirrus Logic) or multiple Rambus channels (Mpact! 2 AGP).

    I might be wrong, but lengthwise the propagation delay from the RCP to expansion RDRAM is somewhere around 0.5 ns. Excluding the internal RDRAM operations and delay, it takes roughly 1 ns for back and forth RCP-expansion communication.
     
  4. N64 Goldeneye Fan

    N64 Goldeneye Fan Active Member

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    I would like to know if somes members here have been able to overclock their N64 to near perfection , without any BIG gameplay issues ?

    I browse the web everywhere and the best "how to" explanation i have found is this one :
    http://micro-64.com/features/oc64.shtml

    Did anybody have found a nicer method that play stable ?
    Please , it is really important to me
    thanks

    Edit , I have an 08-1 revision motherboard for this project , it it can help in anyway!
    My MAIN Goal is to be able to play my favorite FPS game ever : N64 GOLDENEYE 007
    I really want to play it a bit faster and more fluid than what the original non-modded console can offer....without too many gameplay issues !
     
sonicdude10
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