Does some of you guys (and with this I pray to the Gurus out there to help me) happen to know how many SGI Indy Dev Kits for the N64 were produced/sold all over the world? An aproximation would be great, the correct number fantastic. Thanks for your time!
well somewhere between some and not all that many, first year and half most studios that had signed up had those, but eventually they got propper kits funnily, the 64DD supports the SGI kits in its dev manual
Yes actually that's somewhat I noted too...so there could (and I say COULD) be a way to connect a 64dd dev kit to a U64 Indy board... But I still would like to hear at least an opinion about how many were manufactured - I recall some magazines giving the numbers out...
I was interested in this little piece of hardware about a year ago when I first discovered it existed. I don't remember if a definitive number was ever established, but from searching through Nekochan, I think most people were leaning towards "handfuls". AFAIK, it was only used for the first couple of games before infinatley superior dev kits started to appear. One thing I always thought interesting was the rumor that these (indy + kit + docs) may have cost somewhere in the $250k range. I'm not sure that this was ever coroborated though.
64DD+indy would go through the standard route of things, with the only difference using the cable to transfer the image to a real n64, directly (to a devcart + the irc board along with IPLROM cart, or burning IPL4ROM to a cart if it's not a combo game), instead of burning it in gang writer on Partner. you still need a KMC n64 on top.
Ehm....? The "standard route" on an Indy emulation board is that you have the N64 in the Indy, so you simply upload the game to the board (which only has 16MB of space Btw, so a Zelda game would never run on that) and you get your N64 on the TV-out of the board....a dev cart (like partner N) would had made the U64 emulation board useless...so there probably was another way to connect a 64DD to it...what do you think?
everything is relative. when I said "standard route" I was refferring to the standard route of the 64DD development. I m aware of the function of the SGI indy kits, and I had the chance to tingle with one long ago (although I admit I m not a big fan of irix ) To re-cap, the 64DD can only be in physical connection with the KMC n64. This automatically means that the U64 board doesnt need to do anything. The compiled image is sent to a dev cart and then executed by the KMC N64.
So you don't think there's a way to connect a Indy Board to a 64DD directly? Apart of modding it of course
have u ever seen a u64 board? It lacks the cartridge connectors on both sides of the board. no way to connect it physically or over an extended SCSI ribbon (modded). Everything would have to happen via the PI. This IS possible, in 64DD emulation, where the 64DD is emulated by the host and the code executed on the U64 board.
Hmm... in the SDK page about the Indy board it says this "* This kit cannot be used to develop for "N64 Disk Drive" or "256k SRAM" " Is the u64 board's RAM made of 30-pin SIMM or isit 72pin?
D'oh! I totally forgot about those two lines...I have seen them with my bare eyes too! Damn it I apologize to barc0de - you were right . And yes I actually own two of them (a broken and a working one), and I dont know why but I thought that maybe there could be a way to connect to the 64DD slot via the Joypad extentions since there are 6 RJ's, although I dont know how many are used for the joypad extention actually... marshall : to which ram are you referring? the Working RAM or the RDRAMBUS? There are 16 MB of working RAM (used to store game pak data for emulation), apparently 8 chips (labeled NEC JAPAN D4216400G3-60-7 JD 9611A9002) with I suppose 2 MB each, and 24 pins. The RDRAMBus have around 40.