Behind The Code with Gerry
How to Program an Altera CPLD Logic Chip From 1998 thats in JTAG LOCKOUT ? [#61]
updated
Letting you all know that I am still alive. lol
I talk about a few things I've been working on.
1 - Repairing my Tektronix TLA715 Logic Analyzer and also getting ut setup with Network control for running automation testing.
2 - Got my hands on a an old SCSI card that I believe was used for the Acclaim N64 "ArtSend" debug cartridges used during the making of the Turok games. Testing is ongoing.
3 - In closing, I show off the new components for my New WIndows PC. I'll finally be able to start posting 4K videos with this Editing Rig. I'm super late in the game. But, better late than never.
Cheers!
-Gerry
Want to help support my work?
Say Thanks: paypal.me/ThanksGerry
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Website: behindthecode.ca
******************************************************************************
Thanks for visiting Behind The Code with Gerry!
******************************************************************************
#Tektronix #gamedev #flashcart #nintendo #gamedevelopment #videogames #electronics #engineering
To watch all videos in this Tutorial series see the playlist link below:
youtube.com/playlist?list=PLzfrvtinRITtUfzQXCn009P7OcfwMI4h2
In this Part 4 video tutorial... I go over the process of adding custom Textures & Animation sequences to the Robot Walker that we modeled in Part 2 of this Series in Blender. At the end of the video we once again proceed to export the model to the .S64 format and preview the model in the CHORIZO previewer program. However, this time we get to preview our newly added Textures and Animation sequences.
Later videos in this series, we will go over the process of adding the exported data into a ROM source code project which we will compile, and load onto an N64 Flash cartridge. The preview ROM allows us to trigger the various animations we created in Blender, using the N64 controller push buttons, or other runtime events if implemented within our code.
This is a New Tutorial Series I have created to go in-depth to demonstrate how to use a special software tools package for Blender called "Sausage64". This was created by user "Buu342" from the N64Brew Discord server .
These tools allow us to export models and animation sequences created within Blender, into a file format (.S64) which we can use to create N64 display lists. We are able to activate the animation sequences within our own N64 Homebrew game or demo, using various commands provided as part of a custom Library.
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Files and Links:
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Gerry's Custom Robot Textures (Free to use however you want):
behindthecode.ca/-=FILES=-/-=YT_DESC_LINKS=-/BTC_0051/ROBOMECH_TEXTURES.zip
Gerry's Robot Walk Cycle Reference images:
behindthecode.ca/-=FILES=-/-=YT_DESC_LINKS=-/BTC_0051/ROBOMECH_WALK_CYCLE.zip
Blender 291 Software Download Link:
download.blender.org/release/Blender2.91
Buu342 Sausage64 - A Blender Export Plugin and Editing Tools for N64
github.com/buu342/N64-Sausage64
EXE binaries link below:
github.com/buu342/N64-Sausage64/releases
Buu342's N64 Texture Converter:
github.com/buu342/GML-N64TextureConverter
Buu342's YouTube Channel - N64 Dev Log:
youtube.com/@Buu342
Gerry's 5 Steps Diagram for this project - (See Video Part 1)
behindthecode.ca/-=FILES=-/N64_DEV/Blender/YT_Linked_Files/BTC48/BTC48_Gerrys_5_Step_Process.jpg
For VIDEO PART 1 in this series - See the link below:
youtu.be/aSH6yKYE_r4?si=QHsJq8SOAisSTwyh
Need Help Getting Started with N64 Dev?
------------------------------------------------------------------
You can start by Joining N64Brew discord server below and check out their "Getting-Started" section:
discord.com/invite/nHjbc9d
You can also check out my N64 Programming PRIMER series:
youtube.com/playlist?list=PLzfrvtinRITtsauFcQ0BgH5kJ6ukfQEsp&feature=shared
Want to help support my work?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated Supporters:
https://www.behindthecode.ca/become-a...
Follow me here:
YouTube: https://www.youtube.com/@BehindTheCod...
Twitter: twitter.com/_BehindTheCode
Instagram: https://www.instagram.com/_behindthec...
Website: behindthecode.ca
******************************************************************************
Thanks for visiting Behind The Code with Gerry!
******************************************************************************
#n64 #gamedev #blender #retrogaming #flashcart #nintendo #gamedevelopment #videogames #electronics #engineering
To watch all videos in this Tutorial series see the playlist link below:
youtube.com/playlist?list=PLzfrvtinRITtUfzQXCn009P7OcfwMI4h2
In this Part 3 video tutorial... I demonstrate the process of Rigging a Bone structure onto the 3D Robot Walker that we modeled in Part 2 of this Series in Blender. We then proceed to export the model to the .S64 format and preview the model in the CHORIZO previewer program.
I go over all the needed Blender settings in order to successfully export a Blender model into the .S64 file format. (Used for creating N64 display lists.)
Later videos in this series, we will go over the process of adding Textures and creating animation sequences for this model. We will then add the exported data into a ROM source code project which we will compile, and load onto an N64 Flash cartridge. The preview ROM allows us to trigger the various animations we created in Blender, using the N64 controller push buttons, or other runtime events if implemented within our code.
This is a New Tutorial Series I have created to go in-depth to demonstrate how to use a special software tools package for Blender called "Sausage64". This was created by user "Buu342" from the N64Brew Discord server .
These tools allow us to export models and animation sequences created within Blender, into a file format (.S64) which we can use to create N64 display lists. We are able to activate the animation sequences within our own N64 Homebrew game or demo, using various commands provided as part of a custom Library.
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Files and Links:
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Blender 291 Software Download Link:
download.blender.org/release/Blender2.91
Buu342 Sausage64 - A Blender Export Plugin and Editing Tools for N64
github.com/buu342/N64-Sausage64
EXE binaries link below:
github.com/buu342/N64-Sausage64/releases
Buu342's N64 Texture Converter:
github.com/buu342/GML-N64TextureConverter
Buu342's YouTube Channel - N64 Dev Log:
youtube.com/@Buu342
Gerry's 5 Steps Diagram for this project - (See Video Part 1)
behindthecode.ca/-=FILES=-/N64_DEV/Blender/YT_Linked_Files/BTC48/BTC48_Gerrys_5_Step_Process.jpg
For VIDEO PART 1 in this series - See the link below:
youtu.be/aSH6yKYE_r4?si=QHsJq8SOAisSTwyh
Need Help Getting Started with N64 Dev?
------------------------------------------------------------------
You can start by Joining N64Brew discord server below and check out their "Getting-Started" section:
discord.com/invite/nHjbc9d
You can also check out my N64 Programming PRIMER series:
youtube.com/playlist?list=PLzfrvtinRITtsauFcQ0BgH5kJ6ukfQEsp&feature=shared
Want to help support my work?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated Supporters:
https://www.behindthecode.ca/become-a...
Follow me here:
YouTube: https://www.youtube.com/@BehindTheCod...
Twitter: twitter.com/_BehindTheCode
Instagram: https://www.instagram.com/_behindthec...
Website: behindthecode.ca
******************************************************************************
Thanks for visiting Behind The Code with Gerry!
******************************************************************************
#nintendo #n64 #Blender #retrogaming #gamedev #flashcart #gamedevelopment #videogames #electronics #engineering #3danimation #cgi
To watch all videos in this Tutorial series see the playlist link below:
youtube.com/playlist?list=PLzfrvtinRITtUfzQXCn009P7OcfwMI4h2
In this video Tutorial I show you how to model a Low Poly Robot Walker in Blender V291.
You can use the Robot Turnaround Reference image below for this Tutorial:
behindthecode.ca/-=FILES=-/N64_DEV/Blender/YT_Linked_Files/BTC49/ROBOMECH_Turnaround.jpg
Later videos in this series, we will export the model from Blender, for Nintendo 64 using a special exporter add-on. We will then add the exported data to a ROM source code project which we will then compile, and load onto an N64 Flash cartridge. The preview ROM allows us to trigger the various animations we created in Blender, using the N64 controller push buttons, or other runtime events if implemented within our code.
This is a New Tutorial Series I have created to go in-depth to demonstrate how to use a special software tools package for Blender called "Sausage64". This was created by user "Buu342" from the N64Brew Discord server .
These tools allow us to export models and animation sequences created within Blender, into a file format (.S64) which we can use to create N64 display lists. We are able to activate the animation sequences within our own N64 Homebrew game or demo, using various commands provided as part of a custom Library.
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Files and Links:
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Blender 291 Software Download Link:
download.blender.org/release/Blender2.91
Gerry's Robot Turnaround Reference image used in this Tutorial:
behindthecode.ca/-=FILES=-/N64_DEV/Blender/YT_Linked_Files/BTC49/ROBOMECH_Turnaround.jpg
Buu342 Sausage64 - A Blender Export Plugin and Editing Tools for N64
github.com/buu342/N64-Sausage64
EXE binaries link below:
github.com/buu342/N64-Sausage64/releases
Buu342's N64 Texture Converter:
github.com/buu342/GML-N64TextureConverter
Buu342's YouTube Channel - N64 Dev Log:
youtube.com/@Buu342
Gerry's 5 Steps Diagram for this project - (See Video Part 1)
behindthecode.ca/-=FILES=-/N64_DEV/Blender/YT_Linked_Files/BTC48/BTC48_Gerrys_5_Step_Process.jpg
For VIDEO PART 1 - See the link below:
youtu.be/aSH6yKYE_r4?si=QHsJq8SOAisSTwyh
Need Help Getting Started with N64 Dev?
------------------------------------------------------------------
You can start by Joining N64Brew discord server below and check out their "Getting-Started" section:
discord.com/invite/nHjbc9d
You can also check out my N64 Programming PRIMER series:
youtube.com/playlist?list=PLzfrvtinRITtsauFcQ0BgH5kJ6ukfQEsp&feature=shared
Want to help support my work?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated Supporters:
https://www.behindthecode.ca/become-a...
Follow me here:
YouTube: https://www.youtube.com/@BehindTheCod...
Twitter: twitter.com/_BehindTheCode
Instagram: https://www.instagram.com/_behindthec...
Website: behindthecode.ca
******************************************************************************
Thanks for visiting Behind The Code with Gerry!
******************************************************************************
#n64 #Blender #gamedev #retrogaming #3danimation #flashcart #nintendo #gamedevelopment #videogames #electronics #engineering #computers #computerscience
A New "Blender to Nintendo 64" Tutorial Series - PART 1
To watch all videos in this Tutorial series see the playlist link below:
youtube.com/playlist?list=PLzfrvtinRITtUfzQXCn009P7OcfwMI4h2
Ever wanted to export your own 3D models and animation sequences from Blender, over to the Nintendo 64 as part of your own Homebrew game or Demo?
Well now you can using a special Tools package released by user "Buu342" from the N64Brew Discord server.
This is PART 1 of an in-depth Tutorial series I am releasing showing people how to use this special Software/Tools package called "Sausage64". In this PART 1 I give a quick overview of the entire process using this Tools package. I will be adding supplemental videos that will go over all the steps needed, so users can replicate the entire process.
In Part 2 of this series I will provide a Full Blender tutorial showing you how to create a low-poly 3D Robot Walker model that will work with this Blender exporter plugin. The model you will create will be just like the one used in this video. We will then export the model with animations to the needed .S64 format.
Further supplemental videos will cover the other tools from this package. From preparing textures to editing source code files. The Final video will cover compiling the sample N64 ROM project containing your own custom Blender models and animation sequences.
I hope you enjoy this New Tutorial series.
Cheers!
Gerry
------------------------------------------------------------------
Files and Links Discussed in this video are shown below:
------------------------------------------------------------------
Blender 291 Software Download Link:
download.blender.org/release/Blender2.91
Buu342 Sausage64 - A Blender Export Plugin and Editing Tools for N64
github.com/buu342/N64-Sausage64
EXE binaries link below:
github.com/buu342/N64-Sausage64/releases
Buu342's N64 Texture Converter:
github.com/buu342/GML-N64TextureConverter
Buu342's YouTube Channel - N64 Dev Log:
youtube.com/@Buu342
Gerry's 5 Steps Diagram:
behindthecode.ca/-=FILES=-/N64_DEV/Blender/YT_Linked_Files/BTC48/BTC48_Gerrys_5_Step_Process.jpg
Need Help Getting Started with N64 Dev?
------------------------------------------------------------------
You can start by Joining N64Brew discord server below and check out their "Getting-Started" section:
discord.com/invite/nHjbc9d
You can also check out my N64 Programming PRIMER series:
youtube.com/playlist?list=PLzfrvtinRITtsauFcQ0BgH5kJ6ukfQEsp&feature=shared
Want to help support my work?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated Supporters:
behindthecode.ca/become-a-supporter
Follow me here:
YouTube: youtube.com/@BehindTheCode_wGerry
Twitter: twitter.com/_BehindTheCode
Instagram: instagram.com/_behindthecode
Website: behindthecode.ca
******************************************************************************
Thanks for visiting Behind The Code with Gerry!
******************************************************************************
#N64 #blender #gamedev #flashcart #nintendo #gamedevelopment #videogames #3danimation
Want to help support the work I am doing?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated "SUPPORTERS"
behindthecode.ca/become-a-supporter
******************************************************************************
Thanks for visiting Behind The Code with Gerry!
******************************************************************************
#nintendo #retrogaming #gamedev #flashcart #gamedevelopment #videogames #electronics #engineering #BehindTheCode
As well, I show some photos of an official SNK brand NGPC flash cartridge programmer, a very rare piece of development hardware indeed. This cartridge programmer might also be part of an Arcade system; for reading and writing game save data between cartridges, and or an arcade cabinet. Hopefully some further information on this system can be found.
You can visit the link below for Photos of the Official SNK NGPE cartridge Programming unit:
behindthecode.ca/snk-neo-geo-pocket-cartridge-programming-system-pc-isa-card
If anyone has any further information on this SNK hardware, please send me a direct message through my Website contact page. (Link Below)
behindthecode.ca/contact
Fellow YouTuber @pix_preserve on X.com: twitter.com/pix_preserve
YouTube: youtube.com/@pix_preserve
Cheers!
-Gerry
Want to help support the work I am doing?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated "SUPPORTERS"
behindthecode.ca/become-a-supporter
******************************************************************************
Thanks for visiting Behind The Code with Gerry!
******************************************************************************
#SNK #NEOGEO #gamedev #flashcart #nintendo #gamedevelopment #videogames #electronics #engineering #PlayStation #SDK #Sony
I also talk about an upcoming video series I plan on posting here on my channel for all of the Nintendo 3DS related development hardware I have acquired...and my plans to demo both the hardware and software.
Lastly I talk about a very interesting device called a "Dinosaur Input Device" or D.I.D. This device was custom made by the company ILM for the film Jurassic Park back in the early 90's. I talk about the hardware and plans to build a very simplified version of this device to demo here on my channel.
Want to help support the work I am doing?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated "SUPPORTERS"
behindthecode.ca/become-a-supporter
******************************************************************************
Thanks for visiting Behind The Code with Gerry!
******************************************************************************
#NeoGeo #retrogaming #gamedev #flashcart #nintendo #gamedevelopment #videogames #electronics #engineering
It allows the user to load ROM's into the SRAM memory of the development cartridge, as well as specify a special debug address to receive debug messages. These messages are part of the ROM source code. I demonstrate this process in the second half of the video.
The debug messages are a huge asset to developers. It allows them to relay special data about the game during runtime. As well, they can be used to let the developer know when a certain point in the game code has been reached. This is a standard feature that most development cartridges will provide.
I also discuss, and briefly demo a version of the NLOAD program that was specifically used with the 64DD development drives and the SGI workstations.
Links discussed in this video are shown below:
IS-VIEWER64 Video Demo on Windows 98 showing the Zelda OOT Debug Print messages:
youtu.be/fzuPCtBDxRs?feature=shared
Video Development Gear previews... Showing the GIK PS1 Dev kit and Sega Saturn CartDev:
youtu.be/R0pXwcsvYzY?feature=shared
Lab Tour showing the SNES CartDev kit:
youtu.be/u80AXA3nvjo?feature=shared
SGI Irix "NLOAD" Software for IS-Viewer64 & 64DD - DAT Tape Backups:
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Tapes from: Vinyl/Don
Assemblergames: Vinyl
FB: www.facebook.com/consolevariations
Dumped by: Scize
Hosted on Ultra64.ca (See the "DDSPGAME" folder.) Download link below:
ultra64.ca/files/software/other/isv970924.zip
Windows 98 "NLOAD" software + GUI version (Requires IS-VIEWER64 to be connected):
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behindthecode.ca/-=FILES=-/N64_DEV/IS-VIEWER64/Software/IS-VIEWER64_NLOAD_&_WIN_GUI_Installer.zip
Linux "NLOAD" Software for IS-Viewer64 with 64DD support:
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behindthecode.ca/-=FILES=-/N64_DEV/IS-VIEWER64/Software/NLOAD_FOR_LINUX/vl990317.tar.gz
Gerry's NU1 SAMPLE code demo + ANSI escape codes
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This N64 demo source code has been revised with the addition of ANSI Escape code sequences for colored Debug Text printing via the osSyncPrintf() function. Source code link is below:
behindthecode.ca/-=FILES=-/N64_DEV/IS-VIEWER64/DEMO_CODE/IS-VIEWER64_DEBUG_PRINT_N64_DEMO_NU1.zip
Want to help support the work I am doing?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated "SUPPORTERS"
behindthecode.ca/become-a-supporter
******************************************************************************
Thanks for visiting Behind The Code with Gerry!
******************************************************************************
#n64 #retrogaming #gamedev #flashcart #nintendo #gamedevelopment #videogames #electronics #engineering N64 development kit, game development kit
Further details to be updated...
Want to help support the work I am doing?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated "SUPPORTERS"
behindthecode.ca/become-a-supporter
******************************************************************************
Thanks for Visiting Behind The Code with Gerry!
******************************************************************************
#nintendo #flashcart #gamedev #retrogaming #gamedevelopment #videogames #electronics #engineering #electronics
I start off with a brief update on my reverse Engineering work for the Acclaim "ArtSend" development cartridge used with N64 game development. (Primarily the TUROK series of Games.) This was a proprietary dev cart that used a SCSI interface port, and was designed to be interfaced with the DrV64 backup units released by BUNG Enterprises.
I then move on and show some of the different filming equipment I use, as well as show off the many Work benches in the Lab.
We also get to see a programming Demo of my CRS Plus A250 Robotic arm unit. Following this, we get a look at some of the Game Dev hardware on my bench. I finally close off the video with a look at my Soldering/Test station.
An SGI ONYX Super computer also makes a brief appearance at the tail end of the video. :P
-- END --
Want to help support the work I am doing?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated "SUPPORTERS"
behindthecode.ca/become-a-supporter
******************************************************************************
Thanks for visiting Behind The Code with Gerry!
******************************************************************************
#SGI #retrogaming #gamedev #SEGA #flashcart #nintendo #gamedevelopment #videogames #electronics #engineering #software #SGI
In this video I talk about the very Rare N64 test Cartridge, which near the time of posting this video, the ROM for this cartridge has finally been Dumped by an Anonymous user. It is now available for download.
The ROM was released on the Website GmingAlexandria.com with a very in-depth write up by N64/64DD coding Guru "Zoinkity". He has included all the Nitty-Gritty details for all you N64 Die-Hards out there. :P
Their post on this release is shown below:
gamingalexandria.com/wp/2023/07/nintendo-64-test-cart-rom
A direct link to the ROM Dump on archive.org is available below:
archive.org/details/n64_testcart
I've also included a padded copy of the N64 Test ROM (8MBytes in size)
This is for use with the RTOOL software on the DrV64:
behindthecode.ca/-=FILES=-/N64_DEV/BUNG_DoctorV64/ROMS/N64_TEST_CART_FOR_DrV64.zip
--------------------------------------------------------------------------------
Want to help support the work I am doing?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated "SUPPORTERS"
behindthecode.ca/become-a-supporter
******************************************************************************
Thanks for visiting Behind The Code with Gerry!
******************************************************************************
#N64 #retrogaming #flashcart #nintendo #videogames #electronics #engineering #software #programming
I go very in-depth and talk about the Internal PCBA's on the DrV64 and the many different components it entails. I also briefly show off an Acclaim "ArtSend" development cartridge setup, that was used with the Doctor V64 during the development of Turok 3.
I then show a couple of the different software programs that can be used with the DrV64. (TPC2 and RTOOL64). These are used for loading backup ROMs under test, into the DrV64's internal SRAM. As well, you are able to Dump the cartridge data directly to the Windows PC. A pretty cool N64 Homebrew development setup.
Software and Demo Links mentioned in this video are posted below:
Doctor V64 Software:
TPC2 MS-DOS ROM Loader:
http://n64.icequake.net/mirror/www.bung.com.hk/support/zip_file/tpc2.zip
- BTC Mirror: behindthecode.ca/-=FILES=-/N64_DEV/BUNG_DoctorV64/Software/TPC/TPC2/tpc2.zip
TPC2 Source code:
http://n64.icequake.net/mirror/www.bung.com.hk/support/zip_file/tpc2src.zip
- BTC Mirror: behindthecode.ca/-=FILES=-/N64_DEV/BUNG_DoctorV64/Software/TPC/TPC2/tpc2src.zip
Doctor V64 BIOS ZIP files:
Last Release v203b: behindthecode.ca/-=FILES=-/N64_DEV/BUNG_DoctorV64/Software/BIOS/nil-203b.zip
Other BIOS versions:
v191b: behindthecode.ca/-=FILES=-/N64_DEV/BUNG_DoctorV64/Software/BIOS/v64_191b.zip
v200: behindthecode.ca/-=FILES=-/N64_DEV/BUNG_DoctorV64/Software/BIOS/V64_v200.zip
v201: behindthecode.ca/-=FILES=-/N64_DEV/BUNG_DoctorV64/Software/BIOS/V64_v201.zip
v201b: behindthecode.ca/-=FILES=-/N64_DEV/BUNG_DoctorV64/Software/BIOS/v64201b.zip
v202: behindthecode.ca/-=FILES=-/N64_DEV/BUNG_DoctorV64/Software/BIOS/v64_v202.zip
v202b: behindthecode.ca/-=FILES=-/N64_DEV/BUNG_DoctorV64/Software/BIOS/v64_202b.zip
GiveIO64 Parallel Port Driver. Allows the RTOOL64 software to function on Win7.
See the README File within the ZIP below:
behindthecode.ca/-=FILES=-/N64_DEV/BUNG_DoctorV64/Software/GiveIO64.zip
RTOOL software version I used in the video:
behindthecode.ca/-=FILES=-/N64_DEV/BUNG_DoctorV64/Software/RTOOL/bb-rt3b2.zip
RTOOL64: A later release:
behindthecode.ca/-=FILES=-/N64_DEV/BUNG_DoctorV64/Software/RTOOL/rt64116.zip
My own Batch Files for Padding your Homebrew NTSC ROMs up to 64Mbits or for selected sizes that will work with the RTOOL64 software:
behindthecode.ca/-=FILES=-/N64_DEV/BUNG_DoctorV64/Software/BATCH_FILES_DrV64.zip
Gerry's 3D N64 Logo Demo:
behindthecode.ca/-=FILES=-/N64_DEV/DEMOS/Gerrys_3D_N64_Logo/Gerry_MAN_N64_3D-Logo_ROM+Source_v4.1.zip
Gerry's Warp64 DEMO (Modified from MarshallH FunnelCube Game)
NTSC and PAL Versions:
behindthecode.ca/-=FILES=-/N64_DEV/DEMOS/WARP64_TEST/BTC_N64_PAL-NTSC_TEST.zip
Bung Enterprises Ltd. Original Webpage Mirror:
http://n64.icequake.net/mirror/www.bung.com.hk
Want to help support the work I am doing?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated "SUPPORTERS"
behindthecode.ca/become-a-supporter
*************************************************
Thanks for visiting Behind The Code with Gerry!
*************************************************
#N64 #gamedev #DoctorV64 #retrogaming #flashcart #nintendo #gamedevelopment #videogames #electronics #engineering
In a followup video I may go over testing the debugging aspects using this setup, but for now....this should get you started. :)
Resource Links mentioned in this video are bellow:
---------------------------------------------------
Virtual Box Linux Mint (Cinemon) I used 32-bit image via OSBOXES.org
(Make note once you bootup Linux, the login password is "osboxes.org")
Available below:
sourceforge.net/projects/osboxes/files/v/vb/31-Lx-M-t/19.2/Cinnamon/19.2C-32bit.7z/download
KOS SDK Compiling & install instructions for Linux:
cohost.org/freakdave/post/288630-compiling-kos-for-dr
XDP software and BBA configuration instructions :
XDP Software Download: http://www.psilocybindreams.com/pc/download
BBA config instructions: youtu.be/EUWW_mXaqJg
DC-TOOL & DC-LOAD-IP software:
github.com/sizious/dcload-ip
(DC-LOAD-IP .CDI compiled disc image....Yet to be uploaded.
But you can simply download the source from the link above....then use the Linux Terminal window and enter the "MAKE" command for this program and compile it yourself!.... Pretty Sweet right! ^_^
However, if you are having issues getting this image to compile....send me a msg on Twitter or on my Website via the "contact" page and I'll see if I can send you a download link.)
Texture PVR converter Tool:
romhacking.net/utilities/1463
LAME MP3 Converter:
lame.sourceforge.io
DarkMorford YouTube Channel - Dreamcast Programming 101 (2Hour Stream)
youtu.be/ZFCGxJh8l_o
------------------------------------------------------------------
Happy Coding!!
-Gerry
Want to help support the work I am doing?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated "SUPPORTERS"
behindthecode.ca/become-a-supporter
****************************************************************
Gerry is Behind The Code on YouTube!
****************************************************************
#sega #dreamcast #gamedev #retrogaming #flashcart #nintendo #gamedevelopment #videogames #electronics #engineering #computerscience #programming
For those that are interested in reading up on my old AssemblerGames posts relating to all the research I did for this Fujitsu connector: along with all the info I gathered... you can read the full forum thread from this AssemblerGames.org backup archive:
assemblergames.org/viewtopic.php?t=41997&hilit=custom+programming+box
For reference here is the Press Release that describes the SEGA & Fujitsu Collaboration for Sega Saturn Networking Services:
segaretro.org/Press_release:_1995-10-30:_Fujitsu_and_Sega_to_Collaborate_in_Multimedia_Network_Services
In the last part of the video, I show off a couple of special proprietary Sega Game Gear development cartridges from the company "Realtime Riverrun".
I'm also in the midst of moving into a new house!!.... BARF!!!
Let the Madness Begin ! ^_^
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#sega #GameGear #retrogaming #gamedev #flashcart #gamedevelopment #videogames #electronics #engineering #segasaturn
The second cartridge is probably one of the rarest...or possibly the strangest...lol
This cartridge is called the "iCardPRO" and was a real-time racetrack telemetry information cartridge. It was a cartridge with a Radio transceiver that would display racetrack stats on screen.
Those interested in watching the FULL hardware demo for the IS-AGB-CAPTURE unit...you can watch it here: youtu.be/zBYTZIGmHPE
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#Gameboy #aprilia #iCardPro #retrogaming #gamedev #flashcart #nintendo #gamedevelopment #videogames #electronics #engineering
To close off the video I talk about a very rare SGI Supercomputer I obtained, known as the "ONYX" deskside model. These Onyx systems were used for early N64 development (Ultra64), by running a custom OpenGL based Emulator. This was a requirement as the N64 consoles were still being built by SGI and were not available to developers for development use. This allowed developers to move forward developing games, and complete them on time for the consoles official release date.
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#SGI #nintendo #N64 #3DS #64DD #gamedevelopment #videogames #gamedev #retrogaming #electronics #engineering #arcade
A full development setup is shown using a PC running Windows 98, along with an NTSC N64 console and CRT monitor.
I show how the cartridge and software are able to import a music MIDI track, as well as add custom sound samples. The completed MIDI composition is previewed on the N64 console using the SoundTools development cartridge.
For those of you interested in using MIDI on the N64, you can check out my previous video below; where I provide a simple solution to testing MIDI tracks using a modern N64 Flash cartridge. See video link below:
youtu.be/oc1mSUW446E
I also give a brief demo of a few RARE Ltd. N64 development items!
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#N64 #64DD #SoundTools #gamedev #videogames #gamedevelopment #retrogaming #electronics #engineering #RareLtd
I also talk about and briefly show some Rare Nintendo Midi development cartridges.
Links to previous videos relating to the topics discussed in this video are shown below:
BTC #25 | Gameboy Development Kit "IS-AGB-EMULATOR"
youtu.be/pHe2o2p_6AY
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#nintendo #N64 #64DD #DS #3DS #gamedevelopment #videogames #gamedev #retrogaming #electronics #fpga #engineering
Links to previous videos relating to the topics discussed in this video are shown below:
- N64 to FPGA Interfacing Project
youtu.be/rKU0B4scPDM?feature=shared
64DD & DCC adapter Image credit:
ultra64.ca
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#nintendo #N64 #64DD #gamedev #videogames #retrogaming #electronics #computerscience #fpga #engineering
I discuss my plans on dumping the firmware of a very unique N64 development cartridge that was built by Rare Ltd. back in 1996. I have discussed this cartridge before here on my channel, with Electronics design Engineer Mark Green who worked at Rare Ltd. during the late 90's.
I also talk about a very special Joystick adapter that was needed for the one and only SGI "ULTRA 64 DEVELOPMENT BOARD". This Rare adapter is called the "Joybus Board".
To close things off...I talk about yet another extremely "Rare Rare"... :P
...Flash cartridge adapter that was needed for playing Rare Ltd. Games that were under development. These adapters were used during public trade shows like E3, to prevent the game from accidentally being released, or at least making it more difficult to load the game, if the Game flash cartridge got into the wrong hands.
Links to previous videos relating to the topics discussed in this video are shown below:
- Interview With Rare Ltd. Electronics Design Engineer Mark Green:
youtu.be/iqTgZ7h7fAc?feature=shared
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#nintendo #SGI #Rareltd #gamedevelopment #videogames #gamedev #retrogaming #electronics #computerscience #fpga #engineering
As the SCSI protocol allows up to (x16) different devices to be connected on a single SCSI controller PC card, I thought it would be interesting to try this with some of the many pieces of Nintendo development hardware.
This primarily focuses on Intelligent Systems hardware, that targets Nintendo 64 and GameBoy game consoles.
Links to my previous Hardware Demos relating to the topics discussed in this video:
- IS-VIEWER64 Hardware Demos:
youtu.be/mgpN4LfPtxU
youtu.be/fzuPCtBDxRs
- NU64 FLASH GANG WRITER Hardware Demo:
youtu.be/yKRxFmzJ6ek
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Gerry is Behind The Code on YouTube!
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#nintendo #gamedev #retrogaming #electronics #computerscience #fpga #engineering #videogames
You will see many different game dev kits...such as the Sega KATANA, Cross Products SNES development Kit, SNASM 2 dev kit for the Sega Saturn, Nintendo Gamecube NR-Reader and the T-DEV, a Sony Playstation 1 proprietary Dev kit called the GIK by Radical Entertainment. Last but not least, the Nintendo 3DS dev kit called the IS-SNAKE-BOX by Intelligent Systems.
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Gerry is Behind The Code on YouTube!
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#sega #nintendo #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #engineering #videogames
I show you some of the different electronics test gear I use, as well as some of the many tools I have here in my Lab. I even show you some of my Robotics "Pneumatics" hardware. I finish off the tour by showing you some new pieces of Game development hardware that I recently acquired, and do plan on covering in future videos. :)D
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#sega #nintendo #gamedev #retrogaming #computerscience #engineering #videogames #electronics #gamedevelopment #n64 #playstation
This development cartridge allowed developers to load Sega ROMS under development into the SRAM memory of the cartridge, using an LPT Parallel Printer cable connected to an IBM PC compatible computer.
A simple DOS based command line tool was provided to load ROM files directly from the Development PC. The unit also came with a Full blown SEGA branded 68K software Debugger, which also ran under MS-DOS. It provided a Disassembly window, memory Dump to view HEX data, as well as a Register view section. You could even set Breakpoints and access specialized VDP Register and RAM memory controls.
This unit was quite sophisticated for its time, and is for sure a fantastic development tool for developers and Hobbyists writing their own Homebrew.
This is definitely a Rare and unique item that is highly sought after by collectors.
Hope you all enjoyed this Hardware Demo Folks!
Cheers!
Gerry
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#sega #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #engineering
twitter.com/forestillusion/status/1468253979746267138?s=46
In this video I provide a Full in-depth hardware and software DEMO of the PARTNER-N64 Network "NW" development Kit for SGI workstations. I demo the units debugger software and show the unit loading a compiled ROM file from one of the N64 SDK demos.
This dev kit allowed developers to work on games for the N64 game console. It is interfaced to the SGI machine over a standard LAN RJ45 network cable. I also briefly demo the Nintendo 64DD development disk drive with this SGI kit.
The Partner-N64 cartridge was released by Kyoto Micro-computer (KmC) back in the late 90's for Videogame development studios.
These cartridges did provided real-time debugging, however many developers still preferred using the SN-Systems "SN64" development kits.
Here is the Link to the PARTNER-N64 "PC" version of this Development Kit. Link below:
youtu.be/cg6VnH2J1dk?feature=shared
PARTNER-N64NW - Online Tutorial Document (FOR DEMONSTRATION PURPOSES)
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http://n64devkit.square7.ch/kantan/step2/7/7_4.htm
For those interested, the Partner-N64 software CD's are being hosted on the Ultra64.ca website for people to check out: ultra64.ca/resources/software
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*************************************************************************************
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#N64 #64DD #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #nintendo #computer #computers #PARTNER-N64 #N64Dev #videogames
See link below:
twitter.com/forestillusion/status/1457610021491990534?s=46
In this video I talk about yet another N64 Development Prototype Flash cartridge I obtained a few years ago. This cartridge apparently came from a Eurocom Studio LOT sale.
In the video, I dump the cartridge using my NU64 Flash Gang Writer. I then give a brief demo of the ROM running on the N64 console and demo the controls.
Once again, I teamed up with @ForestIllusion on Twitter (Now Defuct) He initially hosted this ROM Dump for download. See the alternate download link below:
ROM DUMP Download link
behindthecode.ca/-=FILES=-/N64_DEV/DEMOS/EuroCom_DEMO/Cntpak64.zip
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#N64 #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #nintendo #computer #computers #PARTNER-N64 #N64Dev #videogames
twitter.com/forestillusion/status/1454367347293097991?s=46
In this video I talk about a very rare N64 Test Cartridge, and the Prototype version of this cartridge that I obtained a few years back. I DUMP this prototype Flash cartridge using my NU64 Flash Gang Writer and demo this process for you to see. I then give a brief demo of the ROM running on a PARTNER-N64 development cartridge.
I originally teamed up with @ForestIllusion on Twitter to release this ROM Dump. Due to ForestOfIllusion closing down their website, below is an alternate Link to the ROM Dump.
COPY & PASTE Entire link into your browser if needed:
behindthecode.ca/-=FILES=-/N64_DEV/DEMOS/PROTO_DUMPS/N64_Prototype_Test_Cart/BTC_VIDEO_26/N64_Prototype_Test_Cart_NTSC_CIC6102.zip
UPDATE!!.....The Actual N64 Test Cartrige itself has just recently been dumped in Full. See the video below for details:
LINK TO BE UPDATED...
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#N64 #gamedevelopment #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #nintendo #computer #computers #PARTNER-N64 #N64Dev #videogames
I have teamed up with Tony from the YouTube Channel Hard4Games to cover this fantastic Nintendo Gameboy Development Unit known as the "IS-AGB-EMULATOR" by Intelligent Systems. ( Game development kit )
Tony will be covering the Emulator Software for loading CGB/AGB games and he will also Demo this Emulator unit connecting to a Wideboy64 for the Nintrendo64 console!! Tony is also showcasing a unique and Rare Gameboy Advanced Prototype Handheld supplied by @GamingLegend64 (Twitter). So definitely check out Tony's video on this unit!! (Posted on Sep/25/2021)
youtu.be/rNPQCINCqSo
Link to the Hard4Games Channel and Twitter is shown Below.
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Hard4Games YouTube:
youtube.com/c/hard4games
Hard4Games Twitter:
twitter.com/hard4games
**********************************************************************
Enjoy this Hardware and Software DEMO!! :)D
Cheers!
-Gerry
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#gameboy #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #nintendo #computer #computers #videogames
The Partner-N64 cartridge was released by Kyoto Micro-computer (KmC) back in the late 90's for Videogame development studios working on Nintendo N64 games.
These cartridges did provided real-time debugging, however many developers still preferred using the SN-Systems "SN64" development kits.
PARTNER-N64PC - TUTORIAL LINK (To Follow along with my video)
**********************************************************************
http://n64devkit.square7.ch/kantan/step2/6/6_4.htm
********** SPECIAL NOTE ***********
The Hardware DEMO for the SGI Version of this Development Kit is now available for viewing:
(PARTNER-N64 "NW" for SGI Workstations)
Link: to be updated shortly...
Enjoy this Hardware and Software DEMO!! :)D
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Cheers!
-Gerry
*************************************************************************************
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*************************************************************************************
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#nintendo #N64 #retrogaming #gamedevelopment #videogames #gamedev #retrogaming #electronics #computerscience #computer #computers #PARTNERN64 #N64Dev
This cartridge was released by SN-Systems back in the late 90's for N64 game development studios in need of sophisticated real-time debugging features. This was a very sought after system by developers.
In the last part of the video, I run an N64 game backup Rom of the game "Wave Race 64" on the unit for demonstration purposes.
Loads of Fun!
Enjoy!
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-Gerry
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*************************************************************************************
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Gerry is Behind The Code on YouTube!
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#N64 #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #nintendo #computer #computers #PARTNERN64 #N64Dev
********************** ATTENTION **************************
This is PART#6 of my overall N64 Programming Primer Series...however it is
Part-3 of us covering the "LIGHTS" Demo. I will make this clearer in future Demos.
Apologies for the confusion.
*************************************************************
(Lights DEMO Part #3)
In this video tutorial we go over one of the LibUltra SDK demo's....that being the "LIGHTS" demo. In this part 3 of covering the lights demo, we talk about the main C source code file's Game Loop...(WHILE LOOP), microcode, and as well... the concept of the Frame buffer.
As we move forward in this series, I will continue to share N64 development tips and some of my own Homebrew code. I will also review various N64 Demo's from the SDK, and will try and explain how the N64 code works line by line, and go through the flow of code from console startup.
For further reading on N64 Programming, definitely check out the online manuals:
ultra64.ca/files/documentation/online-manuals/man/kantan/step2/index.html
If you need some help installing the N64 SDK and Libraries onto your Windows PC, there is a Video on YouTube you can watch that will guide you through this process....but read this note below first:
NOTE: Use this disk image link posted below instead of the one in the video. Reason to use this one is because it includes all the updated bells and whistles like demos and other assets. So special Thanks to the Folks over at N64Brew Discord channel for putting this image together:
mega.nz/#!AOYDkSxA!MuAqt8iRBk0GGbaqaXVYB9tfZxsquKg5QkbCRL3VOLM
Installing the N64 SDK - VIDEO LINK:
youtu.be/84wk0mZ8gfM
*************************************************************************************
Please JOIN the N64 Development Chat Group "N64Brew" on Discord at the Link below:discord.gg/nHjbc9d
*************************************************************************************
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Become one of my dedicated "SUPPORTERS"
behindthecode.ca/become-a-supporter
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#N64 #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #nintendo #computer #computers #PARTNER-N64 #N64Dev
********************** ATTENTION **************************
This is PART#5 of my overall N64 Programming Primer Series...however it is
Part-2 of us covering the "LIGHTS" Demo. I will make this clearer in future Demos.
Apologies for the confusion.
*************************************************************
(Lights DEMO Part #2)
-----------------------------------------------------------------------------
In this video tutorial we are going over one of the LibUltra SDK Demo's...that being the "LIGHTS" demo. In this part two, we talk about n64's use of what they call "THREADS" and how they help prioritize function execution in your game. This is make sure all data being processed for your game, like graphics and audio etc.. is ready for when the N64 processors require it.
For further reading on the topic of "THREADS" check out the online N64 manual at the link below:
ultra64.ca/files/documentation/online-manuals/man/kantan/step2/index1.html
If you need some help installing the N64 SDK and Libraries onto your Windows PC, there is a Video on YouTube you can watch that will guide you through this process....but read this note below first:
NOTE: Use this disk image link posted below instead of the one in the video. Reason to use this one is because it includes all the updated bells and whistles like demos and other assets. So special Thanks to the Folks over at N64Brew Discord channel for putting this image together:
mega.nz/#!AOYDkSxA!MuAqt8iRBk0GGbaqaXVYB9tfZxsquKg5QkbCRL3VOLM
Installing the N64 SDK - VIDEO LINK:
youtu.be/84wk0mZ8gfM
*************************************************************************************
Please JOIN the N64 Development Chat Group "N64Brew" on Discord at the Link below:discord.gg/nHjbc9d
*************************************************************************************
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Want to help support the work I am doing?
Become one of my dedicated "SUPPORTERS"
behindthecode.ca/become-a-supporter
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#N64 #gamedevelopment #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #nintendo #computer #computers #PARTNERN64 #N64Dev
********************** ATTENTION **************************
This is PART#4 of my overall N64 Programming Primer Series...however it is
Part-1 of us covering the "LIGHTS" Demo. I will make this clearer in future Demos.
Apologies for the confusion.
*************************************************************
(Lights DEMO Part #1)
In this video tutorial we go over one of the LibUltra SDK demo's....that being the "LIGHTS" demo. I explain what all the files are that you see inside the demo folder, and explain some of the fundamental concepts that I think are good to know before you really get into writing code.
INSTALLING THE N64 SDK and GCC Compiler:
If you need some help installing the N64 SDK and Libraries onto your Windows PC, there is a Video on YouTube you can watch that will guide you through this process....but read this note below first:
NOTE: Use this disk image link posted below instead of the one in the video. Reason to use this one is because it includes all the updated bells and whistles like demos and other assets. So special Thanks to the Folks over at N64Brew Discord channel for putting this image together:
mega.nz/#!AOYDkSxA!MuAqt8iRBk0GGbaqaXVYB9tfZxsquKg5QkbCRL3VOLM
Installing the N64 SDK - VIDEO LINK:
youtu.be/84wk0mZ8gfM
ADDITIONAL LINKS:
N64 Online Function Reference Manual:
http://ultra64.ca/files/documentation/online-manuals/man/n64man/misc/home.html
*************************************************************************************
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*************************************************************************************
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#N64 #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #nintendo #computer #computers #PARTNERN64 #N64Dev
PART#3 of my ongoing N64 programming PRIMER series.
In this video tutorial we are covering the "SPECFILE".
In this series I will share N64 development tips as well as my Homebrew code. I will also review various N64 Demo's from the SDK, and will try and explain how the N64 code works line by line, and go through the flow of code from console startup.
In this video PART#3 we review the "SPECFILE" used as part of the many N64 SDK DEMO's and any homebrew code that you will be creating. This is an important file that is required as part of the ROM compile process.
If you need some help installing the N64 SDK and Libraries onto your Windows PC, there is a Video on YouTube you can watch that will guide you through this process....but read this note below first:
NOTE: Use this disk image link posted below instead of the one in the video. Reason to use this one is because it includes all the updated bells and whistles like demos and other assets. So special Thanks to the Folks over at N64Brew Discord channel for putting this image together:
mega.nz/#!AOYDkSxA!MuAqt8iRBk0GGbaqaXVYB9tfZxsquKg5QkbCRL3VOLM
Installing the N64 SDK - VIDEO LINK:
youtu.be/84wk0mZ8gfM
For those of you who wish to go further in depth, I definitely recommend reading through the "N64 exeGCC Compiler User's Guide". Link shown below:
ultra64.ca/files/documentation/nintendo/Nintendo_64_EXEGCC_Compiler_User_Guide_NUS-06-0160-001A.pdf
Also, yet another great resource for further details on the N64 "SPECFILE" is the Fantastic Website "N64Squid" direct link below:
n64squid.com/homebrew/n64-sdk/compiling-roms/spec
*************************************************************************************
Please JOIN the N64 Development Chat Group "N64Brew" on Discord at the Link below:discord.gg/nHjbc9d
*************************************************************************************
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******************************************************************************
Thanks for visiting Behind The Code with Gerry!
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#N64 #gamedevelopment #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #nintendo #computer #computers #PARTNER-N64 #N64Dev
PART#2 of my ongoing N64 programming PRIMER series.
In this Tutorial video we are covering the "MAKEFILE".
In this series I will share N64 development tips as well as my Homebrew code. I will also review various N64 Demo's from the SDK, and will try and explain how the N64 code works line by line, and go through the flow of code from console startup.In this video PART#2 we review the "MAKEFILE" used as part of the many N64 SDK DEMO's and any homebrew code that you will be creating. This is an important file that is required as part of the ROM compile process.
If you need some help installing the N64 SDK and Libraries onto your Windows PC, there is a Video on YouTube you can watch that will guide you through this process....but read this note below first:
NOTE: Use this disk image link posted below instead of the one in the video. Reason to use this one is because it includes all the updated bells and whistles like demos and other assets.
So special Thanks to the Folks over at N64Brew Discord channel for putting this image together:
mega.nz/#!AOYDkSxA!MuAqt8iRBk0GGbaqaXVYB9tfZxsquKg5QkbCRL3VOLM
Installing the N64 SDK - VIDEO LINK:
youtu.be/84wk0mZ8gfM
For those of you who wish to go further in depth, I definitely recommend reading through the "N64 exeGCC Compiler User's Guide". Link shown below:
ultra64.ca/files/documentation/nintendo/Nintendo_64_EXEGCC_Compiler_User_Guide_NUS-06-0160-001A.pdf
Also, yet another great resource for further details on the N64 "MAKEFILE" is the Fantastic Website "N64Squid" direct link below:
n64squid.com/homebrew/n64-sdk/compiling-roms/makefile
*************************************************************************************
Please JOIN the N64 Development Chat Group "N64Brew" on Discord at the Link below:discord.gg/nHjbc9d
*************************************************************************************
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#N64 #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #nintendo #computer #computers #PARTNERN64 #N64Dev
This will be the first video tutorial of an ongoing N64 programming PRIMER series, where I will share N64 development tips as well as my Homebrew code. I will also review various N64 Demo's from the SDK, and will try and explain how the N64 code works line by line, and go through the flow of code from console startup.
Below are the TIP Links from this Video:
Tip #1
--------------------
Definitely get some experience programming using the "C" programming language....as that is the majority of what you will be using to program on the N64. You can use Assembly as well....however "C" is the software of choice for most. So Brush up on your C Programming Fundamentals. If you need some help learning C, then I recommend the Video Tutorial Series by "TheNewBoston" YouTube channel.
Link below:
youtube.com/playlist?list=PL6gx4Cwl9DGAKIXv8Yr6nhGJ9Vlcjyymq
Additional Video:
Here is a FANTASTIC!! lecture that explains "Pointers" in C programming...so well done in fact, that I find I will go back and re-watch this every now and then. A really great lecture by Professor Richard Buckland from UNSW (University of Sydney Australia).
youtu.be/Rxvv9krECNw
Tip #2
--------------------
Start out learning a little bit of OpenGL programming....Legacy versions if possible. The N64 hardware was designed by the company SGI who essentially created OpenGL. Here is a really good set of OpenGL Tutorials for Game Graphics:
youtube.com/playlist?list=PLRwVmtr-pp06qT6ckboaOhnm9FxmzHpbY
Also here are some excellent Legacy OpenGL tutorials:
nehe.gamedev.net/tutorial/lessons_01__05/22004
Tip #3
--------------------
Learn how Matrices are used.
Learn all ab out them for use in Graphics.
The 4x4 matrix. Here is an absolutely FANTASTIC!! series of tutorials explaining how Triangles and their points are stored in a 4x4 Matrix:
youtube.com/playlist?list=PLzH6n4zXuckrPkEUK5iMQrQyvj9Z6WCrm
Tip #4
--------------------
Get very familiar with the N64 Graphics Pipeline and OpenGL...Matrix Transformations. Primarily how "Model-View-Projection"
Here is an excellent video explaining this for OpenGL:
youtu.be/-tonZsbHty8
N64 Flash Cartridges:
---------------------
The 64Drive flash cartridge from Retroactive.... is a fantastic development tool for N64 Homebrew enthusiasts and N64 developers. Unfortunately you can't order them from the website right now as they are having issues with manufacturing....so check back in the future or try eBay: http://64drive.retroactive.be
The best solution for an N64 Flashcart right now is the Everdrive64 X7 model wich has USB support for debugging and quick loading or your ROMs for test: krikzz.com/store/home/55-everdrive-64-x7.html
TIP #7
---------------------
JOIN the N64 Development Chat Group "N64Brew" on Discord at the Link below:
discord.gg/nHjbc9d
TIP #6
---------------------
Bookmark ultra64.ca
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Welcome to Behind The Code with Gerry!
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#N64 #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #nintendo #computer #computers #PARTNER-N64 #N64Dev
On October 20th 2020 I conducted a Full 35 minute interview with former Rare Ltd. Electronics Design Engineer Mark Green.
Mark and I discuss his time at Rare during the late 90's, and his time working on N64 development hardware. He talks in detail about the development of a Proprietary N64 development DRAM cartridge entitled "N64DEV V3". Recorded on October 20th 2020 via Skype with Mark from his home office in the UK.
This was a colab video that I worked on with Tony from the YouTube Channel Hard4Games and was originally posted on November 14 2020. You can watch our collaboration video on Tony's channel at the link below:
youtu.be/0gaTxGdT1OY
Twitter: @hard4games
*************************************************************************************
Please JOIN the N64 Development Chat Group "N64Brew" on Discord at the Link below:
discord.gg/nHjbc9d
*************************************************************************************
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Say Thanks: paypal.me/ThanksGerry
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#N64 #Rareltd #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #nintendo #computer #computers #PARTNER-N64 #N64Dev #Rareware #Rare #Rareltd #videogames
Check Back Soon!! :)D
Download Gerry's Flash Cartridge Midi Player Files:
*** MAKE NOTE ***
The NTSC version is the only working version at this time. An update will be posted soon for PAL consoles.
NTSC Verison:
behindthecode.ca/-=FILES=-/N64_DEV/N64_MIDI_PLAYER/BTC_N64_MIDI_PLAYER.zip
PAL Version:
To be Updated.
Open Source Midi File Editor:
midieditor.org
You can Purchase your EverDrive64 X7 here:
krikzz.com/store/home/55-everdrive-64-x7.html
*************************************************************************************
Please JOIN the N64 Development Chat Group "N64Brew" on Discord at the Link below:
discord.gg/nHjbc9d
*************************************************************************************
Want to help support the work I am doing?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated "SUPPORTERS"
behindthecode.ca/become-a-supporter
******************************************************************************************
Welcome to Behind The Code with Gerry!
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#N64 #midi #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #nintendo #computer #computers #N64Dev #64Drive #Everdrive #Flashcart
A full Hardware and Software Demo of the Nintendo "NU64 FLASH GANG WRITER". This system was used by game developers in the late 90's to program N64 Development Flash cartridges, sending out N64 games under development to Game Magazine companies performing Game Reviews. Cartridges were also sent out to Developers performing Game demo's at various Videogame Expo's around the World!.
I demo the full functionality of this unit with the DOS software and also show the process of programming an N64 Flash cartridge. I flash a special "IPL" boot loader for the 64DD dev systems onto the flash cartridge. I then show it booting my 64DD development prototype unit. A very rare piece of N64 development hardware!!
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Welcome to Behind The Code with Gerry!
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#N64 #64DD #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #Altera #VHDL #Interfacing #Electronics #Embeddedsystems #CPLD #Intelligent-Systems
Want to help support the work I am doing?
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#gba #gameboy #videogames #gamedevelopment #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #Intelligent-Systems #Altera #vhdl #Interfacing #embeddedsystems #cpld
In this video I demo a Custom piece of hardware I built for the "National Videogame Museum" out in Frisco Texas USA. This is a custom Driver module with an old Bell rotary telephone connected. The phone will randomly ring at programmed time intervals; using preset delay settings. The phone can also randomly ring if desired, and will then play a random MP3 file off a microSD card inserted at the back of the unit, and will be played through the phone receiver earpiece once it is lifted off the phone base. The phone also plays an MP3 file any time the phone receiver is simply lifted off the carriage..regardless if it was ringing or not. Pretty Cool!! :)
Visit the National Videogame Museum in Frisco Texas!!
http://nvmusa.org
Special Thanks to Braden and Tim from "DFW Insiders" on YouTube for supplying me with some video footage of the museum. Thanks Guys!
You can check out their channel at the link below:
youtube.com/channel/UC_0JscWmqaOLDv4SLpiWGYQ
Want to help support the work I am doing?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated "SUPPORTERS"
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******************************************************************************************
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#nvm #museum #gamedevelopment #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #videogames
- PART 3 of 3 -
This is an Instructional video series that I have put together to explain the fundamental concepts and signal requirements for driving the HD44780 LCD display unit using the VHDL hardware description language. This VHDL code has been compiled to be used with the Altera Cyclone II FPGA on the Altera DE2 development board. However, you can modify the code slightly to port it to other development boards or FPGA's and CPLD's.
In this video I review the Clock signal requirements and also go into detail regarding the LCD core State Machine's clock source signal: "clk_400Hz_enable"
Many of you were confused why this Variable name was being used and what was the reason that a 400 Hz signal was needed.
I review all of the VHDL code behind the clock signal generation and also explain how the LCD_E (LCD enable Port) is affected with these clock source signals and the reason for its use. I try explain everything in Layman terms and use analogies with the hope that the fundamental concepts can be understood.
Technically VHDL is a Hardware Description Language and is actually not a Program. It is merely a set of instructions on how to interface the the digital logic connections. With that said, I have tried to explain things in terms that can be easily understood. So just be away that VHDL is a Hardware Description language and is technically not a Software program at all.
In regards to this Project:
New links will be added to the devoted webpage on my Website where I will provide further images and information and also extra links to other files such as the VHDL code source files for you to download. http://www.digital-circuitry.com/Projects_LCD_DISPLAYS.htm
Want to help support the work I am doing?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated "SUPPORTERS"
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******************************************************************************************
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#FPGA #Altera #HD44780 #LCD #VHDL #Interfacing #gamedevelopment #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #videogames
- PART 2 of 3 -
This is an Instructional video series that I have put together to explain the fundamental concepts and signal requirements for driving the HD44780 LCD display unit using the VHDL hardware description language. This VHDL code has been compiled to be used with the Altera Cyclone II FPGA on the Altera DE2 development board. However, you can modify the code slightly to port it to other development boards or FPGA's and CPLD's.
In this video I review the signal requirements using actual waveform scans from a Logic Analyzer that show the Control and 8-bit databus signals used to drive the HD44780 display through its initialization sequence and then a character display sequence for printing a custom message onto the LCD screen.
The signals scanned are all generated by a VHDL source file programmed onto an Altera Cyclone II FPGA on the Altera DE2 development board. This VHDL file produces a 32 character message to be displayed on the HD44780 LCD screen.
After reviewing the Waveform scans I briefly go over the VHDL code step by step to explain how it all works.
I will be providing a link to a devoted webpage on my Website for this project where I will provide further images and information and also extra links to other files such as the VHDL code source file for you to download. With this, you can try and create your own custom messages on an FPGA or CPLD board of your choosing.
http://www.digital-circuitry.com/Projects_LCD_DISPLAYS.htm
BUY HD44780 LCD (x5) PACK HERE: amzn.to/3aBlfkU
BUY Intel/ALTERA Cyclone IV FPGA BOARD HERE: amzn.to/3bLWy5A
Want to help support the work I am doing?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated "SUPPORTERS"
behindthecode.ca/become-a-supporter
******************************************************************************************
Welcome to Behind The Code with Gerry!
******************************************************************************************
#FPGA #Altera #HD44780 #LCD #VHDL #Interfacing #Electronics #Embeddedsystems #CPLD
- PART 1 of 3 -
This is an Instructional video series that I have put together to explain the fundamental concepts and signal requirements for driving the HD44780 LCD display unit using the VHDL hardware description language. This VHDL code has been compiled to be used with the Altera Cyclone II FPGA on the Altera DE2 development board. However, you can modify the code slightly to port it to other development boards or FPGA's and CPLD's.
In this video I review the signal requirements using actual waveform scans from a Logic Analyzer that show the Control and 8-bit Databus signals used to drive the HD44780 display through its initialization sequence and then a character display sequence for printing a custom message onto the LCD screen.
The signals scanned are all generated by a VHDL source file programmed onto an Altera Cyclone II FPGA on the Altera DE2 development board. This VHDL file produces a 32 character message to be displayed on the HD44780 LCD screen.
After reviewing the Waveform scans I briefly go over the VHDL code step by step to explain how it all works.
I will be providing a link to a devoted webpage on my Website for this project where I will provide further images and information and also extra links to other files such as the VHDL code source file for you to download. With this, you can try and create your own custom messages on an FPGA or CPLD board of your choosing.
http://www.digital-circuitry.com/Projects_LCD_DISPLAYS.htm
BUY HD44780 LCD (x5) PACK HERE: amzn.to/3aBlfkU
BUY Intel/ALTERA Cyclone IV FPGA BOARD HERE: amzn.to/3bLWy5A
Want to help support the work I am doing?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated "SUPPORTERS"
behindthecode.ca/become-a-supporter
******************************************************************************************
Welcome to Behind The Code with Gerry!
******************************************************************************************
#FPGA #Altera #HD44780 #LCD #VHDL #Interfacing #Electronics #Embeddedsystems #CPLD
In this video I demonstrate an Advanced debugging feature for the "IS-VIEWER64". This is an N64 Development cartridge that was manufactured by the company "Intelligent Systems co., Ltd." back in the 90's.
A SCSI based development tool for the Nintendo N64, and it was used by many game Studios worldwide.
In the video I demonstrate this debugging feature using two Zelda Debug Builds that contain debug messages left over by the Zelda game developers. (A Rare and unusual thing to see.)
Also check out the first video on this cartridge that I posted showing basic Test-ROM loading. Link below:
youtu.be/mgpN4LfPtxU
64Drvie "DPUTS" Demo
---------------------------------------
Here is the 64Drive Demo I referred to in the video:
This is the "DPUTS" Debug Print function demo with source code using NuSystem, which I put together for you to mess around with.
Copy and Paste the Link below into your Browser:
http://www.digital-circuitry.com/FILES/NINTENDO/N64/N64_DEV/64DRIVE/64DRIVE_DPUTS/DPUTS_FOR_NU0/64drive_DPUTS_NU0_DEMO.zip
*********************************************************************
If you are interested in N64 development and getting into N64 Homebrew, you can join the N64 Development Chat Group "N64Brew" on Discord. Link below:
discord.gg/nHjbc9d
*********************************************************************
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Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated "SUPPORTERS"
behindthecode.ca/become-a-supporter
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#n64 #videogames #gamedevelopment #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #engineering #computers
In this Video, I explain and give a demo on an N64 interfacing project which I worked on many years ago.
I wrote some FPGA code in VHDL that receives the serial signals from an N64 console, from one of the Joystick ports. (Port#4 for my Project) It then translates this N64 Serial protocol into ASCII Hex Data. The data can then be sent to an LCD display, or potentially to an RS-232 computer Serial Port, and displayed on an MS-DOS Hyper-terminal session using a program like PUTTY.
I also programmed a custom N64 ROM that runs on an N64 Flashcart to drive the serial signals I want, out to the serial Joystick ports. (AKA "JOYBUS" ports). This is implemented using DMA transfers to load HEX data into ram, and then writing directly to the N64 PIF chip registers. This allows us to Send/Receive signals to and from the N64 Joystick ports.
I hope you all can enjoy this old N64 interfacing project of mine. This was loads of fun.
NOTE:
*************************************************************************************
JOIN the N64 Development Chat Group "N64Brew" on Discord at the Link below:
discord.gg/nHjbc9d *************************************************************************************
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Say Thanks: paypal.me/ThanksGerry
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*************************************************
Thanks for visiting Behind The Code with Gerry!
*************************************************
#n64 #gamedev #fpga #vhdl #retrogaming #electronics #computerscience #engineering #computer #nintendo
In this DEMO/Instructional video, I review the N64 development software program called the "MONEGI Multi Viewer64". I go over its functionality for quickly loading N64 Texture files, images (BMP/SGI) and also N64 sound files (AIFF/BIN). These are all loaded very quickly into the Dev cart ROM space without the need of having to compile. This greatly speeds up development time.
After some investigation on how the Multi-Viewer64 software operates....I finally managed to find a way to port this same "Ultra Quick Previewing" functionality, over to a 64Drive Flash cartridge using its USB interface.....and again....this is without the need to compile a ROM!! As a Bonus...I also added support for previewing 3D Model "NIF/NIFF" file formats. :))
The 64Drive flash cartridge from Retroactive.... is a fantastic development tool for N64 Homebrew enthusiasts and N64 developers. You can order them from the website below:
http://64drive.retroactive.be
Also, my custom ZIP archive for this "64DRIVE_VIEWER" is available for you to download at the link below:
http://www.digital-circuitry.com/FILES/NINTENDO/N64/N64_DEV/64DRIVE/64DRIVE_VIEWER/64DRIVE_VIEWER.zip
N64 LOGO DEMO link below:
digital-circuitry.com/FILES/NINTENDO/N64/N64_DEV/_My_First_N64_Code_Projects/3D_N64_LOGO/Gerry_MAN_N64_3D-Logo_ROM+Source_v4.1.zip
I hope you all can benefit from this little discovery I've made.
If you do, make sure to subscribe...and Like the video!!
If you like my content and would like to help me out, then maybe buy me a coffee or a Pint?
You can toss it at me via the PayPal donation link "Support Gerry" shown in my Channels ABOUT section.
JOIN the N64 Development Chat Group "N64Brew" on Discord at the Link below:
discord.gg/nHjbc9d
Want to help support the work I am doing?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated "SUPPORTERS"
behindthecode.ca/become-a-supporter
*************************************************
Thanks for visiting Behind The Code with Gerry!
*************************************************
#64Drive #gamedev #retrogaming #electronics #computerscience #nintendo #computer #n64 #videogames
It was recorded back in 2016....hence the reference to "AssemblerGames" .
In this video I go through an "UNBOXING" of the
"KmC PARTNER-N64PC User's Guide". (REVA version from 1997)
This is a manual for a specific piece of Development hardware used by Nintendo back in the Mid to late 90's for developing games on the Nintendo 64 console and also for the 64DD add-on.
The company that released this Development system was
KmC "Kyoto Microcomputer Co., Ltd. They released two versions. One for the Windows PC entitle "PARTNER-N64PC", and a second system for the Silicon Graphics INDY workstations declared as the "PARTNER-N64NW".
The "NW" suffix stands for "Network". This particular release housed a PARTNER-N64PC ISA interface card inside of small enclosure that was declared as the "KmC Interface Box".
The "KmC Interface Box" had several interface Ports, including an IDC ribbon cable connector for connecting a "PARTNER-N64 ROM Cartridge". It also provided a Local Area network connection and a female DIN socket for connecting a DC Power supply. I am looking for the English version of the PARNTER-N64NW manual...so if you know someone that has a copy of one...please let me know ASAP. :)D
The Indy Workstations would connect to the "KmC Interface Box" through a Network HUB. All communication between the INDY workstation was transmitted over Ethernet.
To this day, the "PARTNER-N64NW" AKA "KmC Interface Box" is considered the most Rare of all N64 development systems.
If you like my content and would like to help me out, then maybe buy me a coffee or a Pint?
You can toss it at me via the PayPal donation link "Support Gerry" shown in my Channels ABOUT section.
Want to help support my work?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated "SUPPORTERS"
behindthecode.ca/become-a-supporter
*************************************************************************************
Please JOIN the N64 Development Chat Group "N64Brew" on Discord at the Link below:
discord.gg/nHjbc9d
*************************************************************************************
Want to help support the work I am doing?
Become one of my dedicated "SUPPORTERS"
behindthecode.ca/become-a-supporter
*************************************************
Thanks for visiting Behind The Code with Gerry!
*************************************************
#n64 #sega #gamedevelopment #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #videogames
I recently got a hold of one of these very rare Nintendo N64 Development cartridges know as the "IS-VIEWER 64". I decided to buckle down and actually get the unit up and running. Many collectors that own these cartridges, simply have them sitting on a shelf as a collectable Trophy.
That idea I just found to be disturbing!! *#&$&*@!
So, after over a month of intense research, and then some time in the Electronics Lab...building up a Custom SCSI-2 interface cable...and also after getting some help from the N64 Development community in tracking down a Windows Driver, I managed to get the unit up and running!!
The Nintendo "IS-VIEWER 64" is a RAM only based development cartridge released by the company "Intelligent Systems" in the late 90's for development on the Nintendo N64.
The main advantage of this development cartridge (at the time it was released) was the high speed data transfer rate which the on board SCSI interface provided. This allowed the shortest load time from a source code editing phase, to compiling and running the compiled ROM on the real hardware. Average load time varies based on the ROM game size...however averages may vary between 10-30 seconds. Again...all depending on the game ROM size.
Being a RAM based cartridge, this means that each time you power up the Cartridge, all Game data must be loaded into RAM through the SCSI interface. Once power is removed or the cart is disconnected, all loaded Game data is lost.
Next, the IS-VIEWER64 requires a specially Modded N64 Console for it to work properly. This is similar to the Kmc PARTNER-N64 Debugging console Mod.
UPDATE:
Also just to let you all know....both the PARTNER-N64PC CD and the Scanned User's Guide are now available for download: ....along with a Huge massive Archive of N64 Development CD's.
You can check it out over at: Ultra64.ca
*************************************************************************************
JOIN the N64 Development Chat Group "N64Brew" on Discord at the Link below: https://discord.gghttps://discord.gg/nHjbc9d *************************************************************************************
Want to help support the work I am doing?
Say Thanks: paypal.me/ThanksGerry
or
Become one of my dedicated "SUPPORTERS"
behindthecode.ca/become-a-supporter
******************************************************************************************
Welcome to Behind The Code with Gerry!
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#n64 #sega #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #videogames #developmentkit


