Uploaded May 2025 | Updated September 2026, 1 week ago
In regards to my "Blender-to-N64" tutorial series... Part#5 is in the Works!
youtube.com/playlist?list=PLzfrvtinRITtUfzQXCn009P7OcfwMI4h2
Keep watch on the Channel for for this next post!
Make sure to Subscribe if you haven't already!
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Thanks for visiting Behind The Code with Gerry!
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#N64 #Blender #gamedev #retrogaming #flashcart #nintendo #gamedevelopment #videogames #electronics #engineering
In regards to my "Blender-to-N64" tutorial series... Part#5 is in the Works!
youtube.com/playlist?list=PLzfrvtinRITtUfzQXCn009P7OcfwMI4h2
Keep watch on the Channel for for this next post!
Make sure to Subscribe if you haven't already!
******************************************************************************
Thanks for visiting Behind The Code with Gerry!
******************************************************************************
#N64 #Blender #gamedev #retrogaming #flashcart #nintendo #gamedevelopment #videogames #electronics #engineering
![Sending Custom Messages over an UNDOCUMENTED Serial Port on the PlayStation 2 Emotion Engine [#73]
In this video I go over the process of setting up a PlayStation 2 development environment using the open source PS2DEV SDK. I then proceed to go over some Homebrew source code that we compile and run on the PS2 console. The compiled Homebrew .elf file sends and receives debug printf messages over the PS2 Emotion Engines UART. An undocumented serial interface that was used for debugging purposes in the early 2000s by the homebrew community. Initially discovered by Engineer Joe Grand back in 2004.
See last weeks video for details:
https://youtu.be/C3Sgu2TDwx4?si=ev-BSBPXRFGTdTW-
Resource Files and Links discussed in this video:
Virtual Box image - PS2SDK 2020 Edition Pre-Compiled by VTSTech
https://www.psx-place.com/threads/ps2sdk-2020-edition-pre-compiled-by-vtstech.27754/
Download link to Gerrys Revised PS2 Homebrew Sample using sio.h :
https://www.behindthecode.ca/-%3DFILES%3D-/-%3DYT_DESC_LINKS%3D-/BTC_0073/PS2_EESIO_TEST.zip
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******************************************************************************#sony #playstation2 #electronics #retrogaming #gamedev #flashcart #nintendo #gamedevelopment #videogames #engineering #programming Sending Custom Messages over an UNDOCUMENTED Serial Port on the PlayStation 2 Emotion Engine [#73]](https://i.ytimg.com/vi/vM7RORR6suA/mqdefault.jpg)
![Gerry Builds a Custom Adapter to Help Decipher a 90s Era Altera MAX CPLD Erase Sequence [#64]
In this video I build a DIY adapter for my Data I/O Labsite Universal programmer.
This Custom adapter is outfitted with IDC headers for interfacing a Logic Analyzer to the inserted device for running logical scans on the chips pins while it is in circuit during an Erase sequence.
Building this adapter is to assist in the DIY community with their attempts of building a very simple Eraser module to help Students and Hobby electronics members Erase 90s era Altera MAX 7000S devices that are in a state of JTAG Lockout. Building this adapter is the first step to gathering the logic data needed to decipher the Erase sequence for these CPLD devices.
Data I/O EPROM Group on Groups.io :
https://groups.io/g/DataioEPROM
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#electronics #engineering #maker #embeddedsystems #fpga #soldering Gerry Builds a Custom Adapter to Help Decipher a 90s Era Altera MAX CPLD Erase Sequence [#64]](https://i.ytimg.com/vi/v_RzlSAmYlM/mqdefault.jpg)
![N64 Programming PRIMER - PART-6 - Main GAME LOOP - (SDK Lights DEMO) Tutorial [#22]
NOTE: This Video was re-uploaded due to a re-edit.
********************** 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.
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(Lights DEMO Part #3)
In this video tutorial we go over one of the LibUltra SDK demos....that being the LIGHTS demo. In this part 3 of covering the lights demo, we talk about the main C source code files 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 Demos 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:
https://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:
https://mega.nz/#!AOYDkSxA!MuAqt8iRBk0GGbaqaXVYB9tfZxsquKg5QkbCRL3VOLM
Installing the N64 SDK - VIDEO LINK:
https://youtu.be/84wk0mZ8gfM
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Please JOIN the N64 Development Chat Group N64Brew on Discord at the Link below:https://discord.gg/nHjbc9d
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Want to help support the work I am doing?
Say Thanks: https://paypal.me/ThanksGerry
or
Become one of my dedicated SUPPORTERS
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Want to help support the work I am doing?
Become one of my dedicated SUPPORTERS
https://www.behindthecode.ca/become-a-supporter/
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Thanks for visiting Behind The Code with Gerry!
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#N64 #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #nintendo #computer #computers #PARTNER-N64 #N64Dev N64 Programming PRIMER - PART-6 - Main GAME LOOP - (SDK Lights DEMO) Tutorial [#22]](https://i.ytimg.com/vi/vtuurYRstec/mqdefault.jpg)
![Learn how to write code for Nintendo 64! N64 Programming Tutorial PRIMER PART-1 [#17]
NOTE: This Video was re-uploaded due to a re-edit.
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 Demos 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:
https://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).
https://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:
https://youtube.com/playlist?list=PLRwVmtr-pp06qT6ckboaOhnm9FxmzHpbY
Also here are some excellent Legacy OpenGL tutorials:
https://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:
https://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:
https://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 cant 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: https://krikzz.com/store/home/55-everdrive-64-x7.html
TIP #7
JOIN the N64 Development Chat Group N64Brew on Discord at the Link below:
https://discord.gg/nHjbc9d
TIP #6
Bookmark https://ultra64.ca
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#N64 #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #nintendo #computer #computers #PARTNER-N64 #N64Dev Learn how to write code for Nintendo 64! N64 Programming Tutorial PRIMER PART-1 [#17]](https://i.ytimg.com/vi/wLHQDkL7tGE/mqdefault.jpg)
![SNES Backup Device - How to Load ROMs over Parallel Port using Game Doctor SF7 [#54]
In this video I perform a Hardware and software demo of a Game Backup unit for the Super Nintendo called the Game Doctor SF7. (Released by Bung Enterprises) I focus primarily on demonstrating the loading of homebrew ROMs over the Parallel port from a Dev PC. This process is rarely demonstrated here on YouTube. Enjoy!
Some Helpful Links are shown below:
Ucon64 SNES file Transfer Program:
https://ucon64.sourceforge.io/
Homebrew SNES Roms for Testing:
https://snescentral.com/homebrew.php
Bung Doctor SF7 User Manual:
https://www.delta-island.com/downloads/bung-game-doctor/user-manual/user-manual-game-doctor-sf7.pdf
Original SF7 File Transfer program for Windows 95/98 (MS-DOS):
http://n64.icequake.net/mirror/www.bung.com.hk/support/zip_file/tsf3.zip
BUNG Doctor V64 In-Depth Video Demo I posted a couple years back:
https://youtu.be/BgYMihpfnjo?si=GDkwZKdw87SDCq2h
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Say Thanks: https://paypal.me/ThanksGerry
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#Nintendo #SNES #retrogaming #gamedev #flashcart #sega #gamedevelopment #videogames #electronics #engineering SNES Backup Device - How to Load ROMs over Parallel Port using Game Doctor SF7 [#54]](https://i.ytimg.com/vi/wkIX1UtaUyw/mqdefault.jpg)


![How did they Program N64 Development Flash cartridges? - N64 Flash Gang Writer Full Demo! [#14]
NOTE: This Video was re-uploaded due to a re-edit.
A full Hardware and Software Demo of the Nintendo NU64 FLASH GANG WRITER. This system was used by game developers in the late 90s 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 demos at various Videogame Expos 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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#N64 #64DD #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #Altera #VHDL #Interfacing #Electronics #Embeddedsystems #CPLD #Intelligent-Systems How did they Program N64 Development Flash cartridges? - N64 Flash Gang Writer Full Demo! [#14]](https://i.ytimg.com/vi/yKRxFmzJ6ek/mqdefault.jpg)
![Want to play Gameboy games on your TV? Check out the IS-AGB-CAPTURE - Game development kit [#12]
This is a hardware demo of the Intelligent Systems IS-AGB-CAPTURE device. The unit was used for streaming the Gameboy screen onto a Television, and also providing a computer interface for capturing screen shots of the game during runtime.
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#gba #gameboy #videogames #gamedevelopment #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #Intelligent-Systems #Altera #vhdl #Interfacing #embeddedsystems #cpld Want to play Gameboy games on your TV? Check out the IS-AGB-CAPTURE - Game development kit [#12]](https://i.ytimg.com/vi/zBYTZIGmHPE/mqdefault.jpg)
![Display text on an HD44780 LCD using VHDL code - FULL Tutorial PART 3 [#10]
NOTE: This Video was re-uploaded due to a re-edit.
- 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 FPGAs and CPLDs.
In this video I review the Clock signal requirements and also go into detail regarding the LCD core State Machines 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?
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#FPGA #Altera #HD44780 #LCD #VHDL #Interfacing #gamedevelopment #gamedev #retrogaming #megadrive #genesis #electronics #computerscience #fpga #videogames Display text on an HD44780 LCD using VHDL code - FULL Tutorial PART 3 [#10]](https://i.ytimg.com/vi/zQWwoLYBX5I/mqdefault.jpg)
