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 Post subject: How to make a KµC N64 - homebrew dev
PostPosted: Tue Jun 24, 2008 1:09 am 
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Just browsing the web and came accross this and thought it was worth sharing.

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Last edited by Neildo_64 on Tue Jun 24, 2008 10:28 pm, edited 1 time in total.

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PostPosted: Tue Jun 24, 2008 1:13 am 
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wow thats a nice find :)

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PostPosted: Tue Jun 24, 2008 1:37 am 
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Someone else posted this before. The article text is badly written and hard to understand, which is a shame as the pics are good.

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PostPosted: Tue Jun 24, 2008 1:54 am 
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Yeah, I couldn't follow it really well, but the pics are very nice. I wasnt sure if it had been posted or not, but either way, not everyone has seen it, so I figured I'd post it anyway.

Is anyone here into homebrew N64 much? I know almost nothing about it, but I would like to learn some things.

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PostPosted: Tue Jun 24, 2008 10:34 am 
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I only looked at the pics.... :? Igoing to read it more

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 Post subject: what does this acomplis
PostPosted: Tue Jun 24, 2008 11:06 am 
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what does this acomplish?


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PostPosted: Tue Jun 24, 2008 11:32 am 
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It makes a standard N64 compatible with the other parts of the official N64 dev kit as far as I can tell.

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http://gannon.portablesofdoom.org
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PostPosted: Tue Jun 24, 2008 10:27 pm 
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gannon wrote:
It makes a standard N64 compatible with the other parts of the official N64 dev kit as far as I can tell.


Yeah, I think thats right. Thats what I got from it anyway.

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PostPosted: Wed Jun 25, 2008 10:40 pm 
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I happen to be good friends with the author of that article. He's European so naturally his English won't be that good.

This mod is completely useless unless you happen to have a very rare and expensive KMC Partner-N64 development system. The mod is simple adding a few wires to the cart slot to enable runtime debugging.

N64 homebrew is also a real pain in the butt. After doing it for 2+ years I wouldn't recommend it unless you've already written lots of 3D code for PC. It is really fun though.

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