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bioniclebert
- Posts: 1287
- Joined: Sat Jul 23, 2005 11:04 am
- Location: Buffalo.
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Well if they can make N64 ROMs for the PC (dumping) mabye somebody also knows how to do the writing process.
If you cant find any help, I'd suggest looking at the NES written carts, and see if you cant find any similar techniques to use.
(I haven't been around much lately. I dont have much Inspiration, or cash for that matter. I do still make stuff, however, just not until I get some cash moneys.)
If you cant find any help, I'd suggest looking at the NES written carts, and see if you cant find any similar techniques to use.
(I haven't been around much lately. I dont have much Inspiration, or cash for that matter. I do still make stuff, however, just not until I get some cash moneys.)
Making XNA Games in C#.
Damn, how much did the DevKit cost, Marsh to the Lmarshallh wrote:I'm still er.. mudding my room. But, I really want to get it done because
1. Haven't seen PW because my server is too slow and my main pc is moved!
2. Can't write N64 code because my main pc is moved!
3. I can't work on my spc player becuase my main pc is moved!
4. I can't code GTP because... you guessed it.. my main pc is moved!![]()
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Hm.... hm.... who is interested in GTP for the N64? Trouble is, I can make an N64 rom but don't know how to burn it to a mask rom for a cartridge.
Er, where was I?
It would be awsome to have an N64 cart of GTP, marshall. I sez, sez I, "GO FOR IT!" The only problem with that would be needing to update the program, like if you forgot something or if there are glitches. Oh, well... It would still rock on such a level that would make your totally awsomely 1337 N64 look like the ub3r un1337 5ux0r5...
God Bless Hot Glue
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gamemaster14
- Posts: 11
- Joined: Wed Apr 26, 2006 12:41 pm
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marshallh
- Moderator
- Posts: 2986
- Joined: Sat Sep 10, 2005 2:17 pm
- 360 GamerTag: marshallh
- Location: here and there
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Hm... with recent progress on the tool side of things, I've created a large number of batch files to assist me in N64 deving. Now I just type "make" at the command prompt and all my textures are converted, 3ds converted, code compiled and linked, and the rom byteswapped and padded. The biggest downside is this: textures can only be up to 32x32 because the n64 only has a 4kb texture cache!
Anyway, enough of the crap, here's Triton's 54 oldsmobile for the N64!
It runs on Project64 1.6 and my Doctor V64 of course.
http://gamesoft.dyndns.org/portacon/uploads/demo.v64

And, here is my setup (my room is not done but I'm surviving... barely)

Anyway, enough of the crap, here's Triton's 54 oldsmobile for the N64!
It runs on Project64 1.6 and my Doctor V64 of course.
http://gamesoft.dyndns.org/portacon/uploads/demo.v64

And, here is my setup (my room is not done but I'm surviving... barely)

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Turbo Tax 1.0
- Portablizer Extraordinaire
- Posts: 4773
- Joined: Wed Mar 30, 2005 6:19 pm
- Location: Delaware, no sales tax
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Turbo Tax 1.0
- Portablizer Extraordinaire
- Posts: 4773
- Joined: Wed Mar 30, 2005 6:19 pm
- Location: Delaware, no sales tax
- Contact:
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bicostp
- Moderator
- Posts: 10491
- Joined: Mon Mar 07, 2005 5:47 pm
- Steam ID: bicostp
- Location: Spamalot
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Nice!
I want to try this on Project64, but for some reason it tells me it couldn't "initialize the HAL device" and it won't let me run anything.
Why is it doing this? It worked before... Any ideas?
I'll try rebooting.
EDIT: Well, rebooting didn't work, but installing the new version of PJ64 did.
I want to try this on Project64, but for some reason it tells me it couldn't "initialize the HAL device" and it won't let me run anything.
I'll try rebooting.
EDIT: Well, rebooting didn't work, but installing the new version of PJ64 did.
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