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(Add requirements and instructions on how to build cart images) |
(Adding savegame informations) |
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and a romfs image, containing game datafiles and other useful data. | and a romfs image, containing game datafiles and other useful data. | ||
Prebuilt binaries needs to be joined with a romfs image containing datafiles | Prebuilt binaries needs to be joined with a romfs image containing datafiles | ||
from | from your games. | ||
To generate a romfs image under linux/unix you need 'genromfs' tool from | To generate a romfs image under linux/unix you need 'genromfs' tool from | ||
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You are then ready to upload the image to the cart and play! | You are then ready to upload the image to the cart and play! | ||
= Saving & Loading = | |||
ScummVM-N64 port supports two kind of saves: FlashRAM saves and controller pak saves. | |||
If both are detected, FlashRAM is used. | |||
<b>WARNING!!!</b> ScummVM-N64 currently <b><u>ERASES</u></b> the data contained in your FlashRAM and | |||
controller PAK without warning!!! Plug those in only if you want to use their space | |||
for ScummVM saves. | |||
== Controller Pak == | |||
The PAK is a device plugged in the expansion port located underneath the gamepad, it | |||
contains at most 32 kilobytes of data, which makes it very limited for ScummVM use (a | |||
lot of games save size grows over 32kb when the game approaches the end). It contains | |||
battery backed up ram, so savegames might disappear if the battery runs off. | |||
== FlashRAM == | |||
FlashRAM is contained in some game carts (like Command & Conquer), it keeps 128 kilobytes | |||
of data at most, it's a little slower in saving than Controller PAK (it might show up as | |||
a few seconds delay when saving in-game), it keeps enough data for most (all) games supported | |||
by the port. Because of FlashRAM hardware (and the sake of simplicity) there is a top limit of | |||
save files that can be created (8, no matter what the sizes are). |
edits