Difference between revisions of "Nintendo 64"

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1,716 bytes added ,  06:15, 27 December 2017
→‎Build cart images from binaries: Add link for ucon64 tool
(Add requirements and instructions on how to build cart images)
(→‎Build cart images from binaries: Add link for ucon64 tool)
 
(15 intermediate revisions by 6 users not shown)
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name=Nintendo 64|
name=Nintendo 64|
backend=n64|
backend=n64|
version={{StableVersion}}|
version=1.6.0|
status=Maintained|
status=Unmaintained|
mp3=no|
mp3=no|
ogg=yes|
ogg=yes|
uncompressed=yes|
uncompressed=yes|
zlib=yes|
zlib=yes|
plugins=no|
buildbot=yes|
firstversion=1.1.0|
firstversion=1.1.0|
maintainer=[[User:Hkz|Hkz]]|
maintainer=[[User:Hkz|Hkz]]|
packager=[[User:Hkz|Hkz]]|
pkgend=-n64.zip|
pkgend=-n64.zip|
forum=4|
forum=4|
icon=n64|


agi=yes|
agi=yes|
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cine=yes|
cine=yes|
cruise=yes|
cruise=yes|
draci=no|
drascula=no|
drascula=no|
gob=yes|
gob=yes|
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tucker=no|
tucker=no|
}}
}}
ScummVM has also been ported to the Nintendo 64.
ScummVM has also been ported to the [[Nintendo]] 64.


= Requirements =
= Requirements =
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*N64 Mouse (optional, gives better game experience)
*N64 Mouse (optional, gives better game experience)
*Controller PAK / FlashRAM cart (for saves)
*Controller PAK / FlashRAM cart (for saves)
*Flash Cart or copier (like Myth N64 or DoctorV64)
*Flash cart or copier (like Myth N64 or DoctorV64)
*N64 Memory expansion (this is _almost_ a requirement)
*N64 Memory expansion <u>(this is almost a requirement)</u>


= Build cart images from binaries =
= Build cart images from binaries =
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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 _YOUR_ games.
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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</pre>
</pre>


Now the last step, you need to fix the checksum of the image, there are various
Now the last step, you need to fix the checksum of the image. There are various
tools for this, i normally use ucon64.
tools for doing this, but I normally use 'ucon64' from http://ucon64.sourceforge.net/


<pre>
<pre>
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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).
= Input =
How to control games in ScummVM N64 port.
== N64 gamepad ==
{{N64Controls}}
== N64 Mouse ==
Used like a normal PC mouse, in addition to the gamepad.
= Notes =
*If virtual keyboard doesn't show up, you need to make sure you included 'vkeybd_default.zip' in the root of your romfs image.
*In some games (mostly gob games) cursor movement might be choppy, it's a known problem and related on how N64 port manages screen updates.
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