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Difference between revisions of "Nintendo 64"

1,157 bytes added ,  19:31, 4 April 2010
Adding savegame informations
(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 _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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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).
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