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Tips for troubleshooting errors during homebrew game development. |
Tips for troubleshooting errors during homebrew game development. |
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|title= [[:Category:Compilers|Compilers]] |
|title= [[:Category:Compilers|Compilers]] |
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==== [[Building GCC]] ==== |
==== [[Building GCC]] ==== |
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You can build your own GCC cross-compiler for Nintendo 64 development. |
You can build your own GCC cross-compiler for Nintendo 64 development. |
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|title= [[:Category: |
|title= [[:Category:Games| Games]] |
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<nowiki></nowiki> |
<nowiki></nowiki> |
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==== [[Emulation Development Special Cases]] ==== |
==== [[Emulation Development Special Cases]] ==== |
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When developing an emulator, it's helpful to know what game to start with and which ones require additional effort to emulate accurately. |
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[[Namco Museum]] |
[[Namco Museum]] |
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Doesn't use the RSP/Graphics Pipeline only the Frame buffer. |
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[[Yoshi's Story]] |
[[Yoshi's Story]] |
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16 Kb EEPROM |
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[[Duke Nukem 64]] |
[[Duke Nukem 64]] |
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Non-standard Controller PAK usage |
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==== [[Game Technique Examples]] ==== |
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[[Super Mario 64]] |
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Minimize the use of Textures |
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[[https://www.youtube.com/watch?v=JoO0Cif72vY|MGC 2011 N64 DEMO]] |
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Homebrew by marshallh, shows a lot of the potential of the N64. |
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