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Tips for troubleshooting errors during homebrew game development.
====[[:Category:Game Jams|Game Jams]]====▼
List of coding jams aimed toward developing games for the console.▼
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==== [[Building GCC]] ====
You can build your own GCC cross-compiler for Nintendo 64 development.
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▲====[[:Category:Game Jams|Game Jams]]====
▲List of coding jams aimed toward developing games for the console.
==== [[Emulation Development Special Cases]] ====
When developing an emulator, it's helpful to know what game to start with and which ones require additional effort to emulate accurately.
[[Namco Museum]]
Doesn't use the RSP/Graphics Pipeline only the Frame buffer.
[[Yoshi's Story]]
16 Kb EEPROM
[[Duke Nukem 64]]
Non-standard Controller PAK usage
==== [[Game Technique Examples]] ====
[[Super Mario 64]]
Minimize the use of Textures
[[https://www.youtube.com/watch?v=JoO0Cif72vY|MGC 2011 N64 DEMO]]
Homebrew by marshallh, shows a lot of the potential of the N64.
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Revision as of 06:16, 2 March 2021
Everyone is welcome to contribute!
Main CPU MIPS R4300
A MIPS R4300 64-bit Processor with a Floating Point Co-Processor
Reality CoProcessor
The RCP contains the RSP - Reality Signal Processor which is a MIPS R4000-type 32-bit Processor with an SIMD Co-Processor and the RDP - Reality Display Processor a dedicated hardware drawing processor.
PIF - Peripheral Interface
Acts as both a BIOS and authentication validator for the console also manages the reset button and interacts with the 4 controller ports using the Joybus Protocol
Audio Interface and Video Interface
Responsible for converting digital signals from the RCP to digital audio and video to be sent to the TV.
pseultra
A homebrew N64 SDK. Still a work-in-progress but very feature-rich already.
- BSD 3 Clause License
- 2D and 3D Graphics
- No Audio
- Controllers
libdragon
A homebrew N64 SDK for developing N64 games.
- Public Domain
- 2D Graphics only
- Audio
- Controllers
libultra
Nintendo's official SDK library.
- Partial Source-Available
- SGI Audio Tools
Development Troubleshooting
Tips for troubleshooting errors during homebrew game development.
N64 IRIX SDK
Only for use on SGI workstations running IRIX 5.3 or higher with an R4K or higher processor
Partner-N64 SDK
These tools are mostly 16-bit and will require a Windows OS of Win95, Win98, Win2K, WinXP
Nintendo iQue Linux 32-bit Compiler and Tools
If you are running a version of Linux that can support these programs this is probably the best solution
n64chain N64 Windows/Linux 64-bit Compiler and Tools
This is the most modern compiler and tools, but some parts of the ROM build process are not well supported
Building GCC
You can build your own GCC cross-compiler for Nintendo 64 development.
Game Jams
List of coding jams aimed toward developing games for the console.
Emulation Development Special Cases
When developing an emulator, it's helpful to know what game to start with and which ones require additional effort to emulate accurately.
Doesn't use the RSP/Graphics Pipeline only the Frame buffer.
16 Kb EEPROM
Non-standard Controller PAK usage
Game Technique Examples
Minimize the use of Textures
Homebrew by marshallh, shows a lot of the potential of the N64.