/r/N64Homebrew
A sub-reddit for N64 Homebrew Discussion, & Creation.
n64.dev - A gargantuan list of N64 development resources, toolchains, and N64 homebrew- related programs.
Ultra64.ca - The Ultimate Resource for anything related to N64 Development (Docs, Software, Tools, etc.)
N64 Homebrew Starter Guide - Create your own N64 Homebrew with this handy and detailed guide by Buu342.
N64Squid.com - lots of useful information about Nintendo 64 programming in C, documentation, and code.
Encryption64 - A collection of documentation on MIPS assembly, GameShark code structure, and layout of individual titles.
Nintendo 64 Sound Implementation guide - Nintendo 64 Sound Implementation Guide, by Buu342.
Installing the Nintendo 64 Development Kit in Windows 2000/98SE - Video Tutorial on how to install the dev kit onto your Virtual Machine of choice.
Recommended by Former Devs of the hardware to learn the Legacy Tutorials featured here: OpenGL Legacy Tutorials
MIPS Instruction Reference - A good amount of Nintendo 64 homebrew enthusiasts recommended this instruction booklet to learn MIPS.
VR4300 MIPS Instruction Booklet - User manuals relating to the CPU of the N64 (VR4300 is the one we're targeting). A very good reference towards learning MIPS. It has C examples, plaintext, the syntax and encoding all neatly organized.
N64 Registers Reference - N64 CPU register reference.
RCP Structures - Discusses the structure and documentation of the RCP (Reality Co-Processor)
/r/N64Homebrew
https://ultra64.ca/files/documentation/online-manuals/man/pro-man/pro13/index.html
Says that correct happens per pixel and takes a while . While the designers do some other clever stuff like look up a base address.
Now the GTE on the PS1 is well documented how it does perspective per vertex. It is a multi step process which sure has like 6 cycles latency.
Bitscan — or does interpolation already use floats? 1/z lookup 2 Multiplication to double the precision multiply 1/z with x and y
Is there a circular buffer to hold and delay all the information about the fragment and keep the scalar pace?
Are there any tutorials for how to actually compile something and run via usb for the Everdrive as I couldn't find anything and my second question is if it's possible to have a console window on my pc to output debug information or if it all has to be set from the cartridge itself and thirdly if it's possible to take in game screenshots
I want to hire somebody to make an N64 ROM that just displays a title screen of my logo and name for the background of my YouTube video, similar to OoT's title screen. How much would something like that cost an amateur or professional coder?
I just came across 2x n64 consoles and am contemplating on purchasing a cartridge. But as I’m so out of the loop, I’d love some opinions please (everdrive?)
Is it possible to use your n64 controller with the transfer on a PC via n64 to usb controller adapter for pokemon stadium on a emulator
I'm trying to give all of my friends a custom N64 game for Christmas - I have the equipment to flash blank carts with the new game, but I don't actually have the blank carts. Everyone I've asked says to just buy some cheap repros and wipe them - but I've heard horror stories about some repros not having the right RAM, or voltage, or ability to save to memory, etc.
Does anyone know where I can reliably get high quality blank carts, or repros I can overwrite?
I wanna find some funny shit to show the homies when I boot up the everdrive. Anyone know of some meme roms or, ya know. Gangnam Style on N64.
Please let me know your suggestions. Thanks
hello there does anyone know where i can find rom hacks that will work on a Pal system i see all these cool moded games but always NTSC and im not sure if would work if i did a shell swap at all
Can somebody make an extremely simple rom of OOt, the only difference being I want to be able to change the color of links green tunic, like a color shader, and keep everything else vanilla. Looking to put the ROM on cart and play physically, 1.0 NTSC version