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PAG E   5

D E V E L O P M E N T   T O O L

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PAG E   6

Using Saves From an Emulator

Internal game saves can be used in an 

emulator, and vice versa. However, file 

naming is very important.

PC emulators such as Project64, Mupen, 

1964, etc., generally create their own 

save files when they run games that need 

them. EEPROM saves can be simply cop-

ied back and forth, if the file names are 

what the emulator or 64drive expects.

SRAM and FlashRAM saves tend to be 

stored by emulators as little-endian, due 

to the heritage of the Intel x86 platform 

the emulators were designed for. 

64drive saves in the game’s native big-

endian format. So to exchange these you 

will have to perform a 32-bit endian swap 

on the data.

NES Emulation

While the menu does not directly emulate 

anything, it does support automatic load-

ing via an external emulator.

Files with the .NES extension are loaded 

via the 

Neon64 program, a great achieve-

ment by “hcs”. Download his emulator 

and extract the “neon64bu.rom” file to the 

memory card’s root directory.

The INES image is automatically placed at 

the 2 megabyte offset in SDRAM, and the 

emulator loaded at 0x0 before it.

MP3 Playback

While not a supported feature, the menu 

has very basic music playback support. 

MPEG Audio layer I, II, and III can be 

played. 

When an image is loaded, playback is 

stopped.

Tools

The “64drive_usb” tool is available from 

the support website. With it you can trans-

fer your homebrew images to the cartridge 

for testing and debugging.

You can also read and write directly to the 

USB FIFO using a set of memory mapped 

registers. 

The specifics are detailed in the separate 

Hardware Specification document avail-

able from the support website.

USB Mode

The 64drive has a dedicated USB 2.0 High 

Speed FIFO that can be used to:

•  Load images into SDRAM

•  Select save emulation type

•  Upgrade firmware/bootloader

•  Do custom communications between 

code running on the console and the 

PC

How it Works

When the 64drive detects that a USB 

cable has been plugged in, it immediately 

switches modes. 

In this mode,

•  Save writebacks are disabled

•  Bootloader is disabled

•  64drive appears as a plain cartridge

•  USB registers are enabled

When the USB cable is NOT connected, 

•  Save writebacks are re-enabled

•  Bootloader is enabled

This functionality is ideal for development. 

Since the bootloader is disabled, you can 

reset the console immediately without 

corrupting the RDRAM state.

Considerations

Because the bootloader, menu, and by 

extension, bootemu are bypassed in 

this mode, the header type of the image 

you upload 

must 

match the physical CIC 

installed in the 64drive.

For example, with a 6102 installed, you 

could load 

Super Mario 64, but not 1080 

Snowboarding, which uses a 6103 CIC.

Homebrew images can easily be patched 

with the proper header type using a hex 

editor or the “RN64CRC” tool.

Summary of Contents for 64drive

Page 1: ...D E V E L O P M E N T T O O L USER S MANUAL 121414 ...

Page 2: ...nu to see more specific attributions and software revision information NOTICES CONTENTS COPYRIGHT INFORMATION iv NOTICES iv CONTENTS v Introduction 1 Physical Considerations 1 In Case of a Problem 1 Getting Started 1 Check Formatting 1 Install the Menu 1 Copy Image Files 2 Turn It On 2 Getting Around the Menu 2 Loading an Image 2 After You re Done 2 Menu Options 3 Use Saves Folder 3 Reset Button A...

Page 3: ...gram and loads it Within just a moment you should see the menu for the first time Getting Around the Menu The buttons control the menu much the same way as they do in most games Introduction The 64drive is a tool designed to be used with the Nintendo 64 video game console for the ends of game development and or modification Conceived out of frustration at the lack of options available on the marke...

Page 4: ...ontroller and copy the entire contents into a virtual con tainer file stored on the memory card The menu supports 6 of these virtual containers so that if you run out of space on your real Controller Pak it may be set aside You may move around the pak contents as whole but at this time re moving individual entries is unsupported All software designed for the N64 console utilizing a Controller Pak ...

Page 5: ...s stopped Tools The 64drive_usb tool is available from the support website With it you can trans fer your homebrew images to the cartridge for testing and debugging You can also read and write directly to the USB FIFO using a set of memory mapped registers The specifics are detailed in the separate Hardware Specification document avail able from the support website USB Mode The 64drive has a dedic...

Page 6: ...ther parts of the world received cartridges whose notches are inset by about 1cm It is possible for software running on the N64 to detect what region of console it is using Some titles were able to adapt to these changes and apply video and sound changes to work in both regions Others were hard coded to only accept one region It is possible to have the 64drive to fake the proper region but since t...

Page 7: ... 7101 and the BANK jumper immediately above the CIC footprint should also then be shorted closed This selects an alternate bootload er that is compatible with the new CIC No compatibility problems have been found as a result of using this method Otherwise there are patches in the wild for both these two situations Troubleshooting Startup Problems I am using CompactFlash and loading is erratic or g...

Page 8: ... the effects I m seeing or inexplicably broken Delete the settings cfg file from the memory card and let the menu rebuild it Sector too close to MBR error Please email me at the support address Filesystem issue This may indicate a problem with the FAT table Put the memory card in a computer and run a disk integ rity scan such as chkdsk Settings cfg is corrupt Delete the file and try again ...

Page 9: ...64drive retroactive be ...

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