Is there a reason nobody does any homebrew N64 games? Or english translations of imports? I would love to play the first animal crossing on 64 and be able to read it. Is this because a patent hasnt expired?
The 64 is a different kind of animal to code for then something like an NES.
3gengames or someone like him on here had a ramble about it (and the SNES) programming language awhile back, and why its not so easy to make homebrews/repros of some games.
The best N64 homebrew is "Goldeneye X". It's a Perfect Dark multiplayer mod, all Goldeneye assets have been ported in. All the customization and improvements of PD but with Goldeneye levels, weapons (dual), music, and characters.
N64 isn't necessarily more difficult to develop for, it's just different. I think the biggest reason for the lack of homebrew is the N64 simply isn't old enough to attract homebrewers. Every game console goes through stages of its post mortem life cycle, one of those stages is homebrew.
Are these just ROM hacks then, or have they been put on actual carts?
I understand that there are ROM hacks out there, as I've seen more than a few Mario 64 hacks, but have any homebrew/ hack games ever been put on a cart?
Everything I know, I know because of the retroactive guy, marshallh. Basically:
N64 is hard to do really amazing stuff because of the hardware. Audio is okay, but video is very hard to do vs PS1, and PS1 is also just as good as N64 but easier, so that's one big reason PS1 is better for homebrew.
N64 has no way of getting on to a cart, realistically.
N64 has no space compared to the CD PS1's used.
So it's mainly because of the hardware, it's not bad, just not as fancy and easy to navigate as PS1. That's a big reason why not much is done with homebrew on it.
I've seen a really cool Mario 64 simultaneous 2 player hack. I'm not sure if this would only work on emulators, but it's one of the cooler N64 hacks I've seen.
I'd also say that one of reasons why there is not many homebrews for consoles of PS1 and N64 range is because they use polygonal graphics, which is still the thing these days, but it looks really, really inferior to what it turned into now - i.e. it looks just plain bad rather than 'stylish', as pixel art in 2D games does. I.e. if someone would like to make a game with 3D graphics, he could rather make it for more modern platform, not too much difference code-wise, but much better looking (and it is really demotivating to know that platform limitations simply won't allow you to do something that won't look bad).
Everything I know, I know because of the retroactive guy, marshallh. Basically:
N64 is hard to do really amazing stuff because of the hardware. Audio is okay, but video is very hard to do vs PS1, and PS1 is also just as good as N64 but easier, so that's one big reason PS1 is better for homebrew.
N64 has no way of getting on to a cart, realistically.
N64 has no space compared to the CD PS1's used.
So it's mainly because of the hardware, it's not bad, just not as fancy and easy to navigate as PS1. That's a big reason why not much is done with homebrew on it.
The N64 was really strong - the main limits were the cart size and ability to use the RSP effectively (hampered by Nintendo insisting everyone use their "microcode" libraries). Part of that came in the form of making the default libraries use all bells and whistles (namely trilinear filtering, perspective correct mapping, and full lighting). Later "Turbo" libs allowed you to not use some of those features for better speed. To get an idea how fast the N64 is, remember that most all the 1st gen titles are in tiny carts, use every feature of the RDP (the GPU), and have nothing in the way of optimizations. My port of Yeti3D-Pro to the N64 uses no optimizations (it's plain C code), doesn't use the RSP/RDP at all, and draws everything with the CPU, and it still gets almost 15 FPS.
In some respects, the N64 had the same problem as the 3DO, the licenser was really strict about not using assembly and using the provided SDK. It's not a big problem on first gen titles, but can be an issue if you keep enforcing those rules later in the console's life. A few companies went ahead and did their own RSP libraries to great effect. I think half the problem was Nintendo and SGI both pretending that the chipset was somehow monstrously complex and near magic, and only they were capable of making libraries. In actuality, the RSP is pretty simple to program, and the RDP not nearly as complicated as many PC GPUs.
On another note, there exists a port of ScummVM to the N64. I haven't been able to get it to work with emulators, but maybe it can on flash carts.
Since repros seem to be out of the question for now, until someone foots the bill for actual cartridge production like what's required on GBA, flash carts make an okay alternative. You can still play all those hacks, translations, unreleased games and homebrew titles with one.
I'd also say that one of reasons why there is not many homebrews for consoles of PS1 and N64 range is because they use polygonal graphics, which is still the thing these days, but it looks really, really inferior to what it turned into now - i.e. it looks just plain bad rather than 'stylish', as pixel art in 2D games does.
I'm afraid that this is just a matter of opinion, early 3d Playstation games look acceptable to me.
I've noticed that some N64 translations (Sin and Punishment is one) and "ROM hacks" rely on emulator-based texture replacement plug-ins. In other words, they won't (and will never) work on real hardware, which is disappointing.
apparently it's just really really hard to pull off, keep in mind that this is when the industry kind of went mainstream and it wasn't unusual for armies of people to work on making just one game. One person doing a homebrew that's comparable to a commercial release would be a herculean effort and an unfair expectation.
I've noticed that some N64 translations (Sin and Punishment is one) and "ROM hacks" rely on emulator-based texture replacement plug-ins. In other words, they won't (and will never) work on real hardware, which is disappointing.
Yep. Sadly that's the case for a ton of hacks/homebrews out there. Even the more modern "retro style" games like Rad Raygun and the AVGN game that LOOK all retro wouldn't be able to be ported to their respective styled systems because of all the coding changes/incompatibility that'd exist. People would have to hack pre-existing games to resemble games like that basically if a game isn't made from the ground up to utilize the actual hardware... ala Mega Man 9 + 10 for the NES being "hacks" of Mega man 5.
It's just much, much easier to develop 16/32/64 bit looking games for PC or Android or iOS, anything modern that has modern dev. tools and a larger customer base.
You'd be surprised how much modern tools and libs suck, honestly. OpenGL might not be too bad, but console hardware has always been easier because there's no revision, no older hardware issues, etc. You get a dev kit, you know 100% it'll never change, and have no worries about mobility or anything.
That much is true, that's the one nice thing about developing for obsolete hardware. It's already obsolete, there's nothing more that can be taken away. Modern hardware will always become outmoded, then you lose that advantage of running on the latest and greatest.
Still, developing for modern hardware is MUCH easier than for anything old and obsolete. Even though some modern tools and libs may suck, there is always huge range of solution to choose from (unlike retro dev where often NO tools are available, not even ones that suck), community, books, people to hire, etc, etc, etc.
I've noticed that some N64 translations (Sin and Punishment is one) and "ROM hacks" rely on emulator-based texture replacement plug-ins. In other words, they won't (and will never) work on real hardware, which is disappointing.
Someone over at assemblergames just did a translation patch for Sin and Punishment that works on the ED64:
Comments
He also made amazing n64 flash cart.
3gengames or someone like him on here had a ramble about it (and the SNES) programming language awhile back, and why its not so easy to make homebrews/repros of some games.
Doubutsu no Mori
Sin and Punishment: Successor of the Earth
Wonder Project J2: Koruro no Mori no Josette
romhacking.net
Originally posted by: Gorillazero
Only three translations that I know of:
Doubutsu no Mori
Sin and Punishment: Successor of the Earth
Wonder Project J2: Koruro no Mori no Josette
romhacking.net
Are these just ROM hacks then, or have they been put on actual carts?
I understand that there are ROM hacks out there, as I've seen more than a few Mario 64 hacks, but have any homebrew/ hack games ever been put on a cart?
N64 is hard to do really amazing stuff because of the hardware. Audio is okay, but video is very hard to do vs PS1, and PS1 is also just as good as N64 but easier, so that's one big reason PS1 is better for homebrew.
N64 has no way of getting on to a cart, realistically.
N64 has no space compared to the CD PS1's used.
So it's mainly because of the hardware, it's not bad, just not as fancy and easy to navigate as PS1. That's a big reason why not much is done with homebrew on it.
Originally posted by: 3GenGames
Everything I know, I know because of the retroactive guy, marshallh. Basically:
N64 is hard to do really amazing stuff because of the hardware. Audio is okay, but video is very hard to do vs PS1, and PS1 is also just as good as N64 but easier, so that's one big reason PS1 is better for homebrew.
N64 has no way of getting on to a cart, realistically.
N64 has no space compared to the CD PS1's used.
So it's mainly because of the hardware, it's not bad, just not as fancy and easy to navigate as PS1. That's a big reason why not much is done with homebrew on it.
http://www.sega-16.com/forum/showthread.php?25524-Porting-Saturn-games-to-GBA-or-DS&p=600671&viewfull=1#post600671
Originally posted by: Chilly Willy
The N64 was really strong - the main limits were the cart size and ability to use the RSP effectively (hampered by Nintendo insisting everyone use their "microcode" libraries). Part of that came in the form of making the default libraries use all bells and whistles (namely trilinear filtering, perspective correct mapping, and full lighting). Later "Turbo" libs allowed you to not use some of those features for better speed. To get an idea how fast the N64 is, remember that most all the 1st gen titles are in tiny carts, use every feature of the RDP (the GPU), and have nothing in the way of optimizations. My port of Yeti3D-Pro to the N64 uses no optimizations (it's plain C code), doesn't use the RSP/RDP at all, and draws everything with the CPU, and it still gets almost 15 FPS.
In some respects, the N64 had the same problem as the 3DO, the licenser was really strict about not using assembly and using the provided SDK. It's not a big problem on first gen titles, but can be an issue if you keep enforcing those rules later in the console's life. A few companies went ahead and did their own RSP libraries to great effect. I think half the problem was Nintendo and SGI both pretending that the chipset was somehow monstrously complex and near magic, and only they were capable of making libraries. In actuality, the RSP is pretty simple to program, and the RDP not nearly as complicated as many PC GPUs.
On another note, there exists a port of ScummVM to the N64. I haven't been able to get it to work with emulators, but maybe it can on flash carts.
Since repros seem to be out of the question for now, until someone foots the bill for actual cartridge production like what's required on GBA, flash carts make an okay alternative. You can still play all those hacks, translations, unreleased games and homebrew titles with one.
The flash cart is your best bet and with new flash carts coming to light lately, prices are decent.
Originally posted by: Shiru
I'd also say that one of reasons why there is not many homebrews for consoles of PS1 and N64 range is because they use polygonal graphics, which is still the thing these days, but it looks really, really inferior to what it turned into now - i.e. it looks just plain bad rather than 'stylish', as pixel art in 2D games does.
I'm afraid that this is just a matter of opinion, early 3d Playstation games look acceptable to me.
Originally posted by: bronzeshield
I've noticed that some N64 translations (Sin and Punishment is one) and "ROM hacks" rely on emulator-based texture replacement plug-ins. In other words, they won't (and will never) work on real hardware, which is disappointing.
Yep. Sadly that's the case for a ton of hacks/homebrews out there. Even the more modern "retro style" games like Rad Raygun and the AVGN game that LOOK all retro wouldn't be able to be ported to their respective styled systems because of all the coding changes/incompatibility that'd exist. People would have to hack pre-existing games to resemble games like that basically if a game isn't made from the ground up to utilize the actual hardware... ala Mega Man 9 + 10 for the NES being "hacks" of Mega man 5.
Originally posted by: bronzeshield
I've noticed that some N64 translations (Sin and Punishment is one) and "ROM hacks" rely on emulator-based texture replacement plug-ins. In other words, they won't (and will never) work on real hardware, which is disappointing.
Someone over at assemblergames just did a translation patch for Sin and Punishment that works on the ED64:
http://www.assemblergames.com/forums/showthread.php?47187-Sin-and-Punishment-and-other-jap-only-titels-translation&p=696847&viewfull=1#post696847