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>> No.10227992 [View]
File: 675 KB, 327x224, N64_get_N.gif [View same] [iqdb] [saucenao] [google]
10227992

>>10226424
dunno but i have an N64 to USB Adaptoid from '99, still works! still use it! maybe that brand?

>> No.10010972 [View]
File: 675 KB, 327x224, N64_get_N.gif [View same] [iqdb] [saucenao] [google]
10010972

hot new Kaze:
https://www.youtube.com/watch?v=xFKFoGiGlXQ

>> No.9929241 [View]
File: 675 KB, 327x224, N64_get_N.gif [View same] [iqdb] [saucenao] [google]
9929241

>>9927767
> How can he do it?
Kaze has devoted a literal mother fucking decade of his life to Super Mario 64 romhacking and development. That's how he can do it.

>> No.9872392 [View]
File: 675 KB, 327x224, N64_get_N.gif [View same] [iqdb] [saucenao] [google]
9872392

>>9872351
i don't do any N64 hacking specifically, and don't know which emulator or tools to use, but i would approach this by looking at the memory display while the game is running, find memory values that move when you move and look like camera angle coordinates, set a breakpoint to that memory location before the auto look happens, and hopefully the breakpoint activates when the camera is auto-recentering and you will find the code that is writing those values.

>> No.9844580 [View]
File: 675 KB, 327x224, N64_get_N.gif [View same] [iqdb] [saucenao] [google]
9844580

>>9843873
> SNES
> N64
Nintendo 64 games are not NEARLY as hardware bound as SNES games. Most 3d games are in C / C++ while the SNES was mostly ASM and direct hardware manipulation.
In fact, Nintendo had an official software API for most functions of the N64, and early emulators like UltraHLE took advantage of implementing these directly in Glide / Voodoo and it was actually able to run the games to some degree with bare bones hardware emulation.

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