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backends/platform/n64/README.N64
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backends/platform/n64/README.N64
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ScummVM-N64 README
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==============================================================================
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Requirements
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============
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- Nintendo64 (haha...)
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- N64 Gamepad
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- N64 Mouse (optional, gives better game experience)
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- Controller PAK / FlashRAM cart (for saves)
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- Flash Cart or copier (like Myth N64 or DoctorV64)
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- N64 4mb Memory expansion (this is _almost_ a requirement)
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Build cart images from sources
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==============================
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You can download hkz-libn64 sources from here: http://hkzlab.ipv7.net/consoles.html
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hkz-libn64 is a library to control Nintendo64 hardware (es, video, audio, input, etc.).
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* TODO *
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Build cart images from binaries
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===============================
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ScummVM N64 cart images are composed by two parts: a binary with executable code
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and a romfs image, containing game datafiles and other useful data.
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Prebuilt binaries needs to be joined with a romfs image containing datafiles
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from _YOUR_ games.
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To generate a romfs image under linux/unix you need 'genromfs' tool from
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http://romfs.sourceforge.net/, create a directory, copy game data inside,
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and then generate the romfs image.
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[EXAMPLE]
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mkdir GAMEDATA
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cp -a ../games/mygamedata ./GAMEDATA
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genromfs -f ./ROMFS.img -d ./GAMEDATA -V romname
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This creates a ROMFS image with 'mygamedata' directory inside.
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Now you need to join this with the appropriate scummvm engine binary:
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[EXAMPLE]
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cat scummvm-bass.bin ROMFS.img > scummvm-bass.n64
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Now the last step, you need to fix the checksum of the image, there are various
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tools for this, i normally use ucon64.
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[EXAMPLE]
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ucon64 --n64 --chk scummvm-bass.n64
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This gives you a n64 cart image you can use with your flashcart/copier to play
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the game.
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* NOTE *
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Some copiers requires additional treatment of the cart image before uploading:
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the DoctorV64 for example requires the image to be byte-swapped and padded to
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the nearest 2mb multiple size. You can use ucon64 tool to perform these changes.
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[EXAMPLE]
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ucon64 --n64 --v64 --padn=16777216 scummvm-bass.n64
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You are then ready to upload the image to the cart and play!
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Saving & loading
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================
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ScummVM-N64 port supports two kind of saves: FlashRAM saves and controller pak saves.
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If both are detected, FlashRAM is used.
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WARNING!!! ScummVM-N64 currently _ERASES_ the data contained in your FlashRAM and
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controller PAK without warning!!! Plug those in only if you want to use their space
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for ScummVM saves.
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* Controller PAK:
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The PAK is a device plugged in the expansion port located underneath the gamepad, it
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contains at most 32 kilobytes of data, which makes it very limited for ScummVM use (a
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lot of games save size grows over 32kb when the game approaches the end). It contains
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battery backed up ram, so savegames might disappear if the battery runs off.
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* FlashRAM:
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FlashRAM is contained in some game carts (like Command & Conquer), it keeps 128 kilobytes
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of data at most, it's a little slower in saving than Controller PAK (it might show up as
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a few seconds delay when saving in-game), it keeps enough data for most (all) games supported
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by the port. Because of FlashRAM hardware (and the sake of simplicity) there is a top limit of
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save files that can be created (8, no matter what the sizes are).
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Controls
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========
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* Using a N64 Pad:
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Left trigger - ESC
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Right trigger - Virtual Keyboard
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Analog - Mouse movement
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D-pad - *SLOW* Mouse movement
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Start - F5 / Main menu in some games
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Z - Mouse button 1
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B - Mouse button 2
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A - '.' / Skip dialogues in some games
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C buttons - Numeric keypad keys
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* Using a N64 Mouse:
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Used like a normal PC mouse.
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Notes
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=====
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- If virtual keyboard doesn't show up, you need to make sure you included
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'vkeybd_default.zip' in the root of your romfs image.
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- In some games (mostly gob) cursor movement might be choppy, it's a known
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problem and related on how N64 port manages screen updates.
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** TODO **
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==========
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Write the rest of this README.
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