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Old 8th December 2009, 03:46 AM
BingoGuy BingoGuy is offline
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Join Date: Dec 2009
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Talking Switching to Project64 from Sixtyforce...

Hey all, for the past few months I've been using "sixtyforce 9.2" for Mac OSX to emulate my 64 games, I've used Project 64 a bit and it's noticeably better. I have two questions:

1. I want to convert/use my ".n64save" files from my mac made by sixtyforce with Project64's .sra format save. (correct me if I'm wrong) How could I use .n64saves in Project64, (a setting to change?) or how could I convert .n64save files to .sra files so I can continue my play of Zelda Ocarina of Time on my PC, I would loose interest if I had to start the entire game over. Please explain well, I'm n00bie...

2. What plugins should I use for the video and audio in Project64 and what are they ideal settings I should have set to play games in highest quality, the fastest.

Thanks in advance!!!

- Mr. Nice Guy
Old 9th December 2009, 12:23 PM
salvation420 salvation420 is offline
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Join Date: Dec 2009
Posts: 16

I can't help you with your first question as it's not something I've ever done. Maybe just try renaming the files to .sra's? Might work. For the plugins, the ones that come with P64 work well for most games, and a quick search through these forums will give you a list of other plugins available. The help files that come with P64 also include a set of recommended config options for maximum speed.
Old 28th December 2009, 01:31 PM
ale123 ale123 is offline
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Join Date: Dec 2009
Posts: 1

I'm having the same problem. Was wondering if you succeeded, or if anyone else here has a solution.
Old 21st February 2014, 05:44 PM
thomas.ariano thomas.ariano is offline
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Join Date: Feb 2014
Posts: 5

Although I am only 5 years late, here is how to do it!

Sixtyforce saves data in the correct order. PJ64 saves data backwards. Other than that the save files are very similar.
Here is what you must know: the first 132 bytes in the .n64save file are the header for sixtyforce. The files for .n64save are much larger than the .sra files because they leave room for SRAM. However, when you compare the "code" of each save, they end at the same time.

In order to convert from .sra to .n64save you must reverse any data in the groups of 4 bytes. This can be done using a hex editor. For example, in SSB, here are a few lines of data from the save file (.n64save):

01010000 00000000 00000102 00000000
00000000 00000000 00000000 00034BC0

to convert this to the .sra file for project 64, you can copy the data from your .n64save to your preexisting .sra save file. You would overwrite the corresponding lines, then invert the groups of 4 to make it the correct notation for pj64:

00000101 00000000 02010000 00000000
00000000 00000000 00000000 C04B0300

Since project 64 save files do not have a header and have not left extra room for SRAM, ignore any blank space after the end of all of the data, and ignore the first 132bytes of data.

In case you do not know, a byte would be a group of two numbers (xx) if you use a hex editor. However, make sure you are using an editor the groups the numbers properly or you may become confused.
Old 21st February 2014, 06:37 PM
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HatCat HatCat is offline
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In other words, byte-swap the save file on a 32-bit byte-endian boundary.

Way faster to write a little thing in C to do that, than to rearrange all the bytes in some hex editor yourself.

plugins, save, sixtyforce

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