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#1
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new to the forums here.
anyways, i collect ROMS. i've been searching for DD ROM images, besides the IPL4ROM and i found this file: dazaemon298.ddd have no idea who dumped it but it's a valid disk drive image. name: dazaemon298.ddd CRC - CCB84A39 SHA1 - d5cc4ab1fc79e27e54a9ad08c4dee47256352006 i believe this is a beta. have no idea if it is complete or not as i am not able to test it yet. i'm coding skeleton drivers for another emulator: Multi Emulator Super System, which i intend to port to all N64 emulators. i have attached the file here. if somebody knows of a way to brute force the game to load (similar to the patch for IPL4ROM) please let me know |
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#2
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Sorry I don't mean to sound like a moderator here, just wanted to note that up until present as a community we've tended to respect the trend of not linking to commercial Nintendo games or disk dumps or uploaded them to the forum. I realize you're just trying to get some config info down for what to use to emulate it which is cool, but just saying if there was a more indirect approach you had to getting people to test the game that would probably be preferred.
Um so about this dump, have you tested either z64gl, Rice's Video Plugin, Jabo's LLE graphics (Jabo's D3D8 1.7 with updated RSP), and/or the RSP and CPU interpreters? These are all options in some emulators, most of them like Project64, that are good for compatibility with getting some games like this to start. Oh and, the No Sound plugin for audio, too. I'll keep searching for info about this though and let you know if you're still here to check.
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Showbiz ain't easy biz for us misperceived cats. ^.^ |
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#3
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http://64dd.net/modules/games/index....ion=main&id=78 http://64dd.net/modules/news/article.php?storyid=196 http://64dd.net/modules/news/article.php?storyid=202 |
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#4
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Wait, jabo made a LLE GFX plugin?...
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#5
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i was unaware of not being able to post ROM images here. sorry. i'll provide a link to my google site instade where it can be downloaded, if thats ok. i'll attempt to load in every possible emulator i can get my hands on: 1964, Nemu, PJ64 and such. i could however attempt to port my N64DD plugin to PJ64, although it may take some time. |
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#6
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Eh, sort of. Its default is to use HLE, but the new RSP and a setting in 1.7 allow you to use some new low-level RDP emulation in Jabo's Direct3D 1.7.x, well not all versions of 1.7 plugin just after a point.
Oh wow, how very astute of you. Did it ever occur to you that DD images are also commercial Nintendo software, and not just original Nintendo 64 games? The fact remains that they're copyrighted. ![]() Quote:
There was some development in Daedalus and Project Unreality on some other blogs, but I haven't tested it because I haven't downloaded DD ROM images. Sorry, might have to ask somewhere else about that. I don't know anyone here with experience emulating the DD.Silly brain fart of mine lol. And I think there were 4 or 5 N64 games that were 64 MB because of the ROM chip size, but I'm not sure why a DD ROM image would only be slightly more than that. Good luck with whatever you do find, though. Yeah would be preferable if you found a way to remove the attachment from the post, but again, it's not like this site has moderators anymore lol. So it's not a drastic deal at the moment.
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Showbiz ain't easy biz for us misperceived cats. ^.^ |
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#7
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#8
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i apologise though.
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#9
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64DD ROM types have the cic header of: 80 08 3C 03 (attempt to byte swap might be wrong, initial data says 3C 08 80 03. if somebody could confirm this, that would be helpful) or at least Dazaemon 3D does. Details on emulators running this game: PJ64: Initial - "invalid rom type error" IPL HACK (same process) - CPU trap. unable to continue Nemu: Initial - "Probably not a N64 ROM error" IPL hack - CPU locked at address 0x416AFF. unable to continue this is due to the emulator not being able to handle parts of the 64DD op code. what i'm trying to do is make an implementation fo this somehow, but i have not yet been able to determine the exact processor used in the 64DD. i am aware that the on-board N64 processor is used for most of the data execution. all that would need to be done is add the op codes to the file RSP interpreter and compiler programs and add some additional memory accessing/allocation functions to the DMA and memory files found within the Project source, and you should be able to run the games. but there is no guarantee of how good the graphics and sound would be. until then, i have devised a simple function that can determine the extension type of the imputed file. and then produce a message stating that 64DD games are not supported yet. that should at least let people know that implementation is on its way, assuming that my base drivers will even be included for that matter. Last edited by LdaXy; 2nd December 2011 at 01:35 AM. Reason: text error |
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#10
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any progress is progress =D
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