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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Thu Jun 23, 2016 5:37 pm Post subject: Has anyone tried out Mario 64 DD? |
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And before you wonder. Yes, a N64 DD version of Mario 64 exists, and has been dumped. (I won't link it, but search it up if you want to find it). Anyhow, there's a custom build of PJ64 that you can find that loads N64 DD games (I found it on the same site that hosts the N64 DD files) I tested it, and I got the game to load.
The DD file is about 64 MB big. Which is far bigger than the actual N64 game. Which makes me wonder what's inside the files. Too bad N64 datamining is an unknown language to me at all, so I have no clue if I could find anything.
I never see anybody talk about this. It's also in Japanese, which might throw off some people. _________________ This is a signature, why did you read this? |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Fri Jun 24, 2016 6:17 am Post subject: |
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All 64DD disks are the same size.
The vast majority of the disk is unused; the actual game is ~9 1/4 MB, and at least part of the bloat is due to the disk libraries, lower optimization settings, debug strings, padding, and some duplicated resources.
On the disk itself some resources from another project wound up being used as padding to enforce an LBA offset. For instance, there's a series of images for some developer's head, some large publicity images for different racers in Mario Kart 64, etc.
It's an earlier build than retail SM64 J v1.0. The difference is mostly form versus function. There's a large number of minor engine differences--using tables of values instead of functions to generate them, retail including more collision checks, etc. The audio player code is slightly different from retail, but the audio samples themselves are identical.
http://pastebin.com/VTctcY5X _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Fri Jun 24, 2016 7:28 am Post subject: |
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Thanks for the information!
I find it odd that despite using the Japanese red coin sound, it uses the US Chain Chomp sound. Which suggests they actually changed it for the Japan release, then reverted it back in the international release.
Despite different samples, the Castle theme does sound quite a bit different. I've also seen some areas don't load. I wonder if that's actually disk corruption, or if they aren't finished. _________________ This is a signature, why did you read this? |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Sat Jun 25, 2016 4:26 am Post subject: |
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Areas with wigglers don't. The owner made a video and documented the bugs, including the uncollectable star.
Their data matches so that isn't it, but nobody's really looked into the source of the bug. It could be a legitimate bug or due to the general unsafe threadwork. Run conditions can occur between threads at any point in the game due to a lack of proper messaging. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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