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eop:video_game_consoles-home:5th_generation:nintendo_64

Nintendo 64

includes 64DD

Nintendo's memorable entry into the 3D and 64-bit era. Releasing on September 29th, 1996 in North America, the N64's NEC VR4300, 4 (8 with exp.) MB of RAM, and 16.8 million colors at 320×240 to 640×480 packed quite a powerful punch, although being somewhat limited in scale and scope by the system's somewhat antiquated (at the time) cartridge format. Due to this (plus the system's excellent games library), the N64 sold a cool 32 million units, allowing Nintendo to continue on into the 00s without worry.

https://nintendo.fandom.com/wiki/Nintendo_64

https://en.wikipedia.org/wiki/Nintendo_64_technical_specifications

Operating Systems (NEC R4300i)

Console emulation (potential)

Whether these emulators support operating systems for these consoles is unknown; it must be looked into further. Consoles without meaningful OSes are not included.

Emulation wiki summary

NEC TurboGrafx-16 – PC-Engine 64 1999

Nintendo Entertainment System – Neon64, VNES, Emulator in Everdrive X7, thru Tristar 64

Super Nintendo Entertainment System – Sodium 64, SNES 9x Alpha, thru Tristar 64

Nintendo Game Boy (Color) – gb64 + ROM wrapper, PoM ‘98, PokeStadium built-in, GBLator CD64, thru rare WideBoy CGB, thru rare WideBoy AGB, thru GB Booster/Hunter

Nintendo Game Boy Advance – n64-gba Proof of Concept!, thru rare WideBoy AGB

Sega Genesis – unnamed port from a Dreamcast version + reddit link

Sega Master System - UltraSMS

Emulation Nest

This device runs an operating system which is known to emulate various devices with EOPs. See the MSX page.

Linux

At least two people have done such a port before, but didn't submit. This is not based on either.

Finally, a working Linux port for the N64, complete with a fully functional bootloader. As of now, this port cannot be emulated. A compiled ROM for the Everdrive 64 X7 (which is required to run this) is available on the linked GitHub. With this, the N64 becomes the oldest console to run a modern 64 bit Linux kernel (5.10). Lastly, the release of Linux kernel 5.12 puts this port as mainlined (officially supported by the Linux kernel).

https://lore.kernel.org/linux-mips/20201225190503.12353218812e1655f56f0bf8@gmx.com/T/#u

https://www.phoronix.com/scan.php?page=news_item&px=Linux-5.12-Nintendo-64-MIPS

https://www.youtube.com/watch?v=ZjG6_UY0ou4

https://www.youtube.com/watch?v=0ckUinOiQzc

https://github.com/clbr/n64bootloader

Linux (inferior 3.19.0-rc4 version)

The Linux kernel (and not much else) running on a Nintendo 64 via a GameShark Pro's parallel

Formerly, the best port of Linux anyone had accomplished, requiring a GameShark Pro. At the time, Linux would hit a kernel panic before fully loading on the N64. Nowadays, this port is pointless and depreciated by the 5.10 port, which actually works.

https://www.youtube.com/watch?v=4-LiEQNYqAE

https://github.com/MrAlert/linux/tree/n64-port-wip

https://github.com/MrAlert/gsuploader (detailed in video link description)

PC emulation (potential)

Whether these emulators support operating systems for these computers is unknown; it must be looked into further. PCs without meaningful OSes are not included.

CHIP-8 – CHIP8-n64 git

https://github.com/joshiggins/chip8-n64

MSXs – UltraMSX2, fMSX?

https://emulation.gametechwiki.com/index.php/FMSX

https://www.zophar.net/consoles/n64/msx2/ultramsx2.html

Sinclair ZX Spectrums – emulator in Goldeneye 007 (patched version)

https://emulation.gametechwiki.com/index.php/Emulators_in_Games

Theoretical CPU Upgrade + OS install

People discussing upgrading the N64 CPU to a superior R4300 variant. If anyone successfully did this, it could potentially open the system to more powerful EOPs.

https://nfggames.com/forum2/index.php?topic=5223.0

Internet

RandNet Disc (thru 64DD)

Randnet Disk functioned as a web browser for the 64DD

This shut down long ago, but at the time, it was a fully functional web browser. One could also get a mouse and keyboard specifically for this. Apparently, some people tried to revive RandNet in 2018, but it was clearly given zero thought, so no traces or actual effort of this project remain.

https://64dd.fandom.com/wiki/Randnet_Disk

https://www.youtube.com/watch?v=2y1GUyFCv7k

SharkWire Online

The modem and webbrower used was licensed by Spyglass

About as dead as RandNet is, which safe to say means completely dead. At the time, this could access e-Mail, message boards, and the internet. However, internet access was limited to a “list” of websites approved by the manufacturer, which was quite odd. If there are any exploits or vulnerabilities on the cart's software, it may be possible to revive some sort of function out of it's modem port. Just postulation, that is…

https://www.nesworld.com/n64-sharkwire.php

https://en.wikipedia.org/wiki/SharkWire_Online

Shogihax method

Stage 3 can be an arbitrary size, so you can make whatever program you like here

An exploit for a Japanese Shogi game with a modem port on the cartridge, allowing network-side loading of code. At the moment, this method of internet-based program loading on the N64 exists solely as a proof of concept. Despite this, it is the only currently viable option for accessing anything web-based on an N64, although it would require a significant amount of server-side work, as Shogihax is merely a method for the N64 to receive/send info over the network.

https://cturt.github.io/shogihax.html

Other

Crafti

After porting this game to the dreamcast, i naturally wanted to see how the N64 would fare. It was better than i expected but it still needs an expansion pack

A port of a Minecraft clone found on a variety of devices. Functions like a simple creative mode with a reasonable variety of blocks. Requires the expansion pak!

https://www.youtube.com/watch?v=QsDfyTimtnA

https://github.com/gameblabla/crafti/tree/dreamcast_xbox_ps2_new_branch

https://gitlab.com/gameblabla/gameblabla-website-files/-/tree/simp/files/n64

https://www.reddit.com/r/N64Homebrew/comments/s2hrkj/ive_ported_crafti_minecraft_clone_to_the_n64/

Java (thru Java Grinder)

The API has some 3D routines that call custom functions in the N64's RSP graphics co-processor (written directly in assembly language) to do the calculations.

Thru Mike Kohn's Java Grinder, it is now possible to create and run Java programs for the N64! Of course, these programs must be written with the N64's technical limitations in mind, but it is possible.

https://www.mikekohn.net/micro/nintendo64_java.php

Miscellaneous homebrew applications

Pulling from the same site as the NES, the N64 has a few interesting homebrew apps available for it too. Highlights include “JPEG Slideshow Viewer” and whatever “NAMP64” is. More information about the many listed demos can be found in the first link. The 2nd link is a controller test program - useful.

https://n64squid.com/homebrew/

https://github.com/sanni/controllertest/tree/master/N64-Port

https://www.nesworld.com/article.php?system=n64&data=n64homebrew

Video (thru bare metal MIPS assembly)

A variety of .n64 files that are videos, written entirely in MIPS assembly. Pretty cool!

https://github.com/PeterLemon/N64/tree/master/Video

Version & Revision Guide

For general information, see the Game Console Revisions Overview.

Versions

There is one version of this console.

“Nintendo 64” (1996-2002)

The N64, which most readers will know about. Comes in many colors, with four “column” like feet. On top, is a power switch and a reset button, centered by a memory expansion slot. Above is the cartridge port. Controller ports on the front, video out and power on the back, centered extension port on the bottom. None of these features are changed on any released N64.

Revisions

There are three revisions within the Nintendo 64.

Nintendo 64 revisions:

“NUS-CPU-02 to 04” (1996-1997)

RECOMMENDED OVERALL

These motherboards are found only in early release US and JP consoles. Their only distinctive factor is relatively important, as only these consoles can be easily modded by the user to support RGB output. After NUS-CPU-04, changes to the DAC require the user to do a much more complex mod. Identifying these is quite simple; practically all of them have a serial number which begins with NS1. Serial numbers that begin with NS2 or higher are of following revisions.

“NUS-CPU-05 to 07” (1997-1998)

As described above, chip changes within these consoles result in the user experiencing significant difficulties when attempting to RGB mod them. While it is still possible, it becomes a lot harder. Furthermore, the plastic around the EXT port on the bottom has been made a bit smaller. Such a change results in devices like the Doctor V64 not fitting into the plug anymore. Easily identified by their serial numbers beginning in NS2.

“NUS-CPU-08 to 09-1” (1999-2000)

Found in but not limited to the colorful “Funtastic” series, these revisions have a video output which is more aliased. While this may not appeal to everyone, a user that doesn’t care about RGB modding and prefers a sharper but pixelated look, will probably take interest in these. Presumably has both the smaller EXT plastic and RGB mod difficulties.

LOWEST PRICE and BEST RELIABILITY couldn’t be assigned, or were not applicable.

https://en.wikipedia.org/wiki/Doctor_V64

https://www.retrorgb.com/n64rgbcompatible.html

https://gametrog.com/nintendo-64-n64-information-specs/

https://shmups.system11.org/viewtopic.php?f=6&t=56513 (funtastic/rev8 aliasing info)

http://forums.modretro.com/index.php?threads/nintendo-64-motherboard-revisions-serials-info-request.1417/

eop/video_game_consoles-home/5th_generation/nintendo_64.txt · Last modified: 2023/12/24 20:46 by io55admin