"It is open source!
Here's a preview release of the N64 Midi Tool. It's an MFC DLL + Test Application. Note that the instruments files are coded to GoldenEye, and I don't know how many instruments are in the other games so you'll have to make your own, and import files for that. There's a sample lookup for GE, as thats the default, included with the zip.
It supports all the US known midi games, so good luck! The intent is for you to use it with your own programs and make your own midi instrument lookups. It also supports extract of midis (although instruments will be their usual #s, so not right), which should be interesting.
It will be posted on RWP soon as well, once it's out of alpha.
You are free to change, use any part of this code as long as you credit SubDrag and the RWP in your release, and you post here showing what you did.
The following games are believed to be supported:
GoldenEye;Perfect Dark;BanjoKazooie;BanjoTooie;Conker;Donkey Kong;Donkey Kong Demo;Jet Force Gemini;Blast Corps;Body Harvest;Cruisn World;Diddy Kong Racing;Diddy Kong Racing 1.1;Duke Nukem 64;Extreme G;Extreme G2;Jet Force Gemini Kiosk;Killer Instinct Gold;Killer Instinct Gold 1.2;Kirby 64;Mickeys Speedway USA;Razor Freestyle Scooter"
Source: http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=5130
Download:
http://www.megaupload.com/?d=Z7JP5HYU
Saturday, December 11, 2010
Friday, December 10, 2010
Dragon Force II Translation Project by Verve Fanworks.
"Special thanks to Reinofhearts, who's made this possible with his awesome bilingual-ism and dedication to Dragon Force. Go check out his Youtube channel /reinofhearts and drop him a big thank you note!
If you're interested in joining the translation team, please get in touch with us at the Verve Fanworks forum: http://www.verve-fanworks.com/SMF/ "
Tuesday, December 7, 2010
Panasonic M2 Fmvs Partially Viewable.
I saw recently that somebody had dumped "Interactive GM Cadillac Demo" for the Panasonic M2 (actually two years ago but it seems it has passed by fairly unnoticed on the net).
The disc is a DVD meant for the Panasonic FZ-35S, I assume the other models only used a cd-rom?, well I don't own one so I have no idea.
I'm always curious of the various fmv-formats that consoles use so I opened up the image with isobuster which showed 4 .dat files, using the function "Find missing files and folders" on each .dat file revealed .mpeg files and many pictures.
I extracted the vids and they actually ran in VLC but with alot of corrupt frames,corrupt timeline index and no sound , so maybe this is a mission for some codec wizards to make them run using ffdshow :).
There was also some left behind pictures inside the iso indicating that this was going to be ported to the Dreamcast (or maybe it was).
Anyways here are some pictures from the videos in action with all the corrupt frames:




The disc is a DVD meant for the Panasonic FZ-35S, I assume the other models only used a cd-rom?, well I don't own one so I have no idea.
I'm always curious of the various fmv-formats that consoles use so I opened up the image with isobuster which showed 4 .dat files, using the function "Find missing files and folders" on each .dat file revealed .mpeg files and many pictures.
I extracted the vids and they actually ran in VLC but with alot of corrupt frames,corrupt timeline index and no sound , so maybe this is a mission for some codec wizards to make them run using ffdshow :).
There was also some left behind pictures inside the iso indicating that this was going to be ported to the Dreamcast (or maybe it was).
Anyways here are some pictures from the videos in action with all the corrupt frames:




Monday, December 6, 2010
Flutonics Mario in Ocarina of Time Hack
"A little bit under a year after the playable Samus, this is playable Mario. This is a rip and conversion from the 64DD BIOS with even more work done so it would work in OoT nicely. I would like to thank Twili for the following:
+ Finding the 64DD BIOS for us to experiment with super early this year.
+ Being there to point out problems that he saw in my work.
+ Programming some tools for rotation and rescaling.
+ Being a professional at hierarchy and positioning Mario's upper limbs and leaving the bottom half to me."
Source: http://z7.invisionfree.com/Maco/index.php?showtopic=185
Sunday, December 5, 2010
Killing Time 2.2 Alpha Released (3DO).
Bitrate over at http://3do.cdinteractive.co.uk has released a Alpha of Killing Time for 3DO , you can grab it here: http://www.mediafire.com/?mj1d4u1o6v1f32r
The .iso is unsigned so you have to run it through http://www.rastersoft.net/3DO/3DOHomebrewSigning.rar to get it signed.
Source: http://3do.cdinteractive.co.uk/viewtopic.php?p=19237&highlight=#19237
Saturday, December 4, 2010
Satcom - Ppcenters New Sega Saturn Devkit.
"SatCom is a bunch of libraries and development/debugging tools for Saturn. It has been made in order to make progress in the development of ietx2, a Saturn application I started 3 years ago.
It features:
- ietx2 application (see below).
- Saturn <-> PC data transfer tool. Supported Hardware : freewing, commscard (not tested), USB Data Link (not tested).
- Saturn <-> PC debugger, which includes library for Saturn and software for PC.
- Saturn CD-ROM library, based on CyberWarrior X's CDC library and SBL's GFS library.
- Saturn backup library (wrapper to SBL functions).
- Saturn binary -> ARP firmware conversion tool.
- Data compression library (for use on Saturn/PC), based LibLZF."
Go here to check out the whole shabang: http://ppcenter.free.fr/satcom/
Friday, December 3, 2010
64drive Nearing Completion.
"I started making this because I'm tired of half-assed N64 backup crap. They all suck in their own ways, this is my attempt to fix that.
Basic features:
- 64mbytes SDRAM (this will hold any image ever made)
- Full save emulation (EEPROM 4k, 16k, SRAM, FlashRam)
- Load images FAST (9 mbyte/second)
- NO software needed. Loads off plain FAT32 formatted card.
- USB for homebrewers"
As you can see it uses CompactFlash and not SD. No matter how much people bitch I am not going to use SD. Believe me, it's for a good reason.
Saves handling: Save files are autocreated by the menu. They're stored on CF and work just like an emulatro does. For some reason PJ64 and some others use little endian byte ordering on SRAM and flashram saves, after swapping they load fine on the real thing.
Both Z64 and V64 images are supported. The byteswapping is performed in hardware by the FPGA so there's no speed penalty at all.
Bottom line: No cheaping out, no design flaws."
For more info: http://www.assemblergames.com/forums/showthread.php?t=30265
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