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And indeed, the name “Machine of the Year” at that time that magazine dedicated is totally worth it. Called upon production, “Project Reality”, although the production process was completed in 1995, it was not until the end of 1996 that the new console was released. The more complex the game the more garbage you will see on screen.With 32.93 million devices sold, Nintendo 64 (or N64) is also considered one of the most successful devices in the Nintendo system. Walking around can partially fix some games. The current results highly depend on the game and how it utilises sprites.
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So for this to work I will either have to rewrite parts of the compiler, implement some compression, or figure out how to invalidate the compiler cache. The pattern table is far too big for N64-SRAM saving. So the game will show a lot of garbage but will work normal otherwise. This feature is unfinished because the cache of the NES graphics compiler (background pattern table) is not saved/loaded. If your backup device supports 768kbit SRAM (Dezaemon 3D) the extra space can be used to save the current Neon64 state. It is no longer possible to load the save state from the Expansion Pak without saving once beforehand. Temporary save states basic error handling
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L+R menu to save NES-SRAM to N64-SRAM oder Controller Pak The latter is recommended for easy SRAM on SD card management. Options for saving to the Controller Pak and the N64 SRAM exist. Saving NES-SRAM has to be triggered manually via the L+R Menu (see picture). This happens automatically during rom loading. So you can use Controller Pak and N64-SRAM as source. If the NES game supports SRAM, Neon64 will first try to load the SRAM from the Controller Pak in Controller 1, if no Controller Pak is present it will try to load the NES-SRAM from the N64-SRAM.
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A part of the first 256kbit SRAM is used, so common 256kbit SRAM and 768kbit SRAM (Dezaemon 3D) is compatible for this feature. The NES-SRAM can now be loaded and stored to the N64-SRAM.
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Note Until the SRAM handling for the emulator is activated in the backup devices (64drive) menu the new features will only work via USB or via an appended ROM file and manual SRAM activation. Better: 768kbit SRAM (Dezaemon 3D) -> NES-SRAM Saving + permanent save state (BETA).You should not use the Expansion Pak savestate while the screen is still showing garbage since it would back up the garbage.īig thanks to marshallh the 64drive developer for activating the SRAM emulation in the 64drive menu, useful hints how to further improve the Neon64 emulator and the 64drive as a great N64 development device in general. The described strategy works for me on the tested games. So the results will vary depending on the game. The emulator is not designed to get its entire pattern table cache deleted between two frames. 2, Contra, Kirby's Adventure, Metroid and Megamen. In most other games loading the SRAM savestate, killing yourself in game, wait for the game to reload the level and loading the SRAM state again can restore the cache. Persistent SRAM savestates are now fully usable in Super Mario Bros. The complete NES memory is also part of the savestate, so you can cheat by editing the SRAM on the SD card. (No SRAM emulation or no prior saving) Since no CRC is used the SRAM content can still be changed for cheating. SRAM savestates now also have header and footer. 1 and 3 have no more permanent wrong colours after loading. Applies for Expansion Pak and SRAM state loading.
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