aw64
libdragon
aw64 | libdragon | |
---|---|---|
2 | 15 | |
6 | 630 | |
- | - | |
0.0 | 9.1 | |
over 1 year ago | 7 days ago | |
C++ | C | |
GNU General Public License v3.0 only | The Unlicense |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
aw64
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Another World Ported to FPGA
See as well:
- Infernal Runner for Amstrad CPC reverse-engineering and JavaScript port by cyxx [title from creator of Another World, both games utilizing virtual machine architecture]: https://github.com/cyxx/infernal_js
- The Virtual Machine Architecture of Infernal Runner presentation by Norbert Kehrer (in German with English slides): https://media.ccc.de/v/vcfb20_-_146_-_en_-_202010111400_-_th...
- The Story of Another World on the Amiga | MVG: https://www.youtube.com/watch?v=0iz9PJbs5rE
- Nintendo 64 port of Another World: https://github.com/jnmartin84/aw64
- Another World PlayStation 1 port: https://github.com/fgsfdsfgs/rawpsx
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N64 Running DOOM1/2
I'm pretty sure there is a Wolfenstein port to the N64 floating around, as well as jnmartin84/aw64: nintendo 64 port of https://github.com/fabiensanglard/Another-World-Bytecode-Interpreter/ which I haven't tested but is a port of Another World.
libdragon
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Valve asked Portal 64 developer to take the project down
Per the Portal 64 creator, the library in question was libultra,[1] which is owned and was distributed exclusively by Nintendo but has been extensively pirated.
There are open source alternatives, including libdragon[2] and libn64[3]. Not sure how feasible replacing libultra with either of those would be considering the scale of the project.
1: https://n64brew.dev/wiki/Libultra
2: https://libdragon.dev/, https://github.com/DragonMinded/libdragon
3: https://github.com/mikeryan/n64dev/
- Libdragon, an open-source SDK for Nintendo 64
- CIB 64DD Dev Kit
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I’m an idiot but I can’t find information on how many and what sizes/color number of sprites n64 can do?
To do 2D on N64, I suggest you to use the libdragon unstable branch https://github.com/DragonMinded/libdragon/wiki/Unstable-branch
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Porting Godot (Custom export modules)
I was thinking of doing this for Wii (via GRRLIB), or potentially N64 (via libdragon), but Godot would probably be too resource heavy for the N64, so I'm leaning more towards the Wii.
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What is the best documented console?
And an open source sdk at https://github.com/DragonMinded/libdragon libdragon is well on its way to surpassing Nintendo's libultra, but the discord has people knowledgeable about both.
- OpenGL implementation for Nintendo 64 in homebrew libdragon
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Drawing Triangles on N64
It is pretty much understood in most aspects that pertain regular software development, though there are still corners that are investigated.
The most accurate and fast emulator right now is Ares (https://ares-emu.net), which bundles the Vulkan-accelerated RDP emulation with a recompiler for both CPU and RSP. It is extremely accurate in many regards and in general much closer to the real hardware than any other emulators (with cen64 being a close second). Other emulators manage to run most of the game library but using several hacks, while Ares keeps a zero-hack approach, so not everything works, but it is for instance far more compatible with advanced home-brew stuff which use the hardware in ways that the Nintendo SDK did not.
The most advanced open source library for N64 development is libdragon (https://github.com/DragonMinded/libdragon) which is currently growing very advanced RSP ucodes that do things that are not possible with Nintendo SDK. For instance, it was recently merged a command list support to send commands from CPU to RSP without any lock in the happy path, and fully concurrent access from both the processors. Another example would be its DMA support for fetching data from ROM that exploits undocumented partially-broken features of the RCP that were previously unknown to allow for misaligned memory transfers.
The most accurate source of hardware documentation is the n64brew wiki, which is slowly gathering accurate, hardware-tested information on how the whole console works. https://n64brew.dev/wiki/Main_Page. Unfortunately, it's still lacking in many areas (eg: RSP). It's a painstaking long work because there are many many documents floating around with partial or completely wrong information.
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Possiblity of making a special version of Gmod specifically for the N64
Well...it would be the engine that you write for it, likely using libdragon or something similar as the SDK.
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Why are game makers creating new Game Boy games in 2021?
libdragon is what you are looking for: https://github.com/DragonMinded/libdragon
What are some alternatives?
a5k - Another World on a chip
ultralib - Reverse engineering of libultra
Silice - Silice is an easy-to-learn, powerful hardware description language, that simplifies designing hardware algorithms with parallelism and pipelines.
pandocs - The single, most comprehensive Game Boy technical reference.
rawgl - Another World/Out of This World engine reimplementation (SDL, OpenGL)
GRRLIB - Wii coding library
infernal_js - Infernal Runner CPC (HTML5)
cargo-n64 - Make Nintendo 64 games in Rust! 🦀
rawpsx - adaptation/port of https://github.com/cyxx/rawgl (Another World) for the PlayStation using PSn00bSDK
n64sdkmod - A libultra SDK for the modern era
n64chain - A (free) open-source N64 development toolchain.
n64dev - Open source Nintendo 64