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N64DD Hacking thread (2 BIOS versions included + 64DD IPL(j) Rom!)


Rcj8993
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ok, for those who want the bios for the n64DD

both are in this zip

http://www.x-cult.org/archives/cat/43/Nintendo_64DD/n64dd_bios.zip

just download it, right click the link and hit save as, and remove the "_" after .zip before you open it. (if you are downloading it to an android phone, you will have to do this)

Let me know if the link goes down and ill reupload them.

hopefully the developers kit bios and the commercial bios could contribute so some 64DD hacking and whatnot.

Since i have no real clue how to use these, i thought it would be nice to start the ball rolling on this, hopefully you guys can use it.

this will also be the official thread for information pertaining to N64DD hacking and modding.

also N64DD roms are in a .ndd Extensions (as seen with the F-Zero X Expansion kit)

 

i found a link, for the 64DD IPL(j) Rom

http://www.doperoms.com/roms/nintendo_64/N64DD+IPLROM+(J).zip/621157/N64DD%20IPLROM%20.html

 

the N64DD IPLROM, (it can be used to boot up most N64 Emulators as the N64DD, with the full Bios. meaning if we can work with that, we may beable to create a N46DD emulator!!! Hopefully someone can make a Dump of the Developers Kit N64 IPL with the information i have provided below (which would be an N64DD-DevKit-IPL-(U) (or meaning a N64DD US BIOS! (because the devkit was in english and had no localization block nor copyright protection)

if anyone discovers something with the bios or they figure out how to use it, please post about it in this thread.

and please note, that the bios and things found in the Game Cube version of master quest HAS the bios in it, im not sure how much of both OOT games can use hidden features or add things when the bios is present. (the best one to ask about that would have to be Zeth64, since he worked with both Beta elements and the 64DD bios for the Ura zelda project he worked on)

in the spoiler are things that either relate to the N64DD emulation, or working with, info pertaining to hardware, or hacking/debugging the 64DD. (that are not downloads or files, mainly instructions and information)

 

 

 

http://www.doperoms.com/roms/nintendo_64/F-ZERO%20Expansion%20Kit%20(N64DD).zip.html/621576/F-ZERO%20Expansion%20Kit%20(N64DD).zip.html

(the F-Zero X expansion, to be used to study how the N64DD espansions actually worked, so that we might beable to use the N64 More efficiently with N64DD emulation, and games) here is the expansion patch, that can be used to add the EXP data to F-zero X, this could help us understand how to either port 64DD files and riles to N64 emulators, or to understand compatability with Cartridge and DD)

http://www.emutalk.net/threads/28691-RELEASE-F-Zero-X-Expansion-Kit-Patch ( i do not have an account here, so if someone does, please download the patch and upload it for us. ) (there are 2 versions, the original, and an update for compatability issues)

http://www.emulation64.fr/?page=download&id=221 ( Expansion patch from another guy)

http://64dd.net/modules/games/?system=64dd&type=released&section=main&id=1 (

http://64dd.net/modules/newbb/viewtopic.php?topic_id=1004 (

http://fzerocentral.org/viewtopic.php?p=3490&highlight=&sid=1b75517a5e2e130754195a4ae45653b8 (guide on the expansion kit and how to use it)

http://www.romhacking.net/utilities/434/ (the track making utility from the expansion kit, ripped with full functionality with the game)

http://fzerocentral.org/viewtopic.php?p=58301&highlight=&sid=95f088baefad7e4da373792ff700bffc (

http://www.ngemu.com/forums/showthread.php?t=111160 (

 

(END OF f-zero X Expansion Kit info)

 

 

 

 

(

http://www.youtube.com/watch?v=izopsxGghYI (

(

(

http://www.youtube.com/watch?v=OYI_vrEcAVU (

found some youtube vids on the N64DD Emulation and bios

 

http://emuconsoleexploitnews.blogspot.com/2010/07/64dd-ipl-gameshark-dumping-utility.html

(the above link is how to make a dump of that IPL-Rom) (possibly its possible to make a rom dump of a game, so if someone actually got a hold of the Ura Zelda that miyamoto said WAS INDEED finished, maybe we could use it (tho it is unlikely...))

 

this site goes over hardware and things that the 64DD could do

http://64dd.net/modules/hardware/index.php?system=64dd&section=main&id=1

 

http://emuconsoleexploitnews.blogspot.com/2011/08/cd64-message-board-still-standing-after.html (

http://emuconsoleexploitnews.blogspot.com/2011/04/64dd-launch-in-japan.html (

http://emuconsoleexploitnews.blogspot.com/2011/04/before-64dd-there-was-morita-shogi-64.html (

http://emuconsoleexploitnews.blogspot.com/2010/12/flutonics-mario-in-ocarina-of-time-hack.html (

http://emuconsoleexploitnews.blogspot.com/2010/11/spinout-reveals-ariaobjecthuman-from.html (

http://emuconsoleexploitnews.blogspot.com/2010/11/partner-n64-debuggerenvironment.html (

http://emuconsoleexploitnews.blogspot.com/2010/07/64dd-ipl-gameshark-dumping-utility.html

(the above are some useful pages that could be used for either Debugging, understanding, hacking or working with the Nintendo 64 Disk Drive.

n64DD use with Zelda Oot.

The youtuber who made those 2 videos is trying to emulate 64dd and makes videos of n64dd games and elements. So please take notes of his videos.

 

(ANY DOWNLOADS: that i post a link to here, i will download myself, and will reupload if the link goes down)

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Well it wasn't a product that has a copyright in the united states. It is no longer supported, plus as long as we don't use it for financial gain it will be fine, also it was considered a financial disaster in Japan, so I doubt that they even would care...

plus we are learning here.

plus emulators are legal, and some emulators are developed from using a BIOS.

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im not sure how much of both OOT games can use hidden features or add things when the bios is present. (the best one to ask about that would have to be Zeth64, since he worked with both Beta elements and the 64DD bios for the Ura zelda project he worked on)

Zeth doesn't know anything about programming or assembly modding. As far as I know, the only thing Zeth knew how to do was create maps, place actors, and maybe (not sure) replace display lists. Sakura did all the assembly modding for URA, but I'm not so sure even she knows much about the 64DD. The 64DD save file thing is just changing a single byte in the save file.

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Actually I read on a site that zeth64 found motion data for Zelda that requires ura Zelda and the n64dd BIOS. He also found data for invisable redheads. All of this was also in videos on his YouTube channel.

invisible redeads is just changing the actor variable. as far as motion data goes, I'm not even sure what you're talking about.

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invisible redeads is just changing the actor variable. as far as motion data goes, I'm not even sure what you're talking about.

ill have to find the article, give me a moment, it would be easier if Zeth64's youtube channel was still open...

 

here is a forum discussing it, the second post here has info pertaining to it

http://forum.unseen64.net/viewtopic.php?f=2&t=3100&start=120

 

on this page http://www.unseen64.net/2011/10/23/the-invisible-redead-planned-for-zelda-ura/

 

ZethN64 has found a rather unused enemy function in Zelda: Ocarina of Time, that only works when the 64DD code is on (aka when the 64DD + Zelda URA expansion would be attatched to the 1.0 game). An invisible Redead enemy that isn’t used in neither OOT or MQ.

so we can conclude that Zeth was messing with OOT and the 64DD aspects, i remember findinf a video where he talked about how he found the 64DD bios on the MasterQuest game (either ROM or ISO), and that he discovered lines of code that would activate or have different functions when the N64DD code/bios was present. tho some were broken because it required Ura Zelda to read the whole data (ie data was missing that would have only been on URA Zelda.) which what resulted in Zelda's motion data; at the scene where she was stuck in the crystal up at the top of Ganons castle as adult link, being all garbled and messed up like she was seizuring and flying about.

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I added more to my post,

i can only prove that Zeth Definitively did this if he reopened his Youtube account.

 

also if its an unused enemy function, that means it was in the game, but not even accessable with a gameshark or cheats because it required N64DD code/bios to even be usable. also if its Motion Data on the game, that is accessable only with the same code/bios i have stated above, then its on the game cartridge... so he didnt make the data himself... >.> seriously, its obvious there...

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i cant even get a link to the videos since they are considered as "Deleted" because the account is closed.

 

and if you didnt know, they used stuntmen to capture movement and motion data for OOT.


 The development crew involved over 120 people, including stuntmen used to capture the effects of sword fighting and Link's movement.[50] (WIKIPEDIA)

what other thing needs explaining? what the files are in the ZIP folder?

those are the bios for the N64DD developers kit (ie the blue edition, with no copyright protection, and the ability for people to make games without nintendo's approval, so that it could be published by nintendo and be fully working at a later date. (Sony had the same thing with a Blue Developers Kit Ps1) and supprisingly the developers kit was infact in english (either for prototype reasons or whatever), this version is EXTREMELY RARE and harder to obtain than the commercial N64DD. i have seen it be for sale at around $2000. and the Bios of the japanese Commercial N64DD that was released in japan.

the "this" was him using the code he found for the n64DD on the disk of Legend of Zelda Master Quest. if you followed his videos and the progress that they would post about on the now deleted project page, you would know this.

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the motion data that is garbled on the cartrige (because its unfinished because part of it would be read from URA zelda via the N64DD, the code would activate because it would detect the code and bios of the DD, but without urazelda, this would conventionally be impossible, but with the tools that the modders use here, he was able to start up the code, and document it.

im not saying that was what zeth did, but im telling the history of the stuff, because i thought you meant he ADDED the code in the game and changed things around, not ACTIVATING existing code like i was trying to convey to you.

 

 

 

the "this" was him using the code he found for the n64DD on the disk of Legend of Zelda Master Quest. if you followed his videos and the progress that they would post about on the now deleted project page, you would know this.

 

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I don't really get what he's saying either, but could it be (related to) this? http://forum.unseen64.net/viewtopic.php?f=2&t=3100&start=75#p34449 (and following)

yeah thats it, and because its missing the stuff that would be on the ura zelda disk, it doesnt have the code that would say to use this code instead of the original data. (but the data was probably put partially on the cartridge so that it wouldnt take too long to load, as the early disk game consoles had long loading times, and their original idea of having 600 animations for link to use with ura zelda would have been impossible (as the game would have to load from the disk each time he does something))(the source for this info is here http://www.unseen64.net/articles/zelda64-project-development/ )

 

 

I'm still clueless about what you're talking about. are you meaning they found custom animations in the 64DD code for the game?

 

 

EDIT:

and as far as enabling the 64DD code, set a read breakpoint on the 64DD savefile byte, traceback ra to conditionally jump and you'll be somewhere near it

no alternate animations, as in for Ura zelda... dude changing the save to the URA save file doesnt do much, the scripting and code wont activate without the 64DD or the code found in Masterquest that partially reads as urazelda... the cartridge zelda OOT doesnt have the 64DD code, it requires the 64DD to read scripting meant for ura zelda...

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well, regardless of all this, I know for a fact that sakura's the one who managed to enable working 64dd save files (and make them usable); and that Zeth doesn't know assembly. so if anything, I'm almost 100% certain that this was done by sakura, not Zeth.

 

no offense on Zeth's part, he did some awesome stuff, but there were other members on the team who did awesome stuff as well.

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well, regardless of all this, I know for a fact that sakura's the one who managed to enable working 64dd save files (and make them usable)

 

As in, loading the greyed out "Disk" files? cooliscool in 2006 or thereabouts, see the IRC log in the thread I linked to, post http://forum.unseen64.net/viewtopic.php?f=2&t=3100&start=90#p34459 to be exact.

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As in, loading the greyed out "Disk" files? cooliscool in 2006 or thereabouts, see the IRC log in the thread I linked to, post http://forum.unseen64.net/viewtopic.php?f=2&t=3100&start=90#p34459 to be exact.

I guess sakura wasn't the first to do it, but I had talked with her on skype before and she told me she was the one that did the save file stuff for URA.

 

 

 

well all the info ive seen points to videos on Zeth's closed youtube account, and all the posts and articles cite Zeth as the one doing all of it...

All the articles and whatnot also claim everything done in URA as the work of Zeth, when there's like 10 or so other members. that's like assuming they just did nothing.
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I guess sakura wasn't the first to do it, but I had talked with her on skype before and she told me she was the one that did the save file stuff for URA.

well that kind of stuff would be good to add to this thread, as it pertains to modding, and hacking and working with N64DD related things. (especially since most mods here are related to zelda games)

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I guess sakura wasn't the first to do it, but I had talked with her on skype before and she told me she was the one that did the save file stuff for URA.

 

For Ura, yeah, I can see that. And this is why a record of hacking history would be a good idea, so that things like the 64DD-related findings, regardless of what exactly (how to load a Disk file, those animation glitches or whatever, etc.), don't disappear into the mists of time again.

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id love to see what people can do with the info and history of what has been done, and with the bios i posted.

hopefully, it can lead to a more "Genuine" restoration of what Ura Zelda was (or is, if they actually released it)

i posted in another thread that on august 25th, 2000 miyamoto stated in an interview that Ura Zelda had been finished for some time... (but since the 64DD didnt do as well as they had wanted it to, they didnt release it in america or anywhere else, so they dropped the release of any other 64DD titles and projects)

i doubt that the official version would ever be released.

 

 

EDIT:

i added more to the original post (ie the first post) about using, debugging, creating dumps that could be used to eventually make N64DD emulation possible, and other hardware and informative data on the Console attatchment. and i added the F-Zero X expansion for the 64DD (which is proof its possible to dump a rom of a 64DD Game, which could help us work with 64DD emulations, understanding expansions and to get the real Ura Zelda rolling if anyone gets their hands on the finished project that miyamoto said was actually finished, but never would be released.)

Ive also found that N64DD roms are in a .ndd Extensions (as seen with the F-Zero X Expansion Kit) and also here is the expansion patch for f-Zero X, that can be used to add the EXP data to F-zero X, this could help us understand how to either port 64DD files and riles to N64 emulators, or to understand compatability with Cartridge and DD)

http://www.emutalk.net/threads/28691-RELEASE-F-Zero-X-Expansion-Kit-Patch ( i do not have an account here, so if someone does, please download the patch and upload it for us. ) (there are 2 versions, the original, and an update for compatability issues)

 

(here is a copy of the stuff i added)

 

 

 

http://www.doperoms.com/roms/nintendo_64/F-ZERO%20Expansion%20Kit%20(N64DD).zip.html/621576/F-ZERO%20Expansion%20Kit%20(N64DD).zip.html

(the F-Zero X expansion, to be used to study how the N64DD espansions actually worked, so that we might beable to use the N64 More efficiently with N64DD emulation, and games) here is the expansion patch, that can be used to add the EXP data to F-zero X, this could help us understand how to either port 64DD files and riles to N64 emulators, or to understand compatability with Cartridge and DD) http://www.emutalk.net/threads/28691-RELEASE-F-Zero-X-Expansion-Kit-Patch ( i do not have an account here, so if someone does, please download the patch and upload it for us. ) (there are 2 versions, the original, and an update for compatability issues)

http://www.emulation64.fr/?page=download&id=221 (Expansion patch from another guy)

http://64dd.net/modules/games/?system=64dd&type=released&section=main&id=1 (

http://64dd.net/modules/newbb/viewtopic.php?topic_id=1004 (

http://fzerocentral.org/viewtopic.php?p=3490&highlight=&sid=1b75517a5e2e130754195a4ae45653b8 (guide on the expansion kit and how to use it)

http://www.romhacking.net/utilities/434/ (the track making utility from the expansion kit, ripped with full functionality with the game)

http://fzerocentral.org/viewtopic.php?p=58301&highlight=&sid=95f088baefad7e4da373792ff700bffc (

http://www.ngemu.com/forums/showthread.php?t=111160 (

 

(END OF f-zero X Expansion Kit info)

 

 

 

 

(

http://www.youtube.com/watch?v=izopsxGghYI (

(

(

http://www.youtube.com/watch?v=OYI_vrEcAVU (

found some youtube vids on the N64DD Emulation and bios

http://emuconsoleexploitnews.blogspot.com/2010/07/64dd-ipl-gameshark-dumping-utility.html

(the above link is how to make a dump of that IPL-Rom) (possibly its possible to make a rom dump of a game, so if someone actually got a hold of the Ura Zelda that miyamoto said WAS INDEED finished, maybe we could use it (tho it is unlikely...))

 

this site goes over hardware and things that the 64DD could do

http://64dd.net/modules/hardware/index.php?system=64dd&section=main&id=1

 

http://emuconsoleexploitnews.blogspot.com/2011/08/cd64-message-board-still-standing-after.html (

http://emuconsoleexploitnews.blogspot.com/2011/04/64dd-launch-in-japan.html (

http://emuconsoleexploitnews.blogspot.com/2011/04/before-64dd-there-was-morita-shogi-64.html (

http://emuconsoleexploitnews.blogspot.com/2010/12/flutonics-mario-in-ocarina-of-time-hack.html (

http://emuconsoleexploitnews.blogspot.com/2010/11/spinout-reveals-ariaobjecthuman-from.html (

http://emuconsoleexploitnews.blogspot.com/2010/11/partner-n64-debuggerenvironment.html (

http://emuconsoleexploitnews.blogspot.com/2010/07/64dd-ipl-gameshark-dumping-utility.html

(the above are some useful pages that could be used for either Debugging, understanding, hacking or working with the Nintendo 64 Disk Drive.

n64DD use with Zelda Oot.

The youtuber who made those 2 videos is trying to emulate 64dd and makes videos of n64dd games and elements. So please take notes of his videos.

 

 

 

Im going to take a break for now from researching the N64DD.

ill let other users contribute to this thread for a bit.

hopefully you guys can find something I missed, or havent seen yet. :D

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Please... have a look around places where people have already worked on 64DD emulation or dumping, like ex. ASSEMblergames. This is a lot more difficult that you make it out to be, plus - and please don't take this the wrong way! - while I like your enthusiasm, it seems like you don't actually have much of a clue about what you're talking about.

 

For example, the patch for F-Zero X that allows one to race on the Expansion Kit tracks has (as far as I can remember) been made by manually writing down the track data as shown by a real copy of the Expansion Kit running on someone's 64DD, then manually insert them into a standard F-Zero X ROM. It has nothing to do with "porting 64DD files" or anything like that. IIRC, once the actual expansion disk had been dumped, the data from this patch was compared to the actual data stored on the disk and it was noticed that it was not a completely perfect match, that there were barely noticable differences in the decimal places of each track point or so.

 

Also, the "track making utility from the expansion kit" as you describe it, also has nothing to do with the real Expansion Pak. It's a track editor made by someone who's reverse-engineered the track data format in a regular ROM. It has not been ripped from the actual Expansion Pak.

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