Nintendo 64 Programming

Includes but not limited to: SNES, Genesis, Sega CD, PlayStation 1, Nintendo 64, Dreamcast, Game Gear and I guess the Virtual Boy.

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Qix
Posts: 7
Joined: Thu Jun 25, 2009 10:54 am

Nintendo 64 Programming

Post by Qix »

I actually have a question about the n64 Programming. Is it true they use a SI INDIGO 2 for all n64 graphics?
If that is the case then I have one. they cost 30,000$
Just wanted to know if this is a myth or what. thanks.
If the SGI Indy Programmed the n64 please tell me, I also have that.
Thanks!
marshallh
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Re: Nintendo 64 Programming

Post by marshallh »

While the N64 was still in development (93-95) the RCP had not been created yet, instead SGI emulated it with software on Onyxes to make sure it worked before tapeout. (When the specs were sent to the fab shop)

Developers of launch-title games and a few later used SGI Indys with an SGI-produced expansion board that contained an entire N64 on it. This let them upload their debug ROM image to the board and test it out right away.

It's entirely possible that some devs used Octanes to do 3d rendering of sprites (Mariokart drivers, etc) much like RARE pre-rendered sprites for Donkey Kong Country.
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Qix
Posts: 7
Joined: Thu Jun 25, 2009 10:54 am

Re: Nintendo 64 Programming

Post by Qix »

thank you for your response





marshallh wrote:While the N64 was still in development (93-95) the RCP had not been created yet, instead SGI emulated it with software on Onyxes to make sure it worked before tapeout. (When the specs were sent to the fab shop)

Developers of launch-title games and a few later used SGI Indys with an SGI-produced expansion board that contained an entire N64 on it. This let them upload their debug ROM image to the board and test it out right away.

It's entirely possible that some devs used Octanes to do 3d rendering of sprites (Mariokart drivers, etc) much like RARE pre-rendered sprites for Donkey Kong Country.
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