N64 Cart Protocol

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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matttheuCman
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N64 Cart Protocol

Post by matttheuCman »

Hey everyone,

I'm not working on a portable N64 at the moment, but I need some help understanding the N64 cartridge protocol.

What I'm trying to do is build a module that allows for players to play an N64 over the internet (just an idea at the moment... I have experience with internet applications at a low level). I'm trying to find some more information about how the N64 game cartridge communicates with the N64.

I've found this website: http://www.crazynation.org/N64/n64_cart_info.htm, but I really don't understand what some of the signals mean (ALE_L, etc.). I'd appreciate some help if anyone knows more about this! Thanks!
metalcookie
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Re: N64 Cart Protocol

Post by metalcookie »

Giving a n64 internet connectivity? :shock:

That would be so awesome, but I don't think this would be the right forum. Sorry man :(
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bassmasta
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Re: N64 Cart Protocol

Post by bassmasta »

MarshallH knows a bunch about it. Look through his flash cart thread, and you could also PM him directly.
Also, I hope you're aware that they have made emulators with internet functionality.
Mtrapp wrote:
ToastBucket wrote:how do you play n64 games online?
The best/most common N64 emulator for the pc is called Project 64. Somewhere along the line, they made a tweaked version of the emulator and named it Project 64k, the 'k' standing for kaillera, which is a server for connecting to other people playing games on emulators. There are different servers that will work depending on where you live. The one I play on is called Galaxy 64 because most people play N64 games on there, and that is where I find most competitive smash players to play against. It supports up to 4 players just like the console, which is pretty awesome. I've had some really good smash bros. matches on there, you should check it out. My favorite is when I find 3 really good players, and we do 2v2 team battles. I currently use an xbox 360 controller for it, but you can use the keyboard or any other controller you have that's usb compatible. Do a google search for Project64k and get whatever roms you want to play. When you connect to a game, you must have the same rom file as the owner and vice versa.
zeturi wrote:If you're getting 404'd when trying to use the links in stickies, try this tutorial to find that juicy info.
stuntpenguin007
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Re: N64 Cart Protocol

Post by stuntpenguin007 »

This is actually something I've thought about before, except I was thinking more along the lines of a host n64 transmitting AV to other peoples n64's, and receiving other peoples controller states. I'm not really experienced with this kind of stuff, but I think transmitting AV would be easier than making some fancy cartridge thing.
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blaze3927
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Re: N64 Cart Protocol

Post by blaze3927 »

I do believe there was plans for netplay with japans 64dd/randnet therefore it is entirely possible
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matttheuCman
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Re: N64 Cart Protocol

Post by matttheuCman »

bassmasta wrote:MarshallH knows a bunch about it. Look through his flash cart thread, and you could also PM him directly.
Also, I hope you're aware that they have made emulators with internet functionality.
I'm aware of this, and my stance on this project is that there is nothing like having to put a cartridge in a N64 (instead of loading a game into an emulator) :) , so I think to broaden my experience with the N64, microcontrollers (I use Atmel's AVR), and other hardware, I'd like to attempt this project. Thanks for the source!
stuntpenguin007 wrote:This is actually something I've thought about before, except I was thinking more along the lines of a host n64 transmitting AV to other peoples n64's, and receiving other peoples controller states. I'm not really experienced with this kind of stuff, but I think transmitting AV would be easier than making some fancy cartridge thing.
This is actually another idea I had in mind too! I've looked into some NTSC decoders and encoders, and I was just worried about frame rates not being sufficient for an enjoyable game (well I guess even if I went with send the cartridge data over the internet, this still might be a problem), but I've been looking into how VOIP and how streaming video works so I can understand how data in real time is sent at a quick enough pace to still be worth it.
I was also thinking about having a host N64 transmit controller information to another N64 (with the same cartridge in the console as the host N64), and then that N64 would send controller information back to the host N64. The host N64 would use the 1st controller port on the other N64 (to keep the human players of the game in sync). The problem with this though is that other randomly generated effects in the game (such as computer players) will not be in sync with both cartridges.
blaze3927 wrote:I do believe there was plans for netplay with japans 64dd/randnet therefore it is entirely possible
Thanks for the support :)

I'm not sure which route I'm about to take yet (as far as if I should go with sending cartridge information or just sending the AV and controller information). If I can't break down the N64 cartridge protocol, then I'll most likely go with just sending the AV and controller information. I'll keep you all up to date! Thanks for the information!
gannon
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Re: N64 Cart Protocol

Post by gannon »

I believe the easiest way would be to transmit av and controller signals, but unfortunately the lag would be fairly unbearable I assume.
N64BitModder
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Re: N64 Cart Protocol

Post by N64BitModder »

[metalcookie]
Giving a n64 internet connectivity? :shock:
That would be so awesome, but I don't think this would be the right forum. Sorry man :(
metalcookie there was already a device that brought internet to the n64:
http://en.wikipedia.org/wiki/SharkWire
http://www.thefreelibrary.com/SharkWire ... a054620970
but unfortunately it is running on a 14.4kbs modem **THE DARK DAYS OF INTERNET**

according to Wikipedia it brought internet, downloads, and cheats to the n64 even though it cant work with specific games cause Interact(now owned by MadCatz) never updated the software.
[wikipedia]
In order to bypass these lockouts, it would require re-manufacturing of the SharkWire-GameShark Cartridge's hardware. While subsequent GameSharks were released for the N64, the SharkWire Online was not updated, and more games continued to be made that it was unable to unlock, and were unplayable using it. Before InterAct closed down operations SharkWire Online and all other trademarks of GameShark where sold to Mad Catz.
I was always thinkin if there was a way to update this tech and make it work with wifi.
That would be cool to bring a historic device back from the dead make it portable and then give it wifi internet capabilities 8)
Last edited by N64BitModder on Thu Jun 10, 2010 4:07 pm, edited 1 time in total.
blaze3927
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Re: N64 Cart Protocol

Post by blaze3927 »

gannon wrote:I believe the easiest way would be to transmit av and controller signals, but unfortunately the lag would be fairly unbearable I assume.
imo
the main problem wouldn't be a drop in fps or "lag", it would be input delay. which should be 1-2 frames withing 500km but 5frames to like europe
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Jon
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Re: N64 Cart Protocol

Post by Jon »

N64BitModder wrote:
[metalcookie]
Giving a n64 internet connectivity? :shock:
That would be so awesome, but I don't think this would be the right forum. Sorry man :(
metalcookie there was already a device that brought internet to the n64:
http://en.wikipedia.org/wiki/SharkWire
http://www.thefreelibrary.com/SharkWire ... a054620970
but unfortunately it is running on a 14.4kbs modem **THE DARK DAYS OF INTERNET**

according to Wikipedia it brought internet, downloads, and cheats to the n64 even though it cant work with specific games cause Interact(now owned by MadCatz) never updated the software.
[wikipedia]
In order to bypass these lockouts, it would require re-manufacturing of the SharkWire-GameShark Cartridge's hardware. While subsequent GameSharks were released for the N64, the SharkWire Online was not updated, and more games continued to be made that it was unable to unlock, and were unplayable using it. Before InterAct closed down operations SharkWire Online and all other trademarks of GameShark where sold to Mad Catz.
I was always thinkin if there was a way to update this tech and make it work with wifi.
That would be cool to bring a historic device back from the dead make it portable and then give it wifi internet capabilities 8)
I was hoping the same would be possible with the SNES. There was a similar device that came out a few years before the sharkwire called the xband. After reading more into it, I found out that the games had to be reworked in order to be played online. Not much to contribute here, but more food for thought on the subject. :D
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Re: N64 Cart Protocol

Post by HotDog-Cart »

According to the net: The 64DD allowed:

Once logged on to the service players could choose from a variety of options for fun and games:
Battle Mode: Gamers play against each other, swap scores, and compete against players from all over the country.
Observation Mode: Spy on other players and watch their game sessions.
Beta Test: Play a few sample levels from upcoming new games.
Information Exchange: Online message boards and e-mail for communicating with other users.
Community: Swap messages with the actual game programmers and producers about their upcoming products and old favorites.
Internet Surfing: Surf the Internet with the custom web browser.
Digital Magazine: Check online sports scores, weather, and news.
Music Distribution: Listen to CD-quality music, some of which has yet to be released in stores.
Editing Tool: Create own custom avatars to interact with other users.
As you can see, it allows for gamers to play against each other. (and even spectate.)

If only SOMEONE could figure this out and somehow make a program for the pc, so that someone can connect the 64dd to the pc (using the modem cartridge), and then have the pc emulate the randnet service.

Wait whats this?

What's coming in the mail for me soon? Wait and find out...
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timmeh87
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Re: N64 Cart Protocol

Post by timmeh87 »

They probably just meant it had internet and they'd make some multiplayer games later.
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N64BitModder
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Re: N64 Cart Protocol

Post by N64BitModder »

[timmeh87]
They probably just meant it had internet and they'd make some multiplayer games later.
[Wikipedia]
online service in Japan
Launched in December 1999, the RandNet service allowed gamers to compete against each other online, play new unreleased games before they hit the stores, surf the Internet, listen to music online, and much more. The RandNet Starter Kit came packaged with 64DD machines and included everything needed to access the service (the subscription cost was ¥2500 per month; equivalent to about US $27.97)

64DD: The writable 64 MB disk drive attachment made network use and data saving possible. Without it the RandNet service is useless.

Once logged on to the service players could choose from a variety of options for fun and games:
* Battle Mode: Gamers play against each other, swap scores, and compete against players from all over the country.
* Observation Mode: Spy on other players and watch their game sessions.
* Beta Test: Play a few sample levels from upcoming new games.
* Information Exchange: Online message boards and e-mail for communicating with other users.
* Community: Swap messages with the actual game programmers and producers about their upcoming products and old favorites.
* Internet Surfing: Surf the Internet with the custom web browser.
* Digital Magazine: Check online sports scores, weather, and news.
* Music Distribution: Listen to CD-quality music, some of which has yet to be released in stores.
* Editing Tool: Create own custom avatars to interact with other users.

RandNet was a semi-popular service, considering the limited 64DD user base. One of the most substantial group of games to include RandNet support was the Mario Artist series that allowed users to swap their artwork creations with others. Contests and other special events also occurred every now and then. However, the service was not successful enough to justify its continued existence, so in February 2001 it was discontinued, leaving all the RandNet hardware useless. Nintendo bought back all the RandNet-related hardware (gamers could keep the 64DD which was more than able to function on its own) and gave all users free service from the time the closure of the service was announced until the day it actually went offline.
i still would like to see the Sharkwire online made wireless, reprogrammed, and with am n64 portable!!

and to the answer HotDog-Cart i would say that it would be useless to emulate RANDnet service cause it was only made in Japan. And plus like quoted above it was mainly used for was the Mario Artist series. plus anyway 64DD never got that many games, so why even worry about multiplayer, plus who would you multiplay against? RANDnet shut completely, there are no servers left open.
gannon
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Re: N64 Cart Protocol

Post by gannon »

blaze3927 wrote: the main problem wouldn't be a drop in fps or "lag", it would be input delay. which should be 1-2 frames withing 500km but 5frames to like europe
lag isn't just a/v, but any delay is still lag. The combination of both a/v and input lag would be fairly bad
blaze3927
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Re: N64 Cart Protocol

Post by blaze3927 »

but i dont think its entirely plausible that you would have one nintendo 64 broadcasting av.
theoretically speaking you could have two exact say super smash bros cartridges, with same save slots etc.
and using a modified "internet play" n64. they would boot simultaneosly and reroute:
controller (1st player) data from console 1 to controller data on console 2
controller (2nd player) data from console 2 to controller data on console 1

I believe this is the same concept used by netplay of the nintendo 64 emulators and kaillera, to broadcast av would just be unnecessary bandwidth. however there would be some hefty programming to try and lesssen "desynching"
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