mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-29 23:01:58 +00:00
8388e0dfea
svn-id: r53160
117 lines
4.0 KiB
Plaintext
117 lines
4.0 KiB
Plaintext
ScummVM-N64 README
|
|
==============================================================================
|
|
|
|
Requirements
|
|
============
|
|
|
|
- Nintendo64 (haha...)
|
|
- N64 Gamepad
|
|
- N64 Mouse (optional, gives better game experience)
|
|
- Controller PAK / FlashRAM cart (for saves)
|
|
- Flash Cart or copier (like Myth N64 or DoctorV64)
|
|
- N64 4mb Memory expansion (this is _almost_ a requirement)
|
|
|
|
Build cart images from sources
|
|
==============================
|
|
You can download hkz-libn64 sources from here: http://hkzlab.ipv7.net/consoles.html
|
|
hkz-libn64 is a library to control Nintendo64 hardware (es, video, audio, input, etc.).
|
|
* TODO *
|
|
|
|
Build cart images from binaries
|
|
===============================
|
|
|
|
ScummVM N64 cart images are composed by two parts: a binary with executable code
|
|
and a romfs image, containing game datafiles and other useful data.
|
|
Prebuilt binaries needs to be joined with a romfs image containing datafiles
|
|
from _YOUR_ games.
|
|
|
|
To generate a romfs image under linux/unix you need 'genromfs' tool from
|
|
http://romfs.sourceforge.net/, create a directory, copy game data inside,
|
|
and then generate the romfs image.
|
|
|
|
[EXAMPLE]
|
|
mkdir GAMEDATA
|
|
cp -a ../games/mygamedata ./GAMEDATA
|
|
genromfs -f ./ROMFS.img -d ./GAMEDATA -V romname
|
|
|
|
This creates a ROMFS image with 'mygamedata' directory inside.
|
|
Now you need to join this with the appropriate scummvm engine binary:
|
|
|
|
[EXAMPLE]
|
|
cat scummvm-bass.bin ROMFS.img > scummvm-bass.n64
|
|
|
|
Now the last step, you need to fix the checksum of the image, there are various
|
|
tools for this, i normally use ucon64.
|
|
|
|
[EXAMPLE]
|
|
ucon64 --n64 --chk scummvm-bass.n64
|
|
|
|
This gives you a n64 cart image you can use with your flashcart/copier to play
|
|
the game.
|
|
|
|
* NOTE *
|
|
Some copiers requires additional treatment of the cart image before uploading:
|
|
the DoctorV64 for example requires the image to be byte-swapped and padded to
|
|
the nearest 2mb multiple size. You can use ucon64 tool to perform these changes.
|
|
|
|
[EXAMPLE]
|
|
ucon64 --n64 --v64 --padn=16777216 scummvm-bass.n64
|
|
|
|
You are then ready to upload the image to the cart and play!
|
|
|
|
Saving & loading
|
|
================
|
|
|
|
ScummVM-N64 port supports two kind of saves: FlashRAM saves and controller pak saves.
|
|
If both are detected, FlashRAM is used.
|
|
|
|
WARNING!!! ScummVM-N64 currently _ERASES_ the data contained in your FlashRAM and
|
|
controller PAK without warning!!! Plug those in only if you want to use their space
|
|
for ScummVM saves.
|
|
|
|
* Controller PAK:
|
|
The PAK is a device plugged in the expansion port located underneath the gamepad, it
|
|
contains at most 32 kilobytes of data, which makes it very limited for ScummVM use (a
|
|
lot of games save size grows over 32kb when the game approaches the end). It contains
|
|
battery backed up ram, so savegames might disappear if the battery runs off.
|
|
|
|
* FlashRAM:
|
|
FlashRAM is contained in some game carts (like Command & Conquer), it keeps 128 kilobytes
|
|
of data at most, it's a little slower in saving than Controller PAK (it might show up as
|
|
a few seconds delay when saving in-game), it keeps enough data for most (all) games supported
|
|
by the port. Because of FlashRAM hardware (and the sake of simplicity) there is a top limit of
|
|
save files that can be created (8, no matter what the sizes are).
|
|
|
|
Controls
|
|
========
|
|
|
|
* Using a N64 Pad:
|
|
Left trigger - ESC
|
|
Right trigger - Virtual Keyboard
|
|
Analog - Mouse movement
|
|
D-pad - *SLOW* Mouse movement
|
|
Start - F5 / Main menu in some games
|
|
Z - Mouse button 1
|
|
B - Mouse button 2
|
|
A - '.' / Skip dialogues in some games
|
|
C buttons - Numeric keypad keys
|
|
|
|
* Using a N64 Mouse:
|
|
Used like a normal PC mouse.
|
|
|
|
Notes
|
|
=====
|
|
|
|
- If virtual keyboard doesn't show up, you need to make sure you included
|
|
'vkeybd_default.zip' in the root of your romfs image.
|
|
|
|
- In some games (mostly gob) cursor movement might be choppy, it's a known
|
|
problem and related on how N64 port manages screen updates.
|
|
|
|
|
|
** TODO **
|
|
==========
|
|
|
|
Write the rest of this README.
|
|
|