Riven N64

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Riven N64

Postby robfilmmaker » Wed Sep 23, 2015 5:54 pm

Riven on N64 was amazing. Can't believe they fit it all inside that 16000Mb cartridge.

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Re: Riven N64

Postby Twitch » Wed Sep 23, 2015 10:30 pm

Oh that's cool. Did you make that yourself?
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Re: Riven N64

Postby robfilmmaker » Thu Sep 24, 2015 1:31 pm

Indeed. Mostly as a joke. But if they could fit Resident Evil 2 on a cartridge, they could have fit Riven...maybe.
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Re: Riven N64

Postby Main_Avvie » Tue Sep 29, 2015 9:10 pm

HaHaHa~ I'd like to see them try ... without any downgrades.

Nice work, btw. Very convincing. :)
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Re: Riven N64

Postby Jamie Marchant » Thu Jun 09, 2016 4:54 pm

I wonder what the rumble pad would be used for?

A N64 Riven cart would be possible(at least in terms of cartage capacity) given the price of flash memory. You could probally use something like 'Everdrive 64'.

There is a also a mouse for the console: http://nintendo.wikia.com/wiki/Nintendo_64_Mouse
Last edited by Jamie Marchant on Sun Jun 19, 2016 10:07 am, edited 1 time in total.
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Re: Riven N64

Postby Twitch » Sun Jun 19, 2016 4:20 am

Even if you did put Riven on an Everdrive 64, you'd have to port QuickTime over to the n64 hardware (good luck) and get the n64 to access a game that was about 60 times larger than anything it was ever built to load.
On top of that, the n64 can only display images up to 64x64 pixels, so each frame in Riven would have to be made up of 75 textures, which would all have to load through the miniscule cache each time you moved.
To make things worse, the system requirements for Riven call for a Pentium 100 and 16mb of ram. The N64 only gets 8mb of ram even with the ram expansion, and while the clock speed on the n64's processor is high enough, it only clocks out 125 MIPS compared to the Pentium's 188 MIPS.
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Re: Riven N64

Postby Jamie Marchant » Sun Jun 19, 2016 10:22 am

Hmm, you might be right, I was only taking a guess based on the age of the hardware.

Do you know if they ported QuickTime for the PS1 version of the game?

Speaking of which the PS1 only has 2 MB of ram and 1 MB of video ram. It does not need 16 MB since it does not run Windows.

The 64x64 pixel thing MIGHT be a problem but I don't know enough about programming the N64 to know if you could work around this.

The PS1 has a CPU 'Operating performance 'of 30 MIPS, so I'm not sure what performance you need without Windows.
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Re: Riven N64

Postby Twitch » Sat Jun 25, 2016 7:52 pm

I'm digging through the PS1 files right now and I see nothing that resembles quicktime, nor can I find any mention of quicktime in any stringdumps, but they're also not the standard video format that most other PS1 FMVs use.
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Re: Riven N64

Postby Jamie Marchant » Mon Jun 27, 2016 5:55 am

Who made the PS1 port btw? Also good luck on your search.
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Re: Riven N64

Postby Twitch » Wed Jun 29, 2016 2:12 am

Sunsoft under Acclaim
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