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Messages - MrButsch

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Hey Forum,
before you're going to read the rest of this, please be aware that I am a non-native english speaker;) I probably already broke all Forum rules by posting here, although I am a newbie to this topic, if you think this topic dosent belong into this sub-forum feel free to move it. By posting here, I hope to arouse your interest in this Topic.

I wanna find out what is the optimum you can get out of an original N64? Surely, you can significantly increase the image-quality of a N64 by doing a RGB-MOD ( But I dont feel satisfied by just doing this, Id like to find out what you can get out of a N64 with ROM-Hacks, by putting them onto a EverDrive 64 ( btw. its actually possible to put an ROM-Hack onto a EverDrive 64 and run it on a actual N64. (but from what ive read, not all of them will run)

My Questions:
  • Is it possible to change the Resolution a ROM wants to put out? Most of the N64 Games out there didnt utilize the full potential of the N64. Most of them run @ 256 × 224 NTSC/ 256 × 240 PAL this although tthe N64 could output up to 640×480 NTSC / 768×576 PAL. There are even a few Games that support a 16:9 Mode (e.g. Perfect Dark)
  • In terms of the resolution a PAL N64 wins over NTSC. But with more Fps the Image looks just better (& also the gameplay), therefore id like to know if it would possible to combine both standards within a ROM-Hack and run a game @ 768×576 & 29.95 fps, since this is the output the N64 could handle in theory.
  • One thing for sure. The Problem Nintendo had in the 90s, that storage was expensive, doesn't exist anymore. With the EverDrive 64 there is a cap of 64Mbyte per ROM (to compare: Zelda Oot (25.35 MB) and Conkers Bad fur day (one of the biggest) (58.51 MB)).
  • I know that the N64 probably cant handle all of this, and that the console will probably crash when you try to make it output this. But id like to find out what the resolutions and Fps are wich the console can handle with each game.
  • btw.: Id also like to run texture mods on the EverDrive 64;) If they are available. On Wikipedia it says that the N64 has a "4,096-byte limit on a single texture."

I thank you for your responses!
greetings MrButsch

July 29, 2014, 06:34:27 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I found some interesstning Information about this:
The Nintendo 64 had some glaring weaknesses that were caused by a combination of
oversight on the part of the hardware designers, limitations on 3D technology of
the time, and manufacturing capabilities. One major flaw was the limited texture
cache of 4KB. This made it extremely difficult to load large textures into the
rendering engine, especially textures with high color depth. This was the
primary cause of Nintendo 64's blurry texturing, secondary to the blurring
caused by the bilinear filtering and limited ROM storage. To make matters worse,
because of how the renderer was designed, if mipmapping was used the texture
cache was effectively halved to 2KB. To put this in perspective, this cache
could be quickly filled with even small textures (a 64x64 4-bit/pixel texture is
2KB and a 128x64 4-bit/pixel texture is 4KB). Creative developers towards the
end of Nintendo 64's lifetime managed to use tricks such as multi-layered
texturing and heavily clamped small texture pieces to simulate larger textures.
Conker's Bad Fur Day is possibly the best example of this ingenuity.


this game the Factor 5 team decided
they wanted the game to run in high resolution mode (640x480) because of how
much they liked the crispness it added. The machine was taxed to the limit
running at 640x480 though, so they absolutely needed to scrape every last bit of
performance they could out of Nintendo 64. Firstly, the Z-buffer could not be
used because it alone consumed a huge amount of the console's texture fillrate.
To work around the 4KB texture cache the programmers came up with custom texture
formats and tools to help the artists make the best possible textures. The tool
would analyze each texture and try to choose the best texture format to work
with the machine and look as good as possible. They took advantage of the
cartridge as a texture streaming source to squeeze as much detail into each
environment, and work around RAM limitations. They wrote microcode for realtime
lighting, because the SGI code was poor for this task, and they wanted to have
even more lighting than the PC version had used. Factor 5's microcode allowed
almost unlimited realtime lighting, and significantly boosted the polygon count.
In the end, the game was more feature-filled than the PC version (quite a feat)
and unsurprisingly, was one of the most advanced games for Nintendo 64.


(actual hardware performance is detailed below):

  • 235x224 to 640x480 flicker free interlaced screen resolution.
  • Hardware Z-Buffering
  • Hardware Anti-aliasing
  • Hardware Texture Mapping (32x32 pixel texture maps)
  • Tri-Linear filtered MIP Mapping
  • Perspective Correction (Inverse Texture Mapping)
  • Environment Mapping
  • 32bit RGBA pixel-colour frame buffer
  • 21bit colour output
  • Stereo 16bit PCM audio
  • Capable of 64 channels at 44Khz

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