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  <channel>
    <title>Nintendo Game Development</title>
    <description>NES, Famicom, Super Famicom, N64, GameCube, AMC DDH, GDEV, T-DEV, Triforce, Wii, N-DEV, RVT-R, RVT-H, Wii-U, CGB, AGB, DS, NITRO, NDS and 3DS</description>
    <pubDate>Wed, 06 Jul 2016 18:35:34 +0000</pubDate>
    <lastBuildDate>Wed, 06 Jul 2016 18:35:34 +0000</lastBuildDate>
    <generator>ASSEMbler - Home of the obscure</generator>
    <link>http://assemblergames.com/l/forums/nintendo-game-development.37/</link>
    <atom:link rel="self" type="application/rss+xml" href="http://assemblergames.com/l/forums/nintendo-game-development.37/index.rss"/>
    <item>
      <title>Extracting Donkey Kong Tropical Freeze OST</title>
      <pubDate>Wed, 06 Jul 2016 02:45:29 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/extracting-donkey-kong-tropical-freeze-ost.62210/</link>
      <guid>http://assemblergames.com/l/threads/extracting-donkey-kong-tropical-freeze-ost.62210/</guid>
      <author>invalid@example.com (Fandangos)</author>
      <dc:creator>Fandangos</dc:creator>
      <content:encoded><![CDATA[I&#039;m trying to extract the audio files from Donkey Kong Tropical Freeze from Wii U. <br />
<br />
I have my game decrypted in my HD. <br />
The files are mostly .pak. <br />
<br />
Thanks to the work of Retro Modding Wiki I was able to extract those pak files using this tool:<br />
<a href="http://www.metroid2002.com/retromodding/wiki/PAK_(Tropical_Freeze)" target="_blank" class="externalLink" rel="nofollow">http://www.metroid2002.com/retromodding/wiki/PAK_(Tropical_Freeze)</a><br />
<br />
After extracting I was able to find CAUD which the wiki tells is Audio Sound Effect and CSMP which is Audio Sample.<br />
<br />
Well, I can&#039;t play those files with Foobar2000 plugin...<br />
<br />
<a href="http://assemblergames.com/l/threads/extracting-donkey-kong-tropical-freeze-ost.62210/" class="internalLink">Extracting Donkey Kong Tropical Freeze OST</a>]]></content:encoded>
    </item>
    <item>
      <title>Is it possible to disable anti-aliasing in N64 games via GameShark cheats?</title>
      <pubDate>Wed, 06 Jul 2016 02:13:05 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/is-it-possible-to-disable-anti-aliasing-in-n64-games-via-gameshark-cheats.59916/</link>
      <guid>http://assemblergames.com/l/threads/is-it-possible-to-disable-anti-aliasing-in-n64-games-via-gameshark-cheats.59916/</guid>
      <author>invalid@example.com (mdmx)</author>
      <dc:creator>mdmx</dc:creator>
      <content:encoded><![CDATA[Unfortunately a lot of Nintendo 64 games have very blurry visuals because of anti-aliasing.<br />
<br />
A few games do not use anti-aliasing which result in a sharper picture. For example Hydro Thunder or Automobili Lamborghini.<br />
<br />
Quake 64 does even have an option to turn anti-aliasing on and off. That made me wonder if it&#039;s possible to turn off anti-aliasing in other games as well. Probably with a GameShark cheat code? Does anyone know if that&#039;s even possible?]]></content:encoded>
      <slash:comments>222</slash:comments>
    </item>
    <item>
      <title>64DD Cartridge Conversions Released</title>
      <pubDate>Sun, 03 Jul 2016 22:25:36 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/64dd-cartridge-conversions-released.56654/</link>
      <guid>http://assemblergames.com/l/threads/64dd-cartridge-conversions-released.56654/</guid>
      <author>invalid@example.com (Zoinkity)</author>
      <dc:creator>Zoinkity</dc:creator>
      <content:encoded><![CDATA[While the forums were down 64DD cart conversions have been released into the wild!<br />
<br />
<a href="http://bsxproj.superfamicom.org/64dd/dump/" target="_blank" class="externalLink" rel="nofollow">LuigiBlood has been kind enough to host them along with the original dumped disks.</a><br />
<br />
So no, there wasn&#039;t a magically &quot;hardware revision 3&quot;.  They do use a specialized bootstrap though, implementing the system initialization and disk initialization usually performed by the IPL.  It&#039;s a much higher-level hack than Dezaemon is, making no attempts to simulate...<br />
<br />
<a href="http://assemblergames.com/l/threads/64dd-cartridge-conversions-released.56654/" class="internalLink">64DD Cartridge Conversions Released</a>]]></content:encoded>
      <slash:comments>103</slash:comments>
    </item>
    <item>
      <title>SHVC IS-DEBUGGER is alive</title>
      <pubDate>Sun, 03 Jul 2016 13:14:07 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/shvc-is-debugger-is-alive.61987/</link>
      <guid>http://assemblergames.com/l/threads/shvc-is-debugger-is-alive.61987/</guid>
      <author>invalid@example.com (antilosa)</author>
      <dc:creator>antilosa</dc:creator>
      <content:encoded><![CDATA[Hello!<br />
<br />
I finaly can make it work!<br />
<br />
Thanks to Beepboop, for his help.<br />
<br />
The most difficult part is make the aspi driver works.<br />
<br />
Here is my config :<br />
- Intel 486DX2 Processor<br />
- Standart VGA board<br />
- 64Mo RAM<br />
- Tomatoboard 486 PCI Mother Board<br />
- Adaptec AHA-1540CF/1542CF ISA Board<br />
- 3 buttons SERIAL Mouse<br />
- 6.22 French MS-DOS<br />
<br />
I&#039;ts a great debugger working under DOS System where you can dump RAM/VRAM and use many other features.]]></content:encoded>
      <slash:comments>4</slash:comments>
    </item>
    <item>
      <title>Mapping N64 Overclockability :  achieved 3.0x multiplier, but not 3.0x speed</title>
      <pubDate>Fri, 01 Jul 2016 11:19:26 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/mapping-n64-overclockability-achieved-3-0x-multiplier-but-not-3-0x-speed.51656/</link>
      <guid>http://assemblergames.com/l/threads/mapping-n64-overclockability-achieved-3-0x-multiplier-but-not-3-0x-speed.51656/</guid>
      <author>invalid@example.com (eb1560)</author>
      <dc:creator>eb1560</dc:creator>
      <content:encoded><![CDATA[Started this thread in mid-2014, re-emerged, corrected, and updated in July 2016.  A number of games suffer from low framerate on the N64, so I tried a few swaps on the crystals, RDRAM and carried out a CPU multiplier mod to try and see how they impacted overall performance on general gameplay.<br />
<br />
<img src="http://i.imgur.com/iRZtxRe.jpg?1" class="bbCodeImage LbImage" alt="[&#x200B;IMG]" data-url="http://i.imgur.com/iRZtxRe.jpg?1" />  <img src="http://i.imgur.com/CubkdOw.jpg?1" class="bbCodeImage LbImage" alt="[&#x200B;IMG]" data-url="http://i.imgur.com/CubkdOw.jpg?1" /><br />
<br />
How clock is generated and distributed on the N64 board (verified with oscilloscope and crystal swaps), this...<br />
<br />
<a href="http://assemblergames.com/l/threads/mapping-n64-overclockability-achieved-3-0x-multiplier-but-not-3-0x-speed.51656/" class="internalLink">Mapping N64 Overclockability :  achieved 3.0x multiplier, but not 3.0x speed</a>]]></content:encoded>
      <slash:comments>14</slash:comments>
    </item>
    <item>
      <title>Official Hong Kong Super Nintendo with 50/60Hz switch</title>
      <pubDate>Fri, 01 Jul 2016 03:59:50 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/official-hong-kong-super-nintendo-with-50-60hz-switch.61596/</link>
      <guid>http://assemblergames.com/l/threads/official-hong-kong-super-nintendo-with-50-60hz-switch.61596/</guid>
      <author>invalid@example.com (Tyree_Cooper)</author>
      <dc:creator>Tyree_Cooper</dc:creator>
      <content:encoded><![CDATA[Hi guys, thought I&#039;d post this because I couldn&#039;t find any article or information online. Please do add any comments or corrections, as I&#039;m absolutely not a technical person and have close to zero knowledge of modding and circuits.<br />
<br />
Nintendo released both the Super Famicom and the Super Nintendo in Hong Kong. The Super Famicom is the Japanese one, no big surprise here. The Super Nintendo is a different story though. Just like the Famicom before it, it comes equipped with a 50/60Hz switch....<br />
<br />
<a href="http://assemblergames.com/l/threads/official-hong-kong-super-nintendo-with-50-60hz-switch.61596/" class="internalLink">Official Hong Kong Super Nintendo with 50/60Hz switch</a>]]></content:encoded>
      <slash:comments>20</slash:comments>
    </item>
    <item>
      <title>N64 Game translations</title>
      <pubDate>Tue, 28 Jun 2016 21:52:46 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/n64-game-translations.61814/</link>
      <guid>http://assemblergames.com/l/threads/n64-game-translations.61814/</guid>
      <author>invalid@example.com (Conker2012)</author>
      <dc:creator>Conker2012</dc:creator>
      <content:encoded><![CDATA[Whilst looking at N64 videos on Youtbue, I came across <b>Yakouchuu 2</b><br />
<br />
<br />
<iframe width="500" height="300" src="https://www.youtube.com/embed/fNSOMEgtsDw?wmode=opaque" frameborder="0" allowfullscreen></iframe>) <br />
<br />
<br />
which I&#039;d never heard of. It&#039;s a text based adventure game, with very good (for the old but great N64) static backgrounds, but sadly utterly unplayable unless you speak (or rather read) Japanese.<br />
<br />
It made me wonder what other great N64 games I&#039;d missed because of the language barrier. So I thought I&#039;d start a thread to discuss N64 games that were never released in English....<br />
<br />
<a href="http://assemblergames.com/l/threads/n64-game-translations.61814/" class="internalLink">N64 Game translations</a>]]></content:encoded>
      <slash:comments>7</slash:comments>
    </item>
    <item>
      <title>Interested in latest NGC ProDG?</title>
      <pubDate>Fri, 24 Jun 2016 11:24:49 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/interested-in-latest-ngc-prodg.42627/</link>
      <guid>http://assemblergames.com/l/threads/interested-in-latest-ngc-prodg.42627/</guid>
      <author>invalid@example.com (splith)</author>
      <dc:creator>splith</dc:creator>
      <content:encoded><![CDATA[I&#039;ve got the latest ProDG version for NGC released along with some licenses for it, for obvious reasons I will NOT give ANY of the licenses out but as the old keygen doesn&#039;t generate licenses that work with the latest released version, I though it was about time to change that. Now I&#039;m not going to lie, I&#039;ve got no clue about how to &#039;hack&#039; programs or whatnot but I am interested in getting this version released so people can play/use it.<br />
So does anyone have a keen interest or know anyone...<br />
<br />
<a href="http://assemblergames.com/l/threads/interested-in-latest-ngc-prodg.42627/" class="internalLink">Interested in latest NGC ProDG?</a>]]></content:encoded>
      <slash:comments>32</slash:comments>
    </item>
    <item>
      <title>What happened to Icequake?</title>
      <pubDate>Wed, 22 Jun 2016 08:27:58 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/what-happened-to-icequake.61958/</link>
      <guid>http://assemblergames.com/l/threads/what-happened-to-icequake.61958/</guid>
      <author>invalid@example.com (N64Squid)</author>
      <dc:creator>N64Squid</dc:creator>
      <content:encoded><![CDATA[I&#039;ve been trying to access <a href="http://n64.icequake.net/" target="_blank" class="externalLink" rel="nofollow">http://n64.icequake.net/</a> for the past couple of days and it&#039;s not working... It was fine last time I checked a month or two ago but the website&#039;s not responding. It had a whole lot of N64 resources and mirrors of ancient sites from the 90&#039;s.]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>IS Nitro Dev Question (ie, help please)</title>
      <pubDate>Fri, 17 Jun 2016 21:46:35 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/is-nitro-dev-question-ie-help-please.61966/</link>
      <guid>http://assemblergames.com/l/threads/is-nitro-dev-question-ie-help-please.61966/</guid>
      <author>invalid@example.com (twitami)</author>
      <dc:creator>twitami</dc:creator>
      <content:encoded><![CDATA[I recently got one of these, and I think mine may have a problem. When turned on, the DS screens both appear on TV screens as they should. But, when I insert a game into the Nitro, nothing happens. I tried both slots, tried it off, then on, etc etc. Doesnt seem to recognize either game type. Any ideas or help?<br />
<br />
Thanks!]]></content:encoded>
      <slash:comments>4</slash:comments>
    </item>
    <item>
      <title>Revolution Proto/Dev Controllers</title>
      <pubDate>Fri, 17 Jun 2016 13:55:04 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/revolution-proto-dev-controllers.61854/</link>
      <guid>http://assemblergames.com/l/threads/revolution-proto-dev-controllers.61854/</guid>
      <author>invalid@example.com (Logi26)</author>
      <dc:creator>Logi26</dc:creator>
      <content:encoded><![CDATA[I have been trying to find more information relating to the early Revolution controllers.<br />
<br />
I am mainly interested to know if anybody has used or seen these controllers and whether they were only used internally or whether they were available to all dev studios. Nintendo provided documentation and libraries, so I would assume they were available, but I have not seen any in the wild.<br />
<br />
By the way, I am not talking about the Wii wired dev controllers that were shipped with the Wii dev kits, I am...<br />
<br />
<a href="http://assemblergames.com/l/threads/revolution-proto-dev-controllers.61854/" class="internalLink">Revolution Proto/Dev Controllers</a>]]></content:encoded>
      <slash:comments>9</slash:comments>
    </item>
    <item>
      <title>Question about the SBB file format in Dakar 2 used by Acclaim</title>
      <pubDate>Fri, 17 Jun 2016 12:17:57 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/question-about-the-sbb-file-format-in-dakar-2-used-by-acclaim.61972/</link>
      <guid>http://assemblergames.com/l/threads/question-about-the-sbb-file-format-in-dakar-2-used-by-acclaim.61972/</guid>
      <author>invalid@example.com (celebi23)</author>
      <dc:creator>celebi23</dc:creator>
      <content:encoded><![CDATA[I hope this is in the right section.  So, I was going through one of my old gamecube discs (Dakar 2: The World&#039;s Ultimate Rally) and I was trying to find where the multi boot roms were stored.  It looks like they&#039;re all included in a file called &quot;GBA.SBB&quot;.  <br />
I opened up the file in a text editor &amp; found 13 .bin files that match up with the GBA downloadable files listed in-game:<br />
DAKAR2CREDITS.BIN<br />
PARIS1.BIN <br />
PARIS2.BIN                         <br />
PARIS3.BIN                       <br />
ROCK1.BIN...<br />
<br />
<a href="http://assemblergames.com/l/threads/question-about-the-sbb-file-format-in-dakar-2-used-by-acclaim.61972/" class="internalLink">Question about the SBB file format in Dakar 2 used by Acclaim</a>]]></content:encoded>
    </item>
    <item>
      <title>Nintendo DS IS-Nitro emulator ,DS  IS-Nitro Capture and 3DS Partner Ctr-debugger</title>
      <pubDate>Thu, 16 Jun 2016 20:29:37 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/nintendo-ds-is-nitro-emulator-ds-is-nitro-capture-and-3ds-partner-ctr-debugger.48004/</link>
      <guid>http://assemblergames.com/l/threads/nintendo-ds-is-nitro-emulator-ds-is-nitro-capture-and-3ds-partner-ctr-debugger.48004/</guid>
      <author>invalid@example.com (kullchen)</author>
      <dc:creator>kullchen</dc:creator>
      <content:encoded><![CDATA[I post a photo of my devkit collection.<br />
<br />
I have 4 IS-Nitro emulator ( 3 with DS tank, 1 with Ds lite and USG, 1 has wifi) .<br />
I also have 1 IS-Nitro Capture with DS tank.<br />
And I have also a 3DS Partner CTR-Debugger complete in box.<br />
The 3DS Partner CTR-Debugger is block, all the time the 3DS restart to the configuration menu when you start Ã  new 3DS, where you set the date, the clock, the 3D, and the region, ut you can&#039;t go further.<br />
Before I had the dev menu in the 3DS.<br />
<br />
Maybe I will sell some...<br />
<br />
<a href="http://assemblergames.com/l/threads/nintendo-ds-is-nitro-emulator-ds-is-nitro-capture-and-3ds-partner-ctr-debugger.48004/" class="internalLink">Nintendo DS IS-Nitro emulator ,DS  IS-Nitro Capture and 3DS Partner Ctr-debugger</a>]]></content:encoded>
      <slash:comments>19</slash:comments>
    </item>
    <item>
      <title>Looking for any pictures/info of the E3 2006 Wii demo units</title>
      <pubDate>Wed, 08 Jun 2016 12:08:05 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/looking-for-any-pictures-info-of-the-e3-2006-wii-demo-units.61853/</link>
      <guid>http://assemblergames.com/l/threads/looking-for-any-pictures-info-of-the-e3-2006-wii-demo-units.61853/</guid>
      <author>invalid@example.com (celebi23)</author>
      <dc:creator>celebi23</dc:creator>
      <content:encoded><![CDATA[So, I seem to remember that the Wii demo units used at E3 2006 were nothing more than a GameCube with some extra stuff on the back/side.  But, I can&#039;t find any clearer pictures of this demo unit anymore.  I remember one pretty clearly.  It was half-hidden behind something, it was red and had some extra stuff on the side/back.<br />
<br />
I did manage to find these though<br />
<br />
<img src="http://img.photobucket.com/albums/v354/realitysfringe/bscap00007dl.jpg" class="bbCodeImage LbImage" alt="[&#x200B;IMG]" data-url="http://img.photobucket.com/albums/v354/realitysfringe/bscap00007dl.jpg" />...<br />
<br />
<a href="http://assemblergames.com/l/threads/looking-for-any-pictures-info-of-the-e3-2006-wii-demo-units.61853/" class="internalLink">Looking for any pictures/info of the E3 2006 Wii demo units</a>]]></content:encoded>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>IS-NITRO-CAPTURE and AVE-N-DOL</title>
      <pubDate>Wed, 08 Jun 2016 06:15:57 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/is-nitro-capture-and-ave-n-dol.61844/</link>
      <guid>http://assemblergames.com/l/threads/is-nitro-capture-and-ave-n-dol.61844/</guid>
      <author>invalid@example.com (CoolMod)</author>
      <dc:creator>CoolMod</dc:creator>
      <content:encoded><![CDATA[So my nitro has AVE-N-DOL chips in it which means I&#039;m pretty much limited to S-video and Composite, however would it be possible to transplan the AVE-P-DOLs into it and use RGB?<br />
<br />
<a href="https://www.dropbox.com/s/odo4yo6ox7xveqx/20160606_135620.jpg?dl=0" target="_blank" class="externalLink" rel="nofollow">https://www.dropbox.com/s/odo4yo6ox7xveqx/20160606_135620.jpg?dl=0</a>]]></content:encoded>
      <slash:comments>5</slash:comments>
    </item>
    <item>
      <title>NES PPU Issues?</title>
      <pubDate>Tue, 07 Jun 2016 00:45:47 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/nes-ppu-issues.61798/</link>
      <guid>http://assemblergames.com/l/threads/nes-ppu-issues.61798/</guid>
      <author>invalid@example.com (Scott G)</author>
      <dc:creator>Scott G</dc:creator>
      <content:encoded><![CDATA[Hey guys. This is probably a stupid question with an obvious answer but I just want to know, what does a bad PPU look like on the screen? Solid gray, some pixels? What about a bad 373? My system is showing repeated graphics. Top part of the screen is duplicated but cut off on the bottom. I&#039;ll post a picture soon. Happens with every game. <br />
<br />
I&#039;ve swapped out the 72 pin, replaced the voltage regulator but haven&#039;t touched the caps. I don&#039;t think those are the problem. Cleaned all my games with...<br />
<br />
<a href="http://assemblergames.com/l/threads/nes-ppu-issues.61798/" class="internalLink">NES PPU Issues?</a>]]></content:encoded>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>Game Boy Advance TS Board</title>
      <pubDate>Mon, 06 Jun 2016 22:53:33 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/game-boy-advance-ts-board.61693/</link>
      <guid>http://assemblergames.com/l/threads/game-boy-advance-ts-board.61693/</guid>
      <author>invalid@example.com (gaming247)</author>
      <dc:creator>gaming247</dc:creator>
      <content:encoded><![CDATA[I believe this Nintendo GBA (AGB-STB-03) development board is a TS2.  I&#039;m usually more of a console guy, so my knowledge about this is lacking.  I gathered some info about it from a couple of great members here.<br />
<br />
It didn&#039;t come with a power supply.  Does anyone know the proper ac adapter for this unit?<br />
<br />
There seems to be very little about this online. (At least in English)  From what I&#039;ve gathered, the equivalent Game Boy Color board uses the SNES power supply. Which doesn&#039;t fit this board....<br />
<br />
<a href="http://assemblergames.com/l/threads/game-boy-advance-ts-board.61693/" class="internalLink">Game Boy Advance TS Board</a>]]></content:encoded>
      <slash:comments>25</slash:comments>
    </item>
    <item>
      <title>Wii mote?</title>
      <pubDate>Sat, 04 Jun 2016 19:41:43 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/wii-mote.61551/</link>
      <guid>http://assemblergames.com/l/threads/wii-mote.61551/</guid>
      <author>invalid@example.com (Thebluegaloo)</author>
      <dc:creator>Thebluegaloo</dc:creator>
      <content:encoded><![CDATA[I have found this amongst a clearance and wondered can these be used alongside regular wiis or can they be used only with development kits? Any help appreciated. Thanks in advance.

	<a href="http://assemblergames.com/l/attachments/17662/" target="_blank">View attachment 17662</a>
	
 

	<a href="http://assemblergames.com/l/attachments/17663/" target="_blank">View attachment 17663</a>]]></content:encoded>
      <slash:comments>18</slash:comments>
    </item>
    <item>
      <title>Weird (fake) Super Mario 64 Version on Proto Cart</title>
      <pubDate>Wed, 01 Jun 2016 22:21:39 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/weird-fake-super-mario-64-version-on-proto-cart.61691/</link>
      <guid>http://assemblergames.com/l/threads/weird-fake-super-mario-64-version-on-proto-cart.61691/</guid>
      <author>invalid@example.com (joe19)</author>
      <dc:creator>joe19</dc:creator>
      <content:encoded><![CDATA[So, I&#039;ve got this N64 proto cart - it&#039;s got Super Mario 64 on it. It seems to be just an ordinary retail copy of the game as you can see in this photo:<br />
<br />
<img src="http://assemblergames.com/l/media/wp_20160528_010.834/full" class="bbCodeImage LbImage" alt="[&#x200B;IMG]" data-url="http://assemblergames.com/l/media/wp_20160528_010.834/full" /><br />
<br />
But when you take a closer look at this sign, you start to see why they decided to not use this version of the game... <br />
<br />
<img src="http://assemblergames.com/l/media/wp_20160528_007.835/full" class="bbCodeImage LbImage" alt="[&#x200B;IMG]" data-url="http://assemblergames.com/l/media/wp_20160528_007.835/full" /><br />
<br />
Weird...anyway just thought I&#039;d share this - and yes, what you see on the screen...<br />
<br />
<a href="http://assemblergames.com/l/threads/weird-fake-super-mario-64-version-on-proto-cart.61691/" class="internalLink">Weird (fake) Super Mario 64 Version on Proto Cart</a>]]></content:encoded>
      <slash:comments>43</slash:comments>
    </item>
    <item>
      <title>NPDP Carts.</title>
      <pubDate>Wed, 01 Jun 2016 13:09:55 +0000</pubDate>
      <link>http://assemblergames.com/l/threads/npdp-carts.61545/</link>
      <guid>http://assemblergames.com/l/threads/npdp-carts.61545/</guid>
      <author>invalid@example.com (kennypecheur)</author>
      <dc:creator>kennypecheur</dc:creator>
      <content:encoded><![CDATA[Hello All,<br />
<br />
Recently, I have been able to buy a NPDP reader (two of them in fact). Both are NTSC.<br />
<br />
I have a NPDP cart coming from a UK studio. For the moment, the NPDP reader tell me that the cart can&#039;t be read.<br />
<br />
So, my question is : Do NPDP carts are also region locked ? Like NTSC and PAL.<br />
<br />
I don&#039;t know if the region lock is on the Data on the NPDP cart or if the NPDP cart is itself region locked.<br />
<br />
Thanks for your help !<br />
<br />
Regards,<br />
<br />
Baptiste.]]></content:encoded>
      <slash:comments>39</slash:comments>
    </item>
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