Your Nintendo Development Computers

Discussion in 'Nintendo Game Development' started by liquitt, Dec 9, 2010.

  1. liquitt

    liquitt Site Soldier

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    Hi all,
    i'm sick of using Virtual Machines so i was thinking about building a developemnt pc for N64 stuff and one for GC stuff.

    What are your Setups?
     
    #1
  2. kammedo

    kammedo and the lost N64 Hardware Docs

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    PIII + WinXP with Portmapper. Works like a charm.
     
    #2
  3. liquitt

    liquitt Site Soldier

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    what do you need the portmapper for?
     
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  4. liquitt

    liquitt Site Soldier

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    also, name your software setup please! :)
     
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  5. kammedo

    kammedo and the lost N64 Hardware Docs

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    Portmapper for the Partner N Debugger.
    My software setup is Win XP, Visual Studio + Partner N + libultra.
     
    Last edited: Dec 9, 2010
    #5
  6. babu

    babu Mamihlapinatapai

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    when I did some N64 stuff I used an old P1 (or was it P2) computer with like 128mb ram and like 2gb hdd and win98 (it was an old printer-server they were going to trash at work luckily it had isa-ports)
     
    #6
  7. Chi-kitory

    Chi-kitory Robust Member

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    #7
  8. marshallh

    marshallh N64 Coder

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    AMD Athlon 64 X2
    Windows XP 32bit (very important)
    2gb ram
    Adaptec 2940UW SCSI PCI card
     
    #8
  9. liquitt

    liquitt Site Soldier

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    so there's compatibility issues on 64bit OS ?
     
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  10. bob

    bob Robust Member

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    Generally so because alot of the software was written for 32 bit os's before 64 was even though of
     
    #10
  11. segaloco

    segaloco Enthusiastic Member

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    I have a Toshiba Satelite 2715XDVD/6.0 laptop with Windows 98 SE, Visual C++ 6.0, Partner-N64, N64 SDK 5.0, and Nintendo OS2.0L

    I'm planning on setting the Dolphin SDK up on my main computer sometime, but I've just never gotten around to doing so.
     
    #11
  12. tails92

    tails92 Spirited Member

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    The best way is how Chilly Willy did it. Closed source and very old kits do not do justice to homebrew.
     
    #12
  13. Jackhead

    Jackhead Moderator Staff Member

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    I use for N64/PartnerN an PIII with Win98SE.
     
    #13
  14. emu_kidid

    emu_kidid Enthusiastic Member

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    Gamecube/Wii: devkitPPC + libOGC + Crimson Editor on a Core i7 860 4GB RAM, running Windows XP 32 bit

    N64: I've used the above setup and even Win7 but debugging was done on MESS and not on real hardware.
     
    #14
  15. splith

    splith Resolute Member

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    GC: P4 2.8GHz, 1GB RAM, XP SP3, dual network cards, works fine.
     
    #15
  16. ynh

    ynh Site Supporter 2014, 2015. Site Patron.

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    GC:
    Phenom X6 1090T 3.2 GHz
    Windows 7 32-bit
    8GB ram (4GB usable, but I dual boot into x64 for resource heavy stuff :))
    NPDP-GDEV
    ODEM card w/random scsi cable I found in an old pc.

    N64:
    Virtualized WinXP Pro 32-bit
    SDK + Emulator (no partner n64 :()

    Drivers for the ODEM and USB-EXI don't work on 64-bit. I don't think they ever made any anyway :(
     
    Last edited: Jan 3, 2011
    #16
  17. splith

    splith Resolute Member

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    "Drivers for the ODEM and USB-EXI don't work on 64-bit. I don't think they ever made any anyway :("
    The SDK was originally created for Windows 2000 (there is no 64-bit version) and eventually moved over to XP with the 2004 release, the first 64 bit version of XP was released in 2005, so it'd make sense that there is no 64 bit support.
     
    #17
  18. willis82

    willis82 Robust Member

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    n64: P3 slot 1 1GHz, 768MB ram, Adaptec 2940UW SCSI PCI card, ultra 100 IDE ATA PCI card, Partner N ISA card (looking for the elusive PCI card), Windows 98 SE, Visual C++ 6.0, Partner-N64, N64 SDK 5.0, Nintendo OS2.0L
     
    #18
  19. Dragoon

    Dragoon Spirited Member

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    what is this nintendo OS2.0L?
    GC: AMD Athlon 64 X2 3600+ 2 Ghz Dual core, 2GB Ram, DolphinSDK1.0, CharacterPipelineSDK, DolphinPcEmulator, Musyx SDK, GameOptix DDK, Metrowerks Codewarrior, DevKitPPC + libogc, modded gamecube w/ viper GC extreme + SD Media Launcher & AR 1.14 (EU) + BBA, Visual C++ 6.0, Visual Studio 2010 Ultimate, SN Systems ProDG for NGC, cygnus (don't where it's for, probably for building the demo's in the GCN SDK), cygwin (for gentpl and stuff).
     
    #19
  20. splith

    splith Resolute Member

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    You can use either the VS .NET prompt (when you have the ProDG integration) or cygnus to build GC things.
     
    #20

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