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Other game mods (such as for Goldeneye, Perfect Dark, F-Zero X, etc) mostly work fine on a real N64 and flash cartridge. The situation is similar with Legend of Zelda: Ocarina of Time mods. As a result, lots of SM64 mods won't work on the real N64, though some will.
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Someone should fix the editing software so that it can only create Mario 64 hacks that run on the real N64 hardware, but for some reason this hasn't happened yet. Secondly, some of the mods seem to demand more resources than the N64 had, so of course they won't work either. There are two reasons for this the first is that because the editor used to create the mod was never tested on a real N64 (or rather, the mods it produces weren't), it does things that the N64 can't do (certain types of memory access and sound chip usage, I think). The problem is not the Everdrive 64 (or any other flash cartridge), the problem is that the mod (the hack of Super Mario 64) won't work on a real N64. Note If you use a new version of PJ64 like late 2.4 nightly builds,there is an option in "edit game settings" (unhide advanced settings) made exclusively for stuff like SM64 hacks that allows unaligned DMA to prevent the freezes that would happen normally.Rafaelalvesals is right.
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I hope Kaze gets around to doing the remake of Last Impact that fixes most things to clean up all of the problems. Shadow depth is buggy on SM64 with Jabo's graphics for example.
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I wish someone would look into updating the custom objects to fix compatibility then globally fix the plugin compatibility issues (related to fog values in the hacks) with SM64 hacks in general so either Glide64 or GLideN64 could be used with zero issues. One way to run it is to use PJ64 1.6 or the 1.6.1 update found on Jabosoft.Īccurate plugins make some custom objects go invisible. For SM64 Last Impact to work "correctly" and render most things you have to use a Jabo graphics plugin (don't remember which version) because the hack was poorly coded to the point even Rice can't work well enough.
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