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Compiled from the folder found in the bbgames archive, using commits from various dates in the repo. Notes: The date is in the YY-MM-DD format. The "iQue" build has nothing localized yet. The JP and PAL builds are nothing special or unique, probably leftover options from other games.  Built using N64_SDK_RHL9_v2.iso on Red Hat 9 (shrike-i386). Thanks and credits to crashoveride for that.
Topics: N64, Nintendo, Nintendo 64, NBA Courtside, Debug
Community Software
software

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Compiled from the folder found in the bbgames archive, using commits from various dates in the repo. Notes: The date is in the YY-MM-DD format. The JP build is an unreleased localization. Built using N64_SDK_RHL9_v2.iso on Red Hat 9 (shrike-i386). Thanks and credits to crashoveride for that.
Topics: N64, Nintendo, Nintendo 64, Dr. Mario, Debug, Prototype
Community Software
software

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Title String : FARMFRENZY2 Product Code : BFZEJH Revision     : 0 Cart ID      : 0080073D Platform     : DS Save Type    : SPI Save chip ID : 0x621600 Timestamp    : 2022-03-03 12:17:27 GM9 Version  : v2.0.0 FARMFRENZY2_BFZEJH_00.nds BFZE; NTR-BFZE-USA CRC32        : f509873b MD5          : 0e79093856960c7e2c9f2b7a1cd10e3e SHA-1        : 72a288336590024b75e85bec074835db74c1039b SHA-256      : b130b158a8e23925b539ff991e20720324dc5f2780c2c6739d45a26c0692545e...
Topics: Nintendo, DS, NDS, Nintendo DS, Prototype, Beta, Farm Frenzy
Community Software
software

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Compiled from the folder found in the bbgames archive, using commits from various dates in the repo. Notes: The date is in the YY-MM-DD format. The JP builds have English audio in title and menus, unfortunately. Debug versions were built based on 03-02-04 and had some .c files added from kimura.lzh where possible Changes: In races, text at top of screen was altered to say BEYTAH because the string was long gibberish before. Also, some debug text was moved as to not overlap other text. Built...
Topics: N64, Nintendo, Nintendo 64, Mario Kart, Debug, Prototype, iQue
Community Software
software

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Compiled from the folder found in the bbgames archive, using commits from various dates in the repo. Notes: The date is in the YY-MM-DD format. For Debug, while holding C-Left+C-Right+Z press START The "Cut Stages" builds had unused stages uncommented and made available thru level select. Built using N64_SDK_RHL9_v2.iso on Red Hat 9 (shrike-i386). Thanks and credits to crashoveride for that.
Topics: N64, Nintendo, Nintendo 64, Super Mario, Debug, Prototype, iQue
Community Software
software

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Compiled from the folder found in the bbgames archive, using commits from various dates in the repo. Notes: The date is in the YY-MM-DD format. The Debug builds are broken and only included for curiosity's sake. The debug menu can be accessed by pressing CRight then Start on the main menu, but the menu options do nothing because of incomplete source code. Built using N64_SDK_RHL9_v2.iso on Red Hat 9 (shrike-i386). Thanks and credits to crashoveride for that.
Topics: N64, Nintendo, Nintendo 64, Wave Race, Debug, Prototype, iQue
Community Software
software

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Compiled from the folder found in the bbgames archive, using commits from various dates in the repo. Notes: The date is in the YY-MM-DD format. The GATEWAY_SW build is a "partial" version of the N64 LodgeNet Gateway System. The build here basically just disables ghost save functionality. Built using N64_SDK_RHL9_v2.iso on Red Hat 9 (shrike-i386). Thanks and credits to crashoveride for that.
Topics: N64, Nintendo, Nintendo 64, F Zero, Debug, Prototype, iQue
Community Software
software

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Compiled from the folder found in the bbgames archive, using commits from various dates in the repo. Notes: The date is in the YY-MM-DD format. The "R" symbol on the title screen is missing but couldn't be re enabled due to source being incomplete. For DebugPlus build, enabled CONT_* stuff that was #if 0'd and uncommented some other debug controller input stuff.  Built using N64_SDK_RHL9_v2.iso on Red Hat 9 (shrike-i386). Thanks and credits to crashoveride for that.
Topics: N64, Nintendo, Nintendo 64, Star Fox, Debug, Prototype, iQue
Community Software
software

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Compiled from the folder found in the bbgames archive, using commits from various dates in the repo. Notes: The date is in the YY-MM-DD format. The SHOW_VERSION builds included a "space_world.o" file during build, but unsure of the effect. The iQue version included literally only 2 localized files and has almost nothing localized yet. Built using N64_SDK_RHL9_v2.iso on Red Hat 9 (shrike-i386). Thanks and credits to crashoveride for that.
Topics: N64, Nintendo, Nintendo 64, Zelda, Legend of Zelda, Majora's Mask, iQue
Community Software
by Alpha-Unit
software

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A build of Oshaberi Inko Club (おしゃべりインコ倶楽部) for the Gameboy Advance which has some minor differences which are currently unknown. Included is the save file which was on the cart. Dumped using a Sanni CartReader. MD5 - 9476b0a926165be6a5cb30378beece99
Topics: Gameboy Advance, GBA, Gameboy, Oshaberi Inko Club, Prototype, Beta, Nintendo
Community Software
software

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Notes: Shows build date on the first screens. The build date shown is 2011-09-16. Retail release date is 2011-09-22 in Japan, 2011-11-08 in EU, 2011-09-20 for NA. When starting a new file all stages are already unlocked and the player has 9999 coins. File comparison in WinMerge shows files are present for German & Italian stuff, judging from filenames (ex. filename_I.*, filename_G.*), JP retail version does not have these files. Some other files show binary differences as well (mostly .tbl...
Topics: Prototype, Development, Beta, Frogger, Nintendo, 3DS, Nintendo 3DS, Dev, Debug, Frogger 3D, Konami,...
Compiled from the folder found in the bbgames archive, using commits from various dates in the repo. Notes: The date is in the YY-MM-DD format. US/JP build is based on 03-09-17. -using this earlier commit as the N64 logo properly shows upon booting. -using the 'data' from z_ocarina jan 03 and 'shape2' folders from z_ocarina feb 03 to fix copyright date on title The Gateway build used the "US build" as a base and used the files z_file_choose.c and z_file_nameset.c from july 03. It is a...
Topics: N64, Nintendo, Nintendo 64, Zelda, Legend of Zelda, Ocarina of Time, Debug, Prototype, iQue
Community Software
software

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A bunch of later Star Fox 2 roms built from source code. The roms are dated according to the .LZH filenames or by the last modified source file. The BasicDebugs folder has been built with both "debuginfo" flags. The FullDebugs folder has basically every flag set in VARS.INC (including tamehomon and DamageHalf) and GAMELIST.INC (For this I had to move debug.asm from bank 3 to another bank). Flags enabled in the "Full" debug builds: ; VARS.INC debugging: debuginfo equ 1 ; full...
Topics: Star Fox 2, SNES, Super Nintendo, SFC, Debug, Prototype, Beta
Community Software
software

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Some late builds of Super Mario Kart. A couple are debug builds. These ROMs were originally found in the form of Intel Hex format files. They have been converted to binary format, and have had the needed assets inserted at the ROM locations, as listed in the accompanying tr-j, tr-e, and tr-p files. The build dates are based on the last-modified dates of the .hex files. *The assets used may or may not be 100% accurate to what was orignally used with the .hex files. The main goal was to get the...
Topics: Super Mario Kart, SNES, Super Nintendo, SFC, Debug
Community Software
software

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A bunch of Star Fox builds assembled from source code. Seems to be some minor differences, such as the German build seeming to be a localization proto.  Each locale has been built with each possible flag. Debug versions of each are included as well, because why not. The roms are dated according to the most recently modified source file.  They are also named after the flags set in VARS.INC Path: SFC\ソースデータ\StarFox\*.LZH Tools used: SASMX.EXE v2.02 SL.EXE v1.01x More info can be...
Topics: Star Fox, SNES, Super Nintendo, SFC, Debug, Prototype, Beta
Game Source Code: Console Games and Tools
software

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Some mostly uninteresting builds with very minor differences, when comparing the source code. These roms have been built from source code found at the paths below. The roms are dated according to the most recently modified source file in each folder.  They are also named after the paths they were found at. These builds did not match any known retail dumps or other leaked builds. CFRv1 DMG\XXX__ゼルダの伝説 夢を見る島\Source\DMG_Zelda_EN_v2_CFR_v1\CanadianFrench_v1_* DEv1...
Topics: Zelda, Link's Awakening, Nintendo, Game Boy, GB, The Legend of Zelda
The Software Capsules Compilation
software

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Some builds of Yoshi's Island. These ROMs were originally found in the form of Intel Hex format files. They have been converted to binary format, and have had the needed assets inserted at the ROM locations, as listed in the accompanying "yschr" files. One build is what I like to call "Rev 0.5" as the build date found near the ROM header at 0x7FA0 (95 07 10) is dated between Rev 0 (95 06 26), and Rev 1 (95 08 21) JP retail builds . The ROM is identical to Rev 0 other than...
Topics: Super Mario World 2, Yoshi's Island, Yossy Island, SNES, Super Nintendo, SFC
Here is a version of the leaked Yoshi's Island, Link to the Past, F-Zero, Mario All-Stars SNES Sources except with additional work done to build retail matching ROMs as well as additional various bugfix/regional revisions not included in original source. Everything is ready to build. more details are provided in the README. Uses Python-based tools to assemble and link the code. Big thanks to MrL314 for creating the as65c toolchain remake.
Topics: source code, source, development, developer, SNES, Super Nintendo, Gigaleak, Nintendo, Super...
Community Software
software

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Some localization prototypes. The German builds have major script differences. A few builds have the debug features active, and some with the debug dialog tester NPC present in the sanctuary as well. These ROMs were originally found in the form of Intel Hex format files. They have been converted to binary format, and have had the needed assets inserted at the ROM locations, as listed in the accompanying .sdm files in each locale's folder. *The assets used may or may not be 100% accurate to what...
Topics: The Legend of Zelda, Zelda, Link to the Past, SNES, Super Nintendo, SFC, Prototype, Beta, Debug
Community Software
software

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A near final debug enabled build of Doraemon 2 - Nobita no Toys Land Daibouken with various changes which mostly relate to game difficulty as this version has more enemies, more difficult jumps, less platforms present and more hazards in places. crc32: 140a1723 md5: 9ebc0625bd24eff82333c124bac469b3 sha1: 23eb6f2c4ad77622b000f2fd04983b8ba60d6c55 sha256: 737be0ea7bfb94118a7d1a1308bb8d639374d1a9c901d8bad4ce5b21669983c8 size: 1048576 bytes
Topics: Super Famicom, Super Nintendo, SFC, SNES, Doraemon, Prototype, Beta, Development, Debug, Nobita no...