Team Ultrarare has come out on top in this year's game jam with their submission "Junk Runner 64". As winners, they have chosen AbleGamers as their charity of choice to receive the $3,340.29 that was raised during this jam. Thank you to everyone who participated and/or donated to our jam!
Users Vapnet and Nomnom worked together on an in-house jam project, and released a video showcasing how the boss was made.
You can download the ROM from here:
https://furl.itch.io/kraken64N64brew user kbmadam has published a library to allow developers to take advantage of the RAM permanence when the console is turned off (a feature that Rare famously tried to implement in Banjo-Kazooie, known as Stop and Swop).
https://github.com/AdamRVierra/stop-n-swop-toolkitN64brew user
@BoxingBruin continues to showcase more work that they've done for their Pickle64 project, an action-RPG platformer hybrid with dark souls-like boss fights.
New N64brew user Wacomalt got their VRChat character converted over to the N64. This is their first time seeing their own code working on the system!
@BoxingBruin is working on a homebrew title named Pickle64, which they intend on being an RPG platformer with boss fights similar to Dark Souls, and an atmosphere inspired by Majora's Mask. They showcased their new cutscene system with this little video on the N64brew server:
Spooky Илюха has put their HDR code to good use to bring us the Dreamcast game Driving Strikers for the N64! The release includes 8 different languages, stereo CD quality music and voices in 16MB, 480i at 30FPS without the Expansion Pak, and Rumble support.
https://github.com/SpookyIluha/Driving-Strikers-64
GitHub - SpookyIluha/Driving-Strikers-64: A port of the Driving Strikers indie game to the Nintendo 64 using Libdragon SDK, Tiny3D and a custom-made codebase in C
A port of the Driving Strikers indie game to the Nintendo 64 using Libdragon SDK, Tiny3D and a custom-made codebase in C - SpookyIluha/Driving-Strikers-64
GitHubN64brew user Buu342 has shared a small sneak peak into what they're working on.
Spooky Илюха has been playing around with the concept of HDR on the N64 by leveraging the RDP (meaning no custom microcode required!). Since the color combiner's multiplier uses 9-bit color depth, it clamps the overbrightened pixels to 255 instead of overflowing.
This port was made with a custom Visual Novel engine written by Spooky, which is also available in the repository. It features translation support, filesystem modding support, a scripting engine, and an extensive API to handle graphics, music, and more!