A prototype Nintendo (not Ultra) 64 controller thread...

25 years ago today, at #Shoshinkai1995, Nintendo would demo this unit with SM64 beta.

It has quirky features vs retail; an oversized grooved thumbstick and ‘square-gate’ that would ultimately be changed b4 retail...
You might remember it from this Shoshinkai era brochure I scanned recently...
The #Nintendo64 controller showed significant changes around the size and form of the thumbstick prior to launch.

This ‘Shoshinkai’-style unit (center in photo) is somewhat of a missing evolutionary link between the ‘Ultra’-style saucer plate and the narrow grooved retail...
Perhaps most striking is the unusual ‘square-gate’ that more closely resembles the gate of some flight sticks in contrast to the round gate of the #Ultra64 or octagonal gate of retail N64...
So, some specifics about this particular controller I’ve acquired, while overall form is Shoshinkai the connector is RJ-11.

This was a dev unit originally saved from the scrap heap by the amazing @saltybretzel (of Tetrisphere + more fame), likely used with an SGI Indy kit...
With the stick removed we can see this is near identical to retail housing on the internal side (unlike the Ultra64). What’s more, the internal mount points of the entire shell match final retail so obviously Nintendo had finalised most of it at this stage of 1995...
And here’s maybe the most exciting bit - it disassembles like retail.

This means we can and will, with the help of @RockerGameMod, duplicate these parts with molds for drop in mods on retail controllers 😱

This and more will be covered in an upcoming @hard4games so stay tuned!

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More from @shanebattye

2 Aug
Thread: A method to extract textures from .o object files (ELF files).

Thanks @Abahbob for tips via his #gigaleak posts and for people asking how to do it @gabyelnuevo

I’m on Mac 💻 but process is same on Win; I used Texture Explorer (CloudModding) and an online ELF Viewer...
In gigaleak VR_BOX subfolder you’ll find many cube map .o files; a good place to start (if it’s 267kb .o it will be 4x 256px images).

First drop the object file into the ELF Viewer at sunshine2k.de/coding/javascr…

Note there are 4x _txt (images) and their utPal (palettes)...
Note the first address value is 0x0000000 with name CH_VR1_txt_0 and it’s corresponding palette is at 0x00040000. These ELF files have an offset of 7C though, so keep that in mind.

Now let’s open Texture Explorer...
Read 7 tweets
14 Mar 19
A #SegaSaturn History Thread
An incredibly short development was needed to meet pre-Christmas 1994 Japan launch, just a year after availability of first proto #SH2 silicon. With performance targets and deadline, Sega + Hitachi engineers made the most of available technology.
Sega+Hitachi 💕 began in Q3 1992 when S told H their next major console would use a SuperH processor, largely thanks to Shumpei Kawasaki 😚. The first SuperH, SH-1, had just been invented but the plan was for SS to contain next gen #SH2 (at that stage just a 'design concept').
Early 90s SuperH RISC was one of the newest and most advanced architectures. But SH-1 had few customers. A new processor architecture meant hesitation about early adoption. There was potential in gaming for big customer base that would propel uptake in a range of industries.
Read 14 tweets

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