The CD64 is a game backup device made by UFO/Success Company for the Nintendo 64 that allows users to run ROM files off a CD-ROM attached to the system. Similar to the Doctor V64 and the Z64 units for the N64, it is most used for playing backups of Nintendo 64 games. Since it has a built-in communications port, accessible from the N64 program, it can be used as a rather versatile development/debug device; the CD64 sits underneath the N64 unit, making use of the EXTension port on the bottom of the console. Once connected and plugged in, a game cartridge is taken out of the N64 and one is placed into the slot on the face of the system, just underneath the N64 and just above the CD-ROM drive, to act as a kind of boot disk; when the unit is turned on, via the N64 power button, a GUI is shown where you can choose to launch the game in the slot, or run the ROM file on the CD in the CD-ROM. The ROM file is loaded into the PC RAM found within the system; the first version of the unit was solid black, like the N64 itself, had only 128Mb of RAM.
While upgradeable, the RAM was glued into place with a hot glue gun. The second version, known as the CD64+ was more stable than the first and was transparent grey; this unit came with 256Mb installed, again glued in place, but still capable of being upgraded. Earlier CD64 models were able to power themselves directly from the N64's expansion bus, but models require an external power adaptor; the inserted cart acts as a'boot' cartridge. The N64 boots; the CD64 boots a program from its cartridge emulator memory using a built-in boot emulator. This presents problems for running programs which have secondary protections against boot emulators, because unlike the V64 and V64Jr, due to the necessity of the CD64 BIOS to launch a program, it is impossible to use a cartridge with a different boot CIC than the 6102 with the CD64; the CD64 supports.v64 and.z64 files. After burning the ROM files onto a disc they can be launched from the GUI. There is an embedded cheat and hex editing function, the former of which uses Gameshark format codes, the latter requiring a search of the ROM's code for implementation of cheats.
The CD64 unit has SRAM support and can connect with a PC to dump the ROM image from the inserted cart and transfer save files and ROM files back and forth. 8x ATAPI CD-ROM 128 to 256 Mbit EDO RAM Pro Action Replay/Parallel Comms Link DB25 port Doctor V64 Z64 the manufacturers new link is now www.superufo.com General description of the unit can be found here. Information about backup units @ supermagi.com Emulators that run on the CD64
Nintendo Co. Ltd. is a Japanese multinational consumer electronics and video game company headquartered in Kyoto. Nintendo is one of the world's largest video game companies by market capitalization, creating some of the best-known and top-selling video game franchises, such as Mario, The Legend of Zelda, Pokémon. Founded on 23 September 1889 by Fusajiro Yamauchi, it produced handmade hanafuda playing cards. By 1963, the company had tried several small niche businesses, such as cab services and love hotels. Abandoning previous ventures in favor of toys in the 1960s, Nintendo developed into a video game company in the 1970s becoming one of the most influential in the industry and one of Japan's most-valuable companies with a market value of over $37 billion in 2018. Nintendo was founded as a playing card company by Fusajiro Yamauchi on 23 September 1889. Based in Kyoto, the business marketed Hanafuda cards; the handmade cards soon became popular, Yamauchi hired assistants to mass-produce cards to satisfy demand.
In 1949, the company adopted the name Nintendo Karuta Co. Ltd. doing business as The Nintendo Playing Card Co. outside Japan. Nintendo continues to manufacture playing cards in Japan and organizes its own contract bridge tournament called the "Nintendo Cup"; the word Nintendo can be translated as "leave luck to heaven", or alternatively as "the temple of free hanafuda". In 1956, Hiroshi Yamauchi, grandson of Fusajiro Yamauchi, visited the U. S. to talk with the United States Playing Card Company, the dominant playing card manufacturer there. He found. Yamauchi's realization that the playing card business had limited potential was a turning point, he acquired the license to use Disney characters on playing cards to drive sales. In 1963, Yamauchi renamed Nintendo Playing Card Co. Ltd. to Nintendo Co. Ltd; the company began to experiment in other areas of business using newly injected capital during the period of time between 1963 and 1968. Nintendo set up a taxi company called Daiya; this business was successful.
However, Nintendo was forced to sell it because problems with the labour unions were making it too expensive to run the service. It set up a love hotel chain, a TV network, a food company and several other ventures. All of these ventures failed, after the 1964 Tokyo Olympics, playing card sales dropped, Nintendo's stock price plummeted to its lowest recorded level of ¥60. In 1966, Nintendo moved into the Japanese toy industry with the Ultra Hand, an extendable arm developed by its maintenance engineer Gunpei Yokoi in his free time. Yokoi was moved from maintenance to the new "Nintendo Games" department as a product developer. Nintendo continued to produce popular toys, including the Ultra Machine, Love Tester and the Kousenjuu series of light gun games. Despite some successful products, Nintendo struggled to meet the fast development and manufacturing turnaround required in the toy market, fell behind the well-established companies such as Bandai and Tomy. In 1973, its focus shifted to family entertainment venues with the Laser Clay Shooting System, using the same light gun technology used in Nintendo's Kousenjuu series of toys, set up in abandoned bowling alleys.
Following some success, Nintendo developed several more light gun machines for the emerging arcade scene. While the Laser Clay Shooting System ranges had to be shut down following excessive costs, Nintendo had found a new market. Nintendo's first venture into the video gaming industry was securing rights to distribute the Magnavox Odyssey video game console in Japan in 1974. Nintendo began to produce its own hardware in 1977, with the Color TV-Game home video game consoles. Four versions of these consoles were produced, each including variations of a single game. A student product developer named, he worked for Yokoi, one of his first tasks was to design the casing for several of the Color TV-Game consoles. Miyamoto went on to create and produce some of Nintendo's most famous video games and become one of the most recognizable figures in the video game industry. In 1975, Nintendo moved into the video arcade game industry with EVR Race, designed by their first game designer, Genyo Takeda, several more games followed.
Nintendo had some small success with this venture, but the release of Donkey Kong in 1981, designed by Miyamoto, changed Nintendo's fortunes dramatically. The success of the game and many licensing opportunities gave Nintendo a huge boost in profit and in addition, the game introduced an early iteration of Mario known in Japan as Jumpman, the eventual company mascot. In 1979, Gunpei Yokoi conceived the idea of a handheld video game, while observing a fellow bullet train commuter who passed the time by interacting idly with a portable LCD calculator, which gave birth to Game & Watch. In 1980, Nintendo launched Watch -- a handheld video game series developed by Yokoi; these systems do not contain interchangeable cartridges and thus the hardware was tied to the game. The first Game & Watch game, was distributed worldwide; the modern "cross" D-pad design was developed by Yokoi for a Donkey Kong version. Proven to be popular, the design was patented by Nintendo, it earned a Technology & Engineering Emmy Award.
In 1983, Nintendo launched the Family Computer home video game console in Japan, alongside ports of its most popular arcade games. In 1985, a cosmetically reworked version of the system known
Silicon Graphics, Inc. was an American high-performance computing manufacturer, producing computer hardware and software. Founded in Mountain View, California in November 1981 by Jim Clark, its initial market was 3D graphics computer workstations, but its products and market positions developed over time. Early systems were based on the Geometry Engine that Clark and Marc Hannah had developed at Stanford University, were derived from Clark's broader background in computer graphics; the Geometry Engine was the first very-large-scale integration implementation of a geometry pipeline, specialized hardware that accelerated the "inner-loop" geometric computations needed to display three-dimensional images. For much of its history, the company focused on 3D imaging and was a major supplier of both hardware and software in this market. Silicon Graphics reincorporated as a Delaware corporation in January 1990. Through the mid to late-1990s, the improving performance of commodity Wintel machines began to erode SGI's stronghold in the 3D market.
The porting of Maya to other platforms is a major event in this process. SGI made several attempts to address this, including a disastrous move from their existing MIPS platforms to the Intel Itanium, as well as introducing their own Linux-based Intel IA-32 based workstations and servers that failed in the market. In the mid-2000s the company repositioned itself as a supercomputer vendor, a move that failed. On April 1, 2009, SGI filed for Chapter 11 bankruptcy protection and announced that it would sell all of its assets to Rackable Systems, a deal finalized on May 11, 2009, with Rackable assuming the name Silicon Graphics International; the remains of Silicon Graphics, Inc. became Graphics Properties Holdings, Inc. James H. Clark left his position as an electrical engineering associate professor at Stanford University to found SGI in 1982 along with a group of seven graduate students and research staff from Stanford: Kurt Akeley, David J. Brown, Tom Davis, Rocky Rhodes, Marc Hannah, Herb Kuta, Mark Grossman.
Ed McCracken was CEO of Silicon Graphics from 1984 to 1997. During those years, SGI grew from annual revenues of $5.4 million to $3.7 billion. The addition of 3D graphic capabilities to PCs, the ability of clusters of Linux- and BSD-based PCs to take on many of the tasks of larger SGI servers, ate into SGI's core markets; the porting of Maya to Linux, Mac OS X and Microsoft Windows further eroded the low end of SGI's product line. In response to challenges faced in the marketplace and a falling share price Ed McCracken was fired and SGI brought in Richard Belluzzo to replace him. Under Belluzzo's leadership a number of initiatives were taken which are considered to have accelerated the corporate decline. One such initiative was trying to sell workstations running Windows NT called Visual Workstations instead of just ones which ran IRIX, the company's version of UNIX; this put the company in more direct competition with the likes of Dell, making it more difficult to justify a price premium. The product line abandoned a few years later.
SGI's premature announcement of its migration from MIPS to Itanium and its abortive ventures into IA-32 architecture systems damaged SGI's credibility in the market. In 1999, in an attempt to clarify their current market position as more than a graphics company, Silicon Graphics Inc. changed its corporate identity to "SGI", although its legal name was unchanged. At the same time, SGI announced a new logo consisting of only the letters "sgi" in a proprietary font called "SGI", created by branding and design consulting firm Landor Associates, in collaboration with designer Joe Stitzlein. SGI continued to use the "Silicon Graphics" name for its workstation product line, re-adopted the cube logo for some workstation models. In November 2005, SGI announced that it had been delisted from the New York Stock Exchange because its common stock had fallen below the minimum share price for listing on the exchange. SGI's market capitalization dwindled from a peak of over seven billion dollars in 1995 to just $120 million at the time of delisting.
In February 2006, SGI noted. In mid-2005, SGI hired Alix Partners to advise it on returning to profitability and received a new line of credit. SGI announced it was postponing its scheduled annual December stockholders meeting until March 2006, it proposed a reverse stock split to deal with the de-listing from the New York Stock Exchange. In January 2006, SGI hired Dennis McKenna as its new chairman of the board of directors. Mr. McKenna succeeded Robert Bishop. On May 8, 2006, SGI announced that it had filed for Chapter 11 bankruptcy protection for itself and U. S. subsidiaries as part of a plan to reduce debt by $250 million. Two days the U. S. Bankruptcy Court approved its first day motions and its use of a $70 million financing facility provided by a group of its bondholders. Foreign subsidiaries were unaffected. On September 6, 2006, SGI announced the end of development for the MIPS/IRIX line and the IRIX operating system. Production would end on December 29 and the last orders would be fulfilled by March 2007.
Support for these products would end after December 2013. SGI emerged from bankruptcy protection on October 17, 2006, its stock symbol at that point, SGID.pk, was canceled, new stock was issued on the NASDAQ exchange under the symbol SGIC. This new stock was distributed to the company's creditors, the SGID common stockh
Video CD is a home video format and the first format for distributing films on standard 120 mm optical discs. The format was adopted in Southeast Asia and superseded the VHS and Betamax systems in the region until DVD became affordable in the region in the late 2000s; the format is a standard digital format for storing video on a compact disc. VCDs are playable in dedicated VCD players and playable in most DVD players, personal computers and some video game consoles. However, they are less playable in some Blu-ray Disc players and video game consoles such as the Sony PlayStation 3/4 due to lack of support for backward compatibility of the older MPEG-1 format; the Video CD standard was created in 1993 by Sony, Matsushita, JVC and is referred to as the White Book standard. Although they have been superseded by other media, VCDs continue to be retailed as a low-cost video format. LaserDisc was first available on the market, in Atlanta, Georgia, on December 15, 1978; this 30 cm disc could hold an hour of analog video on each side.
The Laserdisc provided picture quality nearly double that of VHS tape and analog audio quality far superior to VHS. Philips teamed up with Sony to develop a new type of disc, the compact disc or CD. Introduced in 1982 in Japan, the CD is about 120 mm in diameter, is single-sided; the format was designed to store digitized sound and proved to be a success in the music industry. A few years Philips decided to give CDs the ability to produce video, utilizing the same technology as its LaserDisc counterpart; this led to the creation of CD Video in 1987. However, the disc's small size impeded the ability to store analog video. Therefore, CD-V distribution was limited to featuring music videos, it was soon discontinued by 1991. By the early 1990s engineers were able to digitize and compress video signals improving storage efficiency; because this new format could hold 74/80 minutes of audio and video on a 650/700MB disc, releasing movies on compact discs became a reality. Extra capacity was obtained by sacrificing the error correction.
This format was named Video CD or VCD. VCD enjoyed a brief period of success, with a few major feature films being released in the format; however the introduction of the CD-R disc and associated recorders stopped the release of feature films in their tracks because the VCD format had no means of preventing unauthorized copies from being made. However, VCDs are still being released in several countries in Asia, but now with copy-protection; the development of more sophisticated, higher capacity optical disc formats yielded the DVD format, released only a few years with a copy protection mechanism. DVD players use lasers that are of shorter wavelength than those used on CDs, allowing the recorded pits to be smaller, so that more information can be stored; the DVD was so successful that it pushed VHS out of the video market once suitable recorders became available. VCDs made considerable inroads into developing nations, where they are still in use today due to their cheaper manufacturing and retail costs.
Video CDs comply with the CD-i Bridge format, are authored using tracks in CD-ROM XA mode. The first track of a VCD is in CD-ROM XA Mode 2 Form 1, stores metadata and menu information inside an ISO 9660 filesystem; this track may contain other non-essential files, is shown by operating systems when loading the disc. This track can be absent from a VCD, which would still work but would not allow it to be properly displayed in computers; the rest of the tracks are in CD-ROM XA Mode 2 Form 2 and contain video and audio multiplexed in an MPEG program stream container, but CD audio tracks are allowed. Using Mode 2 Form 2 allows 800 megabytes of VCD data to be stored on one 80 minute CD; this is achieved by sacrificing the error correction redundancy present in Mode 1. It was considered that small errors in the video and audio stream pass unnoticed. This, combined with the net bitrate of VCD video and audio, means that exactly 80 minutes of VCD content can be stored on an 80-minute CD, 74 minutes of VCD content on a 74-minute CD, so on.
This was done in part to ensure compatibility with existing CD drive technology the earliest "1x" speed CD drives. Video specifications Codec: MPEG-1 Resolution: NTSC: 352×240 PAL/SECAM: 352×288 Aspect Ratio: NTSC: 4:3 PAL/SECAM: 4:3 Framerate: NTSC: 29.97 or 23.976 frames per second PAL/SECAM: 25 frames per second Bitrate: 1,150 kilobits per second Rate Control: constant bitrateAlthough many DVD video players support playback of VCDs, VCD video is only compatible with the DVD-Video standard if encoded at 29.97 frames per second or 25 frames per second. The 352×240 and 352×288 resolutions were chosen because it is half the horizontal and vertical resolution of NTSC video, half the horizontal resolution of PAL; this is half the resolution of an analog VHS tape, ~330 horizontal and 480 vertical or 330×576. Audio specifications Codec: MPEG-1 Audio Layer II Sample Frequency: 44,100 hertz Output: Dual channel, stereo, or Dolby Surround Bitrate: 224 kilobits per second Rate Control: Constant
Nintendo 64 accessories
This is a list of accessories for the Nintendo 64 video game console. The Nintendo 64 controller is an "m"-shaped controller with 10 buttons, one analog stick in the center, a digital directional pad on the left hand side, an extension port on the back for many of the system's accessories. Available in seven colors, it was released in transparent versions of said colors; the Controller Pak is the console's memory card, comparable to those seen in the PlayStation and other CD-ROM-based video game consoles. Certain games allow saving of game files to the Controller Pak, which plugs into the back of the Nintendo 64 controller; the Controller Pak was marketed as a way to exchange data with other Nintendo 64 owners, since information saved on the game cartridge could not be transferred to another cartridge. It allows the player to save game progress and configuration; the original models from Nintendo offered 256 kilobits battery backed SRAM, split into 123 pages with a limitation of 16 save files, but third party models have much more in the form of 4 selectable memory bank of 256kbits.
The number of pages that a game occupy vary — sometimes using the entire card. It is powered by a common CR2032 battery. A Controller Pak is useful, necessary for the earlier Nintendo 64 games. Over time, the Controller Pak lost popularity to the convenience of a battery backed SRAM found in some cartridges; because the Nintendo 64 uses a game cartridge format that allows saving data on the cartridges themselves, few first party and second party games use the Controller Pak. The vast majority are from third-party developers; this is most due to the increased production and retail costs which would have been caused by including self-contained data on the cartridge. Some games use it to save optional data, too large for the cartridge, such as Mario Kart 64, which uses 121 pages for storing ghost data, or International Superstar Soccer 64, which uses up the entire cartridge's space for its save data. Tony Hawk's Pro Skater uses 11 pages. Quest 64 and Mystical Ninja Starring Goemon use the Controller Pak for saved data.
The Japan-only game Animal Forest uses the Controller Pak to travel to other towns. Following the 1996 Christmas Shopping Season, Next Generation reported "impressive sales of the memory pack cartridges despite the lack of available games to take advantage of the $19.99 units." The Jumper Pak is a filler. It serves no functional purpose other than to terminate the RAMBUS bus in the absence of the Expansion Pak; this is functionally equivalent to a continuity RIMM in a RAMBUS motherboard filling the unused RIMM sockets until the user upgrades. Early Nintendo 64 consoles came with the Jumper Pak included and installed. Jumper Paks were not sold individually in stores and could only be ordered individually through Nintendo's online store; the system requires the Jumper Pak when the Expansion Pak is not present or else there will be no picture on the TV screen. The Expansion Pak consists of 4 MB of random access memory —which is RDRAM, the same type of memory used inside the console itself—increasing the Nintendo 64 console's RAM from 4 MB to 8 MB of contiguous main memory.
Designed to accompany the 64DD disk drive expansion peripheral for its larger multimedia workstation applications, the Expansion Pak was launched separately in Q4 1998 and bundled with the 64DD's delayed 1999 launch package. The Expansion Pak is installed in a port on top of the console and replaces the pre-installed Jumper Pak, a RAMBUS terminator, it was bundled with an "ejector tool" for helping remove the original Jumper Pak. Game developers can take advantage of the increased memory for several purposes, including greater visual appeal; the Expansion Pak is required in order to run three cartridge games, Donkey Kong 64, The Legend of Zelda: Majora's Mask, Perfect Dark. It is required for all 64DD software. Capcom's Resident Evil 2 uses the Expansion Pak for increasing the visual details of environments and monsters, Perfect Dark has limited gameplay options when the Expansion Pak is not present. Supporting games offer higher video resolutions or higher textures or higher color depth. For example, the Nintendo 64 all-remade version of Quake II features higher color depth but not a higher resolution when using the Expansion Pak.
It is used in StarCraft 64 to unlock levels from the popular Brood War add-on for the PC version of the game. Many games such as Castlevania: Legacy of Darkness and Indiana Jones and the Infernal Machine optionally use the Expansion Pak to add a high resolution 640x480 display mode for games, while other games see the benefit of a smoother frame rate. Certain games, such as Duke Nukem: Zero Hour, offer the user the choice between increased resolution or increased frame rate; the Expansion Pak is available separately as well as bundled with Donkey Kong 64. In Japan, the Expansion Pak is additionally bundled with Zelda: Majora's Mask and Perfect Dark, though the games have been available separately in other regions. Space Station Silicon Valley is known to crash on startup if the Expansion Pak is present.. IGN celebrated the Nintendo 64 industry's methods in launching and supporting the Expansion Pak, for making a high impact accessory with "immediate and noticeable" effects but, nonetheless optional.
The Rumble Pak is an accessory which provides haptic feedback to the player by way of v
GameShark is the brand name of a line of video game cheat cartridges and other products for a variety of console video game systems and Windows-based computers. The brand name is owned by Mad Catz, which marketed GameShark products for the Sony PlayStation and Nintendo game consoles. Players load cheat codes from Gameshark discs or cartridges onto the console's internal or external memory, so that when the game is loaded, the selected cheats can be applied; when the original GameShark was released, it came with 4,000 preloaded codes. Codes could be entered, but unlike the Game Genie, codes were saved in the onboard flash memory and could be accessed rather than having to be reentered; the cartridges acted as memory cards, with equal or greater storage capacity to the consoles' first party memory cards. It was released for the Sega Saturn and Sony PlayStation consoles in January 1996, it was a runner-up for Electronic Gaming Monthly's Best Peripheral of 1996. Models for the PlayStation had an Explorer option that allowed gamers to access most PlayStation disc files, it was possible to view FMV files stored on the CD.
The models of the GameShark had a Use Enhancement Disc option. The Enhancement Disc, which InterAct sold for $4.95, allowed users to upgrade the GameShark and add codes to the code list from the disc. Only a few examples of these Upgrade CDs were known to have been published; the PlayStation Gameshark had the following standard features: View Video Image, which allowed users to see the last image stored in the PlayStation's Video RAM, View CD Image, which allowed a user to search the game CD for image files, Play Music, which would play the CD audio, View CD Movie, a function that allowed a user to view FMV files found on the disc. Included was the option to use an Enhancement CD in order to upgrade the Gameshark and add new codes found on the disc; the GameShark Pro series contained a feature. During gameplay, the user presses a button on the device to open a code search menu. Finding a code is done by searching memory locations either for specific values or for values that have changed in a certain way since the last search.
After the first search, subsequent searches only look at memory locations that match the specified criteria from the last search. By performing multiple searches the list of matching locations is reduced. Once the list is reasonably small the user must determine which of the found locations is the correct one by modifying them one at a time and seeing what effect it has on the game. In some games the resulting code may only work in one level or it may cause problems in other parts of the game due to memory locations being dynamically assigned. In these cases the user has two options: attempt to locate a pointer to the data block that their code is attempting to modify, or change the game's programming, located at the same place every time. If a pointer is found, the device supports it, a new code can be made which determines the correct location to modify from the pointer. If the device does not support pointers the game programming must be changed instead; the user must use external tools to find the code that accesses this data.
If the code is reading from memory it may be changed to read a constant value. These changes may not have the same overall effects as when modifying the game's code. For example, a user may disable the routine that causes the player character to lose health when touched by enemies, only to find that health is still lost from other hazards. One of the many Gameshark products was the one for the Nintendo 64; the Nintendo 64 GameShark was the most popular cheating device available for the system, becoming popular after well-known titles such as GoldenEye 007 and The Legend of Zelda: Ocarina of Time were released. Because of the complex nature of these games, there were many aspects of them which could be modified to produce unique effects. For example, unused content was discovered such as a distant tower on the "Dam" level of GoldenEye 007; the Nintendo 64 Gameshark Pro featured an in-game code search menu. Versions 3.1, 3.2 & 3.3 had a parallel port on the back, allowing the device to be connected to a PC with a program called SharkLink.
This was intended to make entering large amounts of codes easier, but was used for advanced hacking. The in-game code search required that an Expansion Pak be installed and that the game did not use the Pak for memory; the PlayStation Gameshark Pro contained much of the same functionality as the standard PlayStation GameShark, as well as unique features only found on the Pro. The advanced features were: Code Creation, which gave users the option to save newly created codes to a standard PlayStation memory card to share with others, V-Mem, which gave users access to an onboard Memory Card feature where they could store up to 8 full memory cards worth of saves; the Shark Link software suffered from the same problems. The final firmware/software update for the Playstation GameShark Pro hardware was version 3.2, made available on physical media titled "The BigWave 4". With the introduction of the 9000 model of the PlayStation, the parallel port was removed; this had been the only way to use the GameShark.
InterAct created a GameShark that did not need it. The GameShark CDX came with a boot CD along with a card resembling a standard memory card, which stored the codes. Though the CDX could be upgraded, it is not known if InterAct created an upgra
DexDrive is a brand of game console memory card readers that allowed data to be accessed by a PC. The DexDrive products were made by now-defunct InterAct for use with PlayStation and Nintendo 64 memory cards, it was shipped to retail stores in January 1997. The purpose of the device was to provide a more economical solution for game data storage; the DexDrive was sold at retail for the same price as two Sony- or Nintendo-branded memory cards—$50 MSRP in the U. S; the official cards had a capacity of only 128 KB, far less than a floppy disk. Cost and capacity were much more favorable on a PC due to the efficiency of hard disk drives. For the cost of two memory cards, DexDrive owners had the opportunity to store limitless amounts of game data by transferring files as needed between the memory cards and the PC. Additionally, as PC files, game data could be shared over the Internet or be used with console emulators; the product connects to the PC via serial port and comes shipped with a Windows driver application, called DexPlorer, on two 3.5" floppy disks.
Updated software, which addressed many of the problematic issues in the pack-in software, was available for several years on the InterAct corporate website. Unofficial software has been written by various authors. In some cases, competitors supported the DexDrive. In other cases, DexDrive users wrote their own software to address the shortcomings of DexPlorer. MaxDrive Download DexPlorer software from a fansite Download user-created Dexter software Download PSX Game Save Editor an all-in-one tool for Game Saves Download MemcardRex an advanced Memory Card editor N64 Drivers from a German site Windows XP or lower