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News Tim Stamper shares a screenshot of the N64 version of Project Dream (and Kevin Bayliss reveals he has a DKC proto)

Krvavi Abadas

Mr. Archivist
Pronouns
He/They
IMPORTANT NOTICE: it is extremely unlikely that Tim will release any of the builds he's been showing, please do not pester him about this.


dated November 21st 1996 and featuring the infamous Captain Blackeye, who made a few cameos in it's finalized form of the Banjo-Kazooie series. he also previously shared some footage from a Twelve Tales cartridge, but Rare has previously released high quality footage of that officially. (the same series also featured footage from Project Dream, but this appears to be a later build. as Blackeye wasn't shown there.)

as for Kevin Bayliss, he only shown his cart. but i'd imagine he'll get some images out there soon.


now to get into more detail on why a public dump won't happen....
Microsoft has had a noted history of blocking official releases of prototypes.
Rare Replay was originally meant to include playable versions of 3 of the cancelled 360-era projects, as well as a "handheld" Battletoads game that could have been either the rediscovered game boy port of the arcade game found during development of RR, or the GBA reboot. but issues with "cauterising the rough edges and cordoning off a playable experience" caused them to be dropped.
Double Fine used to share protos created during their internal "Amnesia Fortnight" game jams, including early builds of what would later become Costume Quest and Once Upon a Monster. but the Microsoft acquitstion caused them to start solely providing video footage.
and the Halo development team at 343 is trying to share the famous Halo 2 E3 2003 demo level. but it's going through the painstaking process of Microsoft making them manually port the whole thing to the final version's engine and fixing bugs rather than just providing the original files as-is.

sharing it without Microsoft's permission has it's own legal issues, Andrew Borman (another archivist who i've worked with occasionally) had to deal with their lawyers after acquiring and dumping late prototypes of Conker's Bad Fur Day and Perfect Dark back in 2013. he miraculously managed to survive just by removing all links to the builds on his site. (by which point it was thankfully already mirrored several times)
to be clear, dumping it privately will be fine. The Video Game History Foundation is already trying to get in contact with him for this. and Rare's own archives already have a few copies of it and other titles (note how the footage they provided appears to be running on an emulator).
the only obstacle awaiting them is that the later Rare protos like Twelve Tales require a security dongle to run, but it's already been reverse-engineered thanks to those aforementioned 2013 releases.
the dongle is a pass-through, except that there is an Altera MAX7000 series CPLD intercepting the AD16 bus. This lets all normal bus transactions through, but in the special case mentioned below, takes control of the bus and gives its own data.

Upon disassembling the rom, it was clear that the game was writing some data to whatever development cart they had, and then reading back two 16bit halfwords and comparing them to stored values.
This check appears once in code, but is called upon every major scene change (probably code overlay swap event). The PD debug ROM allows for several different possible values compared to BFD.

By patching the ROM it's possible to remove these checks and put in the proper values, and allows operation on any backup unit.
(from the release notes for the BFD proto.)
 
Tim has now provided video footage.


Blackeye talks!
it's worth noting that the reason why Banjo-Kazooie in it's final incarnation lacked voice acting allegedly wasn't because of cartridge space. but rather the realization that they wrote too much dialogue, and recording all of it would take up too much development time.
 
This is it... finally, the Krvavi post that's relevant to me specifically...
 
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Incredible stuff. Amazing that we finally get to see Dream running on real N64 hardware after more than 2 decades! :D
 
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Tim apparently was also given an Ocarina of Time prototype by Miyamoto.


Nintendo 97 Spaceworld (???)
of Zelda 64
Given to Tim (by?)
Mr. Miyamoto
yeah, this certainly isn't getting publicly dumped ever.

historically speaking, Nintendo has occasionally thrown prototypes off like this before. but usually it involves cases of a team making a direct successor. the Mother 3 GBA devs getting access to the cancelled N64 version for example. or the Star Fox Command team being able to look at the final build of Star Fox 2.

lord knows how he managed to sneak this out of Nintendo though, surely they would have eventully asked for it back?

edit: David Doak has corroborated the post, providing an image of the notes he took while looking at the build.
 
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