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https://www.gamingalexandria.com/wp/2020/03/28/viewpoint-2064-n64-unreleased/
Viewpoint 2064 was first announced at the Nintendo Space World 1999 and to be released on November 11th, 1999 in Japan.
Despite being listed as 100% complete, the game got delayed several times until by 2001 the game had been quietly cancelled.
Update: http://www.romhacking.net/translations/5507/
English translation patch:
Viewpoint 2064 English Cinematic Patch
Applying this patch translates cinematics and Rumble Pak dialogs into English. It does not address the multitude of bugs in this game, nor does it rectify any of the various illustrated engrish you may “encouter”.
Patching
Apply the xdelta patch using the similarly named xdelta. The patch will only apply to a ROM in native (big-endian) byteorder. Output will be a single big-endian file, stripped to 0xC54000 bytes.
The game requires a 4Kbit eeprom save to run.
Viewpoint 2064 was first announced at the Nintendo Space World 1999 and to be released on November 11th, 1999 in Japan.
Despite being listed as 100% complete, the game got delayed several times until by 2001 the game had been quietly cancelled.
2064 has branching paths system with 15 stages, unlike the linear original with only 6 stages.
When the player completes a path they receive an ending known as a Memory File, in which the player soldier regains some memories which reveal plot details.
To get more Memory Files the player must complete the game multiple times, to see the other stages. But, despite having 5 final stages, only 3 Memory files are accessible through normal gameplay in this prototype, and the stages must be played in a specific order to see all 3 endings (Stage 14, Stage 11, Stage 13).
If players complete the final stages in any order other than this, the prototype will either crash or the game will randomly play cutscenes from the middle of the game in place of a new ending. It’s unknown if more endings were planned or if the game actually intended for only 3 endings.
This prototype saves to 4 kilobit eeprom, saving settings but not scores. In some ways it feels nearly finished, not requiring the Expansion Pak to run and having Rumble Pak support. Several debug features are left in this prototype build. At any time if players hold L and press up on the D-pad they are returned to the title screen. Also, if players have a 2nd Controller plugged in, pressing L and R will freeze the player’s ship in place at which point the camera can then be freely moved using the C-buttons, D-Pad, and joystick.
Please note, if you want to play Viewpoint 2064 on real hardware, set the save type to 4Kbit on 64drive. Or give it a game ID and add VP=1 under its game ID in save database on Everdrive 64.
Despite most game contents being near finished, several features are not functioning and there are several bugs.
When the player completes a path they receive an ending known as a Memory File, in which the player soldier regains some memories which reveal plot details.
To get more Memory Files the player must complete the game multiple times, to see the other stages. But, despite having 5 final stages, only 3 Memory files are accessible through normal gameplay in this prototype, and the stages must be played in a specific order to see all 3 endings (Stage 14, Stage 11, Stage 13).
If players complete the final stages in any order other than this, the prototype will either crash or the game will randomly play cutscenes from the middle of the game in place of a new ending. It’s unknown if more endings were planned or if the game actually intended for only 3 endings.
This prototype saves to 4 kilobit eeprom, saving settings but not scores. In some ways it feels nearly finished, not requiring the Expansion Pak to run and having Rumble Pak support. Several debug features are left in this prototype build. At any time if players hold L and press up on the D-pad they are returned to the title screen. Also, if players have a 2nd Controller plugged in, pressing L and R will freeze the player’s ship in place at which point the camera can then be freely moved using the C-buttons, D-Pad, and joystick.
Please note, if you want to play Viewpoint 2064 on real hardware, set the save type to 4Kbit on 64drive. Or give it a game ID and add VP=1 under its game ID in save database on Everdrive 64.
Despite most game contents being near finished, several features are not functioning and there are several bugs.
- At the end of levels when players are prompted to select a new branching stage, sometimes the prototype does not allow the player to choose, as the conditions needed to branch were not yet implemented,limiting some stages to only the Stage Select screen.
- Some objects such as boxes and walls can be flown through and don’t do damage or have any collision whatsoever.
- A few cutscenes have odd out of place textures, and some enemies don’t have any death animations or explosions and simply disappear when killed.
- A “Vs Boss” option on the main menu is unselectable and was likely a way to skip directly to bosses or a boss rush type mode.
- On the status screen there is a “invisible items” counter, and it appears these mysterious items are not actually implemented in any of the levels and their purpose is not clear.
- One Emerald Circuit Stage starts players inside an enemy meaning they take unavoidable damage immediately.
- In some stages enemies won’t appear at all for oddly long stretches, as if the level wasn’t done being built by level designers.
Update: http://www.romhacking.net/translations/5507/
English translation patch:
Viewpoint 2064 English Cinematic Patch
Applying this patch translates cinematics and Rumble Pak dialogs into English. It does not address the multitude of bugs in this game, nor does it rectify any of the various illustrated engrish you may “encouter”.
Patching
Apply the xdelta patch using the similarly named xdelta. The patch will only apply to a ROM in native (big-endian) byteorder. Output will be a single big-endian file, stripped to 0xC54000 bytes.
The game requires a 4Kbit eeprom save to run.
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