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I've built a little app that enables shutdown, startup, logon, logoff and unlock sounds customization - Windows 10 does not allow that, nor plays those sounds at all, so I came up with a reliable workaround. You can customize the sounds via the Windows Sounds menu by supplying your own WAV files, or choosing the included XP sound scheme.
This works on all Windows 10 editions and builds (tested), including Home (does not rely on Group Policy).
Version: 18.5.2 SHA-256: 5452a1a42dddcd23b42e85e1b3596511862d3ffd0a3def1e3522803cb1eb6ba9 Arch: x86 & x64 Download: http://www.mediafire.com/file/io666ep6azeje6ClassicSounds-v18.5.2.exe https://www.virustotal.com/#/file/5452a1a42dddcd23b42e85e1b3596511862d3ffd0a3def1e3522803cb1eb6ba9/detection 
A 33kB Windows service is installed that listens to logon session events and plays the appropriate sounds - provides a "native experience" just like in XP/7(?) - via the Sounds menu. The service executable does not ever establish any network connections and everyone is welcome to to verify this and the general innocence of the executable by reverse-engineering it (no obfuscation or packing of any sort was used).
Thread of an older version here
submitted by ironcunts to Windows10


So You Want to Mod Your Favourite Game and/or Develop for the Nintendo 64?

So you'd like to develop for the Nintendo 64, but don't really know where to start?
I'll give you a run-down of things you'll need to either hack/translate your favourite games, along with a list of resources where you can code and develop N64 Games.
Some things you'll need (or should have) are either a 64Drive HW2 or an Everdrive V3 (this version has the usb port), MIPS/ASM experience, a Hex Editor (or Calculator) and experience with C programming, along with a Cycle-accurate emulator, to test your code efficiently (if you don't have an Everdrive/64Drive handy). Or you could always use RUST Programming Language, scroll down for more info on using Rust on the Nintendo 64.
Using RUST with the N64:
N64 RUST Demos & Examples:
In case you wanted to go the RUST Programming route, the above files should help you proceed, along with any documentation below. For creating games in C, check below:
  • How to get the N64 SDK working in Wine under Linux:
First, install Wine, this should be fairly straightforward for anyone familiar with the package manager in Linux, so I won't bother explaining it here.
Second, get the ISO for the N64 SDK, you can download the archive containing everything you need at the bottom of this message.
Third, mount the ISO image, this should be fairly simple for most distros, look it up for yours, but on Manjaro you just open the ISO using the Disk Image Mounter.
Fourth, we need to configure Wine. Run winecfg, this will open up a window to configure Wine. Here all we really need to change is in the Applications panel, here we change the "Windows Version" to "Windows XP". Other than that, for good measure go to the "Drives" tab, and click "Autodetect" under the "Drive configuration" list, this will make sure all the drives (including the newly mounted ISO image), are mounted in the virtual Windows environment.
Fifth, run the install.bat in the ISO using Wine. Run wine cmd in the root directory of the mounted ISO, and then in the command prompt, type install.bat that should start the batch file and start the installation of the N64 SDK. Now would be a good time to mention that the ISO came from some tutorial I did a while ago (I can't remember where) so it has some extra things we don't need and a readme at the end, you can ignore this.
Sixth, now we need to add a couple batch files to the GCC bin directory to allow us to run the 16-bit programs. For this step, just delete the ~/.wine/drive_c/ultra/MIPSE/BIN folder, and replace it with the BIN folder in the archive.
And that's it, you should be able to now compile N64 SDK programs under Linux!
C Programming Guides:
Hex Editor:
ASM & MIPS Tutorials,OpenGL Reading, N64 Software & Documentation:
Recommended OpenGL Tutorial Videos:
Common RCP Microcodes:
Common Compression Formats:
  • GCaldL's Blen64 - Blender scripts to convert and export mesh objects to draw lists as header files for use with the N64 SDK
  • Buu342's NotePad++ N64 Syntax Highlighter - Nintendo 64 C Notepad++ Syntax Highlighter; Provides syntax highlighting and auto-completion functions for Nintendo 64 C. For use with Notepad++.
  • Nathan Duma's MKSPRITEN64 - Windows equivalent to the SGI program mksprite for the Nintendo 64. Converts .png to a h header and c source file.
  • TheGameBoy's N64 Notepad++ MIPS Highlighter - a MIPS syntax highlighter for Notepad++. A cool feature is that it supports every permutation of FPU command (over 128). Also keep in mind that some instructions are for the GNU assembler, like .word or .byte or .align (He didn't add all of them).
  • Matt Kempster's MIPS to C - A MIPS Decompiler. Given some MIPS assembly, this program will attempt to convert it to C. The goal is that eventually the output will be well-formed C, and eventually after that, byte-equivalent C.
  • Darklink623's N64 CI Converter - Converts from standard image formats to n64's CI format.
  • LuigiBlood's N64 CI "N64GFXCookie" Converter v.0.1 - This tool deals with CI8 N64 graphics data. It can render graphics, export them to PNG (with alpha channel as RGBA5551 does support), and import PNGs back into CI8 format and fits them into the same palette.
  • Krom's *BMP2BIN - Used to convert Uncompressed .BMP image files for use in N64 Homebrew.
  • DanielKO's N64Unswapper If you need to batch un-byteswap all of your roms so they're in the correct format.
  • DanielKO's n64cksum.py Corrector - Used to fix your checksum of a modded game, after injecting your custom code to play on hardware.
  • 64Drive Viewer *For use with the aforementioned video, Nintendo 64 Dev: 64Drive Flashcart - Preview Sound, Image, and 3D Model "NIF" Files over USB!.
  • Trevor's MipMap N64 TMEM Calculator - A MipMap Calculator, created by Trevor from the Shooter'sForeverForums. Documentation on how to use the tool, along with any issues, may be found here
  • Buu342's N64-SoundTester - A sample ROM that allows you to switch out sample banks and tune them directly on your N64/Emulator. This is meant as a workaround for having to recompile and blindly test out different "Coarse" value with the N64 Sound Tools, as playback is impossible on them without the proper hardware.
  • Libdragon - * This is an open source toolchain for building N64 ROMs. It is much more feature-limited than the official SDK, but is a great starting point for Homebrew Development.
  • Marshallh's Obj2N64 Converter - Wavefront OBJ model converter that generates optimized N64 display-lists.
  • QueueRAM's Texture64 - N64 Texture Ripper and Editor.
  • Obj2Niff file format converter - Also included in the archive are the needed DLL files and Microsoft distribution libraries that you may need to install.
  • SubDrag's N64 Midi Tool V2 - Extract and import midis from many games that support standard midi format, in MFC C++ open-source tool.
  • Punk7890's N64 Midi Tool Tutorial - Tutorial on how to use Subdrag's N64 Midi Tool.
  • Saureen's SEQ64 - SEQ64 is a full-featured editor for sequenced music in first-party Nintendo 64 games. View the Wiki for any help you may need!
  • SubDrags' N64 Sound Tool v.14 - Extract and import sounds from many games that support standard sound bank format, in MFC C++ open-source tool.
  • SubDrags' Universal N64 Compressor - Decompress Rare's games (YAY0, YAY0, MIO0, EDL, ERZ, ODT supported and more), open-source compression.
Homebrew Tech Demo Examples:
Homebrew N64 Games:
N64 Game Engines/Editors Under Development:
DISCORD LINKS (never expiring):
submitted by gr8ful123 to n64