byShiny Gen

Flash cart setup

A Cart64 cartridge is one ordinary .z64 file. Any N64 flash cart that runs homebrew .z64 files can start it, including SummerCart64, EverDrive 64 and 64drive. Copy the file to the flash cart, pick it in the menu, and play.

The short version

  1. Make the .z64 on cart64.com (see the main guide).
  2. Copy it to your flash cart's SD card. Any folder works; a folder such as GBC keeps things tidy.
  3. Put the flash cart in the console, switch on, and pick the file in the menu.

Cart64 files are homebrew, so the flash cart treats them like any other homebrew program. You do not need to change any special setting to start one.

SummerCart64

EverDrive 64

64drive

How saves work

A Game Boy game with a battery save keeps its save in the flash cart's save memory, the same place an N64 game would. Cart64 chooses the save type from the game's own cartridge header:

Game's save sizeSave type in the .z64
No battery savenone
Up to 32 KBSRAM (256 kbit)
LargerFlashRAM (1 Mbit)

Saves survive turning the console off. Many flash carts copy the save to the SD card when you press Reset or go back to the menu, so if a save goes missing:

Games with a clock

Games with a real-time clock, such as Pokemon Gold, Silver and Crystal, keep their clock running while you play. Time does not pass while the console is off yet. A version that uses the flash cart's own clock is coming.

Region

There is no regional version to pick: Cart64 makes one .z64 file for every console. The N64's region check is handled by your flash cart, as it is for any homebrew program.

Expansion Pak

Not required. Games over about 2.5 MB load in pieces, and the Expansion Pak helps with that. In the rare case a game needs it, the cartridge tells you with code 7 (see troubleshooting).