Homebrew Super Mario 64 Port - Wii U

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Does anyone know how @AboodXD managed to compile the SGI Models for Wii U?
He didn't? You see, the ship started to sail with SM64 but today it's this big ship of harkinian. The PC port of SM64 used https://github.com/Kenix3/libultraship already (just not with such a nice name and not under a seperate repo... With SM64 libultraship is all over the sources, you have to read deep) and, while I didn't look into it, I would bet libultraship can handle native N64 models.

Here's for example something for Wii U graphics in libultraship: https://github.com/Kenix3/libultraship/blob/main/src/graphic/Fast3D/gfx_wiiu.cpp
Here's a lot of resource related stuff, like texture loading: https://github.com/Kenix3/libultraship/tree/main/src/resource
... Just search your way and/or ask ship of harkinian devs how they did it. But maybe don't go to them like "hey, how to compile the models for Wii U?" but more like "I searched and searched libultraship, how is it reading the modell data into shaders and stuff the Wii U understands?". ;)
 
He didn't? You see, the ship started to sail with SM64 but today it's this big ship of harkinian. The PC port of SM64 used https://github.com/Kenix3/libultraship already (just not with such a nice name and not under a seperate repo... With SM64 libultraship is all over the sources, you have to read deep) and, while I didn't look into it, I would bet libultraship can handle native N64 models.

Here's for example something for Wii U graphics in libultraship: https://github.com/Kenix3/libultraship/blob/main/src/graphic/Fast3D/gfx_wiiu.cpp
Here's a lot of resource related stuff, like texture loading: https://github.com/Kenix3/libultraship/tree/main/src/resource
... Just search your way and/or ask ship of harkinian devs how they did it. But maybe don't go to them like "hey, how to compile the models for Wii U?" but more like "I searched and searched libultraship, how is it reading the modell data into shaders and stuff the Wii U understands?". ;)

This is like the teacher giving you the answer in a test @IamtheSandwicj
 
He didn't? You see, the ship started to sail with SM64 but today it's this big ship of harkinian. The PC port of SM64 used https://github.com/Kenix3/libultraship already (just not with such a nice name and not under a seperate repo... With SM64 libultraship is all over the sources, you have to read deep) and, while I didn't look into it, I would bet libultraship can handle native N64 models.

Here's for example something for Wii U graphics in libultraship: https://github.com/Kenix3/libultraship/blob/main/src/graphic/Fast3D/gfx_wiiu.cpp
Here's a lot of resource related stuff, like texture loading: https://github.com/Kenix3/libultraship/tree/main/src/resource
... Just search your way and/or ask ship of harkinian devs how they did it. But maybe don't go to them like "hey, how to compile the models for Wii U?" but more like "I searched and searched libultraship, how is it reading the modell data into shaders and stuff the Wii U understands?". ;)
Thanks for your advice. I don't understand code, so I think I may be in over my head, But if I find the time (and motivation lol) I'll probably try and figure it out.
 
For anyone interested, you can build an aroma wuhb by using wuhbtool from dev kit pro. I won't go through in detail how to install devkitpro, wut and wut-tools. You can find instructions here.
https://gbatemp.net/threads/super-mario-64-port-wii-u.571682/post-9836677

You'll need the iconTex.tga, bootTvTex.tga & bootDrcTex.tga files from the forwarder channel on this post
https://gbatemp.net/threads/super-mario-64-port-wii-u.571682/post-9173644

You need to run the mingw64 instance of devkitpro otherwise the rpx won't compile correctly for Aroma

1. Copy devkitPro\tools\bin\wuhbtool.exe to your working directory
2. Build SM64ex or SM64-port from aboood40091 wiiu ports, both works.
3. Copy your compiled .rpx file to your working directory and rename it to sm64.rpx
4. Copy the 3 tga files to your working directory
5. Open cmd / powershell to your working directory and run " .\wuhbtool.exe sm64.rpx sm64.wuhb --name="Super Mario 64 Wii U Port" --author=AboodXD --icon=iconTex.tga --tv-image=bootTvTex.tga --drc-image=bootDrcTex.tga ".
6. Copy the outputted sm64.wuhb to your WiiU/Apps Folder
7. Run and enjoy
devkitPro\tools\bin\wuhbtool.exe wasn't in there. consider me stuck
 
devkitPro\tools\bin\wuhbtool.exe wasn't in there. consider me stuck
You probably forgot pacman -Syu wut-tools ... No wut-tools, no wuhbtool... ;)

Also btw no need to copy wuhbtool around, just run it from where it is: /opt/devkitpro/tools/bin/wuhbtool sm64.rpx sm64.wuhb --name="Super Mario 64 Wii U Port" --author=AboodXD --icon=iconTex.tga --tv-image=bootTvTex.tga --drc-image=bootDrcTex.tga (this is for Linux but Windows should be similar. Also with a correcty installed DevkitPro you won't need to give the full path, so this should work, too: wuhbtool sm64.rpx sm64.wuhb --name="Super Mario 64 Wii U Port" --author=AboodXD --icon=iconTex.tga --tv-image=bootTvTex.tga --drc-image=bootDrcTex.tga).[/code]

//EDIT: Now I realise the --author=AboodXD. Ofc. it's nice to give credits here but the repo of AboodXD is basically dead. This days one should compile from https://github.com/AloUltraExt/sm64ex-alo (or maybe I'm also out of date here and there's something new already, seeing the last commit there was 5 months ago?).
 
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I'm having lots of problems with random crashing with the version I have for Aroma, is this a common occurence?
Do you habe the WUHB file or installed to USB?

I've got an own question guys: How on earth do I change controls? It's so annoying that A and B do the same! A has to be jump and B punch.
 
Unfortunately it doesn't save for me in Aroma.
I think a few others reported that as well, right?
Also I have the "classic" low-poly Mario whereas there's a pretty good looking one on the Switch port. Any chance to use that on Wii U too?
 
Unfortunately it doesn't save for me in Aroma.
I think a few others reported that as well, right?
Also I have the "classic" low-poly Mario whereas there's a pretty good looking one on the Switch port. Any chance to use that on Wii U too?
You mean, this one?
Post automatically merged:

Sadly I don't think anyone continued the Render96 on Wii U project to receive the latest Render96 updates, but hopefully one day someone finishes it. :)
 
Last edited by KirbyBot,
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Hello, I am compiling this program and I was able to create the Linux and 3DS versions without any problem, but the Wii U version tells me that the file 'sdl2/sdl.h' is missing. Does anyone know how to install it or where to download it? My machine has Lubuntu 24.04.1 LTS. I also tried to compile it on a machine with Windows, but I had the same problem.


*In Windows, I fixed it with pacman -S mingw-w64-x86_64-SDL2
 

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Do you habe the WUHB file or installed to USB?

I've got an own question guys: How on earth do I change controls? It's so annoying that A and B do the same! A has to be jump and B punch.
Has anyone got a build which fixes this problem? It's meant to be configurable with the settings file, but that value is replaced every time without effect.
 
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Has anyone got a build which fixes this problem? It's meant to be configurable with the settings file, but that value is replaced every time without effect.
I have the same issue unfortunately. Did you ever find a solution for this?
 
How can this issue be fixed in the SM64 port when running at 1080p?
There’s a pixel mismatch, you can see it in the star’s eyes
 

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