Mario Kart 64 decomp gets ported to PC

Mario_Kart_64.jpg

Harbour Masters--the team behind porting decompilation projects such as The Legend of Zelda: Ocarina of Time, Star Fox 64, and others to PC--has done it again. The recently completed decompilation for Mario Kart 64 has now been ported over to PC, allowing you to play the game natively, instead of having to imperfectly emulate it. Of course, in order to build the port, you'll have to have your own copy of Mario Kart 64 backed up. A Nintendo Switch build and Steam Deck/Linux build are also available. The project is available to download from GitHub, linked in the source.

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Awesome news! This is the Mario Kart game that got me into the series. I recently tried emulating it on my PC, but it was not the same as I remember. Maybe the native port on my switch will be close enough? I just need to get another N64 controller now...
 
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Awesome news! This is the Mario Kart game that got me into the series. I recently tried emulating it on my PC, but it was not the same as I remember. Maybe the native port on my switch will be close enough? I just need to get another N64 controller now...
There's nothing like the real thing in all its low frame rate glory and janky joystick.
 
I find it interesting that it appears a full decompilation of MK64 is finished and will likely have many easy to install mods before an original modular kart racer released as an indie game.

My thought being that there's clearly a void for a modable kart racing game, and instead of that being created an older game was instead entirely reverse engineered.
 
this is fantastic to see, pc ports of n64 and gamecube games are one of the things i get the single most excited for in general

potential banjo kazooie pc port devs if youre reading this please it still hasnt happened and that decomp has been done for quite some time
 
this is fantastic to see, pc ports of n64 and gamecube games are one of the things i get the single most excited for in general

potential banjo kazooie pc port devs if youre reading this please it still hasnt happened and that decomp has been done for quite some time
This 100%. Pretty please!
 
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While I like what HM are doing, their github section seems dead when it comes to adding your own cheat codes.

Seen people asking for ways to manually control your day cycle and flow of time.

Which I had created cheat codes for the N64/GC versions of the game and could add this into the project by simply adding my cheat codes into the available cheats.

For now I had created them again for the 2S2H project using CheatEngine using hotkeys binded to your controller.

So you can use the Always Day X to keep it as Day X - not sure if like on consoles if I should bind this to hotkeys to manually set the Day vs Tabbing over to CheatEngine to select the Day from the drop list.

I did similar with the Fastforward and Rewind time cheat codes.

Binded hotkeys to controller so when you press:

R+Dpad Left it rewinds times and stops when you release.

R+Dpad Right it fast forwards time and stops when you release.

That was my main objective and for now uploaded in the hope they'd see and add to the cheat list because I'm sure others would like this feature in the game and its easy to add without creating any mod.

I then decided to add more cheat options that are missing from the cheat list, but due to my lacking knowledge of CheatEngine I need to figure out in order to make them function properly.

For some reason which I don't get why, ChearEngine addresses default to the games current memory value.

So unlike other cheat apps, you'd find an address, set the value you require and it remembers that value.

So all you need to do is toggle it on/off and it'll will write that value to that address.

So for cheats like:
Infinite: Money/Health/Ammo (individual weapons)
Have: Weapons/Items/Masks (individually)
All lost fairy's (each dungeon)

And so forth, all revert to lets say the games default value of FF, if you don't have said item yet in the game, which makes its purpose pointless when you want to simply get it using the cheat code.

Unlike the Day/Fastforward/Rewind cheat codes where its value is set by using hotkeys, or if the value is set using a drop menu (for Day X or example have xxx in your bottles/side quest items).

The values aren't remembered and would have to be manually set each time.

As the majority if not all cheat options in these games are static, the issue isn't that the memory location changes each time you play the game (dynamic memory addresses, they're static so the memory location never changes).

I had tried posting on CheatEngine explaining my lacking knowledge as I'm simple used to using tools where once you have the address, set your value and save, it simply remembers your value and writes it as it should by turning a cheat code on/off.

Someone would simply reply use lua or something like that which ive no clue about and don't get why it can't simply have an easy means to simply remember the value and write it when activated.

I do recall seeing something when right clicking the cheat address and something like set value when activated but it didn't remember the value when I saved the cheat table.

So when loading it back up, enabling cheat option, defaulted back to the games current value (FF, if you didn't have anything yet).

I pretty much made almost every cheat possible for this game back on the N64 which due to the consoles cheat devices been limited in how many cheats it could activate at one time, I couldn't make it possible to have the same Day X/Fastforward and Rewind time cheats, it would have to be one or the other.

But didn't have this issue if using emulators (which I made for again)

Or the GameCube and I forgot, I was also the one who made them for the 3DS versions using the old Gateway QR cheat method then as actual cheat codes (which a user here who tries profiting off users cheat codes stole them trying to claim they made them. Which the biggest giveaway that they stole them was that the old QR code format values were identical yet for time, I had given values which were not exactly spot on for said time but were very close to.

And also when they claimed to have scanned memory for the hour displayed on screen isnt possible because the hour value on screen is not same as what the actual game memory value is.

So you'd never find them by looking for 7,8,9,10

So because this person still insisted they created them and refused to credit back properly, I quit releasing my cheat codes for 3DS and I strongly assume this same person is doing it again under a different username here with Switch cheat codes, taking them off here, posting on their site taking credit and trying to profit off them

So I quit making switch cheat codes too.

But I'd hope the users of 2S2H are different and would benefit from having the option of using my cheat codes.

Just need to either
Figure out how to solve the saving values issue with CheatEngine

Or

How to add the cheats into 2S2H cheat options so you can active them along with its other cheats.
 
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While I like what HM are doing, their github section seems dead when it comes to adding your own cheat codes.

Seen people asking for ways to manually control your day cycle and flow of time.

Which I had created cheat codes for the N64/GC versions of the game and could add this into the project by simply adding my cheat codes into the available cheats.

For now I had created them again for the 2S2H project using CheatEngine using hotkeys binded to your controller.

So you can use the Always Day X to keep it as Day X - not sure if like on consoles if I should bind this to hotkeys to manually set the Day vs Tabbing over to CheatEngine to select the Day from the drop list.

I did similar with the Fastforward and Rewind time cheat codes.

Binded hotkeys to controller so when you press:

R+Dpad Left it rewinds times and stops when you release.

R+Dpad Right it fast forwards time and stops when you release.

That was my main objective and for now uploaded in the hope they'd see and add to the cheat list because I'm sure others would like this feature in the game and its easy to add without creating any mod.

I then decided to add more cheat options that are missing from the cheat list, but due to my lacking knowledge of CheatEngine I need to figure out in order to make them function properly.

For some reason which I don't get why, ChearEngine addresses default to the games current memory value.

So unlike other cheat apps, you'd find an address, set the value you require and it remembers that value.

So all you need to do is toggle it on/off and it'll will write that value to that address.

So for cheats like:
Infinite: Money/Health/Ammo (individual weapons)
Have: Weapons/Items/Masks (individually)
All lost fairy's (each dungeon)

And so forth, all revert to lets say the games default value of FF, if you don't have said item yet in the game, which makes its purpose pointless when you want to simply get it using the cheat code.

Unlike the Day/Fastforward/Rewind cheat codes where its value is set by using hotkeys, or if the value is set using a drop menu (for Day X or example have xxx in your bottles/side quest items).

The values aren't remembered and would have to be manually set each time.

As the majority if not all cheat options in these games are static, the issue isn't that the memory location changes each time you play the game (dynamic memory addresses, they're static so the memory location never changes).

I had tried posting on CheatEngine explaining my lacking knowledge as I'm simple used to using tools where once you have the address, set your value and save, it simply remembers your value and writes it as it should by turning a cheat code on/off.

Someone would simply reply use lua or something like that which ive no clue about and don't get why it can't simply have an easy means to simply remember the value and write it when activated.

I do recall seeing something when right clicking the cheat address and something like set value when activated but it didn't remember the value when I saved the cheat table.

So when loading it back up, enabling cheat option, defaulted back to the games current value (FF, if you didn't have anything yet).

I pretty much made almost every cheat possible for this game back on the N64 which due to the consoles cheat devices been limited in how many cheats it could activate at one time, I couldn't make it possible to have the same Day X/Fastforward and Rewind time cheats, it would have to be one or the other.

But didn't have this issue if using emulators (which I made for again)

Or the GameCube and I forgot, I was also the one who made them for the 3DS versions using the old Gateway QR cheat method then as actual cheat codes (which a user here who tries profiting off users cheat codes stole them trying to claim they made them. Which the biggest giveaway that they stole them was that the old QR code format values were identical yet for time, I had given values which were not exactly spot on for said time but were very close to.

And also when they claimed to have scanned memory for the hour displayed on screen isnt possible because the hour value on screen is not same as what the actual game memory value is.

So you'd never find them by looking for 7,8,9,10

So because this person still insisted they created them and refused to credit back properly, I quit releasing my cheat codes for 3DS and I strongly assume this same person is doing it again under a different username here with Switch cheat codes, taking them off here, posting on their site taking credit and trying to profit off them

So I quit making switch cheat codes too.

But I'd hope the users of 2S2H are different and would benefit from having the option of using my cheat codes.

Just need to either
Figure out how to solve the saving values issue with CheatEngine

Or

How to add the cheats into 2S2H cheat options so you can active them along with its other cheats.
Dude, Shitty ass Gameshark/Action Replay codes mean nothing when you can go into the sourcecode itself and replicate the effects to a much stronger extent, not to mention gameshark/action replay codes don't work in decomps.

FFS, N64 Zelda PC Ports they made come with literal save editors that let you go as far as editing the inventory screen to have whatever values you want and fuck with the game flags that tell the game what state your save file is in the game. i assume the same goes with thier Starfox 64 and MK64 ports. If you want to add these "extra cheats", learn to code and contribute to the port.
 
I really don't know why some people like to praise Mario Kart 64. It didn't age well at all, the competition that came not long after made it look and feel primitive in comparison. Driving in that game is so slippery, every single item feels awkward to use, it has really poorly designed cpu oponents, and on top of that, questionable mechanics that (thank god) never came back, like that stupid tripping when you play 150cc.

I say this as someone who has played every single Mario Kart made by Nintendo for at least 100 hours each, this is definitely the worst of them all, and I've playing Mario Kart 64 since I was 8, so not even nostalgia value saves it for me.

Talking about this port, hopefully it can fix most of these issues in the future, but from what I've been testing it, the item balancing seems to be completely busted.
 
Last edited by NinStar,

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