"Mario Kart 64" Dreamcast fan port just got an open source release



Thanks to the community efforts of many N64 enthusiasts, we got a full Mario Kart 64 decompilation, and from that, a native PC port was born soon after, as is almost always the case with decompilation projects, but it doesn't stop there, since once a PC port becomes available, unofficial console ports start popping up, and depending on the game, we see some pretty interesting ports to consoles not thought of.

Developer jnmartin84, who has previously released other N64 -> Dreamcast ports like Doom 64 and Wipeout, has been working for several months into a fully functional Dreamcast port of Mario Kart 64, which has now been officially released, complete with full open source code on jnmartin84's GitHub, with one of the major hurdles of this port according to Martin was without a doubt the sound and making it work on the Dreamcast.

Mario Kart 64 on Dreamcast features the following control scheme:
  • Dreamcast DPAD - N64 DPAD (move in menus)
  • Dreamcast Analog Stick - N64 Analog Stick (move in game)
  • Dreamcast Start - N64 Start (... start)
  • Dreamcast A button - N64 A button (accelerate, menu select)
  • Dreamcast X button - N64 B button (brake, menu back?)
  • Dreamcast B button - N64 right C button (HUD change)
  • Dreamcast Y button - N64 up C button (camera)
  • Dreamcast L trigger - N64 Z trigger (use item)
  • Dreamcast R trigger - N64 R trigger (jump/drift)
The game's only official supported format by the developer for both emulators and real hardware play is CDI, and the compilation process for the Mario Kart 64 DC port outputs said format. Users insterested in using other formats besides CDI won't have any support from the developer, however, so they're on their own when trying to play in other formats. The game features saving through VMU, and uses 3 blocks for the main EEPROM game save, while time trails require 67 blocks.

As usual with this type of fan ports and PC ports, the repository does NOT include any kind of copyrighted assets, so the user must provide their own dumped Mario Kart 64 ROM in order to create the CDI/ISO for the Sega Dreamcast out of the source code.

:arrow: Source
:arrow: jnmartin84's MK64 DC GitHub repository
 
Haha. progress has been made with the Mario 64 port, Mario no longer has his Trucker-Tash




EDIT: Actually this is probably the better vid to show off the latest build. the one above is a mod :P


Thanks for sharing that, it looks like the port is much improved. I noticed a few issues, like the white color behind the front doors (inside the castle) and the area transitions, but it looks great overall.

It's really impressive what the Dreamcast is capable of.
Looking at some of Falco Girgis' Tweets there's Star Fox, Wipeout, Sonic Mania, GTA 3/VC and potentially Waverace 64 ports happening too!
All those ports sound great. I thought the GTA3, GTAVC, and Sonic Mania ports were finished, but I may be mistaken.

What a great time to be a Dreamcast enthusiast.
 
  • Like
Reactions: ploggy
He makes decent videos :)
He is an awful spammer on reddit though. Like he posts any kind of video on non related subs like consolemodding but the topic is what MiSTer core came out. Like the mods are dead on that sub, so he just gets downvoted there a lot.
 


Thanks to the community efforts of many N64 enthusiasts, we got a full Mario Kart 64 decompilation, and from that, a native PC port was born soon after, as is almost always the case with decompilation projects, but it doesn't stop there, since once a PC port becomes available, unofficial console ports start popping up, and depending on the game, we see some pretty interesting ports to consoles not thought of.

Developer jnmartin84, who has previously released other N64 -> Dreamcast ports like Doom 64 and Wipeout, has been working for several months into a fully functional Dreamcast port of Mario Kart 64, which has now been officially released, complete with full open source code on jnmartin84's GitHub, with one of the major hurdles of this port according to Martin was without a doubt the sound and making it work on the Dreamcast.

Mario Kart 64 on Dreamcast features the following control scheme:
  • Dreamcast DPAD - N64 DPAD (move in menus)
  • Dreamcast Analog Stick - N64 Analog Stick (move in game)
  • Dreamcast Start - N64 Start (... start)
  • Dreamcast A button - N64 A button (accelerate, menu select)
  • Dreamcast X button - N64 B button (brake, menu back?)
  • Dreamcast B button - N64 right C button (HUD change)
  • Dreamcast Y button - N64 up C button (camera)
  • Dreamcast L trigger - N64 Z trigger (use item)
  • Dreamcast R trigger - N64 R trigger (jump/drift)
The game's only official supported format by the developer for both emulators and real hardware play is CDI, and the compilation process for the Mario Kart 64 DC port outputs said format. Users insterested in using other formats besides CDI won't have any support from the developer, however, so they're on their own when trying to play in other formats. The game features saving through VMU, and uses 3 blocks for the main EEPROM game save, while time trails require 67 blocks.

As usual with this type of fan ports and PC ports, the repository does NOT include any kind of copyrighted assets, so the user must provide their own dumped Mario Kart 64 ROM in order to create the CDI/ISO for the Sega Dreamcast out of the source code.

:arrow: Source
:arrow: jnmartin84's MK64 DC GitHub repository

wow. I may purchase a dreamcast and an SD card mod, because optical media stinky
 
I hate that they expect us to download and install a whole-ass SDK build environment, just to play this. Hopefully some kind soul that isn't a total dick releases an ISO or CDI build soon. (Not here, obviously, but... Elsewhere.)
 

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