Homebrew Question Mario 64 port?

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Is that playing on the Switch?

no, but it easily could. I compiled it for my pc with some modifications. It would be the same except compiling for switch

Have you tested the latest version on the switch to see for yourself? it has got the high resolution pack in it and runs at 60fps it looks exactly like that.

besides the Mario model, it’s the same texture pack that’s used in v6 on Switch.
A5AA3BB2-559A-4BAF-80B3-522327C707CC.jpeg
E767D33A-893B-45A9-83CD-98CE3925706A.jpeg
 
Last edited by meohsix,
v6 does indeed look good, but the compiled nro has better camera controls (with the enhanced setting), and you can remap all the buttons.

So I'm kind of torn between which one I like better. If they (whoever is making these nsp versions) can get the good camera and options menus, It'll be perfect.
 
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besides the Mario model, it’s the same texture pack that’s used in v6 on Switch.
View attachment 211635 View attachment 211634
actually I compiled without a texture pack at all, but it may still be part of the repp. this is a pc version not the switch though
v6 does indeed look good, but the compiled nro has better camera controls (with the enhanced setting), and you can remap all the buttons.

So I'm kind of torn between which one I like better. If they (whoever is making these nsp versions) can get the good camera and options menus, It'll be perfect.

if you compiled the nro yourself you could have both of those things
 
Last edited by Mythical,
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V7 is on the way:

**SM64 Switch Port v7**
+ New high poly Mario model, future versions will allow this to be toggled on/off
+ Vastly improved and bugfixed camera - try turning 360 degrees!
+ Camera options: "DISABLE DIST CLIP/CLASSIC CAMERA/RETURN SCALER" customizable in pause menu
+ Will no longer use high-res texture pack by default. Original textures will once again be used (but HUD and PAINTINGS will still be HD)
+ You can add texture packs in `/switch/sm64/` or with LayeredFS - any compatible .pak will work
+ It will load in reverse filename order. `zzhud.pak` will load first over `aahud.pak` (and the included `!hud.pak`)
+ You can replace the `!hud.pak` and `!paintings.pak` via LayeredFS - if you create an empty file, the original game textures will load
+ Added cheat menu with "UNLIMITED LIVES/INVINCIBLE/MOON JUMP/SUPER JUMP/QUADRUPLE JUMP/BOWSER AIM ASSIST" in pause menu
- Reverted the Klepto blue star fix, it was likely contributing to the duplicate star issue

+ Will be distributing multiple community texture packs: 4x.grego2d, mollymutt, risio_retro, nintemod, and hypatias_craft64
+ Will be distributing a script to extract and create compatible .pak files

usage: build_texture_db.py [-h] --output OUTPUT [--source SOURCE]
[--extract EXTRACT] [--scale SCALE]

Examples:
`build_texture_db.py --extract --source 4x.grego2d.textures.pak --output myfolder`
`build_texture_db.py my.textures.pak --input myfolder`
Input folder should contain pngs named with xxhash32.png (just as when extracting)
NOTE: LayeredFS directory is `/atmosphere/contents/054507E0B7552000/romfs/`

Exciting times :)
 
Wow that is amazing. Part of me wants to sleep on this for like 3months to just see what the scene does. My dream is basically the fully controllable camera with draw distance and hd. I wish this could be done with more 64 games. Especially ocarina.
 
Wow that is amazing. Part of me wants to sleep on this for like 3months to just see what the scene does. My dream is basically the fully controllable camera with draw distance and hd. I wish this could be done with more 64 games. Especially ocarina.

I would like to see the use of all models changed to high vertex count, use of the Odyssey models. A course designer built in (M64 maker), Orchestral version of the tunes from various Koji Kondo concerts over the years, multi player online, mods like (karts can be used), playable on Vr sets.
 
V7 is out but JITS is down so don’t update without dumping the V6 NSP first in case you accidentally “upgrade” back to V3 if you have other sources enabled as well.
 
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... My dream is basically the fully controllable camera with draw distance and hd...

I was hanging in their sm64 support thread last night, they basically confirmed they will never put in a camera that allows it to move up and down.

The reasoning was something like "moving the camera vertically makes the trees look weird" and "we want to keep true to the original". Fair enough, I suppose. It's their project they can do or not do whatever they want.

Hopefully the camera in this v7 will be good enough (at least it allows a full 360 turn), but if we want that really awesome camera control we'll have to compile it ourselves.
 
As a follow up: I installed V6 over the original release and it worked perfectly :)

Looking forward to V7 as I would love to see SM64 in a cell-shaded mode like djipi's Cel-da packs :)
I was answering you from page 1 which I didn’t realise to do with the saving and deleting. Yes me too v7 sounds awesome!!
 
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JITS is back up, get V7 while you can and keep a copy of the NSP for backup just in case.

I would recommend downloading the texture packs as well even if you don’t plan on using them immediately in case the links go dead.
 
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JITS is back up, get V7 while you can and keep a copy of the NSP for backup just in case.

I would recommend downloading the texture packs as well even if you don’t plan on using them immediately in case the links go dead.

From the Reddit post, seems like we have to compile it to map? :/
 
JITS is back up, get V7 while you can and keep a copy of the NSP for backup just in case.

I would recommend downloading the texture packs as well even if you don’t plan on using them immediately in case the links go dead.

so true so true
 
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