Homebrew Super Mario 64 Port

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Wops, nvm, I was confused with other project.

Does sound mixing over DSP gives any kind of performance boost?
From my testing it currently only got worse. Seemingly because of the overhead the 3dses operating system introduces when sending commands to the dsp. I also tested without handling sound mixing at all and it was still slow at o3ds speed. So I guess it is not the (only) problem.
 
I followed this video here ( /szPJkykih5s ), I had no problems running on Old 3DS using the 800px version with AA
nA5CzgQ.png
 
Last edited by Moon164,
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From my testing it currently only got worse. Seemingly because of the overhead the 3dses operating system introduces when sending commands to the dsp. I also tested without handling sound mixing at all and it was still slow at o3ds speed. So I guess it is not the (only) problem.
The performance on O3DS is already good enough to play the game, but do you have any other ideas left to improve performance a little? or is this most likely the best we'll get?
 
The performance on O3DS is already good enough to play the game, but do you have any other ideas left to improve performance a little? or is this most likely the best we'll get?
I guess the current way the 3d backend works isn't optimal either. It was build onto the pc port thing, but it could probably be more efficient.
 
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The port for the 3ds does give a very interesting point for comparison with the remake/port of Ocarina of Time and Majoras Mask for 3ds. I believe the Zeldas had to be remade from scratch (even though we now know sources for them did exist...). It is however interesting from the point that the N64 zeldas were based on the same engine as SM64, afaik, just with some enhancements/additions, naturally.

The SM64 port currently has one big benefit over them being the 800px mode!
 
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The port for the 3ds does give a very interesting point for comparison with the remake/port of Ocarina of Time and Majoras Mask for 3ds. I believe the Zeldas had to be remade from scratch (even though we now know sources for them did exist...). It is however interesting from the point that the N64 zeldas were based on the same engine as SM64, afaik, just with some enhancements/additions, naturally.

The SM64 port currently has one big benefit over them being the 800px mode!
It will be great if me can use some ports from hacked nintendo 64 games from example this two projects:

https://tml.z64.me/

https://wccftech.com/zelda-the-master-of-time-romhack/

I dont know if those hacked ports can be achieved with the actual amount of info leaks....For SM64 we have another great hack: Multiplayer mode...
 
Is this the SHA-512 sum for a compiled Super Mario 64 USA 3DSX?

31f092a5c374ec594577d8f3a34ebe94dfd3fb46838d733857d7fd2be900a1c6d5e09bfbf0330a18044ee2923b842754fffe98665d9d6dc985b8a6515f351869
 
The port for the 3ds does give a very interesting point for comparison with the remake/port of Ocarina of Time and Majoras Mask for 3ds. I believe the Zeldas had to be remade from scratch (even though we now know sources for them did exist...). It is however interesting from the point that the N64 zeldas were based on the same engine as SM64, afaik, just with some enhancements/additions, naturally.

The SM64 port currently has one big benefit over them being the 800px mode!
I heard the opposite from speed runners. The 3DS games are running in the original engine with upgrades. They have the same exact bugs as the N64 versions.
 
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I heard the opposite from speed runners. The 3DS games are running in the original engine with upgrades. They have the same exact bugs as the N64 versions.
Interesting. I never quite understood if they could just use the original source, because if not then the similarity between the n64 and 3ds remake is very surprising, considering the latter would have had to be completely remade. That's why I find it more likely to be a port of sorts.
 
Interesting. I never quite understood if they could just use the original source, because if not then the similarity between the n64 and 3ds remake is very surprising, considering the latter would have had to be completely remade. That's why I find it more likely to be a port of sorts.
Usually if an engine is designed well, it should be possible to reuse the logic part and only rewrite the rendering parts (and sound backend and such) for new hardware. That way the behavior of the game should be equal.
 
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