Homebrew Super Mario 64 Port - Wii U

  • Thread starter Thread starter AboodXD
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Don't try to start another app such as the Internet Browser or eShop while SM64 is running! It will prevent you from being able to exit the game unless you do a hard reboot. (Press down the power button for 4 seconds)
That appears to be a bug in the Homebrew Launcher; if you install the game RPX in the home menu, you shouldn't run into this problem.
 
Last edited by AboodXD,
Works on Cemu as well!
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Who needs PC port when you can play a port of PC port to another console, in an emulator on PC.
 
I'm concerned that mods aren't going to work on Wii U because apparently the homebrew launcher on Wii U has a size limit of homebrew that it can launch. As it is, if you compile it right now, mod-free, the .elf is 15.8MB, and the .rpx is 7.06MB. The .rpx version will load, but the .elf will error out and say that the homebrew is too large to launch. At least any of the bigger mods like the SGI graphics mod that looks so friggin awesome are what concern me.
 
I'm concerned that mods aren't going to work on Wii U because apparently the homebrew launcher on Wii U has a size limit of homebrew that it can launch. As it is, if you compile it right now, mod-free, the .elf is 15.8MB, and the .rpx is 7.06MB. The .rpx version will load, but the .elf will error out and say that the homebrew is too large to launch. At least any of the bigger mods like the SGI graphics mod that looks so friggin awesome are what concern me.
It's an issue specifically with using ELF with HBL. RPX homebrew has much less memory limitations.
 
I'm concerned that mods aren't going to work on Wii U because apparently the homebrew launcher on Wii U has a size limit of homebrew that it can launch. As it is, if you compile it right now, mod-free, the .elf is 15.8MB, and the .rpx is 7.06MB. The .rpx version will load, but the .elf will error out and say that the homebrew is too large to launch. At least any of the bigger mods like the SGI graphics mod that looks so friggin awesome are what concern me.

This can easily be solved by having it as an installable title then having it load extra assets from SD.
 
very good work! Cant wait to try this out

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Very good work! Cant wait to try this out
 
Nice!

Also, coming soon... ?

This is SO cool! I wonder what kind of functionality you can use for the GamePad? Maybe a map or touch screen controls? Really good work so far!

P.S. I know you said you plan on adding mod support later on, but do you think split-screen multiplayer will be possible?

P.S.S If split-screen multiplayer IS possible, do you think having one of the screens on the gamepad is doable?
 
This is SO cool! I wonder what kind of functionality you can use for the GamePad? Maybe a map or touch screen controls? Really good work so far!

P.S. I know you said you plan on adding mod support later on, but do you think split-screen multiplayer will be possible?

P.S.S If split-screen multiplayer IS possible, do you think having one of the screens on the gamepad is doable?
Split-screen versions are already out there, with the originally planned Luigi assets and everything.

Dual screen would require a native, handcrafted Wii U source edit though - akin to having the 3DS version support multiplayer at all.
 
Hello, See I'm Having a Little Problem While Compiling sm64-port on Wii U...
 

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