Homebrew Super Mario 64 Port - Wii U

AboodXD

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is the game more responsive to controller input with 60 fps
No, AFAIK physics still is the same as 30fps.

So, basically all the data that the game needs to run is stored inside the RPX. So if you ever want to use mods, you have to replace that file? :ninja:
External files in sm64ex are supposed to solve this issue, but that feature is not yet tested (and probably broken).
I want to get my ubershader working in the official port before I move to working on ex.
 
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Gunstorm

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Yes, the 60 FPS patch works on both port versions (sm64-port and sm64ex nightly). You apply it by running the following line in the terminal:
Code:
./tools/apply_patch.sh enhancements/60fps.patch
The patch has a slightly different name in the EX port, if you just start typing the filename and press tab the shell will finish it for you.

Wait.... SM64EX? there is an another version? xD


So, basically all the data that the game needs to run is stored inside the RPX. So if you ever want to use mods, you have to replace that file? :ninja:

thats a doubt here too about it... if i play the current .rpx the savegame will be stored inside .rpx? then if i update it i will lost the save game?
 

ZiRoN321

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thats a doubt here too about it... if i play the current .rpx the savegame will be stored inside .rpx? then if i update it i will lost the save game?
All versions I've seen dump the savefile to the root of the SD card, and the same save works everywhere (even with emulators, a real N64, etc)

thanks... sadly the MakeFie dont have an target for WiiU

to master https://github.com/sm64pc/sm64ex/blob/master/Makefile
and no WiiU on nigthly branch too https://github.com/sm64pc/sm64ex/blob/nightly/Makefile
You are checking the wrong repo, that's the original project, AboodXD forked it and added Wii U support: https://github.com/aboood40091/sm64ex
 

MikaDubbz

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Any clue how to pull up the cheats menu in sm64ex on Wii U? I can alter the camera control no problem, but can't get the cheat menu to appear at all. I see that I'm suppose to make it show by pushing L 3 times in the pause menu according to the readme on github, but doing that in game does nothing. Edit: as I type this now, I'm realizing that L is being recognized as Z as you use it for the long jump and ground pounds,.what button is instead being recognized by L in game?
 
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AboodXD

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Any clue how to pull up the cheats menu in sm64ex on Wii U? I can alter the camera control no problem, but can't get the cheat menu to appear at all. I see that I'm suppose to make it show by pushing L 3 times in the pause menu according to the readme on github, but doing that in game does nothing. Edit: as I type this now, I'm realizing that L is being recognized as Z as you use it for the long jump and ground pounds,.what button is instead being recognized by L in game?
L is not mapped. I'm thinking of making a button combo for it (like + and - together).

with external resources enabled?
Tried it. Works. Just takes ~20 seconds to boot (LOL).
 
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AboodXD

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Do you think it'd be possible to make this compatible with SM64 SGI?
Tested it. Some models are too unoptimized for our little buddy, the Wii U.
Trees, in particular, cause a crazy amount of lag. (even when running the game in 480p, it's insane)

Mario himself is fine, so, if there was a cut down version of Render96 (SGI) with only a few model replacements, it could work smoothly.
 

wolf-snake

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Tested it. Some models are too unoptimized for our little buddy, the Wii U.
Trees, in particular, cause a crazy amount of lag. (even when running the game in 480p, it's insane)

Mario himself is fine, so, if there was a cut down version of Render96 (SGI) with only a few model replacements, it could work smoothly.
Yeah the trees were 2d for a reason.
 

AboodXD

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Tried it. Works. Just takes ~20 seconds to boot (LOL).
Scratch that, takes around 50 seconds. (Wii U has bad SD Card reading/writing speed)

Yeah the trees were 2d for a reason.
Sure they were, but we are talking about the N64 here. The SGI models are unoptimized. I should pick my words more carefully and say that due to them being high poly and with the rendering using ancient techniques with the port trying to emulate that, it becomes very hard for the Wii U to keep up. Had the game been properly optimized for the Wii U, I doubt it would have had any issues running. See Mario Kart 8, for example.

Tested it. Some models are too unoptimized for our little buddy, the Wii U.
Trees, in particular, cause a crazy amount of lag. (even when running the game in 480p, it's insane)

Mario himself is fine, so, if there was a cut down version of Render96 (SGI) with only a few model replacements, it could work smoothly.
Made a video. I carefully didn't include any trees. Having both Mario and Bowser in one screen causes lag.
 
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MikaDubbz

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Made a video. I carefully didn't include any trees. Having both Mario and Bowser in one screen causes lag.

That is a shame, I'm sure most would be fine to go without the SGI trees, but it'd be a shame if Mario and Bowser's SGI models can't work well together on the Wii U.
 

Haaaal

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I'm glad to see the Wii U is not forgotten, I had many issues trying to build it but I finally made it

I'm looking forward for the mods support, thank you very much for this!
 

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