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?
No, AFAIK physics still is the same as 30fps.is the game more responsive to controller input with 60 fps
External files in sm64ex are supposed to solve this issue, but that feature is not yet tested (and probably broken).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?
Running from HBL or the home menu?Just want to point out, the system locked up on me. All I did was leave it on the title screen with the demo playing.
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:
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.Code:./tools/apply_patch.sh enhancements/60fps.patch
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?
https://github.com/aboood40091/sm64exWait.... SM64EX? there is an another version? xD
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?
it has a wiiu target for me https://gyazo.com/e28bdab44f59c10d5f1d5634ba284413thanks... 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
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)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?
You are checking the wrong repo, that's the original project, AboodXD forked it and added Wii U support: https://github.com/aboood40091/sm64exthanks... 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
I never tried WSL before, but since people say it is easier to use, maybe you should give it a try. If that ever failed, my msys2 tutorial exists.
L is not mapped. I'm thinking of making a button combo for it (like + and - together).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?
Tried it. Works. Just takes ~20 seconds to boot (LOL).with external resources enabled?
is that with the nightly branch or master branch on the ex git?L is not mapped. I'm thinking of making a button combo for it (like + and - together).
Tried it. Works. Just takes ~20 seconds to boot (LOL).
Nightly, though I assume both should work.is that with the nightly branch or master branch on the ex git?
Tested it. Some models are too unoptimized for our little buddy, the Wii U.Do you think it'd be possible to make this compatible with SM64 SGI?
Yeah the trees were 2d for a reason.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.
Scratch that, takes around 50 seconds. (Wii U has bad SD Card reading/writing speed)Tried it. Works. Just takes ~20 seconds to boot (LOL).
Sure they were, but we are talking about the N64 here.Yeah the trees were 2d for a reason.
Made a video.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.