Homebrew Super Mario 64 Port

James_

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Quick update on the Wii U port (posting here since I don't think it deserves its own thread just yet):

Ah yes I always wanted to play Mario 64 in red, yellow, green and black
 

VinsCool

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Alright so I just tried the port on my N3DS.
I have to say I am impressed. It works perfectly.

I have a feature request: button remapping, and maybe some sort of use for the bottom screen for settings? whenever it is achievable, not a priority.
Great job on the port!
 

marioluigipeach10

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I got the latest version of the cia on my o3DS, and to be honest the performance chugs hard on music queues and level loading. It’s nearly unplayable on bomb-omb battlefield and koopa the quick literally broke the FPS. I hope us o3DS owners arn’t left in the dust with this port. :(
 

lone_wolf323

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I got the latest version of the cia on my o3DS, and to be honest the performance chugs hard on music queues and level loading. It’s nearly unplayable on bomb-omb battlefield and koopa the quick literally broke the FPS. I hope us o3DS owners arn’t left in the dust with this port. :(
Again. old 3ds users are going to be screwed. The hardware cannot take it and there is just not the resources to help fps. Be happy with what you got or go get a new 3ds console.
 

Gericom

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One of the things that need to be done to get better performance on o3ds might be rewriting the graphics backend to make better use of the hardware. Vertex transforms and such currently are performed on the cpu, but it would obviously be way more efficient to let the gpu do it for example.
 

MyJoyConRunsHot

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Seeing as someone is currently porting this game to the PSP. A crazy part of me is curious of how it would run on a DSi.

--------------------- MERGED ---------------------------

Seeing as someone is currently porting this game to the PSP. A crazy part of me is curious about it would perform on a DSi.
 

lone_wolf323

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Seeing as someone is currently porting this game to the PSP. A crazy part of me is curious of how it would run on a DSi.

--------------------- MERGED ---------------------------

Seeing as someone is currently porting this game to the PSP. A crazy part of me is curious about it would perform on a DSi.
Well. seeing as a old 3ds console can barely handle this. A downgrade to a dsi will likely just not work.
 

Gericom

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Seeing as someone is currently porting this game to the PSP. A crazy part of me is curious of how it would run on a DSi.

--------------------- MERGED ---------------------------

Seeing as someone is currently porting this game to the PSP. A crazy part of me is curious about it would perform on a DSi.
The DSi doesn't have floating point support so you would first have to modify all code to be fixed point. Then you need to rewrite the entire 3d backend, because with the stuff from the pc port you can't get it rendered on DS (furthermore, the ds misses some render features the N64 has and can only render 2048 triangles per frame). Then there's also the thing that on o3DS it already isn't full speed, and you need to do some overlay stuff to fit everything in memory. So, all that combined it would basically be a lot of work for nothing.
 

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Haven't gotten around to trying this yet, but I wanted to ask: Does the 3D slider on the 3DS do anything? Can I play this with improved models and the 3D effect turned on? I'm kind of curious how good it would look, it's been a while since I've used my 3DS for something other than RetroArch and DS Mode (Been marathoning the Pokemon games, I'm at Platinum now), and the games I played prior to that were the Superstar Saga and Bowser's Inside Story remakes, which don't have 3D support, so I thought it would be fun to try something with the 3D effect turned on. I really liked using it.
 

CMDreamer

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One of the things that need to be done to get better performance on o3ds might be rewriting the graphics backend to make better use of the hardware. Vertex transforms and such currently are performed on the cpu, but it would obviously be way more efficient to let the gpu do it for example.

How about enabling O2 compression at compile time?

I've got a hack (from romhacking[dot]net) for the N64 version of Super Mario 64 that solves most of the lag on all levels (mainly on Dire, Dire Docks, -Bowser's Sub- level); would that solve lag (including audio stuttering) on most levels?

Would be worth to try it out. Please @Gericom, if you try it let me know how it comes. Thanks in advance, best regards!

BTW, hope someone make a PS Vita port so make it useful again, playing on the Vita 10XX OLED screen would be great!
 
Last edited by CMDreamer,

fmkid

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Haven't gotten around to trying this yet, but I wanted to ask: Does the 3D slider on the 3DS do anything? Can I play this with improved models and the 3D effect turned on? I'm kind of curious how good it would look, it's been a while since I've used my 3DS for something other than RetroArch and DS Mode (Been marathoning the Pokemon games, I'm at Platinum now), and the games I played prior to that were the Superstar Saga and Bowser's Inside Story remakes, which don't have 3D support, so I thought it would be fun to try something with the 3D effect turned on. I really liked using it.
It does nothing (at least for now, but possibly never after all), because a real 3D implementation of this port is very difficult and demands a lot of resources.

And about DS mode with 3D effect: I think that's simply impossible (because the DS mode itself doesn't have access to the 3D hardware capability).
 
Last edited by fmkid,

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mkst is doing a pretty cool minimap side-project (ala Super Mario 64 DS).

ZYgxeJz.gif


https://i.imgur.com/ZYgxeJz.gif (for some reason GIF doesn't appear).

Only Castle Hub map (flooded and dry) has been done so far.

Edit: I have extracted the DS graphics and inserted them in the port. I can see why Mkst used a crafted vector maps, DS minimaps have really awful quality.

ee0zidB.gif


https://i.imgur.com/ee0zidB.gif
 
Last edited by Deleted member 323844,

ShadowOne333

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Deleted member 323844

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SM64DSE model view could be a better and more simple way to render the minimaps. Idk how to disable the wireframe tho (since there's another wireframe option :rofl:)

SMwQugt.png


q6jtDQc.png


You can even display every single object/enemy/star/coin in the minimap using this editor. Tho it would be unusable on 3DS due the low resolution. Maybe a zoom would come handy.

Nvm: Zoom is already in the Mkst roadmap :)
 
Last edited by Deleted member 323844,

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This is quite impressive. It also shows you how SM64 is a quintessentially pure gameplay title in the sense that its as much fun now as it was then.

Seeing it widescreen with proper analog controls on the 3DS is great so thanks to those involved.
 
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