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
Quick update on the Wii U port (posting here since I don't think it deserves its own thread just yet):
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.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.
Dreaming too much isn't a good thing...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.
Well. seeing as a old 3ds console can barely handle this. A downgrade to a dsi will likely just not work.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.
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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.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.
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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.
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.
That is already done in the 3ds port.How about enabling O2 compression at compile time?
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.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.
That looks fantastic!mkst is doing a pretty cool minimap side-project (ala Super Mario 64 DS).
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.
https://i.imgur.com/ee0zidB.gif