Homebrew Discussion Confirmed: Mario All Stars 3D Collection have 3 emulators

gamecaptor

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They will sell it for $30 dlls as DLC for 3DAS.
I'm really going back and forth on this. They could throw it out there on it's own for a premium or just tack it onto this existing set. The only other 3D game is 3D Land and I don't see them porting it over, so I'm feeling confident it won't be bundled with something else.
 

jurai

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The pal version of mario galaxy has a 50/60hz selector. 25 or 30 fps. The all star version works at 30 fps.

Yeah the emulator config sets euro pal60 at boot

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Yeah... but that's with a button press at the beginin' of the game.
Should we press it on the Switch all times we want to play the game 30 FPS? Or Hagi (Gamecube/Wii emulator accordin' to the internal files if I recall correctly) switches auto?

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Add a translation please, GBAtemp's a english community.

The emulator simulates the button press, if you read it config it's even commented that it does it to force pal60.
 

Basketto

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This is the best thing that could happen to us!! Native emulators for N64, GC and Wii!!! I’m really loving this

I wouldnt get too excited just yet.
Galaxy doesn’t emulate the CPU which is by far what the switch is lacking the most for Wii emulation. By modern console standards the switch GPU is fairly decent. I have pretty much ruled out injecting other Wii games.
Sunshine looks promising, however the rom itself may have been tampered with to work better on the switch. Their is no guarantee that other games will run any better than on dolphin, if they work at all.
N64, is the one emulator I am confident will run other games well. Also because I see it as the next possible step in the online service. It might come as a double edged sword though, because it probably wont support hd texture packs and tweaks that are currently available with other methods.
 
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soaresden

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The game compilation is also using a 8gb cartridge. They only use 4,7 of data

They could at least put galaxy 2 and the 3dland of 3ds. There are enough space!

I would had expect this compilation the same features and improvement has the gap between nes and snes with super mario all stars and world with better graphics and saves.

Giving only the soundtrack is just a little gift imo
 
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Silent_Gunner

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Much like the Wii Super Mario All-Stars collection. At least with this, they're offering something that even I wouldn't go out of the way to try to get working smoothly on the Switch, if the Sunshine and Galaxy 1 are even possible to get running full speed.

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So has anyone gotten other N64 and GC games to work or they were trolls?

I ask the same...

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your missing the fucking point. all of you are. stop being such fucking nintenSHEEP and look for a second at what they are doing!! it's just as despicable as apple it's something they would do. iwata must be rolling in his grave right now to see what his company has turned into

So, how's the session between you and @Reploid going tonight?

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Luigi's Mansion seems to boot and work with swapped .gcm (First 5 minutes anyway!)
Oh dear.. there goes my whole day..
Edit: The first cutscene didn't play at all. I'm guessing it's something to do with hagi.config?
Didn't touch the rom.json or hashes at all and seems to work right out of the box?

Vid or it didn't happen.

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Two words:
Try Melee.

Yeah, Melee's one of the easier games to emulate on devices like these.
 

cyberkevin

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so actually...
nobody could run any games with proof ?

We have the hash check issue isn't it...
Ok... as I really can't use my Switch until this week end, if someone can send me via Private Message the "main" NSO file of the game (if games have different ID, could be better to send me both the main NSO of the game's selector, AND the game itself, and let's just patch the hash check to always being true ^^

We know for sure the game itself is just a rom file, as it run on Dolphin, so that mean it's just the executable that wait for the correct hash, let's just bypass this.
 
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Migush

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Made an account just to post this but:

Just replacing the ROM file will crash the emulator without changing corresponding config files related to the ROM.

In order to replace the ROM you need to have your replacement file located at:
Code:
\atmosphere\contents\010049900F546002\romfs\MarioSunshine\Super_Mario_Sunshine_Stardust-trimmed.gcm

The file that loads the ROM is:
Code:
\atmosphere\contents\010049900F546002\romfs\rom.json

That contains the text:
Code:
{   "UID": "MarioSunshine",   "DolHash": "4e10808fdbd8a8beefab38163bb43a5002f60d63",   "ROM": [     "rom:/MarioSunshine/Super_Mario_Sunshine_Stardust-trimmed.gcm"   ] }

The UID is how the emulator searches the /data/ folder to replace textures and gecko codes, so in theory we could replace that with something like "NewGame" and then match that to "rom:/NewGame/NewGame.gcm" in the replacement "rom.json" file we would load with LayeredFS.

We would then also need to find out how to generate new hashes associated with a newly inserted ROM (NewGame.gcm) in the files:


Code:
\atmosphere\contents\010049900F546002\romfs\NewGame\NewGame.gcm
Code:
\atmosphere\contents\010049900F546002\romfs\NewGame\NewGame.hash

Code:
{
    "hash": {
        "exe": "corresponding exe hash with NewGame",
        "media": "corresponding media hash with NewGame",
        "full": "corresponding full hash with NewGame"
    }
}


as well as

Code:
\atmosphere\contents\010049900F546002\romfs\data\database\hagi\NewGame.json

Code:
{     "Info": {         "GCM": {             "Name": "New Game",             "CountryCode": "US",             "GameID": "GAME",             "DVD": 0,             "ROMVersion": 0,             "GCMID": "GAME.0.0"         },         "Hashes": {             "exe": "appropriate hash here",             "media": "appropriate hash here",             "full": "appropriate hash here"         },         "UID": "NewGame",         "ShortName": "NewGame"     },     "Mxic": {         "Hashes": ["appropriate hash here", "appropriate hash here"]     } }

and finally the "boot" code needs the GameID ("FourCC") and VideoMode changed in this file

Code:
\atmosphere\contents\010049900F546002\romfs\data\database\config\NewGame.config

Code:
        },
        "Boot" :
        {
            "Country" : "US",
            "DVDRoot" :
            {
                "FourCC" : "GAME"
            },
            "VideoMode" : "NTSC",
            "Retail" : true,
            "UseDolHash" : true,
            "LoadBios" : false
        },
Unfortunately it's not this easy. Supposing this was true, we should be able to rename all occurrences of 'MarioSunshine' with 'MarioSunshina' in files, filenames and foldernames, but this doesn't work. The game just crashes.

About the hashes, I don't think they're actually required. Removing the hases from the romfs:/data/database/hagi/MarioSunshine.json file and romfs:/rom.json allows the game to boot just fine.
MarioSunshine.json:
unknown.png

If I remember correctly, even after removing GCM it still works

The files or minimum contents of files required for the default Mario Sunshine rom to boot. By 'required' I mean that the game won't boot if the files are just empty files.
romfs:/data/database/config/MarioSunshine.config:
Minimal:
{
"Hagi" : {
"Boot" : {
"LoadBios" : false
}
}
}
Now I am not at home so I'm not 100% sure, but you might have to keep useDolHash and set it to false in the MarioSunshine.config if you remove the DolHash in romfs:/rom.json

romfs:/data/database/hagi/MarioSunshine.json:
Minimal:
Code:
{}
romfs:/data/database/pip/MarioSunshine/pipelineDB.pip:
Required

romfs:/data/database/vulkan/MarioSunshine/B1317A6632265CF763766CF6339AC8D1.cache
Not required

romfs:/data/gecko/MarioSunshine/ns/MarioSunshine.nrolz:
Required
 
Last edited by Migush,

a7mag3ddon

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People loosing their shit because they found out its using emulation for some of the games and hybrid emulation for the other but they would have been happy if the games were HD versions coded from scratch..

Uhmm really haha.. fukwits.
 
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cyberkevin

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They forgot that they didn't downloaded roms on internet... sometimes... xD
They don't get that if it run well that way, why not.

BUT, they are right to say that if they put more money in it, to make real ports, well, 60fps for Sunshine and 64 at 1080p both will maybe being possible, that's right, but the price will goes up to 60$ for sure.


The GOOD about that still for us is that it now exist proper Vulkan emualtor made by Nintendo for N64, GameCube, and part of it for Wii..

I can't wait to go back to my home with all my setup to dig inside, patch all needed things for exécutables to let just load easily ROMS on the fly. (just saying again, but if someone can send me the NSO of each titleID so I can work on it today, send me a message.)

For now, I'm pretty sure peoples will done something before I can dig inside all of that, but I'm pretty sure the solution to run any N64 and GC roms are SO easy...

Games by them self SHOULDN'T crash because of errors, but just because the executable want something specific about the file loaded in.
For me, it's an error to try editing roms files to make them load (specially cause I'm pretty sure hash are hardcoded) instead of simply patching the executable to :
- Bypass the hash check
- Changing the JSON files to load to create alternate configuration and folders with other roms.

all of that inside a simple IPSwitch patch that you can enable and disable as you wish.
 
Last edited by cyberkevin,
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xbmcuser

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My understanding please correct if I talk shit?

Nintendo recompiled Sunshine for Game Cube with changes (Ie how the Z button used to work, resolution etc... passing thru graphics and sound to Switch H/W) then they emulate the compiled iso, on Switch. With GPU and sound running natively?
 

Silent_Gunner

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he's probably busy playing the game, leave him alone ;)

If he has the game running on the title screen on the Switch, all he'd/she'd have to do is record a video of it running, upload it to imgur, and post it here. It'd take maybe 5 minutes at best if they know what they're doing.

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k wtf why you sooooo SMART!!!

but in all seriousness, if this means what I think it means you have at least started to figure out how to inject and boot other games? If so could you possibly test Wii Sports? Assuming all the button layouts will transfer over

I think we should try GC games first before jumping to trying to run Xenoblade Chronicles...when there's the definitive edition already on Switch...

 
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Silent_Gunner

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thats very true but i am not ruling out the possibility. But what baffles me is that the Graphics and Audio are emulated so does that mean the renderer was recompiled for the switch? I'm not very well versed in development of games so if someone could shine a light on this that would be greatly appreciated!

Let me put it like this:

The GC and Wii uses a CPU that speaks Japanese, while the Switch uses a CPU that speaks Chinese. In order to get GC games to run on the Switch, you have to make code that translates the original Japanese code of the GC/Wii to the Chinese of the Switch's. This is what you'll see referred to as a dynamic recompiler, shortened to dynarec. It's the tool that any emulator worth its salt will use to make games playable at speeds just like with the original hardware, and without crashes.

All of this work is very taxing on a CPU when it's the GC/Wii we're talking about translating to ARM, x86, x64, etc.. If you can solve this, then the developer can focus on emulating graphical and audio output that, depending on the game and what that game needs to function, shouldn't be as taxing to the processors responsible for that output as it is for the translation of PowerPC code into ARM code as is what's apparently taking place with SMG1 in this collection.
 

Dominator211

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Let me put it like this:

The GC and Wii uses a CPU that speaks Japanese, while the Switch uses a CPU that speaks Chinese. In order to get GC games to run on the Switch, you have to make code that translates the original Japanese code of the GC/Wii to the Chinese of the Switch's. This is what you'll see referred to as a dynamic recompiler, shortened to dynarec. It's the tool that any emulator worth its salt will use to make games playable at speeds just like with the original hardware, and without crashes.

All of this work is very taxing on a CPU when it's the GC/Wii we're talking about translating to ARM, x86, x64, etc.. If you can solve this, then the developer can focus on emulating graphical and audio output that, depending on the game and what that game needs to function, shouldn't be as taxing to the processors responsible for that output as it is for the translation of PowerPC code into ARM code as is what's apparently taking place with SMG1 in this collection.

I'm picking up what your putting down. But on a unrelated ride note. My sigpaiches are updated and I still can't launch tinfoil to install the game...
 
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RyanB

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Not quite a replacement of ISO yet, but I've managed a replacement of an MP4 file. Also, I have texture tools for replacing the modified textures(extracting the archives they were in, and rebuilding them), rebuilding them and using them causes the game to crash at the moment, I'll try to figure out why.

You can find the video at my twitter account(cant post here due to post requirement for links) @RyanBevins_
You can also find some tools for 3D All Stars (Sunshine/Galaxy) at my GitHub ryanbevins.
Once I fix the rebuilding, I'll work on some more tools for modifying the game. Likely going to see if theres an easy way to inject ISO files.
 

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