They will sell it for $30 dlls as DLC for 3DAS.Galaxy 2 will come from nintendo, i guarantee you.
It isnt packaged, because nintendo want to get 60$ out of it alone. They know people will pay.
They will sell it for $30 dlls as DLC for 3DAS.Galaxy 2 will come from nintendo, i guarantee you.
It isnt packaged, because nintendo want to get 60$ out of it alone. They know people will pay.
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.They will sell it for $30 dlls as DLC for 3DAS.
They could be really optimised just for these games. So we don't know how other games run on there or even if its possibleThis is the best thing that could happen to us!! Native emulators for N64, GC and Wii!!! I’m really loving this
The pal version of mario galaxy has a 50/60hz selector. 25 or 30 fps. The all star version works at 30 fps.
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.
This is the best thing that could happen to us!! Native emulators for N64, GC and Wii!!! I’m really loving this
So has anyone gotten other N64 and GC games to work or they were trolls?
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
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?
Two words:
Try Melee.
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.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 },
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{
"Hagi" : {
"Boot" : {
"LoadBios" : false
}
}
}
{}
Humanity restoredThe game isn't even officially out yet and people have already figured so much out lol. I've got a good feeling someone will manage rom injection working within a couple weeks
he's probably busy playing the game, leave him alone
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
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.