Well it takes a bit more time to set up compared to other 60fps mods but ill try to explain how to do it:
First extract the dol file from Super_Mario_Sunshine_Stardust-trimmed.gcm which you can find in romfs:\MarioSunshine\ using this https://github.com/LagoLunatic/GCFT/releases by right clicking on main.dol and choosing Extract File.
Open the main.dol file in a hex editor, change the 3F000000 located at 0x3E3D38 to 3F800000 and change the 3C23D70A located at 0x3E1E34 to 3CA3D70A, after that save the file and close the hex editor.
Now reopen Super_Mario_Sunshine_Stardust-trimmed.gcm using GCFT and right click on main.dol but this time chose Replace File, when it prompts you to choose a file choose the edited main.dol.
After that Choose the Export GCM option and place the new gcm in sdcard:\atmosphere\contents\010049900F546002\MarioSunshine\ with the same name as the original one.
At last copy the nro_patches folder in the zip file I posted here to the atmosphere folder in the sd card.
Also be prepared to be disappointed afterwards since performance isnt great.
I noticed GCFT produces an image where the dummy data is also replaced with randomized data when i went to build an IPS to patch the GCM.
I found the offsets directly from the GCM then patched just those addresses using the values @Kirby567fan posted earlier. I then created an IPS attached here for anyone else to use.
now all you need to do is use the zip posted earlier for the NRO patch then patch the GCM with this IPS file.
performance is still horrible, setting upscale to 0 actually crashes the game, 1 looks bad but runs way better then the default of 2 with this patch.
for me, i went back to 30FPS then set upscale to 3 to run handheld at 1920x1080, then i set upscale to 4 for docked mode so it will downscale back to smooth out the few remaining jaggies that exist on upscale 3.
None of the mods posted here seem to work now. Neither SM64 BLJ or SMS 60FPS.
SM64 does nothing, and SMS even crashes the game outright if trying to load it. Following Driverdis' instructions for SMS 60FPS in specific for that game.
None of the mods posted here seem to work now. Neither SM64 BLJ or SMS 60FPS.
SM64 does nothing, and SMS even crashes the game outright if trying to load it. Following Driverdis' instructions for SMS 60FPS in specific for that game.
Both the gcm's dol and the game's nro have been updated in 1.1.1. So if you want 60FPS in SMS youll have to update the offsets, I already did that so Ill share my files once I have access to my laptop.
Here is the updated file.
Also the updated offsets are 0x3E40E0 and 0x3E21DC respectively.
Version 1.1.1 has a much better framerate than 1.1.0 so even without setting resolution to 480p it performs well but slowdows are still there in Delphino Plaza and some missions that revolve around a lot of goop.
I personally 100% the game using this patch along with dynamic shadows disabled and it was a really good experience.
If you are looking for a more consistent framerate you can either get rid of texture replacing and getting resolution to 480p or you could make the game run at 50hz which you can do with config file edits.
Here is the updated file.
Also the updated offsets are 0x3E40E0 and 0x3E21DC respectively.
Version 1.1.1 has a much better framerate than 1.1.0 so even without setting resolution to 480p it performs well but slowdows are still there in Delphino Plaza and some missions that revolve around a lot of goop.
I personally 100% the game using this patch along with dynamic shadows disabled and it was a really good experience.
If you are looking for a more consistent framerate you can either get rid of texture replacing and getting resolution to 480p or you could make the game run at 50hz which you can do with config file edits.
Here is the updated file.
Also the updated offsets are 0x3E40E0 and 0x3E21DC respectively.
Version 1.1.1 has a much better framerate than 1.1.0 so even without setting resolution to 480p it performs well but slowdows are still there in Delphino Plaza and some missions that revolve around a lot of goop.
I personally 100% the game using this patch along with dynamic shadows disabled and it was a really good experience.
If you are looking for a more consistent framerate you can either get rid of texture replacing and getting resolution to 480p or you could make the game run at 50hz which you can do with config file edits.
@Kirby567fan can you help me with the 60fps patch for SMS?
i did all you said, editing main.dol, recreating gcm file and putting the nro_patches in the folders. But somehow i still only get 30fps ingame. do i have to change anything else?
also about the dynamic shaodws and 50hz, how do i enabled those?
@Kirby567fan can you help me with the 60fps patch for SMS?
i did all you said, editing main.dol, recreating gcm file and putting the nro_patches in the folders. But somehow i still only get 30fps ingame. do i have to change anything else?
also about the dynamic shaodws and 50hz, how do i enabled those?
Is it running at half speed at 30fps or not?
Also here is the patch with disabled shadows, as for the 50hz option there is a setting named EURGB60 in hagi.config found in root of romfs, so change that from true to false.
Tried getting this to work. Frame rate is still a stable 30 FPS according to NX-FPS, but the game loop appears to be running at half speed now. Mario controls like he's on the moon, and even the title and save selection screens are in slow-motion. Is this expected?
Started with version 1.1.0, edited the main executable at 0x3E40E0 and 0x3E21DC as advised, and put the new GCM in \atmosphere\contents\010049900F546002\romfs\MarioSunshine\
and the IPS patch in \atmosphere\nro_patches\
Did I miss something obvious, @Kirby567fan ? (also, thanks for the work put into this!)
Tried getting this to work. Frame rate is still a stable 30 FPS according to NX-FPS, but the game loop appears to be running at half speed now. Mario controls like he's on the moon, and even the title and save selection screens are in slow-motion. Is this expected?
Started with version 1.1.0, edited the main executable at 0x3E40E0 and 0x3E21DC as advised, and put the new GCM in \atmosphere\contents\010049900F546002\romfs\MarioSunshine\
and the IPS patch in \atmosphere\nro_patches\
Did I miss something obvious, @Kirby567fan ? (also, thanks for the work put into this!)
Please can you make a Super Mario Galaxy collecting star bits by using the right analog stick instead of touching screen in handheld mode? Like the version of the Chinese Nvidia shield TV.
Thanks...
Here is the updated file.
Also the updated offsets are 0x3E40E0 and 0x3E21DC respectively.
Version 1.1.1 has a much better framerate than 1.1.0 so even without setting resolution to 480p it performs well but slowdows are still there in Delphino Plaza and some missions that revolve around a lot of goop.
I personally 100% the game using this patch along with dynamic shadows disabled and it was a really good experience.
If you are looking for a more consistent framerate you can either get rid of texture replacing and getting resolution to 480p or you could make the game run at 50hz which you can do with config file edits.
Tried getting this to work. Frame rate is still a stable 30 FPS according to NX-FPS, but the game loop appears to be running at half speed now. Mario controls like he's on the moon, and even the title and save selection screens are in slow-motion. Is this expected?
Started with version 1.1.0, edited the main executable at 0x3E40E0 and 0x3E21DC as advised, and put the new GCM in \atmosphere\contents\010049900F546002\romfs\MarioSunshine\
and the IPS patch in \atmosphere\nro_patches\
Did I miss something obvious, @Kirby567fan ? (also, thanks for the work put into this!)
"Also the updated offsets are 0x3E40E0 and 0x3E21DC respectively"
What am I suppose to change there?... On the previous offsets, Kirby567fan told us what to write, and it only changed a little. The thing you were replacing were fairly similar, but now there are entirely new numbers... Please help me find out what to write on the new offsets.
And how do I get the "Super_Mario_Sunshine_Stardust-trimmed.gcm" in the first place. I tried a file a found on the internet, but it only crashed the game (even when no hex value was changed). I do know it is in a .nca file you can extract with "XCI Explorer 1.6.0, but I then have to extract the .nca file again, right? Any tips on how?
I got the game to run at 2x speed, but that's not what I want to achieve.
Any sage advice? (MUCH APPECIATED!!)
Here is the updated file.
Also the updated offsets are 0x3E40E0 and 0x3E21DC respectively.
Version 1.1.1 has a much better framerate than 1.1.0 so even without setting resolution to 480p it performs well but slowdows are still there in Delphino Plaza and some missions that revolve around a lot of goop.
I personally 100% the game using this patch along with dynamic shadows disabled and it was a really good experience.
If you are looking for a more consistent framerate you can either get rid of texture replacing and getting resolution to 480p or you could make the game run at 50hz which you can do with config file edits.
I don't understand though... What exactly am I supposed to write on those updated offsets (0x3E40E0 and 0x3E21DC)?
I have the EUR version. Could you send me the patched "main.dol" or tell me what to write (preferably the "main.dol)?
Please also see the post right above this one. Thanks in advance!!
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@SylverReZ I've never used a disposable, seems like a waste. kinda cool idea tho. It would be nice to have vape built in to a cell phone even. "The iVape"
only ps5 updated to latest firmware can go on psn, jailbroken ones just don't use psn or they risk getting flagged or banned, altho spouting profanity in online play alredy does that