Homebrew Super Mario 64 Port - Wii U

MCUdude

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Thank you everyone for contributing to the project and figuring out the root cause. I pulled the change from AboodXD's repo, ran make clean, and rebuilt. It seems to work fine now! No crashes when I enter the castle, and loading times are now much, much faster (not sure why though).
 

Gabberhead

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i would like to compile a new version of the port inkl the 60fps patch, because my last compile is little bilt old ^^ wheni apply the 60 fps patch i get failed messages. are they normal?

~/sm64-port$ sudo ./tools/apply_patch.sh enhancements/60fps.patch
Do you wish to apply the patch 'enhancements/60fps.patch'? [Y/N] y
patching file include/types.h
Hunk #1 succeeded at 117 (offset -1 lines).
Hunk #2 FAILED at 132.
Hunk #3 succeeded at 246 (offset -1 lines).
1 out of 3 hunks FAILED -- saving rejects to file include/types.h.rej
patching file src/engine/graph_node.h
patching file src/engine/surface_collision.c
patching file src/engine/surface_load.c
Hunk #2 succeeded at 384 (offset 24 lines).
patching file src/game/camera.c
patching file src/game/camera.h
patching file src/game/envfx_bubbles.c
patching file src/game/envfx_snow.c
patching file src/game/envfx_snow.h
patching file src/game/hud.c
patching file src/game/ingame_menu.c
patching file src/game/level_geo.c
patching file src/game/object_helpers.c
Hunk #1 succeeded at 1549 (offset -5 lines).
patching file src/game/paintings.c
patching file src/game/rendering_graph_node.c
Hunk #19 FAILED at 675.
Hunk #24 FAILED at 891.
Hunk #25 FAILED at 1004.

Hunk #31 succeeded at 1135 with fuzz 1.
Hunk #33 succeeded at 1280 with fuzz 2.
Hunk #34 succeeded at 1295 (offset 4 lines).
Hunk #35 succeeded at 1308 (offset 4 lines).
3 out of 35 hunks FAILED -- saving rejects to file src/game/rendering_graph_node.c.rej
patching file src/game/screen_transition.c
Hunk #4 FAILED at 236.
1 out of 4 hunks FAILED -- saving rejects to file src/game/screen_transition.c.rej
patching file src/menu/intro_geo.c
patching file src/pc/gfx/gfx_dxgi.cpp
patching file src/pc/gfx/gfx_glx.c
patching file src/pc/gfx/gfx_sdl2.c
patching file src/pc/gfx/gfx_whb_window.c
Hunk #1 succeeded at 55 (offset 3 lines).
patching file src/pc/pc_main.c
Hunk #1 succeeded at 79 (offset 1 line).
Hunk #2 succeeded at 117 (offset 1 line).

and i can not compile with the 60fps patch applied. 4 months ago i could:

powerpc-eabi-cpp -P -DVERSION_US -I . -o build/us_wiiu/level_rules.mk levels/level_rules.mk
powerpc-eabi-gcc -c -O2 -I include -I build/us_wiiu -I build/us_wiiu/include -I src -I . -D_LANGUAGE_C -DVERSION_US -DNON_MATCHING -DAVOID_UB -DTARGET_WII_U -ffunction-sections -DESPRESSO -mcpu=750 -meabi -mhard-float -ffast-math -D__WIIU__ -D__WUT__ -I/opt/devkitpro/portlibs/wiiu/include -I/opt/devkitpro/portlibs/ppc/include -I/opt/devkitpro/wut/include -DNO_SEGMENTED_MEMORY -DUSE_SYSTEM_MALLOC -DWIDESCREEN -DF3DEX_GBI_2E -fno-strict-aliasing -fwrapv -o build/us_wiiu/src/engine/graph_node_manager.o src/engine/graph_node_manager.c
powerpc-eabi-gcc -c -O2 -I include -I build/us_wiiu -I build/us_wiiu/include -I src -I . -D_LANGUAGE_C -DVERSION_US -DNON_MATCHING -DAVOID_UB -DTARGET_WII_U -ffunction-sections -DESPRESSO -mcpu=750 -meabi -mhard-float -ffast-math -D__WIIU__ -D__WUT__ -I/opt/devkitpro/portlibs/wiiu/include -I/opt/devkitpro/portlibs/ppc/include -I/opt/devkitpro/wut/include -DNO_SEGMENTED_MEMORY -DUSE_SYSTEM_MALLOC -DWIDESCREEN -DF3DEX_GBI_2E -fno-strict-aliasing -fwrapv -o build/us_wiiu/src/engine/geo_layout.o src/engine/geo_layout.c
src/game/screen_transition.c:197: error: unterminated #if
197 | #if 0
|
powerpc-eabi-gcc -c -O2 -I include -I build/us_wiiu -I build/us_wiiu/include -I src -I . -D_LANGUAGE_C -DVERSION_US -DNON_MATCHING -DAVOID_UB -DTARGET_WII_U -ffunction-sections -DESPRESSO -mcpu=750 -meabi -mhard-float -ffast-math -D__WIIU__ -D__WUT__ -I/opt/devkitpro/portlibs/wiiu/include -I/opt/devkitpro/portlibs/ppc/include -I/opt/devkitpro/wut/include -DNO_SEGMENTED_MEMORY -DUSE_SYSTEM_MALLOC -DWIDESCREEN -DF3DEX_GBI_2E -fno-strict-aliasing -fwrapv -o build/us_wiiu/src/engine/behavior_script.o src/engine/behavior_script.c
powerpc-eabi-gcc -c -O2 -I include -I build/us_wiiu -I build/us_wiiu/include -I src -I . -D_LANGUAGE_C -DVERSION_US -DNON_MATCHING -DAVOID_UB -DTARGET_WII_U -ffunction-sections -DESPRESSO -mcpu=750 -meabi -mhard-float -ffast-math -D__WIIU__ -D__WUT__ -I/opt/devkitpro/portlibs/wiiu/include -I/opt/devkitpro/portlibs/ppc/include -I/opt/devkitpro/wut/include -DNO_SEGMENTED_MEMORY -DUSE_SYSTEM_MALLOC -DWIDESCREEN -DF3DEX_GBI_2E -fno-strict-aliasing -fwrapv -o build/us_wiiu/src/engine/graph_node.o src/engine/graph_node.c
src/engine/surface_load.c: In function 'read_surface_data':
src/engine/surface_load.c:387:5: warning: implicit declaration of function 'vec3s_copy' [-Wimplicit-function-declaration]
387 | vec3s_copy(surface->prevVertex1, surface->vertex1);
| ^~~~~~~~~~
powerpc-eabi-gcc -c -O2 -I include -I build/us_wiiu -I build/us_wiiu/include -I src -I . -D_LANGUAGE_C -DVERSION_US -DNON_MATCHING -DAVOID_UB -DTARGET_WII_U -ffunction-sections -DESPRESSO -mcpu=750 -meabi -mhard-float -ffast-math -D__WIIU__ -D__WUT__ -I/opt/devkitpro/portlibs/wiiu/include -I/opt/devkitpro/portlibs/ppc/include -I/opt/devkitpro/wut/include -DNO_SEGMENTED_MEMORY -DUSE_SYSTEM_MALLOC -DWIDESCREEN -DF3DEX_GBI_2E -fno-strict-aliasing -fwrapv -o build/us_wiiu/src/engine/surface_collision.o src/engine/surface_collision.c
make: *** [Makefile:865: build/us_wiiu/src/game/screen_transition.o] Error 1
make: *** Waiting for unfinished jobs....
powerpc-eabi-gcc -c -O2 -I include -I build/us_wiiu -I build/us_wiiu/include -I src -I . -D_LANGUAGE_C -DVERSION_US -DNON_MATCHING -DAVOID_UB -DTARGET_WII_U -ffunction-sections -DESPRESSO -mcpu=750 -meabi -mhard-float -ffast-math -D__WIIU__ -D__WUT__ -I/opt/devkitpro/portlibs/wiiu/include -I/opt/devkitpro/portlibs/ppc/include -I/opt/devkitpro/wut/include -DNO_SEGMENTED_MEMORY -DUSE_SYSTEM_MALLOC -DWIDESCREEN -DF3DEX_GBI_2E -fno-strict-aliasing -fwrapv -o build/us_wiiu/src/game/mario_actions_automatic.o src/game/mario_actions_automatic.c
powerpc-eabi-gcc -c -O2 -I include -I build/us_wiiu -I build/us_wiiu/include -I src -I . -D_LANGUAGE_C -DVERSION_US -DNON_MATCHING -DAVOID_UB -DTARGET_WII_U -ffunction-sections -DESPRESSO -mcpu=750 -meabi -mhard-float -ffast-math -D__WIIU__ -D__WUT__ -I/opt/devkitpro/portlibs/wiiu/include -I/opt/devkitpro/portlibs/ppc/include -I/opt/devkitpro/wut/include -DNO_SEGMENTED_MEMORY -DUSE_SYSTEM_MALLOC -DWIDESCREEN -DF3DEX_GBI_2E -fno-strict-aliasing -fwrapv -o build/us_wiiu/src/engine/level_script.o src/engine/level_script.c
powerpc-eabi-gcc -c -O2 -I include -I build/us_wiiu -I build/us_wiiu/include -I src -I . -D_LANGUAGE_C -DVERSION_US -DNON_MATCHING -DAVOID_UB -DTARGET_WII_U -ffunction-sections -DESPRESSO -mcpu=750 -meabi -mhard-float -ffast-math -D__WIIU__ -D__WUT__ -I/opt/devkitpro/portlibs/wiiu/include -I/opt/devkitpro/portlibs/ppc/include -I/opt/devkitpro/wut/include -DNO_SEGMENTED_MEMORY -DUSE_SYSTEM_MALLOC -DWIDESCREEN -DF3DEX_GBI_2E -fno-strict-aliasing -fwrapv -o build/us_wiiu/src/engine/surface_load.o src/engine/surface_load.c
powerpc-eabi-gcc -c -O2 -I include -I build/us_wiiu -I build/us_wiiu/include -I src -I . -D_LANGUAGE_C -DVERSION_US -DNON_MATCHING -DAVOID_UB -DTARGET_WII_U -ffunction-sections -DESPRESSO -mcpu=750 -meabi -mhard-float -ffast-math -D__WIIU__ -D__WUT__ -I/opt/devkitpro/portlibs/wiiu/include -I/opt/devkitpro/portlibs/ppc/include -I/opt/devkitpro/wut/include -DNO_SEGMENTED_MEMORY -DUSE_SYSTEM_MALLOC -DWIDESCREEN -DF3DEX_GBI_2E -fno-strict-aliasing -fwrapv -o build/us_wiiu/src/game/mario_actions_stationary.o src/game/mario_actions_stationary.c
powerpc-eabi-gcc -c -O2 -I include -I build/us_wiiu -I build/us_wiiu/include -I src -I . -D_LANGUAGE_C -DVERSION_US -DNON_MATCHING -DAVOID_UB -DTARGET_WII_U -ffunction-sections -DESPRESSO -mcpu=750 -meabi -mhard-float -ffast-math -D__WIIU__ -D__WUT__ -I/opt/devkitpro/portlibs/wiiu/include -I/opt/devkitpro/portlibs/ppc/include -I/opt/devkitpro/wut/include -DNO_SEGMENTED_MEMORY -DUSE_SYSTEM_MALLOC -DWIDESCREEN -DF3DEX_GBI_2E -fno-strict-aliasing -fwrapv -o build/us_wiiu/src/game/mario_actions_object.o src/game/mario_actions_object.c
powerpc-eabi-gcc -c -O2 -I include -I build/us_wiiu -I build/us_wiiu/include -I src -I . -D_LANGUAGE_C -DVERSION_US -DNON_MATCHING -DAVOID_UB -DTARGET_WII_U -ffunction-sections -DESPRESSO -mcpu=750 -meabi -mhard-float -ffast-math -D__WIIU__ -D__WUT__ -I/opt/devkitpro/portlibs/wiiu/include -I/opt/devkitpro/portlibs/ppc/include -I/opt/devkitpro/wut/include -DNO_SEGMENTED_MEMORY -DUSE_SYSTEM_MALLOC -DWIDESCREEN -DF3DEX_GBI_2E -fno-strict-aliasing -fwrapv -o build/us_wiiu/src/engine/math_util.o src/engine/math_util.c
src/engine/surface_load.c: In function 'read_surface_data':
src/engine/surface_load.c:387:5: warning: implicit declaration of function 'vec3s_copy' [-Wimplicit-function-declaration]
387 | vec3s_copy(surface->prevVertex1, surface->vertex1);

without the applied 60fps patch it compiles without problem.
 
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mive

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it seems you've to manually resolve the (patch) conflicts, because you get errors in patched files

(e.g.:
...
patching file src/game/screen_transition.c
Hunk #4 FAILED at 236.
1 out of 4 hunks FAILED -- saving rejects to file src/game/screen_transition.c.rej
...
src/game/screen_transition.c:197: error: unterminated #if
197 | #if 0
)
 

danielglzt88

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Ok, I solved everything by my self; thank you anyway and works wonderfully except the well know bug as mentioned in the first page of this thread and I would like to report another little one bug by the rpx launching :):

- Don't try to start another app such as the Internet Browser or eShop while SM64 is running! It will prevent you from being able to exit the game unless you do a hard reboot. (Press down the power button for 4 seconds)
This appears to be a bug in the Homebrew Launcher; if you install the game RPX in the home menu (using NUSPacker), you shouldn't run into this problem.


So, I can confirm that creating the icon/ forwarder (both method Haxchi- NUSPacker) to be launced from the Wii U Home Menu the game starts and works, but if you need to close it once you close/ exit from the game; the Wii U will be stack in "loop" on the Wii U Menu loading screen and you must to do some Hard-Shut Down, like to press down the console base power button for 4 seconds.
Instead of, from fresh launching the rpx game file by the HBL, the game will works perfectly and it close normally; but for some reason once close the game/exit and without to restart the console if I would like to open some apps (like Haxchi) after finish to play, the apps from HBL will not start anymore and if you want to use them (I didn't test all of them) you have to restart the cosole. It seems, that in back ground the game or the HBL, keeps open some instance that crashing with the apps. Hope this bug can be solved in the future ;) .
Sorry for my english. I have the same problem 100%, How you solved the problem. Thanks
 

CrisMod

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danielglzt88

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I followed your guide but nothing, an example inside the devkitpro hello-world if I compile it, but the sm64 kept giving me the same error

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

Sorry for my english. I have the same problem 100%, How you solved the problem. Thanks

I followed your guide but nothing, an example inside the devkitpro hello-world if I compile it, but the sm64 kept giving me the same error
 

CrisMod

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I followed your guide but nothing, an example inside the devkitpro hello-world if I compile it, but the sm64 kept giving me the same error

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



I followed your guide but nothing, an example inside the devkitpro hello-world if I compile it, but the sm64 kept giving me the same error
- First, there is something that you mistake for sure. To help you, you have to try to give us more informations otherwise I cannot guess.
- What kind of code error comes out from Mingw64?
- Where did you downloaded the source sm64 folder in C:/.....?
- How did you called the source folder sm64?
- Did you downloaded my file attached on 15 page of this topic? To allows you to download the extra libs....
 

mive

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Mario 64 Sonic Edition 3.0.1 patch

download zip and extract to sm64ex (nightly) project directory, overwrite files
switch to project directory and git apply patch
(
Code:
git apply --reject Mario64SonicWiiU_3.0.1.patch
)
you can add 60fps patch afterwards (dont forget to change src/pc/gfx/gfx_whb_window.c)

all credits go to
theison for creating sm64 sonic
AboodXD for wiiu port of sm64 (and sm64ex)
 

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danielglzt88

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- First, there is something that you mistake for sure. To help you, you have to try to give us more informations otherwise I cannot guess.
- What kind of code error comes out from Mingw64?
- Where did you downloaded the source sm64 folder in C:/.....?
- How did you called the source folder sm64?
- Did you downloaded my file attached on 15 page of this topic? To allows you to download the extra libs....

These are the screenshots of what I have, the project source web is the variant mkst, and the folder I called sm64
Thanks for your attention
 

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CrisMod

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These are the screenshots of what I have, the project source web is the variant mkst, and the folder I called sm64
Thanks for your attention
OK, usually, strdup error it's related to some lib missing I think you don't really follow my guide on page 15, because are missing all the Mingw64 libs (to have the acces to them, you have to download the file that I included on the bottom of the page15, and place it in the related position mentioned) ; the one that you have are the cross Mingw64 that are different..... after, you have to repeat all the steps from the begginning (1) of my guide.
 
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danielglzt88

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OK, usually, strdup error it's related to some lib missing I think you don't really follow my guide on page 15, because are missing all the Mingw64 libs (to have the acces to them, you have to download the file that I included on the bottom of the page15, and place it in the related position mentioned) ; the one that you have are the cross Mingw64 that are different..... after, you have to repeat all the steps from the begginning (1) of my guide.

Nothing, really the first two times I had not followed his guide well (sorry), now I think I did well but nothing. I can't find * .t3s textures in any forum. Thanks for your time
mkst and original Version.jpg
 
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mive

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it seems you missing some needed packages:
not sure in which package tex3ds is included, if unsure install the 3ds-groups (*) (with pacman)
https://github.com/devkitPro/tex3ds
(edit:
you need this one:

Code:
$ pacman -Ss tex3ds
dkp-linux/tex3ds 2.0.1-3 (3ds-dev)
    3ds texture conversion tool
)

for audiofile.h you probably missing some needed lib, again if unsure which one you need, install the dkp-libs (edit: of course, dkp-libs/dkp-linux is repository not a group) 3ds groups (with pacman)

(*)
3ds group names:
$ pacman -Sg | grep 3ds
3ds-portlibs
3ds-dev
3ds-sdl-libs
 
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CrisMod

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Nothing, really the first two times I had not followed his guide well (sorry), now I think I did well but nothing. I can't find * .t3s textures in any forum. Thanks for your time
View attachment 245932
It seems that on the original 3ds port there are the missing lib file audiofile.h into the project (just than I cheked)......
And on the mkst sm64 project there are the lib file audiofile.h but it gives the same error withing compile the build aa_off.t3x....
I did try to combine the projects to get the audio libs from mkst 3ds but unfortunately the Make file for audio libs are in the same Make files for others functions (instead of mkst sm64 are separated).
I have the suspect that these projects are based on LINUX because on windows they talk about WSL2, and I cannot find the libs for windows called "libaudiofile".....

Tomorrow, I will check with my linux enviroment and I will let you know.....
 
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CrisMod

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@danielglzt88
my suspicions were right....even if it's not the right section here to talk about other projects, but I tried for you.

These progects are based on LINUX, where you can find the ¨libaudiofile¨ and avoid compatibiliy issuses. I tested the builded files with the 3ds emulator, and I got both files .3ds and .elf; both of them are working.

If you don't use Linux, on windows side better that you ask to the authors of the projects or you have to settle the WSL2 enviroment in Windows to emulate or get the Linux libs. But take with the grain of salt what just then I told about WSL2, because I never used in Windows to build the files with it. So, maybe someone here can advise you something about WSL2 and how to settle or you better ask to the 3ds comunity.

I have attached the proof builded succesfully below.......
 

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danielglzt88

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@danielglzt88
my suspicions were right....even if it's not the right section here to talk about other projects, but I tried for you.

These progects are based on LINUX, where you can find the ¨libaudiofile¨ and avoid compatibiliy issuses. I tested the builded files with the 3ds emulator, and I got both files .3ds and .elf; both of them are working.

If you don't use Linux, on windows side better that you ask to the authors of the projects or you have to settle the WSL2 enviroment in Windows to emulate or get the Linux libs. But take with the grain of salt what just then I told about WSL2, because I never used in Windows to build the files with it. So, maybe someone here can advise you something about WSL2 and how to settle or you better ask to the 3ds comunity.

I have attached the proof builded succesfully below.......

Thank you very much for the help, it is time to turn to the windos page and work on these projects on linux. Thanks again for your time
 
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CrisMod

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Thank you very much for the help, it is time to turn to the windos page and work on these projects on linux. Thanks again for your time
Ok, I successfully builded the .3ds, .elf and .cia files on Windows. please follow as below:
1) Download the mskt 3DS Repo sm64-port (the original sm64_3ds repo it's full LINUX based and on Windows will be more complicated to tell you).

2) from MingW64, install the following libs, copy this code:
Code:
pacman -S 3ds-dev git make python3 mingw-w64-x86_64-gcc unzip --noconfirm

3) after copy this and press ok:
Code:
wget https://github.com/3DSGuy/Project_CTR/releases/download/makerom-v0.17/makerom-v0.17-win_x86_64.zip

4) after copy this and press ok:
Code:
unzip -d /opt/devkitpro/tools/bin/ makerom-v0.17-win_x86_64.zip

5) after to be sure with your enviroment settings, copy this and press ok:
Code:
export PATH="$PATH:/opt/devkitpro/tools/bin" && echo "OK!"
export DEVKITPRO=/opt/devkitpro && echo "OK!"
export DEVKITARM=/opt/devkitpro/devkitARM && echo "OK!"
export DEVKITPPC=/opt/devkitpro/devkitPPC && echo "OK!"

6) after copy this and press ok:
Code:
cp /c/temp/baserom.us.z64 ./ && echo "OK!"

7) not sure about but make any way, you have to create an empty "temp" folder into C: (C:\temp) and place the baserom.us.z64 into it.

8) Lastly, start to build to write "make" into Mingw64; and the builder will work like a charm.....

If you want even the .cia file, only in this repo you can write "make cia"

Let me know.....
 
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CrisMod

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Ok, I successfully builded the .3ds, .elf and .cia files on Windows. please follow as below:
1) Download the mskt repo sm64-port (the original sm64_3ds repo it's full LINUX based and on Windows will be more complicated to tell you).

2) from MingW64, install the following libs, copy this code:
Code:
pacman -S 3ds-dev git make python3 mingw-w64-x86_64-gcc unzip --noconfirm

3) after copy this and press ok:
Code:
wget https://github.com/3DSGuy/Project_CTR/releases/download/makerom-v0.17/makerom-v0.17-win_x86_64.zip

4) after copy this and press ok:
Code:
unzip -d /opt/devkitpro/tools/bin/ makerom-v0.17-win_x86_64.zip

5) after to be sure with your enviroment settings, copy this and press ok:
Code:
export PATH="$PATH:/opt/devkitpro/tools/bin" && echo "OK!"
export DEVKITPRO=/opt/devkitpro && echo "OK!"
export DEVKITARM=/opt/devkitpro/devkitARM && echo "OK!"
export DEVKITPPC=/opt/devkitpro/devkitPPC && echo "OK!"

6) after copy this and press ok:
Code:
cp /c/temp/baserom.us.z64 ./ && echo "OK!"

7) not sure about but make any way, you have to create an empty "temp" folder into C: (C:\temp) and place the baserom.us.z64 into it.

8) Lastly, start to build to write "make" into Mingw64; and the builder will work like a charm.....

Let me know.....
I found all the solutions for Windows with 3DS project, even to build with the Official 3DS repo and MSYS missing libs if you are interested......

After all the previous libs Enviroment installations, you have to make extra work here. Make like that:
1) Open Mingw64 and download the Official 3DS Repo like that:
Code:
git clone https://github.com/sm64-port/sm64_3ds.git

2) After that always in Mingw64, copy this and press enter:
Code:
cd sm64_3ds

3) Now we start to install the special libs audio missing to build Mingw64/ MSYS, into the sm64_3ds repo folder. So cpy this and press enter:
Code:
cd tools

4) After we have to download the audiofile libs into it, copy this and press enter:
Code:
git clone https://github.com/mpruett/audiofile.git

5) After copy this and press enter:
Code:
cd audiofile

6) After copy this and press enter:
Code:
autoreconf -i

7) Once done the previos code. After copy this and press enter:
Code:
PATH=/mingw64/bin:/mingw32/bin:$PATH LIBS=-lstdc++ ./configure --disable-docs

8) Once done the previos code. After copy this and press enter:
Code:
PATH=/mingw64/bin:/mingw32/bin:$PATH make

9) Once done the previos code. After copy this and press enter:
Code:
make install

10) Once done the previos code. Now this will create the lib empty folder into the "tools" folder . So after copy this and press enter:
Code:
mkdir ../lib

11) Once done the previos code. Now this will copy/ create the lib files into the "lib" folder under "tools" directory . So after copy this and press enter:
Code:
cp libaudiofile/.libs/libaudiofile.a ../lib/ && cp libaudiofile/.libs/libaudiofile.la ../lib/

12) Once done the previos code. After copy this and press enter:
Code:
PATH=/mingw64/bin:/mingw32/bin:$PATH make

13) Once done. Close Mingw64, and copy and paste your baserom.us.z64 file into the sm64_3ds folder.

14) Now re-open Mingw64 and copy this and press enter:
Code:
cd sm64_3ds

15) Now you can build, copy this and press enter:
Code:
make

16) Once finished to build, if comeout that the .elf file it's builded successfully , but the .3dsx file will NOT build and gives you this error as below:
Code:
make: 3dsxtool: No such file or directory
make: *** [Makefile:847: build/us_3ds/sm64.us.f3dex2e.3dsx] Error 127
Have means that with this custom lib installation we have to give back the sourching PATH.

17) So to solve this, don't close the MIngw64 and keep it into the sm64_3ds directory; copy this and press enter:
Code:
export PATH="$PATH:/opt/devkitpro/tools/bin" && echo "OK!"

18) And than you can build even the .3dsx file, copy this and press enter:
Code:
make

Check your build folder and you will have all the files there......
 
Last edited by CrisMod,
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Sushi8756

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Hola I'm back at it again asking. How do I compile this with msys2? I also want to know how to turn it from homebrew app to home menu app with NUSpacker. Please please please I wanna do it.
 

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