Homebrew Super Mario 64 (1996) Port for DSi

CMDreamer

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When starting a game that was made for the original DS, the DSi removes access to all new features and cuts down the RAM to 4MB so it acts like a regular DS. Your flashcart will be detected as old DS software and run in this mode.

It would help with porting other N64 games that use the Fast3D microcode, as what this port mainly consists of is a layer that "translates" the Fast3D commands to something the DS GPU can use. However, as the other person said we need a fully decompilation of the game before this can be done.

Thanks a lot for the clarification!

[...]
also, at this point someone needs to make a list of every port of sm64 made

So far I know about these ports:

-3DS
-Android
-Dreamcast
-MS-DOS
-Playstation 2
-Playstation Portable
-Playstation Vita
-Switch
-Wii U

Don't know if there have been any "new" port added, but would love to see a Wii port, don't know if its possible though.
 

battlecatsahead

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Thanks a lot for the clarification!



So far I know about these ports:

-3DS
-Android
-Dreamcast
-MS-DOS
-Playstation 2
-Playstation Portable
-Playstation Vita
-Switch
-Wii U

Don't know if there have been any "new" port added, but would love to see a Wii port, don't know if its possible though.
there actually is a wii port, but it looks like its dead, and it crashes when you try to go into the castle, i have a video of it running on an official wii:
also there is a ps4 port, an og xbox port, and a ps3 port
 
Last edited by battlecatsahead,

lemonxd

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This is really cool, but I'm having a bit of trouble with getting it to boot through twilightmenu. When booting it using unlaunch, it works perfectly fine and the game is playable, but through twilightmenu it just hangs on a black screen. Perhaps I am forgetting something?
 

battlecatsahead

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This is really cool, but I'm having a bit of trouble with getting it to boot through twilightmenu. When booting it using unlaunch, it works perfectly fine and the game is playable, but through twilightmenu it just hangs on a black screen. Perhaps I am forgetting something?
you have to remove -DLIBFAT from the makefile, but doing that will make it unable to save
 

Deleted member 323844

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there actually is a wii port, but it looks like its dead, and it crashes when you try to go into the castle, i have a video of it running on an official wii:
also there is a ps4 port, an og xbox port, and a ps3 port
Mkst already fixed the crash like a month ago.

Z-sorting is still all over the place, so it's pretty much unwatchable.
 

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Deleted member 323844

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right but the forked github readme says to clone the main project in the steps.
Oh, lol, ok. When someone forks a repo in Github, everything gets cloned, including the README. Most devs don't care or don't have time to change it, since it's probably the most annoying part of any port, ELI5 how to compile a program for two systems (Linux & Windows).

That's when the "Compiling" paragraph of the OP comes in place.
 
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Hydr8gon

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This is so damn impressive, doesn't the DS/DSi cpu like not even have support for floating point numbers/physics? It'd be super cool to see a write up of how this was done
I think devkitPro/libnds provides a software-based float implementation; I haven't looked much into the specifics of this though. When there are a lot of entities/physics on screen this can cause slowdown (not as noticeable on the current build, but earlier in development when the performance was worse the FPS would drop more easily). I might end up doing some sort of write-up on my blog, though; there were plenty of issues getting the N64 graphics working with the DS hardware that would be fun to explore :)
Could the ROM even fit into the 4MB limit?
The plan is to eventually rework how the game loads assets to load them from the "cartridge", reducing the size of the binary in memory and hopefully allowing it to work with the 4MB limit. I won't make any promises on this, though [emoji14]
right but the forked github readme says to clone the main project in the steps.
Ah, my bad; I never bothered to change the readme but I probably should.
 

VashTS

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I think devkitPro/libnds provides a software-based float implementation; I haven't looked much into the specifics of this though. When there are a lot of entities/physics on screen this can cause slowdown (not as noticeable on the current build, but earlier in development when the performance was worse the FPS would drop more easily). I might end up doing some sort of write-up on my blog, though; there were plenty of issues getting the N64 graphics working with the DS hardware that would be fun to explore :)
The plan is to eventually rework how the game loads assets to load them from the "cartridge", reducing the size of the binary in memory and hopefully allowing it to work with the 4MB limit. I won't make any promises on this, though [emoji14]
Ah, my bad; I never bothered to change the readme but I probably should.

for us copy/paste ninjas it would be helpful, but luckily im just slightly above copy/pasting in linux :) thanks for the project, i love running SM64 on everything!
 

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