WSL does not support X. Maybe you are running a pacman GUI?For some reason, I can't install the NDS tools in the Ubuntu Windows subsystem, as I get "no display possible" when trying to run pacman.
That's not a thing, afaikWSL does not support X. Maybe you are running a pacman GUI?
I use:That's not a thing, afaik
What if you were to take all the textures, and cut their sizes in half... Do you think it would then run within a DS's 4MB of RAM?It's nothing major, but I just pushed a workaround for texture sizes that aren't natively supported on the DS. Only a few textures in SM64 are affected by this, including the goddard background and the sides of purple switches. Didn't really have much time to work on this today, but I'm hoping to start taking a look at audio soon.
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bruh i just built it and it runs amazing, i just posted a video about the performance:
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also, at this point someone needs to make a list of every port of sm64 made
Probably not; the textures aren't the main problem anyway. On the N64, ROM data was mapped directly to memory, so the game could access it at any time without having to load it into RAM. On the DS, the cartridge is only accessible through I/O registers, so to actually use code or data it needs to be copied into RAM first. I haven't modified the game to load assets in this way, so right now the entire game needs to be copied into memory on boot. I'm hoping that something like this can be done without hacking the codebase to bits, but it'll need some looking into.What if you were to take all the textures, and cut their sizes in half... Do you think it would then run within a DS's 4MB of RAM?
I responded to someone earlier saying it should be possible to run using the expansion pak with minor modifications, but I've had some realizations since then. For one, the expansion adds 8MB, bringing the total RAM to 12MB, not 16MB like the DSi has. Now, 12MB might still be doable, except... being a slot 2 accessory, that extra 8MB is mapped to a completely different location than the main RAM! This makes it impossible to load the game into memory on boot, because not only would the binary have to be split, it would have to be copied to a location outside of main RAM. The expansion pak could still be useful for the dynamic asset loading that I want to attempt, if that isn't able to make the game work with only 4MB of RAM. But with the current limitation of having to load everything at once, it probably isn't possible.It's a shame it doesn't work on the Nintendo DS, if anyone can test with expansion pak let me know, I really want to test it on my old Nintendo DS.
Not to mention the leaked source code that came out shortly after it.I feel like Super Mario 64 will become the new Doom thanks to the decompilation project
There's a reason people don't mention it - its not the complete source code, and unlike the decomp, it wasn't created with modern setups in mind, so even if all the source was there, it wouldn't be as easy to use/port as the decomp.Not to mention the leaked source code that came out shortly after it.
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.
If it can be fixed to work with 4MB of RAM or with a DS Memory Expansion Pak, then yes.can this be ported onto a R4 cartridge?
https://github.com/Hydr8gon/sm64link to download?
link to download?
Yes. Follow the instructions in the README from the above link to compile the ROM.
The only way for it to be bootable on Hiya, is to move the game's data to NitroFS, which of course, would require changing the game code to load data from there.Been enjoying this a bunch, any way to have it be bootable through hiya? I enjoy having all of my stuff in one place, and as of right now this is the only exception which requires me to boot through unlaunch.