That's been discussed in this thread a few times already, the issues are A) the Memory Pak RAM isn't continuous with the main RAM, so the whole binary still can't simply be loaded into RAM at boot, and B) the increased clock speed of the DSi is apparently actually important for this running at full speed so since it wouldn't be able to run at full speed anyways (at least not without heavy optimization) it hasn't been a priority.Its possible to run on the original DS with the Memory Pak like some others homebrew ?
Is it possible to get HD Texture Packs, like Nintenmod working for it on this Port, or any of the other Ports?Pretty easy build, just needed Sox on Linux. The link when running docker doesn't seem to exist anymore, so I just did make PLATFORM=DSi instead of running through docker.
Just a question: Why would you need HD textures on a handheld with a 256 x 192 pixel screen and no texture filtering? ^^'Is it possible to get HD Texture Packs, like Nintenmod working for it on this Port, or any of the other Ports?
Asking in general, like for the 3DS Build, or the Vita Build, or if the DSi Build can use any enhancementsJust a question: Why would you need HD textures on a handheld with a 256 x 192 pixel screen and no texture filtering? ^^'
When I try to compile, it says = "sox: No such file or directory"Compiling
Just like the original decompilation and the PC port, this requires you to provide your own legally dumped Super Mario 64 ROM file in order to compile it. I can't provide compiled binaries, so don't ask for them or share them. The source code is available here. It's already configured to build the DSi port, so just follow the build instructions included in the readme and you should be good to go.
Where can I download SOX for MSYS?Pretty easy build, just needed Sox on Linux. The link when running docker doesn't seem to exist anymore, so I just did make PLATFORM=DSi instead of running through docker.
Just a question: Why would you need HD textures on a handheld with a 256 x 192 pixel screen and no texture filtering? ^^'
https://sourceforge.net/projects/sox/files/sox/14.4.2/When I try to compile, it says = "sox: No such file or directory"
I searched on the internet and it's a component to convert audio files.. but I don't know where to install it :/
I compile this port to MSYS
Post automatically merged:
Where can I download SOX for MSYS?
I don't know about msys, as I was compiling in linux. sudo apt install sox is the command.When I try to compile, it says = "sox: No such file or directory"
I searched on the internet and it's a component to convert audio files.. but I don't know where to install it :/
I compile this port to MSYS
Post automatically merged:
Where can I download SOX for MSYS?
thanks man
ok thanksI don't know about msys, as I was compiling in linux. sudo apt install sox is the command.
however, mine does not appear to work, even though there were no errors.
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nm, it does work. I just tested it on the 3ds through twilight menu.
View attachment 340265
btw, you can enter this command to find sox in packages:thanks man
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ok thanks
ohh thanks
I'm no expert on this stuff, but I've noticed one thing.DS Support?
The only real thing stopping this from working on the original DS is lack of RAM. Right now the entire game is loaded into memory on boot, and it's simply too big to fit in the 4MB that the DS has to offer. Eventually I'd like to load in assets dynamically with NitroFS, but this will require hacking up how the game loads things. Performance would also of course be worse on the DS, but not much can be done about that.
this is not possible because the graphics of the nintendo DS, when it converts the assets, in the game they are grainy in view of the gameThe text is total unreadable, maybe somebody can fix the font?
it says you need to use something called the money pit or something like that exploit. mine works on twilight menu on the 3ds. I don't have a dsi though.this is not possible because the graphics of the nintendo DS, when it converts the assets, in the game they are grainy in view of the game
We have access to the source code and assets, no? We could change it if we wanted tothis is not possible because the graphics of the nintendo DS, when it converts the assets, in the game they are grainy in view of the game