Homebrew Super Mario 64 (1996) Port for DSi

StafkiGTN

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This port is genuinely impressive all things considered, but actually trying to build it is like pulling teeth and it's not worth the hours wasted and headache given, even with the instructions on the github being followed. Still, i appreciate this port even if i can't get it working myself
 

Pk11

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Its possible to run on the original DS with the Memory Pak like some others homebrew ?
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.
 

godreborn

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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.
 
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Smoker1

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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.
Is it possible to get HD Texture Packs, like Nintenmod working for it on this Port, or any of the other Ports?
 

Ronyx

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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.
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:

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.
Where can I download SOX for MSYS?
 

NightScript

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godreborn

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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.

however, mine does not appear to work, even though there were no errors.
Post automatically merged:

nm, it does work. I just tested it on the 3ds through twilight menu.

20221127_111021.jpg
 
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Ronyx

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Ronyx

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btw, you can enter this command to find sox in packages:

View attachment 340470
ohh thanks
Post automatically merged:

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.
I'm no expert on this stuff, but I've noticed one thing.
If I boot Super Mario 64 DS(i) port, on a R4 (so on a Nintendo DS), it will make a wave of textures and then a white screen.. so I was thinking if we add in the Makefile an option that compiles the game without textures Will we be able to get it to run on NDS?

There is an image of what append when boot sm64 dsi on R4
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godreborn

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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
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.
 
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banjo2

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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 to
Though I think @Hydr8gon has stated that he wants to keep it (the main branch at least) as close to vanilla as possible
 

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