Homebrew Super Mario 64 (1996) Port for DSi

Ronyx

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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.
Well ... yes. I was answering the question if there was a way to make the text readable.. and I answered, based on the potential of the DS(i)
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Now that you mention it, is it possible to compress the textures EVEN MORE in theory to fit everything into the 8mb ram
I would really like to understand how to make the textures be compressed.. but how?? :")
 
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godreborn

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well, I looked at the enhancements, and none seem to reflect. they're all crash related or debugging the game for future reference. one thing you can't do is use enhancements from one build with another. I mean like different systems or even the same system, different git. it will error if you try.
 

RunTheCoins

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Well ... yes. I was answering the question if there was a way to make the text readable.. and I answered, based on the potential of the DS(i)

I would really like to understand how to make the textures be compressed.. but how?? :")
I have a pretty decent idea on how to do this, though you would have to edit the textures in the rom itself, considering I don't think the repo actually has the textures inside of the decomp
 
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godreborn

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not really sure, but the resulting file will be an nds (after compiling).
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I just booted up the dsi version of sm64. I see what you're talking about now. the text is hard to read, at least with Toadstool's letter.
 
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Ronyx

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I have a pretty decent idea on how to do this, though you would have to edit the textures in the rom itself, considering I don't think the repo actually has the textures inside of the decomp
One thing that would fascinate me would be to see him run on a Nintendo Ds (no DS(i)), but that would require hard work. But probably by removing some assets, or by compressing them, maybe we will get something. But unfortunately I'm not an expert programmer :(.
The nintendo Ds has 4MB of RAM, at least one way to cram all the game in there.
Epic stuff.
 
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banjo2

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The nintendo Ds has 4MB of RAM, at least one way to cram all the game in there.
If my understanding is correct, SM64DSi uses 12MB of the 16MB RAM. Those 12MB is used for storing the ROM, and the other 4MB is used for normal operations (the N64 has 4MB of RAM). I'm not sure if it uses all of that, but if you were to shrink the game down to fit into 4MB of memory, you would probably still need some for said normal operations (and therefore needing an expansion pak or smth)
 

Ronyx

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If my understanding is correct, SM64DSi uses 12MB of the 16MB RAM. Those 12MB is used for storing the ROM, and the other 4MB is used for normal operations (the N64 has 4MB of RAM). I'm not sure if it uses all of that, but if you were to shrink the game down to fit into 4MB of memory, you would probably still need some for said normal operations (and therefore needing an expansion pak or smth)
The Nintendo DS(i) have 16 MB of ram, compared to the Nintendo DS with only 4MB
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If my understanding is correct, SM64DSi uses 12MB of the 16MB RAM. Those 12MB is used for storing the ROM, and the other 4MB is used for normal operations (the N64 has 4MB of RAM). I'm not sure if it uses all of that, but if you were to shrink the game down to fit into 4MB of memory, you would probably still need some for said normal operations (and therefore needing an expansion pak or smth)
I thought of one thing.. if we could remove the Textures/Audio, which maybe occupy most of the space in the ROM. :)
 

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I have a pretty decent idea on how to do this, though you would have to edit the textures in the rom itself, considering I don't think the repo actually has the textures inside of the decomp

The Nintendo DS(i) have 16 MB of ram, compared to the Nintendo DS with only 4MB
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I thought of one thing.. if we could remove the Textures/Audio, which maybe occupy most of the space in the ROM. :)
Better idea, why not just replace everything with the DS varient's
It's not only lower poly, but also even more compressed textures
 
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Ronyx

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Hey @Hydr8gon, these days I was working on SM64 DS(i) port, peeking a bit in the source code. In several lines, in "src/nds" in these files, you specified something about reading Textures with VRAM, I thought: --"If the game doesn't run on Nintendo DS RAM, then let's lighten the VRAM"-- . In fact, I cut the codes in which you specified the loading of TEXTURES with VRAM, but still today it doesn't run on the Original Nintendo DS :(. I don't know if you can give me some advice, as you know something more about this structure than I do
 

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Pk11

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Hey @Hydr8gon, these days I was working on SM64 DS(i) port, peeking a bit in the source code. In several lines, in "src/nds" in these files, you specified something about reading Textures with VRAM, I thought: --"If the game doesn't run on Nintendo DS RAM, then let's lighten the VRAM"-- . In fact, I cut the codes in which you specified the loading of TEXTURES with VRAM, but still today it doesn't run on the Original Nintendo DS :(. I don't know if you can give me some advice, as you know something more about this structure than I do
VRAM is not an issue, the original DS has the exact same VRAM as the DSi (except that 8- and 32-bit writes work on DSi, which doesn't affect this at all). Graphics were barely touched at all on the DSi, it's main RAM (WRAM) that's an issue since the DS has a quarter as much as the DSi.
 

Ronyx

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VRAM is not an issue, the original DS has the exact same VRAM as the DSi (except that 8- and 32-bit writes work on DSi, which doesn't affect this at all). Graphics were barely touched at all on the DSi, it's main RAM (WRAM) that's an issue since the DS has a quarter as much as the DSi.
Ohhh ok
 
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NightScript

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This repo exists that doesn't load the entire game into ram
https://github.com/HackerN64/HackerSM64
Is it possible to use this on SM64 DSI
There is no indicator that this does what you said.
Furthermore, any changes made to this repository will have to be made there as well to get Mario 64 to work. Although, a lot of it is just hardware specific stuff, which wouldn't matter on a DSi
 

godreborn

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Can I play on the bottom screen? in a dsi with the top screen broken for example
I don't know if TwilightMenu can do this by itself, but there is a bootstrap that uses one screen through tw. I don't think this will work on a dsi though. The Sm64 port will run through TwilightMenu, even on the 3ds
 
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