Homebrew Super Mario 64 Port - Wii U

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I have the same issue unfortunately. Did you ever find a solution for this?
I would also love to know if any solution was found to this. I think I am using an August 24' 60fps sm64ex-alo build on my Wii U, do more recent versions introduced a button remapping option or something? Or some argument I can use during building to make A and B button not do the same jump action?

Also, which versions should I be using nowadays? Sm64ex ou sm64ex-alo? Also, how can I then get a WUP installable from the resulting rox file?
 
I would also love to know if any solution was found to this. I think I am using an August 24' 60fps sm64ex-alo build on my Wii U, do more recent versions introduced a button remapping option or something? Or some argument I can use during building to make A and B button not do the same jump action?

Also, which versions should I be using nowadays? Sm64ex ou sm64ex-alo? Also, how can I then get a WUP installable from the resulting rox file?
So it seems sm64ex-alo is what everybody should be using, as it is more frequently updated. As for the controls, as of August 25' the controls are A for A and B for B, but remapping can be done in .../src/pc/controller/controller_wiiu.c, at:

struct WiiUKeymap map[] = {
{ B_BUTTON, VB(B) | VB(Y), CB(B) | CB(Y), PB(B) | PB(Y) },
{ A_BUTTON, VB(A) | VB(X), CB(A) | CB(X), PB(A) | PB(X) },
{ START_BUTTON, VB(PLUS), CB(PLUS), PB(PLUS) },
{ Z_TRIG, VB(ZL) | VB(ZR), CB(ZL) | CB(ZR), PT(ZL) | PT(ZR) },
{ L_TRIG, VB(L), CB(L), PT(L) },
{ R_TRIG, VB(R), CB(R), PT(R) },
{ U_CBUTTONS, SE(UP) },
{ D_CBUTTONS, SE(DOWN) },
{ L_CBUTTONS, SE(LEFT) },
{ R_CBUTTONS, SE(RIGHT) }
};

Followed this guide for building, making the appropriate changes (WiiU dependencies, removing Switch dependencies, did not do the PR 93 changes to tools/armips.cpp), executed first "make -j" (because if not I was getting an error with the extract_assets.py file), and then "make -j TARGET_WII_U=1 BETTERCAMERA=1 TEXTURE_FIX=1 HIGH_FPS_PC=1 EXT_DEBUG_MENU=1". After that I just wrapped the RPX file in a WUP installable made by a previous user for the same game, and it is working beautifully.
 
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I have a binary which is supposedly this build that I found on archive.org but it corrupts the save file when you collect stars (it's fine until you exit the game completely and reload, then your save will be damaged and reset). If I pull the save file from my SD card and inspect it with a N64<->recomp conversion tool it flags as damaged. Also the binary ignores the INI file changes (explained in the readme) to the controls which allows the B button to be redefined when using other controllers.

So, if I set up a Linux VM and build this from source will these problems be fixed?
 

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