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 .txt config 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?
 
Last edited by patters,
HI: )
I know I'm late as hell on this, but I wanna ask:
You setup Render96 1.0 models on it, so how do you add DYNOS packs to this? And mods
 
Eventually I used Claude Code to compile the Wii U version using macOS with DevKitPPC r50. It had to fix a bug in the Makefile which caused it to misidentify the build target as macOS rather than Wii U. I raised a Pull Request for that (more macOS build notes included, since the build guides are for Windows and Linux only).

I also fixed a few things for Wii U specifically in a separate Pull Request:
  • Map N64 A to VPAD A|Y and N64 B to VPAD B|X. This mapping preserves the N64 geometric button layout on the GamePad, with X serving as an alternate punch button in the same position B occupies on N64. But correctly mapping button B allows play using other Nintendo controllers (GameCube, N64).
  • Derive user data path from argv[0] so save data and config settings sit alongside the .wuhb in the app folder rather than cluttering the SD card root. Falls back to wiiu/apps/sm64ex-alo if argv[0] is unavailable (e.g. older launchers).
  • Remove non-working "Save and exit" menu option.
 
Last edited by patters,

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