Hey everyone!
I’ve been working on my own version of the Super Mario 64 3DS port for quite a while.
What would Super Mario 64 look like if it actually treated the 3DS as a 3DS?
This is Super Mario 64 3DS Port Ultimate.
(The DS Bomb-omb battlefield minimap has been replaced in the newer version)
Compared to the original SM64 porting project, there are more new features.
Please use New 3DS to get the best performance.
The complete source code, build instructions and development screenshots are available on GitHub:
https://github.com/Epic0522/Super-Mario-64-3ds-port---Ultimate
Credits
This project builds on the work of the Super Mario 64 decompilation and porting communities, including:
• n64decomp/sm64
• sm64-port/sm64-port
• sm64-port/sm64_3ds
• mkst/sm64-port and its earlier 3DS minimap work
More detailed information and credits can be found in the GitHub repository.
Thanks for checking it out!
I’ve been working on my own version of the Super Mario 64 3DS port for quite a while.
What would Super Mario 64 look like if it actually treated the 3DS as a 3DS?
This is Super Mario 64 3DS Port Ultimate.
(The DS Bomb-omb battlefield minimap has been replaced in the newer version)
Compared to the original SM64 porting project, there are more new features.
The lower screen now displays a full course minimap with Mario’s current position and facing direction.
It supports stages with multiple areas, along with special map states where needed.
The lower screen also contains a permanent HUD showing:
• Lives
• Stars
• Coins
• Red coins
• The title of the currently playing BGM
It supports stages with multiple areas, along with special map states where needed.
The lower screen also contains a permanent HUD showing:
• Lives
• Stars
• Coins
• Red coins
• The title of the currently playing BGM
You can use the original Super Mario 64 camera.
Or you can use a free camera adapted for the 3DS.
And you can switch between them while playing.
On supported systems, the C-Stick provides analogue free-camera movement. There is also a quick recenter action for those moments when the camera decides it has its own plans.
Sensitivity, inversion, centering behaviour and other camera settings are saved as well.
Or you can use a free camera adapted for the 3DS.
And you can switch between them while playing.
On supported systems, the C-Stick provides analogue free-camera movement. There is also a quick recenter action for those moments when the camera decides it has its own plans.
Sensitivity, inversion, centering behaviour and other camera settings are saved as well.
Supported characters, enemies and objects can use projected dynamic shadows instead of relying entirely on the original blob-style shadows.
[Insert dynamic-shadow screenshot or comparison here]
The system was developed around the limitations of the 3DS renderer rather than simply dropping a desktop shadow implementation onto the console and hoping it survives.
The original shadow behaviour remains available as a fallback, and dynamic shadows can be disabled from the touch menu.
[Insert dynamic-shadow screenshot or comparison here]
The system was developed around the limitations of the 3DS renderer rather than simply dropping a desktop shadow implementation onto the console and hoping it survives.
The original shadow behaviour remains available as a fallback, and dynamic shadows can be disabled from the touch menu.
Yes, Mario has ragdolls now.
Fatal damage can place Mario into a physics-driven death ragdoll with collision response, wall interaction, ledge behaviour and a dedicated death camera.
There is also an optional hit-ragdoll mode that replaces some normal knockback reactions with a recoverable ragdoll state.
That option changes the original gameplay feel quite a lot, so it is disabled by default.
It is extremely unnecessary.
I kept it anyway.
Fatal damage can place Mario into a physics-driven death ragdoll with collision response, wall interaction, ledge behaviour and a dedicated death camera.
There is also an optional hit-ragdoll mode that replaces some normal knockback reactions with a recoverable ragdoll state.
That option changes the original gameplay feel quite a lot, so it is disabled by default.
It is extremely unnecessary.
I kept it anyway.
Please use New 3DS to get the best performance.
The complete source code, build instructions and development screenshots are available on GitHub:
https://github.com/Epic0522/Super-Mario-64-3ds-port---Ultimate
Credits
This project builds on the work of the Super Mario 64 decompilation and porting communities, including:
• n64decomp/sm64
• sm64-port/sm64-port
• sm64-port/sm64_3ds
• mkst/sm64-port and its earlier 3DS minimap work
More detailed information and credits can be found in the GitHub repository.
Thanks for checking it out!
Last edited by Epic0522,








