ROM Hack Does Mario 64 being decompiled mean a 3DS port is possible?

Kwyjor

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The DS version is not that good having to use Yoshi.
You need Yoshi for a practically insignificant fraction of the game and then you can forget he exists. For that matter Luigi's Superspin is totally game-breaking, but you can mostly forget he exists as well.

Until now I thought the biggest problem some people had with the DS version was that it didn't go far enough with its changes. But I can see the appeal of being able to play all the various mods for the N64 version on the 3DS.
 
Last edited by Kwyjor,

Feffe

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A 3DS port should be done first, because they are both ARM machines and there would be a code base to use for any ARM machine without too much modification.

And later port it to weaker systems by downgrading things. (reducing poly count, fixed-point instead of floating point, etc.)

It's supposed to be the "new Doom."
N64 didn't have an ARMS architecture. It was MIPS-based.
 
Last edited by Feffe,

Ecchi95

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Instead of insulting the devs because they're "too slow" then why not join them and make the process faster?
Because I set my own release schedule. I decide when what I do is ready for people.

N64 didn't have an ARMS architecture. It was MIPS-based.
And? I was talking about the 3DS and Switch. You missed the context of my post.
 
Last edited by Ecchi95,

CrashOveride

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>If you're an independent thinker, you're a troll.

I'm doing my own things with the decomp. We'll see who's a troll when I provide them faster than the team.

This attitude makes you sound like you were banned from the team and you're trying to get revenge or some shit
 

Ecchi95

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so you're either saying that you'd leak it even EARLIER than it was finished, or that you have the self-proclaimed coding ability to decomp a game in less than a year?
I'd leak it as soon as it compiled an identical ROM. At that point it was done and anything else is supplementary and up to the people using it.
 

Vague Rant

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You need to relax about this whole thing. What's your hurry? It's 23 years since Super Mario 64 was first released. What difference would it make if this project was released a year earlier or later? "The official team is too slow!" We all survived 23 years without a Super Mario 64 disassembly.
 

nullpointer128

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I'm analyzing every source file to see what has to be changed to separate it from the Nintendo 64 hardware.

You should start with writing an OpenGL backend for the gSP API, gDP API, and the gu API. You would also have to write your own implementation of the os API and make a wrapper to SDL or SDL-equivalent for cross-platform audio and input. This is just for getting a "vanilla" SM64 experience (e.g. no modified graphics).

If you'd want to overhaul the graphics, you would not write an implementation of the APIs, but you would have to completely rework the rendering logic for SM64, because it currently relies heavily on rendering n64 display lists and SPTasks. And there are 451 gSP calls in the code, and over 936 references to display lists.

This doesn't even include porting all the code so it conforms to modern C compiler requirements. I don't think you understand the amount of work required for this.
 

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