Super Mario 64 PC port has been released!

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VmprHntrD

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I don't think anyone has posted a compiled latest release. That's why you'll have to look for the source and compile it yourself which is what the people above have done so far. Someone will probably post it online eventually.
Oh I found the source, that's not a problem, but I'm 100% incapable of compiling programming any of that annoyingly and lack the tools to do so even if I could so I have to rely on downloads. I mean if the DX12 one is all the same basically it's fine. If it has some improvements though that would suck. I have to admit I'm a bit surprised no one has created a button mapper for it, or even a basic readme file at all.
 

Skiletro

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Oh I found the source, that's not a problem, but I'm 100% incapable of compiling programming any of that annoyingly and lack the tools to do so even if I could so I have to rely on downloads. I mean if the DX12 one is all the same basically it's fine. If it has some improvements though that would suck. I have to admit I'm a bit surprised no one has created a button mapper for it, or even a basic readme file at all.

That's because this isn't an actual release but rather a leak. It's not finished yet and the developer behind it most likely didn't want it to see the light of day yet.
 
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VmprHntrD

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That's because this isn't an actual release but rather a leak. It's not finished yet and the developer behind it most likely didn't want it to see the light of day yet.
That's a real shame, odds are, as I've seen in many cases over the last 25 years, the author(s) will get pissed off and this may be it. Too bad whoever leaked it couldn't act mature and wait until it was done, documentation, potential bugs, and all. From what I've noticed (if you have a new enough PC/gfx card that is) it can run too fast so it I guess lacks a limiter.
 

Zense

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That's because this isn't an actual release but rather a leak. It's not finished yet and the developer behind it most likely didn't want it to see the light of day yet.
Most of the reason he didn't want it to see the light of day was probably because this is such a legal gray area that hasn't been explored yet. Still he did share it around enough for it to leak. Anyway I hope nothing bad happens to anyone involved with the decomp and porting it.

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That's a real shame, odds are, as I've seen in many cases over the last 25 years, the author(s) will get pissed off and this may be it. Too bad whoever leaked it couldn't act mature and wait until it was done, documentation, potential bugs, and all. From what I've noticed (if you have a new enough PC/gfx card that is) it can run too fast so it I guess lacks a limiter.
No it runs too fast because you have a too high refresh rate set on your screen. If you set it to 60hz or 120hz it's fine.
 

VmprHntrD

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Most of the reason he didn't want it to see the light of day was probably because this is such a legal gray area that hasn't been explored yet. Still he did share it around enough for it to leak. Anyway I hope nothing bad happens to anyone involved with the decomp and porting it.

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No it runs too fast because you have a too high refresh rate set on your screen. If you set it to 60hz or 120hz it's fine.
Ahhhh ok, yeah I would agree. I'd like to not see anyone punished over this, though it wouldn't be the designer but those making that executable because much like Doom 64 EX, stand alone is fine, it's when you apply the N64 ROM for the assets then it's not a gray area at all anymore like the file I came across.

And it doesn't run too fast for me. I use an i7 laptop with the Nvidia 980M in it (basically equals a 970 desktop) and it's set to a solid flat refresh so I don't have the speed issue. I've just run across quite a few whining about it and having to ask for help, then a few as their graphics tools allowed it locked the frames at 30 or 60fps to get it to behave.
 

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Ahhhh ok, yeah I would agree. I'd like to not see anyone punished over this, though it wouldn't be the designer but those making that executable because much like Doom 64 EX, stand alone is fine, it's when you apply the N64 ROM for the assets then it's not a gray area at all anymore like the file I came across.

And it doesn't run too fast for me. I use an i7 laptop with the Nvidia 980M in it (basically equals a 970 desktop) and it's set to a solid flat refresh so I don't have the speed issue. I've just run across quite a few whining about it and having to ask for help, then a few as their graphics tools allowed it locked the frames at 30 or 60fps to get it to behave.
Yeah, and lots of other games have been decompiled. It's just that in this case it's Nintendo and Mario and Nintendo is a whole other level of IP protection. Let's not forget the C64 Mario port that got a C & D pretty quickly.

I swear they'd trademark the Mario name if it wasn't for Italians using it first...
 

VmprHntrD

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Yeah, and lots of other games have been decompiled. It's just that in this case it's Nintendo and Mario and Nintendo is a whole other level of IP protection. Let's not forget the C64 Mario port that got a C & D pretty quickly.

I swear they'd trademark the Mario name if it wasn't for Italians using it first...
Hah probably. I'm aware other stuff including pokemon has been done, just this is another step going into Mario and making it a download any shmuck can use. I remember the C64 one, and the 2600 title too princess rescue.

The thing is I think Nintendo is a bit fickle about things, and I think they try and put on an air of being downright hardcore, but I think they realize also one stuff leaks, it leaks and I think they like the free advertising before dropping a hammer. They knew damn well AM2R was coming, it had a countdown, but they didn't even hard core try and stop it until after it released, and even then on a 2nd version update did they ask the maker himself to knock it off. I bet they love the 'bad press' as it makes for awareness just as this will too. They'll be about shutting it down by Wednesday give or take depending if more builds drop.
 

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Anyone know how to fullscreen the opengl version? Alt+Enter does nothing.
Tried any of the other default keys? F12, F11, F etc.

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Hah probably. I'm aware other stuff including pokemon has been done, just this is another step going into Mario and making it a download any shmuck can use. I remember the C64 one, and the 2600 title too princess rescue.

The thing is I think Nintendo is a bit fickle about things, and I think they try and put on an air of being downright hardcore, but I think they realize also one stuff leaks, it leaks and I think they like the free advertising before dropping a hammer. They knew damn well AM2R was coming, it had a countdown, but they didn't even hard core try and stop it until after it released, and even then on a 2nd version update did they ask the maker himself to knock it off. I bet they love the 'bad press' as it makes for awareness just as this will too. They'll be about shutting it down by Wednesday give or take depending if more builds drop.
At the same time you have to remember that they have lawyers and people actively looking for what they can potentially sue and get away with. I believe Nintendo also wants to set a precedent so that more games do not get decompiled and ported like this(even if the community affiliated with this decomp is or were working on OOT and Golden Eye* decomps as well).
 
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VmprHntrD

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You may be right. You never can tell. I only used AM2R because it was a strange coincidence that they had their own unannounced product (inferior one at that) coming to 3DS within a year people didn't know of and they were fairly chill about it all things considered.


Shano: If you're using the OpenGL version it doesn't do full screen, only the DX12 does using ALT+ENTER.

Here's the layout:
WASD = Movement
Arrows = C Buttons
Space = Start
L = A Button
K = B Button
, = Z Button

Alt+Enter Full Screen/Windowed Mode
 
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Zense

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There are lots of programs you can use to make it as if it were fullscreen. There's "fullscreenizer" that comes to mind, but I believe there's even a better program around.
 
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Worldblender

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I was able to find the source code for both and DirectX and OpenGL versions of this port, but I'll prepare to compile the OpenGL version soon (I'm on Ubuntu 18.04 64-bit x86). Another person posted the command-line steps which I will put here again (thank @nastys for providing them!):
Code:
sudo apt install build-essential pkg-config git binutils-mips-linux-gnu python3 zlib1g-dev libaudiofile-dev libsdl2-dev x11proto-randr-dev libusb-dev libglfw3-dev libusb-1.0.0-dev
make TARGET_N64=0 -j4
Where -j4 can be replaced with the number of CPU cores + 1 the port will be compiled on. For a quad-core CPU, that means -j5. VERSION=jp can be used in place of the default VERSION=us to build a port based off of the Japanese ROM instead.
When/if I have successfully compiled my version and try it out, I'll come back with the results.
 
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shano

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Hope to see many of the other amazing N64 games get ported like this in the future. This stuff is amazing and kudos to all the people that made this possible.

I have a real N64 but whats stopping me from playing it much is all my Controllers sticks are not good enough to enjoy properly. I even got kitsch-bent stick parts and they didn't make the pads much better for me unfortunately.
 

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I wonder how the music is handled? In the video in the OP it sounds pretty similar to the original. But as anyone who's into chip music would know, the sound chips from that era all have their own unique properties that are hard to replicate on current hardware without resorting to emulation. So I wonder if there's something like that going on here.
 

nastys

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Anyone know how to fullscreen the opengl version? Alt+Enter does nothing.
On Ubuntu, open Settings, go to Keyboard Shortcuts and assign anything to Toggle fullscreen mode (e.g. Super+F), then press it in the game.

I was able to find the source code for both and DirectX and OpenGL versions of this port, but I'll prepare to compile the OpenGL version soon (I'm on Ubuntu 18.04 64-bit x86). Another person posted the command-line steps which I will put here again (thank @nastys for providing them!):
Code:
sudo apt install build-essential pkg-config git binutils-mips-linux-gnu python3 zlib1g-dev libaudiofile-dev libsdl2-dev x11proto-randr-dev libusb-dev libglfw3-dev libusb-1.0.0-dev
make TARGET_N64=0 -j4
Where -j4 can be replaced with the number of CPU cores + 1 the port will be compiled on. For a quad-core CPU, that means -j5. VERSION=jp can be used in place of the default VERSION=us to build a port based off of the Japanese ROM instead.
When/if I have successfully compiled my version and try it out, I'll come back with the results.
You can use:
Code:
make TARGET_N64=0 -j$(nproc)
 
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