Homebrew Super Mario 64 Port

weatMod

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Yes you can. You just invoke it by version number. Say you need 2.7, you'd call it with "python27". If you need 3, you'd use "python3". By issuing just "python", it defaults to the highest version you have installed, but you can specify the version you need if you have multiple installations.
thanks good to know i didn't realize this , i figured if i installed 2.7 and the installed 3.0 that the 2.7 would be overwritten
 
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Mewstorme

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Hello everyone, I have two question :

1. Do you think it's possible to change the 3D of monster for better 3D model, texture like the PC Port ?
2. Do you think it's possible to play to Super Mario 64 Star Road ?
 

Joom

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Hello everyone, I have two question :

1. Do you think it's possible to change the 3D of monster for better 3D model, texture like the PC Port ?
2. Do you think it's possible to play to Super Mario 64 Star Road ?
1: Probably. There's an Android build floating around that uses HD models.
2: Doubtfully as this pulls assets from very specific locations in the ROM. It would require a rewrite essentially.
 

mkst

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weatMod

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Not sure where you were looking, but the README contains step-by-step instructions for compiling on Windows or Linux.

https://github.com/mkst/sm64-port#windows-msys2
ok i see it now i was referring to the 2 links in the post that i was quoting
one was only for converting 3dsx to cia and i couldn't even figure out what the second link was even for

so i am still a bit confused about the baserom part

so i take a clean mario64.z64 rom and rename the file to " baserom.us.z64 "
or do i name mario64.us.z64 (or does it even matter) and put it in the c/temp directory

also i am looking at this post where he said he compiled it and....

"OK........I just Compiled the 3DS Port Successfully, however, there is no Icon Art, no Splash, the TitleID is different, no "Here we goooo" Sound when highlighting the Game, and none of the 3D, or other Features. Source is the mkst Source. I think he should have a instruction of what Setting to have when going for the Build, that way, Users can specify what they want.

EDIT - Specifically, I was wanting to Build a 3D, No Frame Skip, 60FPS Variant." -smoker1
so is there a file where i need to set option flags before i compile it?
and .rsf file or something , what are the options and how do i set them
after which step in the windows tutorial
 

Mewstorme

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1: Probably. There's an Android build floating around that uses HD models.
2: Doubtfully as this pulls assets from very specific locations in the ROM. It would require a rewrite essentially.

Do you have an idea of how I could do it (especially for the installation of Mario Star Road or another Mario made with Mario 64)?
 

Joom

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Do you have an idea of how I could do it (especially for the installation of Mario Star Road or another Mario made with Mario 64)?
Like I said, the source would probably need an entire rewrite. Though it may be possible to create an IPS patch or something that patches the CIA. I have no idea how to do this, though.
 

lights00

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Hi guys, first thank you Gericom & mkst for the 3ds port. Old 3ds user here.

Was having a lot of lag on mkst's port but found the issue to be that I was using the .cia install.

Switching to running the .3dsx through HB launcher and now game runs much smoother.

I think this was mentioned earlier, but figured might as well confirm for any other old 3ds users :)
 
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bob1212

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With the internet abuzz with news of a native Windows port of Super Mario 64, I was curious as to whether the experts think there is a path for porting it to the 3DS as well. The need is much lower thanks to @MasterFeizz but a native port would still be amazing. I suppose one would also need a tool to extract assets from a ROM to avoid copyright issues.
Isn’t there already a port with a QR code around the internet
 

DominoBright

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mkst's github says to use bannertool to make a custom banner and icon, but there are no instructions for bannertool itself, even after searching through Google. It took a while to find out how to get it working: I just needed to have enough arguments, that's all.

If anyone is having trouble, what I did was the following:

./bannertool makebanner -i "banner.png" -a "audio.wav" -o "banner.bnr"

./bannertool makesmdh -i "icon.png" -s "SM64 3DS" -l "Super Mario 64 3DS" -p "mkst" -r "regionfree" -o "icon.icn"

The file names in red can be named whatever, as long as it links to what you need it to and they are in the right format and such. The stuff in green can be whatever you want it to be, I just listed what I chose.
 
Last edited by DominoBright, , Reason: All figured out.

MyNameHere

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There is a plain and simple Build of it. But do not believe it is 3D. The only Codes I have created are for the Following.....
Super Mario 64 3DS Build
19 Sept Build
SM64 SM64 Older Build

SM64 3D Version - SM64 3D
SM64 3D NFS 60FPS SM64 - 3DNFS60
SM64 3D NFS 60FPS Pup - 3DNFS60Pup
NOT Mini Map Versions
000400000000FB00
Created by Smoker1
-----------------------------------------------

[Inf Health 3DNFS60]
20D5670F 00000008

[Inf Lives 3DNFS60]
20D5670D 00000064

[Moonjump Press Y 3DNFS60]
DD000000 00000800
00D566AC 42200000
D2000000 00000000

[Moonjump Press B 3DNFS60]
DD000000 00000002
00D566AC 42200000
D2000000 00000000

[No Hits 3DNFS60]
10D56686 0000FFFF

[No Fall Damage 3DNFS60]
10D5671E 0000FFFF

[Walk on Quicksand 3DNFS60]
00D56720 00000000

[Inf Hat Time 3DNFS60]
10D56716 00007000

[FlyInvMet Hat 3DNFS60]
10D56664 0000011E

[FlyInv Hat 3DNFS60]
10D56664 0000011A

[Normal Hat 3DNFS60]
10D56664 00000111

[Inf Health 3DNFS60Pup]
20D59BC7 00000008

[Inf Lives 3DNFS60Pup]
20D59BC5 00000064

[Moonjump Press Y 3DNFS60Pup]
DD000000 00000800
00D59B64 42200000
D2000000 00000000

[No Hits 3DNFS60Pup]
10D59B3E 0000FFFF

[No Fall Damage 3DNFS60Pup]
10D59BD6 0000FFFF

[Walk on Quicksand 3DNFS60Pup]
00D59BD8 00000000

[Inf Hat Time 3DNFS60Pup]
10D59BCE 00007000

[FlyInvMet Cap 3DNFS60Pup]
10D59B1C 0000011E

[FlyInv Cap 3DNFS60Pup]
10D59B1C 0000011A

[Normal Cap 3DNFS60Pup]
10D59B1C 00000111

[Inf Health 3D]
20D2B123 00000008

[Inf Lives 3D]
20D2B121 00000064

[Moonjump Press Y 3D]
DD000000 00000800
00D2B0C0 42200000
D2000000 00000000

[No Hits 3D]
10D2B09A 0000FFFF

[No Fall Damage 3D]
10D2B132 0000FFFF

[Walk on Quicksand 3D]
00D2B134 00000000

[Inf Hat Time 3D]
10D2B12A 00007000

[Hat FlyInvMet 3D]
10D2B078 0000011E

[Hat FlyInv 3D]
10D2B078 0000011A

[Normal Hat 3D]
10D2B078 00000111

[Inf Health 3D Older Build]
20D2A113 00000008

[Inf Lives 3D]
20D2A111 00000064

[No Hits 3D]
10D2A08A 0000FFFF

[No Fall Damage 3D]
10D2A122 0000FFFF

[Walk on Quicksand 3D]
00D2A124 00000000

[Moonjump Press Y 3D]
DD000000 00000800
00D2A0B0 42200000
D2000000 00000000

[Inf Hat Time 3D]
10D2A11A 00007000

[Hat FlyInvMet 3D]
10D2A068 0000011E

[Hat FlyInv 3D]
10D2A068 0000011A

[Normal Hat 3D]
10D2A068 00000111

[Inf Health SM64]
20D28113 00000008

[Inf Lives SM64]
20D28111 00000064

[No Hits SM64]
10D2808A 0000FFFF

[No Fall Damage SM64]
10D28122 0000FFFF

[Walk on Quicksand SM64]
00D28124 00000000

[Moonjump Press Y SM64]
DD000000 00000800
00D280B0 42200000
D2000000 00000000

[Inf Hat Time SM64]
10D2811A 00007000

[Hat FlyInvMet SM64]
10D28068 0000011E

[Hat FlyInv SM64]
10D28068 0000011A

[Normal Hat SM64]
10D28068 00000111

Can you port over Kaze's "BLJ anywhere" Code to this?
 

Deleted member 323844

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Have there been any updates to this in the past few months?

Last build I checked was almost perfect but had some small slowdown issues when text boxes were on screen.
Nope. Mkst hasn't updated the port since January, still the same performance on o3DS.

I think most devs (Mkst, fgsfds or MrNeo) have moved to other projects.
 

Deleted member 42501

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Thanks for the info @stranno

The @mkst port is quite close to perfect on the 3DS. Just playing it on there natively is awesome, having it widescreen? Even better and the 3D? *chefs kiss* so there is plenty to be grateful for.

I remember seeing an old pull request that I can't seem to find now that mentioned why the text boxes were causing slowdown and thought it might have been addressed and fixed in a new release?

Can't believe Nintendo didn't release this themselves on the 3DS with these features as it truly is the ultimate version of the game and the 3D effect may just be the best I've witnessed on any title as there are parts where it looks like the game is literally popping out of the screen as the depth effect is incredible.
 

Angermnged1000

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The port isn't open source, and I personally would not work on such project. I'll spare Nintendo from having to send me a cease and desist.
Ah yes.. although, some people on the o3ds will demand this cause of how your emulator runs on the o3ds. Are you still working on the emulator btw? I've only seen videos but haven't been able to find a link to it..
 

Stefano_Lassandro

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I followed the guide on the GitHub, but I keep getting this error. I'm pretty sure I got the rom region right (as I don't get the hash "wrong hash" error anymore). My version of Python is 3.8.5. I'm compiling a .cia file using MSYS2 (Windows).
The error message will follow:

HP@HP MSYS ~/sm64-port
$ make VERSION=us cia
make: gcc: No such file or directory
make: *** [Makefile:66: n64graphics] Error 127
Traceback (most recent call last):
File "./extract_assets.py", line 292, in <module>
main()
File "./extract_assets.py", line 162, in main
subprocess.check_call(
File "/usr/lib/python3.8/subprocess.py", line 364, in check_call
raise CalledProcessError(retcode, cmd)
subprocess.CalledProcessError: Command '['make', '-s', '-C', 'tools/', 'n64graphics', 'skyconv', 'mio0', 'aifc_decode']' returned non-zero exit status 2.
Makefile:179: *** Failed to extract assets. Stop.


Any type of help is widely appreciated, thanks! :D
Edit: Link to the instructions I followed. Updated the error message. https://github.com/mkst/sm64-port#windows-msys2
 
Last edited by Stefano_Lassandro,

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