Hacking Super Mario 64 Port For Ps Vita ....

SuperDan

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I saw a few that are HD / PuppyCam / 60FPS. Cant tell the difference with some.
Well the HD one is basically with a modern mario the face mostly is improved. That it really it's not a texture pack like I hope for. ( I like the mario 64 nitemod pack.. But anyways... Puppy cam is so the right analog stick is for camera movement.. & the other one has greater view distance...
 
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Smoker1

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Well the HD one is basically with a modern mario the face mostly is improved. That it really it's not a texture pack like I hope for. ( I like the mario 64 nitemod pack.. But anyways... Puppy cam is so the right analog stick is for camera movement.. & the other one has greater view distance...
I am just wondering if a Texture Pack can be used like the Switch Version (v7, I think).
 
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godreborn

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does anyone know which version of the vita sdk this uses? also, those enhancements have to be made before compiling, so you can't add them to a precompiled build.
 
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SuperDan

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I am just wondering if a Texture Pack can be used like the Switch Version (v7, I think).
I dont think so .. or i think somebody would have done it by now ....shame really texture packs are awesome ..im kinda diggin

The Legend of Banjo-Kazooie: The Jiggies of Time​

Banjo in the zelda universe
The-Legend-of-Banjo-Kazooie-The-Jiggies-of-Time-Hack.jpg


its pretty well done im impressed so far
 
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sonictopfan

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its on Reddit ! i cant share wares here ...
I found it, thank you!

Edit: so the 60fps puppycam version seems to clash with vitacheat plugin, the game crashes upon starting unless I disable vitacheat (or simply move it or rename it) what’s causing this and how can I fix this issue? I’d really like to not have to remove vitacheat every time I wanna play the game, the regular version still works fine even with vitacheat on.
 
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godreborn

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Older versions of the sdk require npm iirc, which can no longer be compiled, and older versions of the sm64 vita port cannot be compiled without an older sdk. I had similar problems with the dreamcast build, but I was able to compile the game with docker. There doesn't seem to be a docker method with the vita. The docker file present is for the sm64 nds version.
 

Smoker1

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I found it, thank you!

Edit: so the 60fps puppycam version seems to clash with vitacheat plugin, the game crashes upon starting unless I disable vitacheat (or simply move it or rename it) what’s causing this and how can I fix this issue? I’d really like to not have to remove vitacheat every time I wanna play the game, the regular version still works fine even with vitacheat on.
You have to take the param.sfo from the VPK, and edit it with HexEdit to change the TitleID. Once that is done, and you put it back in the VPK, it should run perfectly.
Older versions of the sdk require npm iirc, which can no longer be compiled, and older versions of the sm64 vita port cannot be compiled without an older sdk. I had similar problems with the dreamcast build, but I was able to compile the game with docker. There doesn't seem to be a docker method with the vita. The docker file present is for the sm64 nds version.
Ongoing curiosity I am having is how GTA-SA Port can work with VitaCheat, but nothing else can. If it can be found out, so other Homebrew can use it, that would be awesome. Or, another User is trying to do a Cheat Engine for the Vita that has Homebrew Compatibility. The Dev of VitaCheat told me he had no plans for it. So unless someone can talk him into giving up the Source........
 
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godreborn

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You have to take the param.sfo from the VPK, and edit it with HexEdit to change the TitleID. Once that is done, and you put it back in the VPK, it should run perfectly.

Ongoing curiosity I am having is how GTA-SA Port can work with VitaCheat, but nothing else can. If it can be found out, so other Homebrew can use it, that would be awesome. Or, another User is trying to do a Cheat Engine for the Vita that has Homebrew Compatibility. The Dev of VitaCheat told me he had no plans for it. So unless someone can talk him into giving up the Source........
Changing title id works with that issue?
 

sonictopfan

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You have to take the param.sfo from the VPK, and edit it with HexEdit to change the TitleID. Once that is done, and you put it back in the VPK, it should run perfectly.

Ongoing curiosity I am having is how GTA-SA Port can work with VitaCheat, but nothing else can. If it can be found out, so other Homebrew can use it, that would be awesome. Or, another User is trying to do a Cheat Engine for the Vita that has Homebrew Compatibility. The Dev of VitaCheat told me he had no plans for it. So unless someone can talk him into giving up the Source........
Thanks, idk how to do that, idk how to build a vpk or edit a param file.
 
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Smoker1

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Thanks, idk how to do that, idk how to build a vpk or edit a param file.
The VPK is basically a ZIP/RAR File, and can be opened as such. Also for the .sfo File, since it is not able to be read in NotePad / Notep[ad++ correctly, you need HexEdit, or another Hex Editor to do it. Go to the Bottom where you see PCSE , and one letter at a time, change it to something other than PCSE so VitaCheat will not think it is a Actual Game and try to Load, causing the Issue
 
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godreborn

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The VPK is basically a ZIP/RAR File, and can be opened as such. Also for the .sfo File, since it is not able to be read in NotePad / Notep[ad++ correctly, you need HexEdit, or another Hex Editor to do it. Go to the Bottom where you see PCSE , and one letter at a time, change it to something other than PCSE so VitaCheat will not think it is a Actual Game and try to Load, causing the Issue
I changed it for him. it worked for the title id, but I don't know if it worked with vita cheat. I changed it to SM64 instead of PCSE. it did create that directory.
 
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Smoker1

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It will not work with VitaCheat. I have been trying to get it to work with that for a while. Only way is for someone to get the Source and include Homebrew Functionality with it, or create a new Cheat Engine
 

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