Emulation Homebrew Tutorial
Updated
Building SM64 for Nintendo Switch from sm64ex-alo Repository
Hi, I hope the next steps help to somebody, first forgive my bad English, is no my native language.
After the project «n64decomp» finished lots of forks emerged. One of them is the SM 64 PC Port which have as aim to be a port of n64decomp for modern devices.
Some of these ports was for the Switch console and become real on the fork fgsfdsfgs that fork seems to be staled, Now @AloXado320 have resumed the work with the repository AloUltraExt and add some features and converged the latest code with latest refresh from the decomp project.
Switch Building Process
If you read the guide:
https://github.com/fgsfdsfgs/sm64pc/wiki/Compiling-for-Nintendo-Switch
The steps are loosely explained, but they don’t work well for me, so I decided read a lot of documentation and the official SM64 thread completely.
I choose to use for this set of instructions the MSYS environment, which for me is easy to setup and as it is an enclosed environment which is not affected by other software on your computer, I mainly use Windows, but as MINGW is a Cygwin environment I think the steps could be easy extrapolated to Linux environments.
First you need Install a MSYS environment:
The latest instructions for install the MSYS environment are on https://gbatemp.net/threads/install-msys-environment.652234/ if you don't have one working, use them.
After you have the MSYS environment working you need to install DevKitPro
For that you can follow the instructions on the tutorial https://gbatemp.net/threads/setup-a-devkitpro-environment-on-windows.652238/
Now you can start the building process:
First install the prerequisites
In a MinGW64 shell (or MinGW32 if you have a Windows 32 bit edition, why will you do today?). Be sure the prompt shows MINGW64 or MINGW32 if not you started the wrong shell, close it and open the right one.
Please execute the next command, several times until you get the message "there is nothing to do", you can be asked to restarts the MINGW64 environment few times:
Then execute the next commands:
Once the installation end, verify the MSYS2 database again:
Clone the repository, using the
The repository is cloned to a subfolder of the "Home" directory of MinGWXX Shell, on the prompt "~" means your home directory.
You need copy a legal copy of the original ROM in the cloned directory, it must be in "Big Endian" format.
For each version (jp/us/eu/sh) for which you want to build an executable, put an existing ROM at ./baserom.<VERSION>.z64 for asset extraction.
By example, for US version:
that file should have this Checksums:
MD5: 20b854b239203baf6c961b850a4a51a2 *baserom.us.z64
SHA: 9bef1128717f958171a4afac3ed78ee2bb4e86ce *baserom.us.z64
SHA256: 17ce077343c6133f8c9f2d6d6d9a4ab62c8cd2aa57c40aea1f490b4c8bb21d91 *baserom.us.z64
copy the file to the path
If your ROM isn't on Big Endian format, use https://hack64.net/tools/swapper.php to convert it.
Now the environment is ready to build Switch version using any combination of the options you like, by example:
Will activate a better camera handling, enable the drawing of far objects on the game, Fixes some texture related bugs (by example smoke), AND 60 FPS patch.
sadly the actual repo is not so compatible with multiple cores, so please do not use
After the process ends the NRO is on the build subfolder.
Additional Note: For Build Windows version you can run the command without the
BUILD OPTIONS
Use nsp-forwarder.n8.io to create a customized Forwarder. Now supporting Atmosphère > 1.8.0
Troubleshooting
After the project «n64decomp» finished lots of forks emerged. One of them is the SM 64 PC Port which have as aim to be a port of n64decomp for modern devices.
Some of these ports was for the Switch console and become real on the fork fgsfdsfgs that fork seems to be staled, Now @AloXado320 have resumed the work with the repository AloUltraExt and add some features and converged the latest code with latest refresh from the decomp project.
Switch Building Process
If you read the guide:
https://github.com/fgsfdsfgs/sm64pc/wiki/Compiling-for-Nintendo-Switch
The steps are loosely explained, but they don’t work well for me, so I decided read a lot of documentation and the official SM64 thread completely.
I choose to use for this set of instructions the MSYS environment, which for me is easy to setup and as it is an enclosed environment which is not affected by other software on your computer, I mainly use Windows, but as MINGW is a Cygwin environment I think the steps could be easy extrapolated to Linux environments.
First you need Install a MSYS environment:
The latest instructions for install the MSYS environment are on https://gbatemp.net/threads/install-msys-environment.652234/ if you don't have one working, use them.
After you have the MSYS environment working you need to install DevKitPro
For that you can follow the instructions on the tutorial https://gbatemp.net/threads/setup-a-devkitpro-environment-on-windows.652238/
Now you can start the building process:
First install the prerequisites
In a MinGW64 shell (or MinGW32 if you have a Windows 32 bit edition, why will you do today?). Be sure the prompt shows MINGW64 or MINGW32 if not you started the wrong shell, close it and open the right one.
Please execute the next command, several times until you get the message "there is nothing to do", you can be asked to restarts the MINGW64 environment few times:
pacman -Syuu --needed --noconfirm
Then execute the next commands:
Code:
pacman -Syuu --needed --noconfirm base-devel git make mercurial python3 subversion unzip autoconf automake libtool pkg-config autoconf-wrapper mingw-w64-x86_64-cmake mingw-w64-x86_64-gcc mingw-w64-x86_64-glew mingw-w64-x86_64-SDL2 mingw-w64-x86_64-toolchain mingw-w64-x86_64-SDL switch-dev devkitA64 dkp-toolchain-vars libnx switch-tools switch-mesa switch-libdrm_nouveau switch-sdl2
Once the installation end, verify the MSYS2 database again:
pacman -Syuu --needed --noconfirm
Clone the repository, using the
--recursive
option in order to clone all the trees.
Code:
cd ~/
git clone --recursive https://github.com/AloUltraExt/sm64ex-alo
The repository is cloned to a subfolder of the "Home" directory of MinGWXX Shell, on the prompt "~" means your home directory.
You need copy a legal copy of the original ROM in the cloned directory, it must be in "Big Endian" format.
For each version (jp/us/eu/sh) for which you want to build an executable, put an existing ROM at ./baserom.<VERSION>.z64 for asset extraction.
By example, for US version:
./baserom.us.z64
that file should have this Checksums:
MD5: 20b854b239203baf6c961b850a4a51a2 *baserom.us.z64
SHA: 9bef1128717f958171a4afac3ed78ee2bb4e86ce *baserom.us.z64
SHA256: 17ce077343c6133f8c9f2d6d6d9a4ab62c8cd2aa57c40aea1f490b4c8bb21d91 *baserom.us.z64
copy the file to the path
c:\msys64\home\<USERNAME>\sm64ex-alo
If your ROM isn't on Big Endian format, use https://hack64.net/tools/swapper.php to convert it.
Now the environment is ready to build Switch version using any combination of the options you like, by example:
Code:
cd ~/sm64ex-alo
make TARGET_SWITCH=1 BETTERCAMERA=1 NODRAWINGDISTANCE=1 TEXTURE_FIX=1 HIGH_FPS_PC=1
Will activate a better camera handling, enable the drawing of far objects on the game, Fixes some texture related bugs (by example smoke), AND 60 FPS patch.
sadly the actual repo is not so compatible with multiple cores, so please do not use
-j
parameter.After the process ends the NRO is on the build subfolder.
Code:
Build succeeded.
==== Build Details ====
File: build/us_nx/sm64.us.f3dex2e.nro
Version: us
Target: Nintendo Switch
Additional Note: For Build Windows version you can run the command without the
TARGET_SWITCH=1
parameter.BUILD OPTIONS
Build option | Default | Possible values | Description |
AUDIO_API | SDL2 | SDL2 | Select audio backend. There's only one right now. |
BETTERCAMERA | 0 | 0, 1 | If 1, build with analog camera support (uses Puppycam). |
CHEATS_ACTIONS | 1 | 0, 1 | Enable cheats |
COMMAND_LINE_OPTIONS | 1 | 0, 1 | Enable Command Line Options |
CONTROLLER_API | SDL2 | SDL2 | Specify list of controller backends to use. There's only one right now. |
DEBUG | 0 | 0, 1 | If 1, build with debug symbols and default optimization level. Otherwise build with -O2. 1 simple debug compile, 2 max debug compile |
DISCORDRPC | 0 | 0, 1 | If 1, enable Discord Rich Presence support. Only works on x86_64. |
DISCORDRPC | 0 | 0, 1 | Enable Discord Rich Presence |
EXT_DEBUG_MENU | 0 | 0, 1 | Menú para opciones de depuración simples |
EXT_OPTIONS_MENU | 1 | 0, 1 | If 1, enable Options menu. Accessed from the Pause menu by pressing R. |
EXTENDED_BOUNDS | 0 | 0, 1 | Enable extended bounds |
EXTERNAL_DATA | 0 | 0, 1 | If 1, load textures and soundbanks from external files. Allows you to use texture packs. The default data is copied to a res folder next to the produced executable. (En Switch va en la carpeta raíz), para PC no lo genera |
GODDARD_MFACE | 1 | 0, 1 | Enable Goddard (Mario Face) |
HIGH_FPS_PC | 0 | 0, 1 | Enable 60 fps interpolation |
MOUSE_ACTIONS | 0 | 0, 1 | Soporte para el ratón para versiones de escritorio, solo funciona en modos SDL, se está trabajando aún en el modo DirectX. |
NODRAWINGDISTANCE | 0 | 0, 1 | If 1, build with disabled draw distance (every object is active at all times). May affect gameplay. |
OSX_BUILD | 0 | 0, 1 | If 1, build for OSX. |
PORT_MOP_OBJS | 0 | 0, 1 | Parche de más objetos creado por Kaze |
PORT_MOP_OBJS | 0 | 0, 1 | Kaze MOP Objects Port, disabled by default |
QOL_FEATURES | 0 | 0, 1 | Mejora de Características |
QOL_FIXES | 0 | 0, 1 | Mejoras de Calidad de vida |
QOL_REDONE | 1 | 0, 1 | Quality of life redone files |
RENDER_API | GL | GL, GL_LEGACY, D3D11, D3D12 | Select rendering backend to use. GL corresponds to OpenGL 2.1 (gfx_opengl.c), GL_LEGACY corresponds to OpenGL 1.3 (gfx_opengl_legacy.c). Direct3D backends will also force WINDOW_API to DXGI. |
RM2C | 0 | 0, 1 | Accept RM2C level folder output https://github.com/AloXado320/rom-manager-2-c |
RUMBLE_FEEDBACK | 1 | 0, 1 | Enable rumble functions (Originally in Shindou) |
TARGET_BITS | 32, 64, | TARGET_BITS=n appends some compiler flags for an n-bit build. If the value is empty, the option does nothing, assuming your native toolchain will set everything up by itself. Use this only if you're having trouble otherwise. | |
TARGET_RPI | 0 | 0, 1 | If 1, select optimal settings for Raspberry PI hardware. See the main article (https://github.com/sm64pc/sm64pc/wiki/Helper-compiling-script-for-Raspberry-Pi) on that. |
TARGET_WEB | 0 | 0, 1 | If 1, build Emscripten version. See the main article (https://github.com/sm64pc/sm64pc/wiki/Compiling-for-the-web) on that. |
TEXTSAVES | 0 | 0, 1 | If 1, use INI-based save format instead of binary EEPROM dumps. Experimental. |
TEXTURE_FIX | 0 | 0, 1 | If 1, enable various texture-related bugfixes (e.g. fixes the smoke texture). |
VANILLA_CHECKS | 1 | 0, 1 | Enable level vanilla checks |
VERSION | us | us, eu, jp, sh | Which ROM to use. The selected ROM has to be in the repo folder with the name baserom.$VERSION.z64. sh is currently broken. |
WINDOW_API | SDL2 | SDL2, DXGI | Select windowing backend. GL renderers force SDL2 and D3D renderers force DXGI for now, so you don't need to specify this. |
WINDOWS_BUILD | 0, 1 | If 1, build for Windows. Usually set automatically if building on Windows. | |
WINDOWS_CONSOLE | 0 | 0, 1 | If 1, append -mconsole to Windows CFLAGS, making a console window appear while the game is running. Can be useful for debugging purposes. |
Use nsp-forwarder.n8.io to create a customized Forwarder. Now supporting Atmosphère > 1.8.0
Troubleshooting
- If you get the error
gcc: command not found
ormake: gcc: No such file or directory
you did not install all needed packages or run the wrong Shell, be sure of running «MINGW32» or «MINGW64» and what that is pointed on the prompt in purple. - If the ROM is missing or wrong format/version you get the error
Failed to open baserom.us.z64!
Verify the correct ROM at thec:\msys64\home\<username>\sm64ex-alo
folder. - If you get the error
make: *** No targets specified and no makefile found. Stop.
You are on the wrong folder the last make command should be run fromc:\msys64\home\<username>\sm64ex folder.
- Be sure of get the responses
Target: i686-w64-mingw32
orTarget: x86_64-w64-mingw32
when you run the commandgcc -v
if else other is shown on screen you install the wrong gcc package or you are on the «MSYS» shell, remember the process should be run on «MINGW32» or «MINGW64» shells.
Last edited by impeeza,