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

Discussion in '3DS - ROM Hacking, Translations and Utilities' started by GreenAndACat, Jul 14, 2019.

  1. Tac 21

    Tac 21 GBAtemp Advanced Fan

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    would love to see a Star Road on modern systems.

    speaking of... where is Star Road for the DS?
     
  2. Smoker1

    Smoker1 GBAtemp Addict

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    Yeah, played SM64 DS after so many Years.........rather have the N64 SM64. The DS version is not that good having to use Yoshi.
     
  3. Kwyjor

    Kwyjor GBAtemp Fan

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    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, Jul 16, 2019
  4. CrashOveride

    CrashOveride Member

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    Instead of insulting the devs because they're "too slow" then why not join them and make the process faster?
     
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  5. mountainflaw

    mountainflaw Member

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    Theoretically yes, if you remove all of the N64-isms from the game, and fix things like endianness, etc.
     
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  6. LiveLatios

    LiveLatios Profesionnal Scalie

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    why
    to those saying SM64DS or emulation, do either of them run in 3d? :^) i'm sure sm643D is possible
     
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  7. Feffe

    Feffe GBAtemp Regular

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    N64 didn't have an ARMS architecture. It was MIPS-based.
     
    Last edited by Feffe, Jul 16, 2019
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  8. Ecchi95

    Ecchi95 Advanced Member

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    Because I set my own release schedule. I decide when what I do is ready for people.

    And? I was talking about the 3DS and Switch. You missed the context of my post.
     
    Last edited by Ecchi95, Jul 17, 2019
  9. Nemisbeast

    Nemisbeast Newbie

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    Guys, don't feed the troll.
     
  10. MarcusCarter
    This message by MarcusCarter has been removed from public view by WeedZ, Jul 17, 2019, Reason: Not an image board.
    Jul 17, 2019
  11. Ecchi95

    Ecchi95 Advanced Member

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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.
     
  12. CrashOveride

    CrashOveride Member

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    This attitude makes you sound like you were banned from the team and you're trying to get revenge or some shit
     
  13. Ecchi95

    Ecchi95 Advanced Member

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    If I was on the team, this would have been leaked in 2018.
     
  14. CrashOveride

    CrashOveride Member

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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?
     
  15. Ecchi95

    Ecchi95 Advanced Member

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    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.
     
  16. CrashOveride

    CrashOveride Member

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    So if the decomp can be barely edited you'd still leak it even though it could be made better?
     
  17. Ecchi95

    Ecchi95 Advanced Member

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    Yes, that's up to the individual needs of the people using it to further customize it.
     
  18. Vague Rant

    Vague Rant Deceptively cute

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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.
     
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  19. nullpointer128

    nullpointer128 Newbie

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    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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