1. WiiEJECT

    WiiEJECT GBAtemp Regular
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    Can't wait for v8. v7 has a ton of issues compared to 6, so I hope those are fixed.
     
  2. Ibcap

    Ibcap Advanced Member
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    What issues if you dont mind me asking? We have a bug report channel on jits that the port devs watch closely so i can report the issues there or you can report it directly.
     
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  3. WiiEJECT

    WiiEJECT GBAtemp Regular
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    Don't worry, the issues were reported already. But thanks for letting us know that's a possibility! :yayswitch:
     
  4. anotherswitchanon

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    I'm having some trouble building the fgsfdsfgs build, I think the building instructions are outdated since I look at how to build the pc version and it's much simplier, even when I got everything installed, using source $DEVKITPRO/switchvars.sh gives me an error that it doesn't exist even though it does and I get an error whenever I tried to build.
     
  5. Patatas

    Patatas Member
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    Is this your video? How do you put 3DS games like Samus Returns on the switch? Or are those fake? Sorry if this is well known, I am a bit out of the loop I guess...

    EDIT: Apparently this is just a shortcut for RetroArch to directly load the game. Nice.
     
    Last edited by Patatas, Jul 14, 2020
  6. seanp2500

    seanp2500 GBAtemp Maniac
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    dude said or are those fake...rolls eyes to infinity and beyond....
     
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  7. ploggy

    ploggy WAKA! WAKA!
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    New update about the Render96 HD Model Pack v1.3 (PC Port only)

     
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  8. anotherswitchanon

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    I wouldn't mind trying to get these models to run on switch but I can't seem to be able to build the fork from @fgsfds
     
  9. fgsfds

    fgsfds GBAtemp Fan
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    The Switch fork of sm64ex is somewhat outdated, so the SGI pack won't work on it. I will sync it to upstream eventually.
     
  10. weatMod

    weatMod GBAtemp Addict
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    just compiled this and the Luigi one too
    but no clue on how i would go about getting it on the switch
    also surprised nobody has got these working on xboxone yet
     
  11. ploggy

    ploggy WAKA! WAKA!
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    Would love to see this on Xboxone, would have to be compiled into an appx tho...

    I wonder if this could be built into a Retroarch Game core? :P there is Doom/Quake etc.. but I think ninty would go nuclear if that happened lol
     
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  12. anotherswitchanon

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    Thanks, looking forward to it, would this include the build instructions? Cause I've been having some issues with that.
     
  13. Chillimonster

    Chillimonster Member
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    I’ve just got myself a switch lite for handheld play and have installed v7 (same as I have installed on my normal switch)

    where are the saves for v7 so I can transfer them over and carry on with my game?
     
  14. impeeza

    impeeza Member
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    Hi, on SD Card root
     
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  15. MSearles

    MSearles GBAtemp Advanced Fan
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    Someone with the know-how please make a switch port of this!
     
  16. B-alpha

    B-alpha Member
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    Any news regarding V8? last month it seemed like there was a new version available every week, but now it got really silent, for some reason
     
  17. Chillimonster

    Chillimonster Member
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    I ended up using JKSV to export them from one switch and import on the other as they are no longer on the root of SD and are saved to the Emunand like other saves
     
  18. Zakie

    Zakie GBAtemp Regular
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    Can someone upload a guide or a video on how to add sgi models to this switch mario64 pc port?
     
  19. impeeza

    impeeza Member
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    Hi, I hope the next steps help to somebody, first forgive my bad English, is no my native language.

    Switch Compilation 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 this post completely.

    When you want to compile by yourself the code for Nintendo Switch, you will need have a functional MSYS2 shell, for installing it you need:

    Download the latest version from: https://github.com/msys2/msys2-installer/releases

    Install the version corresponding to your Operating System (64 or 32 bits).

    Accept the defaults in installation program of MSYS2 once you finish the installation you will have shortcuts for MSYS2, MinGW32 and MinGW64. MSYS2 is used to compiling POSIX binaries for Linux from Windows.

    MinGW32 & MinGW64 compile Native Windows binaries using a linux toolchain (gcc, bash, etc.)

    Launch MSYS2 shell and execute the command: pacman -Syuu several times until you get the message: "there is nothing to do".

    In order to compile the Switch binary you must first confirm all works fine compiling a binary for Windows. So do the next steps:

    Install prerequisites

    In a MinGW64 shell (or MinGW32 if you have a Windows 32 bit edition, why?). Be sure the prompt shows MINGW64 or MINGW32 if not you started the wrong shell, close it and open the right one. Then execute the next command:

    Code:
    pacman -S --needed base-devel git make mercurial python3  \
              subversion mingw-w64-i686-cmake mingw-w64-i686-gcc  \
              mingw-w64-i686-glew mingw-w64-i686-SDL2 mingw-w64-i686-toolchain  \
              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
    Once the installation end, verify the MSYS2 database again:

    Code:
    pacman -Syuu
    Clone the repository, using the
    Code:
    --recursive
    option in order to clone all the trees.

    Code:
    git clone --recursive [URL]https://github.com/fgsfdsfgs/sm64ex[/URL]
    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" formatted and called:

    Code:
    ./baserom.us.z64
    You should set the
    Code:
    $PATH
    variable. For Windows 64 bits use the command:

    Code:
    export PATH=/mingw64/bin:/mingw32/bin:$PATH
    And for Windows 32 bits use:

    Code:
    export PATH=/mingw32/bin:/mingw64/bin:$PATH
    The repository needs you to compile the AudioFile library, so you need to run these commands:

    Code:
    cd sm64ex/tools/audiofile-0.3.6/
    autoreconf -i
    LIBS=-lstdc++ ; ./configure --disable-docs
    make
    mkdir ../lib
    cp libaudiofile/.libs/libaudiofile.a ../lib/
    cp libaudiofile/.libs/libaudiofile.la ../lib/
    Then you need to edit the
    Code:
    sm64ex\tools\Makefile
    file using a decent Text Editor and change the line:

    Code:
    tabledesign_CFLAGS := -Wno-uninitialized -laudiofile
    By:

    Code:
    tabledesign_CFLAGS := -Wno-uninitialized -laudiofile [B]-lstdc++[/B]
    Pay attention to the space before "
    Code:
     -lstdc++
    ". then run the commands:

    Code:
    cd ..
    make
    Last, you can compile the Widows executable using make and the build options you choose, by example:

    Code:
    cd ..
    make BETTERCAMERA=1 NODRAWINGDISTANCE=1 TEXTURE_FIX=1 EXT_OPTIONS_MENU=1 –j9
    If all go through you get an
    Code:
    exe 
    file on build subfolder sm64ex.

    Troubleshooting
    • If you get the error gcc: command not found or make: gcc: No such file or directory you do 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 the c:\msys64\home\<username>\sm64ex.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 from c:\msys64\home\<username>\sm64ex folder.
    • Be sure of get the responses Target: i686-w64-mingw32 or Target: x86_64-w64-mingw32 when you run the command gcc -v if else other is shown on screen you install the wrong gcc package or run MSYS shell, remember the process should be run on «MINGW32» or «MINGW64» shells.
    Nintendo Switch compilation.

    After all works fine and a Windows binary is created, you can run extra steps for make a Switch
    Code:
    NRO 
    file

    First you need to install DevKitPro.

    You need to edit the
    Code:
    pacman.conf
    on
    Code:
    c:\msys64\etc\
    And add the next lines at end of it:

    Code:
    [dkp-libs]
    Server = https://downloads.devkitpro.org/packages
    
    [dkp-windows]
    Server = https://downloads.devkitpro.org/packages/windows
    Import the keys

    Code:
    pacman-key --recv F7FD5492264BB9D0
    In my case the command fail because the server didn’t send the correct file:

    Code:
    gpg: keyserver receive failed: General error
    ==> ERROR: Remote key not fetched correctly from keyserver.
    So, I did save the next content on a file called pubring.gpg: (https://pastebin.com/4JDMWyCT)


    Then import it manually:

    Code:
    pacman-key --import "FULL_PATH_TO_FOLDER_CONTAINING_pubring_gpg"
    By example:

    Code:
    pacman-key --import "C:\downloads\DevKitPro"
    Next sign locally the key:

    Code:
    pacman-key --lsign F7FD5492264BB9D0
    Then verify the key is working well:

    Code:
    pacman-key -l F7FD5492264BB9D0
    You should get a response just like:

    Code:
    pub  rsa4096 2018-02-28 [SC]
          BC26F752D25B92CE272E0F44F7FD5492264BB9D0
    uid          [  full  ] Dave Murphy (WinterMute) <[email protected]>
    sub  rsa4096 2018-02-28 [E]
    Install DevKitPro Keyring

    Code:
    pacman -U [URL]https://downloads.devkitpro.org/packages/windows/devkitpro-keyring-r1.787e015-2-any.pkg.tar.xz[/URL]
    Now verify MSYS2 database:

    Code:
    pacman -Syu
    Install DevKitPro packages:

    Code:
    pacman -S switch-dev devkitpro-pkgbuild-helpers libnx switch-tools switch-mesa switch-libdrm_nouveau switch-sdl2
    Set needed variables

    Code:
    export DEVKITPRO=/opt/devkitpro
    export PATH=/mingw64/bin:/mingw32/bin:$PATH
    By last run the next commands in order to make the NRO file

    Code:
    git stash
    git checkout master
    git pull
    git checkout -f switch
    make clean
    (optional)
    Code:
    source $DEVKITPRO/switchvars.sh
    You can use any build options you want, one example:

    Code:
    make TARGET_SWITCH=1 BETTERCAMERA=1 NODRAWINGDISTANCE=1 TEXTURE_FIX=1 -j9

    Optional Steps
    If you want a Banner for the
    Code:
    NRO 
    file, you need to put a file called
    Code:
    nx_icon.jpg
    on the
    Code:
    sm64ex 
    folder and BEFORE run the last make command you edit the
    Code:
    Makefile 
    file and replace the next lines

    Code:
    # add `--icon=$(APP_ICON)` to this when we get a suitable icon
    %.nro: %.stripped %.nacp
          @elf2nro $< [email protected] --nacp=$*.nacp
          @echo built ... $(notdir [email protected])
    By these:

    Code:
    # add `--icon=$(APP_ICON)` to this when we get a suitable icon
    %.nro: %.stripped %.nacp
          @elf2nro $< [email protected] --nacp=$*.nacp[B] --icon=$(APP_ICON)[/B]
          @echo built ... $(notdir [email protected])
    After the NRO file is created, you can use Nro2Nsp.3.3.6.-.Beta.4 or superior (https://github.com/Root-MtX/Nro2Nsp) to make a NSP file installable on the HOS.
     
    Last edited by impeeza, Jul 29, 2020
  20. Ibcap

    Ibcap Advanced Member
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    Its complete but being optimized. I have it, its a finished product content wise and everything works but its very laggy at the moment. The dev team is working on optimizing some code and then it will be released. The reason for the long delay is a combination of this being a big update in terms of work put in and also waiting for some other connected projects to finish.
     
    sorabora, Tyvar1, B-alpha and 3 others like this.
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