Homebrew Question Mario 64 port?

  • Thread starter Thread starter kristianity77
  • Start date Start date
  • Views Views 152,357
  • Replies Replies 519
  • Likes Likes 1
This is awesome! In the end I enabled SGI and improved aesthetic and I had to enable the distance limit as it still maxes out CPU in some cases. I like the 3D tree mod but it also hammers the CPU.
But this is much much better than Nintendo's effort!
 
This is awesome! In the end I enabled SGI and improved aesthetic and I had to enable the distance limit as it still maxes out CPU in some cases. I like the 3D tree mod but it also hammers the CPU.
But this is much much better than Nintendo's effort!

I assume this is why my battery drained quite quickly today as i enabled SGI and improved aesthetic but did not enable the distance limit.

Looked amazing and 100 times better than the official version.

I also enjoyed the mirror mode... Totally confusing after playing the game thousands of times in normal mode lol
 
This Mario is the proof of our darker wishes.

We are not even aware of what this port of Mario 64 means. It is simply a milestone in the history of the scene.

And proof that everything that falls into the hands of the community can be turned into something glorious.
 
You have to go to the in-game pause menu, press R until you see the option to enable SGI models. Then, restart the app.

--------------------- MERGED ---------------------------

Another bug: the red block switch texture is corrupted.

I noticed the corrupted red block switch too. did you find a way to fix this?
 
What is the difference between the 8 and Hotfix 2? Or are they the same?
Original release had sgi and some other very intensive settings on by default by mistake and it was causing people to have bad experiences. The first hotfix didnt change anything in the actual game but just disabled sgi and swapped some other settings by default to make it run smoothly. Second hotfix removed the tree model from the sgi pack which allows you to use that pack without lag.
 
  • Like
Reactions: Smoker1
Original release had sgi and some other very intensive settings on by default by mistake and it was causing people to have bad experiences. The first hotfix didnt change anything in the actual game but just disabled sgi and swapped some other settings by default to make it run smoothly. Second hotfix removed the tree model from the sgi pack which allows you to use that pack without lag.
OK. Were any of the Issues related to the Camera? Seems in certain stages, the Camera starts going in a circle like crazy.
 
This is awesome! In the end I enabled SGI and improved aesthetic and I had to enable the distance limit as it still maxes out CPU in some cases. I like the 3D tree mod but it also hammers the CPU.
But this is much much better than Nintendo's effort!

Which option enables the distance limit?

Also would it be possible to add hard mode like double or triple damage, it would fit really well with the mirror mode for veteran players

Edit:
one last thing, it seems button rebinds are only saved for play session, but as soon as you exit the game the controls will reset to default. It's also not possible to rebind the zl and zr buttons

Otherwise it's a great experience I couldn't wish for more. Thanks again for this great port
 
Last edited by B-alpha,
Super Mario 64 Unofficial Port
TitleID - 054507E0B7552000
BuildID - b5e8bf1fe6465e7e
Version - 8
========================
[01# Moonjump]
80000002
04000000 0110A90C 42200000
20000000

[Inf Health]
01000000 0110A9AB 00000008

[Inf Lives]
01000000 0110A9A9 00000064

[No Hits]
02000000 0110A8E6 0000FFFF

[No Fall Damage]
02000000 0110A9BB 0000FFFF

[Inf Hat Time]
02000000 0110A9B4 00007000

[FlyInvMet Hat]
02000000 0110A8C4 0000011E

[FlyInv Hat]
02000000 0110A8C4 0000011A

[Normal Hat]
02000000 0110A8C4 00000111

[99 Coins]
01000000 0110A9A4 00000063

Could you or someone adapt these codes for SX OS or at least the Moonjump code? This is the only built-in cheat that does not work as intended in v8 (it's just a big jump instead of a real moon jump).
 
---

**SM64 Switch Port v7**

+ Will no longer use high-res texture pack by default. Original textures will once again be used (but HUD and PAINTINGS will still be HD)
+ You can add texture packs in `/switch/sm64/` or with LayeredFS - any compatible .pak will work
+ It will load in reverse filename order. `zzhud.pak` will load first over `aahud.pak` (and the included `!hud.pak`)
+ You can replace the `!hud.pak` and `!paintings.pak` via LayeredFS - if you create an empty file, the original game textures will load
+ Will be distributing multiple community texture packs: 4x.grego2d, mollymutt, risio_retro, nintemod, and hypatias_craft64
+ Will be distributing a script to extract and create compatible .pak files```
```
usage: build_texture_db.py [-h] --output OUTPUT [--source SOURCE]
[--extract EXTRACT] [--scale SCALE]
```
Examples:
`build_texture_db.py --extract --source 4x.grego2d.textures.pak --output myfolder`
`build_texture_db.py my.textures.pak --input myfolder`
Input folder should contain pngs named with xxhash32.png (just as when extracting)
NOTE: LayeredFS directory is `/atmosphere/contents/054507E0B7552000/romfs/`

Somebody have the script to extract and build pak files?
 
Could you or someone adapt these codes for SX OS or at least the Moonjump code? This is the only built-in cheat that does not work as intended in v8 (it's just a big jump instead of a real moon jump).
No, with the Moonjump, you press it very quick, normal Jump. The longer you press it......LOL
 
No, with the Moonjump, you press it very quick, normal Jump. The longer you press it......LOL

I can assure you that I just press once and hold it, but it jumps to a certain height only, and that's it. It does not go on up and up, as a moon jump code usually does.
 
I can assure you that I just press once and hold it, but it jumps to a certain height only, and that's it. It does not go on up and up, as a moon jump code usually does.
OK.........thats weird. You are on SX, right? I am on Atmosphere. I hold it, and I am up on the ceiling. Not sure about SX. I dont really use it unless I am having a Issue with AMS (usually when Updating it).
 
OK.........thats weird. You are on SX, right? I am on Atmosphere. I hold it, and I am up on the ceiling. Not sure about SX. I dont really use it unless I am having a Issue with AMS (usually when Updating it).

It's a pity, because hombrew AMS codes cannot be converted to SX OS in a straightforward way, and I need a working pointer... I hope someone finds one.
 
Last edited by satelman,
  • Like
Reactions: Smoker1
Need to change something to compile the latest version for the switch? After I formatted the PC I couldn't compile for the Switch anymore.
 

Site & Scene News

Popular threads in this forum