1. driverdis

    driverdis I am Justice
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    if I remember correctly the custom emulator used can apply code patches on the fly so a gecko style code should be possible instead of patching the rom. The hash checks can be disabled to allow modding the gcm image but you cannot swap out the dol or it will crash.
     
    Last edited by driverdis, Sep 18, 2020
  2. rory648

    rory648 Member
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    Since galaxy 2 is just more galaxy 1, could it be possible to use similar code/optimizations that was used on galaxy to make it work?
     
  3. driverdis

    driverdis I am Justice
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    the CPU code was recompiled for the Switch so it is doubtful that would work since Galaxy 2 is not a drop in level pack for Galaxy 1
     
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  4. lordelan

    lordelan GBAtemp Psycho!
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    This. Also they adjusted some parts in the game (where special controls are needed and so on). So it's not a simple swap.
     
  5. kai_dranzer2003

    kai_dranzer2003 Advanced Member
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    Too bad, I was hoping they would emulate Galaxy 2 on Switch and play with joycon :sad:
     
  6. Cortexfou

    Cortexfou GBAtemp Fan
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    Have a cheat to enable blj in 64 will be cool too.
     
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  7. Purple_Shyguy

    Purple_Shyguy GBAtemp Maniac
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    Possible to make original 4:3 for Sunshine and original 480p resolution for SS/Galaxy?

    Oh, and maybe turn off Vsync if it's on to reduce input lag.
     
  8. driverdis

    driverdis I am Justice
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    Since someone added BLJs to Shindou edition, I wonder if anyone has a working widescreen mod for it as well. Also turns out Sunshine is not 100% emulated either just like Galaxy so no GC injects, however I think 60FPS should be easier to obtain and actually run since the game is not pure emulation and the Switch should have some leftover power to handle doing so.
     
  9. battlecatsahead

    battlecatsahead GBAtemp Regular
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    i think i saw someone on twitter say it is possible, but he also said it would take tons of effort, but i am sure someone will figure it out

    — Posts automatically merged - Please don't double post! —

    you would have to switch out the shindou rom for the original release
     
    Last edited by battlecatsahead, Sep 25, 2020
  10. driverdis

    driverdis I am Justice
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    This guy added BLJs back to Shindou by simply editing reimplementing the original lines of code that allowed for BLJs to happen in the first place.
    https://gist.github.com/vgmoose/c44bba421b0948b39aa0f68720d813cc
     
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  11. Lang_Kasempo

    Lang_Kasempo GBAtemp Regular
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    You can't. Nintendo didn't patched that in the recompilation. They only used a n64 rom that only was released in Japan called the Shindou Version. This version, added compatibility with the Rumble pack (Vibration) and also fixed some bugs, like, the blj. So, you will need to find a way to change roms and make it work

    Edit: Wow, only a patch? That was easy
     
    Last edited by Lang_Kasempo, Sep 25, 2020
  12. battlecatsahead

    battlecatsahead GBAtemp Regular
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  13. driverdis

    driverdis I am Justice
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    One of the nice things about the patch as well is that it will work on original hardware so people can play Shindou edition using an Everdrive or other flash carts (In Japanese since the text replacement patches don’t work on N64) with BLJs and rumble support.
     
  14. Lang_Kasempo

    Lang_Kasempo GBAtemp Regular
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    Wow! That is nice! Well, now with the source code, it was kinda easy to change the code. Nintendo only limited Mario's maximum negative speed cause that was the bug
     
  15. Kirby567fan

    Kirby567fan GBAtemp Fan
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    A little notice about 60FPS on Mario Sunshine:
    I already made it work by patching both dol and nro, the results were really good in the intro area with correct speeds with only some 2d elements being 2x faster, but unfortunately anything other than the intro area lags a lot which results in actual slowdowns.
     
  16. driverdis

    driverdis I am Justice
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    If you OC to max and set resolution down to ~1280x720 does that allow for 60FPS?
     
  17. Kirby567fan

    Kirby567fan GBAtemp Fan
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    Occasionally only in less heavy stages like Ricco Harbor, other stages like Bianco Hills and the hub world are quite laggy.
     
  18. driverdis

    driverdis I am Justice
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    that seems odd, I wonder if it is not GPU bound then. Setting it 1x render scale would definitely prove it is CPU bound and that 60FPS won’t be very enjoyable.
     
  19. Cencil

    Cencil GBAtemp Regular
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    Hook us up my boi!
     
  20. Kirby567fan

    Kirby567fan GBAtemp Fan
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    Well it takes a bit more time to set up compared to other 60fps mods but ill try to explain how to do it:
    • First extract the dol file from Super_Mario_Sunshine_Stardust-trimmed.gcm which you can find in romfs:\MarioSunshine\ using this https://github.com/LagoLunatic/GCFT/releases by right clicking on main.dol and choosing Extract File.
    • Open the main.dol file in a hex editor, change the 3F000000 located at 0x3E3D38 to 3F800000 and change the 3C23D70A located at 0x3E1E34 to 3CA3D70A, after that save the file and close the hex editor.
    • Now reopen Super_Mario_Sunshine_Stardust-trimmed.gcm using GCFT and right click on main.dol but this time chose Replace File, when it prompts you to choose a file choose the edited main.dol.
    • After that Choose the Export GCM option and place the new gcm in sdcard:\atmosphere\contents\010049900F546002\MarioSunshine\ with the same name as the original one.
    • At last copy the nro_patches folder in the zip file I posted here to the atmosphere folder in the sd card.
    Also be prepared to be disappointed afterwards since performance isnt great.
     

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