ROM Hack (Request) Super Mario 3D All Stars Mraphic/FPS Mods

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Sunshine - hash check, any rom modification = crash
If memory offsets are static, then it could be possible to make via cheats.

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,
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?
 
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?

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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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
This. Also they adjusted some parts in the game (where special controls are needed and so on). So it's not a simple swap.
 
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.
 
I’m really hoping for a 60fps patch for Sunshine. Also seeing that SM64 snd Sunshine are both emulated, would it be possible to inject roms like it is for SNES Online? That would be fucking awesome.
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

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Have a cheat to enable blj in 64 will be cool too.
you would have to switch out the shindou rom for the original release
 
Last edited by battlecatsahead,
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Have a cheat to enable blj in 64 will be cool too.
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
 
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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.
 
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.
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
 
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.
 
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.
If you OC to max and set resolution down to ~1280x720 does that allow for 60FPS?
 
Occasionally only in less heavy stages like Ricco Harbor, other stages like Bianco Hills and the hub world are quite laggy.

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.
 
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.

Hook us up my boi!
 
Hook us up my boi!
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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