1. CMDreamer

    CMDreamer GBAtemp Advanced Fan
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    Thanks a lot for the clarification!

    So far I know about these ports:

    -3DS
    -Android
    -Dreamcast
    -MS-DOS
    -Playstation 2
    -Playstation Portable
    -Playstation Vita
    -Switch
    -Wii U

    Don't know if there have been any "new" port added, but would love to see a Wii port, don't know if its possible though.
     
  2. battlecatsahead

    battlecatsahead GBAtemp Regular
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    there actually is a wii port, but it looks like its dead, and it crashes when you try to go into the castle, i have a video of it running on an official wii:
    also there is a ps4 port, an og xbox port, and a ps3 port
     
    Last edited by battlecatsahead, Feb 13, 2021
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  3. lemonxd

    lemonxd Member
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    This is really cool, but I'm having a bit of trouble with getting it to boot through twilightmenu. When booting it using unlaunch, it works perfectly fine and the game is playable, but through twilightmenu it just hangs on a black screen. Perhaps I am forgetting something?
     
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  4. battlecatsahead

    battlecatsahead GBAtemp Regular
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    you have to remove -DLIBFAT from the makefile, but doing that will make it unable to save
     
  5. lemonxd

    lemonxd Member
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    oh jeez, its literally in the original post and I completely missed it! my bad!
     
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  6. stranno

    stranno GBAtemp Fan
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    Mkst already fixed the crash like a month ago.

    Z-sorting is still all over the place, so it's pretty much unwatchable.
     
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  7. battlecatsahead

    battlecatsahead GBAtemp Regular
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    i never knew he fixed it, nice
     
  8. jeffyTheHomebrewer

    jeffyTheHomebrewer Neato Burrito!
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    If only it could run on an OG DS, completely in ram... Then we could send it through HaxxStation!!
    (yes I know sm64DS is a thing but imo the og game is just better.)
     
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  9. VashTS

    VashTS Beat it, son
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    i got it to compile using WSL ubuntu but doesn't give me an NDS file. there something i missed? i get an .elf and a .bin file. i tried renaming and then loading but no dice.
     
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  10. stranno

    stranno GBAtemp Fan
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    I have compiled it and it's certainly weird to watch a fixed-point, unfiltered Super Mario 64. I mean, of course DS version already was in fixed-point geometry, but it looked way different too.
     
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  11. banjo2

    banjo2 gamer
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    Could the ROM even fit into the 4MB limit?
     
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  12. NANASHI89

    NANASHI89 GBAtemp Addict
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    It's built, but it just leaves me with a black screen.
     
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  13. Robz8

    Robz8 Coolest of TWL
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    Either remove the -DLIBFAT flag, or run it through Unlaunch alone (if on a DSi).
     
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  14. VashTS

    VashTS Beat it, son
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  15. stranno

    stranno GBAtemp Fan
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    The first one is the main project and compiles the Nintendo 64 version by default,

    The second one is the Nintendo DSi branch.
     
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  16. VashTS

    VashTS Beat it, son
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    right but the forked github readme says to clone the main project in the steps.
     
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  17. stranno

    stranno GBAtemp Fan
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    Oh, lol, ok. When someone forks a repo in Github, everything gets cloned, including the README. Most devs don't care or don't have time to change it, since it's probably the most annoying part of any port, ELI5 how to compile a program for two systems (Linux & Windows).

    That's when the "Compiling" paragraph of the OP comes in place.
     
    Last edited by stranno, Feb 13, 2021
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  18. Hydr8gon

    OP Hydr8gon Dragon Trainer
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    I think devkitPro/libnds provides a software-based float implementation; I haven't looked much into the specifics of this though. When there are a lot of entities/physics on screen this can cause slowdown (not as noticeable on the current build, but earlier in development when the performance was worse the FPS would drop more easily). I might end up doing some sort of write-up on my blog, though; there were plenty of issues getting the N64 graphics working with the DS hardware that would be fun to explore :)
    The plan is to eventually rework how the game loads assets to load them from the "cartridge", reducing the size of the binary in memory and hopefully allowing it to work with the 4MB limit. I won't make any promises on this, though
    Ah, my bad; I never bothered to change the readme but I probably should.
     
  19. VashTS

    VashTS Beat it, son
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    for us copy/paste ninjas it would be helpful, but luckily im just slightly above copy/pasting in linux :) thanks for the project, i love running SM64 on everything!
     
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  20. Coto

    Coto -
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    This is amazing, such a great thing. This is by far the most accurate project i've seen (open source at least), in regards to N64 RDP -> NDS 3D Engine port. Such tool and methods should be extensively documented, and fixed.
     
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