Homebrew Super Mario 64 Port - Wii U

Fladulator

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I have just created some nice splash images and icons and got it installed as a channel :D
IMPORTANT: Do this at your own risk!!

How to create a channel to launch SM64 directly from the Wii U home screen:

***You need to be running custom firmware with signature patches for this to work!!***

1) Compile RPX according to the instructions on this thread. I can also confirm that WSL works perfectly. The attached file does NOT include the RPX!!!
2) The attached file contains the images and metadata to create the channel. You can modify the images as you want if you know what you are doing (important link!). You will also need NUSPacker
3) Place your compiled RPX in the "code" folder and rename it to "sm64.rpx"
4) Use NUSPacker to create the installation files (replace the zeros with the Wii U Common Key):
Code:
java -jar NUSPacker.jar -in sm64dir -out "output\Super Mario 64 Wii U Port [SMWU01]" -encryptKeyWith 00000000000000000000000000000000
Where "sm64dir" is the directory with all the required files.

5) Install to USB with WUP Installer GX2 or similar (usually not a good idea to install to NAND)
6) Profit!

The startup sound is the Mario chime, I got it from here.
And for reference, these are the images used (customized by myself from images found on the Internet):

bootTvTex.tga (TV splash)
uIJ0j9T.jpg

bootDrcTex.tga (Gamepad splash)
RbtXtBn.jpg

iconTex.tga (Channel icon)
54Wsl8l.jpg

Hope this is useful!

This is the way of making a channel containing the .rpx, right? Is there a possibility to just make a forwarder to the destinated path so the .rpx can be updated without creating a forwarder each time?

Thank you in advance :)

Best,
TuF


----------------
EDIT:
----------------


It drove me crazy for about an hour or two... but now I got it to work (not the forwarder but compiling the rpx into an installable WUP). Why the actual F*** does all of this have to be as complicated as much as possible? :D Really... a lot of tuts are cryptic as hell for me^^

So for anyone facing the same problems of having no clue, take this:

Msys2 just gave me a -bash: java: command not found error. Since I am a freaking noob I searched my ass off but didn't find anything understandable for me so I tried the regula cmd function of Windows and finally it worked:

1) Download the meta files from the quoted post and paste it into your sm64 folder (see point 4)
2) open CMD
3) navigate to your NUSpacker destination. For me it is C:\devkitPro\WiiU\nuspacker, so I had to type
cd C:\devkitPro\WiiU\nuspacker
4) type java -jar NUSPacker.jar -in "C:\devkitPro\WiiU\nuspacker\sm64" -out "output\Super Mario 64 Wii U Port [SMWU01]" while sm64 is the Super Mario 64 folder containing the three sub folders code, content and meta.
5) Copy the Super Mario 64 Wii U Port [SMWU01] folder located in "output" onto the install folder on your root of the SD card and install it on your WiiU via WUP Installer GX Mod.
6) Have fun. :)

I also made a new TV boot screen [picture grabbed from Google]:
1653739359100.png



I will attach it here if someone likes this better :)

So now someone needs to explain how I could be able to create a forwarder instead of a launchable title :D If homebrew teams can make it, we should be able to, too. Isn't it? :)

Best,
TuF
 

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Fladulator

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That's not a tutorial. That's you flailing around until it worked.
:D

Wikipedia said:
A tutorial, in education, is a method of transferring knowledge and may be used as a part of a learning process. More interactive and specific than a book or a lecture, a tutorial seeks to teach by example and supply the information to complete a certain task.

A tutorial can be taken in many forms, ranging from a set of instructions to complete a task to an interactive problem solving session (usually in academia).

While you've been lazy doing nothing, I was flailing around to figure out how I can achieve what I was looking for. Obviously it does the job while you still don't have a compiled rpx file for no reason ¯\_(ツ)_/¯
 

SRKTiberious

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Well, thing is, I did wind up finding a compiled build elsewhere, and promptly completed a 16-star playthrough.

Still notice the ending isn't quite synched compared to the N64. The credits music is still playing by the time Mario says "Thank you so much for playing my game". On the cart, the credits music has finished for a half a second or so.

See:
 

godreborn

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@AboodXD , I've encountered an issue compiling this with ubuntu 20.04:

1657475621594.png


my first thought is that it's due to devkitPPC. I don't know if it's the right version or if I need older rules.
 

godreborn

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I could make one if I could compile the game :/

I've tried two different guides and they both gave me errors :/
I might be able to help. I just compiled it again, and I was almost ready to upload it, because I don't care. a part of me wants to be banned to be put out of this misery:

1662148186515.png
 

Lostbhoy

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As requested. Had to pack it again soo havent tested it but its the same data i used for mine!
 

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Rayz0rum

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Here are some images for both the icon, gamepad and TV for Super Mario 64 Wii U
 

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niuus

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I might be able to help. I just compiled it again, and I was almost ready to upload it, because I don't care. a part of me wants to be banned to be put out of this misery:

View attachment 325546
Did you manage to do it? I've had a ton of trouble trying to compile it. Always wanted a Render96 build, 30fps build, and a 60fps build, but can't enjoy it. :hateit:

Wish this was built like the Ocarina decomp.
 
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ZiRoN321

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Well, I have just recompiled again SM64 using WSL, and since I can see a lot of people struggling, here are the commands to run. This was done on a Debian distro, but should work on Ubuntu as well.

For some reason the whole "Setting up the environment" part of the "Programming on the Wii U" page is gone from the current version, but it can be accessed via Github here. The part about installing Fling is not necessary anymore as it is now a proper package ready to be installed (called wut)

Also, this was on done on sm64-port, but I suppose it'd be very similar to do it with sm64ex

Bash:
# Perform full OS update
sudo apt update && sudo apt upgrade -y

# Install base tools
sudo apt install -y git build-essential cmake make python3

# Install dkp-pacman package manager - https://github.com/devkitPro/pacman/releases/tag/v1.0.2
sudo ln -s /proc/self/mounts /etc/mtab
wget https://apt.devkitpro.org/install-devkitpro-pacman
chmod +x ./install-devkitpro-pacman
sudo ./install-devkitpro-pacman
sudo dkp-pacman -Sy

# Install tools
sudo dkp-pacman -S devkitPPC wiiload devkit-env wut wut-tools wiiu-sdl2

# Clone repo
git clone https://github.com/aboood40091/sm64-port.git

# Apply patches as needed, for example for 60 FPS:
cd sm64-port
./tools/apply_patch.sh enhancements/60fps.patch

# Place SM64 ROM in ./sm64-port directory, renamed to baserom.us.z64, baserom.jp.z64 or baserom.eu.z64 depending on the version
# And then... Build!
make -j4

If you receive errors about DEVKITPPC not being in the path or similar, you might need to add the env variables manually:

Bash:
export DEVKITPRO=/opt/devkitpro
export DEVKITPPC=$DEVKITPRO/devkitPPC
export PATH=$DEVKITPPC/bin:$DEVKITPRO/tools/bin:$PATH

The resulting RPX will be located in ./build/<VERSION>_wiiu/
 

Rayz0rum

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Well, I have just recompiled again SM64 using WSL, and since I can see a lot of people struggling, here are the commands to run. This was done on a Debian distro, but should work on Ubuntu as well.
you got anything for Windows? (would be nice :))
 

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