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The SM64 Console Compatibility thread.
Forum Index - Non-SMW Hacking - Super Mario 64 Hacking - ASM and Data Repository - The SM64 Console Compatibility thread.
Pages: « 1 2 3 4 5 »
Originally posted by queueRAM
I have some bad news to report.
First, regarding VC, most SM64 hacks probably won't work. I remembered some notes from David in the Dolphin/Wii VC Thread that said "No expansion pack support as far as I know". The only N64 title that I am aware of that required the expansion pack and was also made into a VC title was Majora's Mask. I can't even get the MM WAD to run in Dolphin though before injection, so I am unable to test it.


Good news! And it's not about the Dacia Sandero either:



EDIT: ...tne file name (which is supposed to be moderately random) of that screenshot is strangely relevant to the image's contents. Oh, and fun fact: the letter L is the 15th letter from the end of the alphabet and, well, you know...8+7=15



EDIT 2: And just a heads up, the 2017 builds of Cen64 are currently broken on Windows - you'll just get the following error message if you try to run a game (more info):



If you aren't into compiling your own build of Cen64, then you might want to just use the last archived version instead (from 2016-11-14):
http://wayback.archive.org/web/20161114190036/http://www.cen64.com/
Would anyone be interested in making this hack work on console with fixed textures like SM74? I have had it running before (2.0) but for some reason when I tried 2.1, it wouldn't boot. I'm guessing I just missed a step. It should be very similar to 74, it will probably just lag in more levels.

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Not sure if this has been posted yet but I'm working on an EverDrive64 ROM hack compatibility thread and hopefully this project I'm working on can be of some use to you guys. It's still a WIP as my main source for these hacks, SM64Hacks.com is going through a transitional phase right now and most of the hacks had dead links beforehand anyway.

http://krikzz.com/forum/index.php?topic=7094.0

Most of the crashes and issues are the same but maybe the info can be of some use regardless. Right now I'm currently working hand-in-hand with the GoldenEye community to fix up all of the remaining crashing GE/PD hacks, we've come a very long way and in the end the community will be able to practically play any GE/PD hack on the console. Would be amazing to have the same done for SM64 hacks but I do know there's way more complex issues at hand here.

Originally posted by The Renegadist
Not sure if this has been posted yet but I'm working on an EverDrive64 ROM hack compatibility thread and hopefully this project I'm working on can be of some use to you guys. It's still a WIP as my main source for these hacks, SM64Hacks.com is going through a transitional phase right now and most of the hacks had dead links beforehand anyway.

http://krikzz.com/forum/index.php?topic=7094.0

Most of the crashes and issues are the same but maybe the info can be of some use regardless. Right now I'm currently working hand-in-hand with the GoldenEye community to fix up all of the remaining crashing GE/PD hacks, we've come a very long way and in the end the community will be able to practically play any GE/PD hack on the console. Would be amazing to have the same done for SM64 hacks but I do know there's way more complex issues at hand here.


Oh, very cool. It is nice to see interest in console compatibility again. #ab{:)}

I created a wiki article on SM64 console compatibility that describes 5 issues with most ROM hacks created with the SM64 importer/editor. The two main issues that most hacks have are the misaligned MIO0 banks and improper Fast3D display lists. I'm not sure how knowledgeable you are with hex editing and Fast3D, but this should get you started in the right direction.

Also I should let you know that most of us in the SM64 hacking community haven't been active on this forum for a long time now. You can find most of us on Hack64, and we are all pretty active on our discord server if you want to talk more about console compatibility.

By the way, if you didn't already know, I released a console compatible version of frauber's SM64: The Missing Stars back in January 2017. It has a few minor bugs, but it should be fully playable.
Hey everybody, it’s been a while.

2017/2018 has seen some big changes in personal life, and that’s very much where my energies have been focused. As such, I’ve been on yet another prolonged break from forums. I’d like to be more active than I am, but realistically, I’ll probably continue to be quite sporadic about it…

Despite my radio silence however, I’ve been occasionally working on a little SM64 side project over this period. And I think it’s just about ready for a first release. #tb{:)}

I’ve called it Mario Mender 64. It’s a little tutorial/wizard which runs locally in your web browser and is intended to be used alongside XVI32 and sm64compress. It tries to make it simple (if tedious) for you to fix SM64 hacks to a large degree, so that they play on console. It attempts to deal with most of the common problems you get with SM64 hacks, but don’t expect it to be able to fix every hack you throw at it. There’s probably still a bit of a learning curve, but it’s a LOT more gentle than that huge tutorial post I made a couple years back.

Mario Mender started out as a proof-of-concept for printing out scripts for XVI32, and I actually found it to be quite useful. Since then I’ve been tinkering with it, trying to add improvements and polish up the interface a little. The code is still a complete mess, but it just about works. Expect bugs! #tb{^V^}

You can download it here:
v0.1b: https://www.mediafire.com/file/6vl9g6c1abla6fb/MarioMender64V0.1b%2811H3%29.zip/file
v0.1: http://s000.tinyupload.com/?file_id=85863294263044385630

Or, if you’re happy to forego the help images, you can find the (horrible!) code here:
v0.1b: https://pastebin.com/YQPzeQad
v0.1: https://pastebin.com/D8c0sxzW


“It’s a Crash” example:
Using Mario Mender / Running on console / Script download (with added ID stamp)

“SM64 Sapphire” example (an out of date version of Mario Mender is used here, this was all done before Aloxado fixed SM64 Sapphire):
Using Mario Mender / Running on console / Script download


I hope this is useful to some of you. #tb{:)}

______________

What changes are made to the rom?
Included as standard without asking the user:
1.1. Identification stamp at the end of the ROM, states what version was used and when
1.2. Reverses any RCVI hack (https://hack64.net/wiki/doku.php?id=super_mario_64:console_compatibility#rcvi_hack)
1.3. Set the Far Camera value to 7F FF (https://hack64.net/wiki/doku.php?id=super_mario_64:console_compatibility#warping_triangles)
1.4. Fix Billboarded sprite objects in levels with fog (https://hack64.net/wiki/doku.php?id=super_mario_64:console_compatibility#issue_with_fog_and_billboarded_objects)
1.5. (for 48MB hacks only) Set drawing layer from 06 to 05* (https://hack64.net/wiki/doku.php?id=super_mario_64:geometry_layout_commands#load_display_list1 and https://www.smwcentral.net/?p=viewthread&t=78265&page=3&pid=1345991#p1345991)


Replace all cases of FC 12 7F FF FF FF F8 38 with FC 12 7E 24 FF FF F9 FC from 1200000 onward:
This restores textures to custom levels without fog, but breaks textures in custom levels with fog (to be fixed later). Leaves original SM64 levels e.g. Bowser battles alone. Can optionally be set to replace from A00000 onward instead to try and restore textures to custom title screens (this seems to work but it can break object textures as well – experimental, needs more work). (https://hack64.net/wiki/doku.php?id=super_mario_64:console_compatibility#improper_use_of_fast3d_s_setcombine_0xfc_command and https://smwc.me/1380491)


Optional Changes (yellow options are the ones selected by default):
Title Screen:
- (Do nothing)
- Skip title screen
- Restore a skipped title screen
- Attempt repair of custom title screen (see “Replace all cases of FC 12 7F FF FF FF F8 38 with FC 12 7E 24 FF FF F9 FC” above for details)

Mario screen:
- Skip Mario Screen (results in no picture on console) (https://smwc.me/1234693)
- Restore a skipped Mario screen
- Restore a skipped Mario screen, then skip using alternative method which works on console (https://smwc.me/1234957)

- Peach Skip

- Change warp pipe behaviour to normal warp behviour (replace all 00 00 13 00 07 A0 with 00 00 13 00 07 80) (this is a quick workaround to avoid the game freezing when you enter a warp pipe)

- Parallel Lakitu Camera Patch by aglab2 (version I use may be out of date - http://origami64.net/showthread.php?tid=838)

- Star Road style Mario Cam (Code by Skelux) (https://smwc.me/991239)


Restore levels with fog:
This is the core of Mario Mender 64, gets addresses from the user then prints out a tailored “fog-fixing” script for that particular rom. (https://hack64.net/wiki/doku.php?id=super_mario_64:console_compatibility#improper_use_of_fast3d_s_setcombine_0xfc_command, https://smwc.me/1380491 and https://smwc.me/1384481)


After the script (which will contain a combination of the above changes) is executed, Mario Mender then prompts the user to drag and drop their modified rom onto sm64compress V0.2a for it to make additional changes to the rom.

Additional changes made by sm64compress (https://smwc.me/1374314):
- remove unused space between all the blocks
- update all level script references and asm pointers (https://hack64.net/wiki/doku.php?id=super_mario_64:console_compatibility#misaligned_decompressed_mio0_blocks)
- update hardcoded audio patch (0x803D0000 -> 0x805C0000) (https://hack64.net/wiki/doku.php?id=super_mario_64:console_compatibility#trying_to_write_to_the_framebuffer_s_area_of_memory_8038f800-803fffff)
- update checksum


*9 times out of 10 you’d probably be better using 04 instead of 05, but 04 makes the wall lanterns in Return to Retroland look weird. Choosing 05 makes the wall lanterns look ok, but adds slight transparency to Alpha textures. I figured this effect was pretty negligible and, on balance, chose to go with 05 instead of 04.


Edit 28/10/2018: Added v0.1b, which has an up to date version of aglab2's Parallel Lakitu Camera patch.
Wow! That's actually really freakin' sweet! Would be cool to get a repo going of fixed hacks using this tool or get a few people from the SM64Hack community to fix up these hacks and upload them to SM64Hacks.com.
aglab2 kindly provided me with an up to date version of his camera patch some weeks back, which I've now included in a "0.1b" version of Mario Mender. The updated camera patch is pretty much the only notable change in this version. You can download it in my previous post, which I've just updated. #tb{:)}
Pages: « 1 2 3 4 5 »
Forum Index - Non-SMW Hacking - Super Mario 64 Hacking - ASM and Data Repository - The SM64 Console Compatibility thread.

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