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driver_opengl.h and platform_sdl2.h make macOS use GLES instead of GL because it's not windows.
If this is corrected then it builds (but crashes when executed).
(The macOS binary in repo won't run without appropriate dylibs either which aren't documented or provided)
in the cheats menu i notice a very particular cheat to make mario jump 4 times
if there no problem would you shared the cheat code use for doing this, or maybe
a patch so i can add it to my personal build. probably asking why not use the sm64nx
well i have my own build already with everything i want to have, the only thing left that
i don't have is the quadruple jump patch.
https://github.com/sm64-port/sm64_3ds just came out, would be nice to use sm64nx on the 3ds instead if possible
the game used to work before but not anymore
Can you make it optional to restore the original start screen. not really a fan of the playable demo screens
Everything else looks smooth, not sure why this is. The doors themselves look 60fps when opening and closing, but Mario doesn't.
Error while zstd is also installed into python3 environment.
Line 10 in 16763d6
zstandard
instead of zstd
.
Compile error if VERSION
is set to jp
sm64nx/src/game/level_update.cpp
Lines 532 to 533 in 16763d6
port->node.destArea
. (Already fixed in sm64 and sm64-port.)
Should sm64 and sm64.exe in project root be removed? They may contain copyrighted contents as some assets were(?) directly linked into the executable.
First of all - thank you for this. I just finished a 120 star run and it was a wonderful experience. Couple of thoughts/feedback:
-Playing with a DualShock 4, works out of the box but:
--On first run Mario doesn't actually move when pressing the left stick, he just turns to face the direction in question but doesn't actually move. It was only after I went into options and bound a button to "Walk" (L1) it started working normally. This happened on two different machines/builds.
--You can't rebind L2 or R2, there's no reaction when you press them on the rebind screen. I have always played Mario 64 with R2 as the Z trigger so this was a bit of an issue. In the end I went into SDL.c and changed line 433 and rebuilt, was able to rebind it this way.
-The final option on the rebind menu runs off the bottom of the screen and you can't see it, I think the option is "Start" ?
-New camera works well but a little too sensitive for my liking, it would be nice to be able to modify this in game.
-There's no "clean" way to exit the game (that I could find!) - you have to use alt+f4. Also when you beat the game you are stuck on the final "Thank You" screen, the game does not reset and all you can do is alt+f4.
-Not sure if its a matter of getting used to the improved framerate, but the timing of the triple jump seemed sllllllightly off. Seems now you need to press it a tick later than the original to make it come out. Maybe just me?
The Discord server invitation linked to in README.md
is invalid or has expired.
(Also, first.)
I managed to get the build.bat file to generate !!base.pak and run make without any apparent errors, but it just won't run as-is.
Windows 10
For example, when Mario walks on gravel, it sounds like the sound effect is playing twice instead of once, and at slightly different times. This gives off a sort of stuttering sound that is not present in sm64ex.
I've mentioned this here and there but never officially reported.
Keyboard is not recognized in Linux, never has been with sm64nx, other Linux users I've asked have the exact same problem so I think it's everyone.
Also I've heard there's some kinda mouse support in windows too and an option on the game menu. Doesnt appear in linux.
When enabling mouselook, the mouse is still free to move about the screen, and the camera is unable to move further when the mouse reaches the screen or window's edge.
If controller is not plugged in / turned on before you start the game, it will not be recognized.
If you pause the game and your Bluetooth controller times out and turns off, you cannot get it back.
Other forks dont have this issue, can turn on controller after launch, can let it time out during pause, etc....
I see TARGET_SWITCH in the makefile but how to I use this to build a .nro or nsp?
It seems that the latest binary in the repo has broken walking, when using an XBox controller.
The first version of the binary seems to be working fine. In the latest binary, Mario seems to be moonwalking/stuck in place (he responds to the controller though).
It would be nice to have a "restart game" or "apply" button in the modloader screen. After changing things there gotta exit game and restart manually.
There's a new issue with the build.bat. I utilized an old install of Python to build my own !!base.pak, but in testing on another machine where I had to install fresh, it just defaults to python rather than python3, so it will not natively run under those conditions.
EDIT: I should clarify, both of these instances were on Windows 10. Both systems are relatively fresh Windows reinstalls, though the newest one is only a week or so old.
I've only tested this with exactly 50 stars, but if you go up to the door leading to the last two courses and touch it to use the Stars to open it, Mario suddenly ends up in the column to the left of the door and you lose a life.
Tried to perform the bob-omb clip on BoB to skip freeing Chain-Chomp, and while i was able to do this i also did it at hyperspeed.... the already bloated, mid-explosion bob-ombs were much larger than usual, and likely thus accelerated Mario way more than usual. And this happened every time I successfully grabbed the exploding bob-omb. Also- it felt like the bob-ombs started exploding much sooner than before.
Other oddities also seemed to be happening faster than normal, like bob-omb animations, played sounds, and the balls that roll down the hill spawning very fast.
Here is a video of me grabbing one of the bob-ombs, compare it to any youtube video for the skip normally and you will see the vast difference.
Something worth noting, is that on the OG sm64pc builds (before sm64ex and nx forks became a thing, or were at least named that) handled everything just fine and seemed pretty accurate to the original game, at least up to nightly build 34af21b.
Happens in both windowed/fullscreen. Pictured in video is also some minor graphical issues, probably not related but who knows.
Compiled with the latest commits just today, configured as release build.
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