![]() This is a hack of super mario 64 ds in which donkey kong replaces mario. Super mario 256 (in dev, demo) journey lane (in dev, demo) shining stars ds (in dev, demo) sunshine ds (in dev, demo) luigi's gbj run (in dev) super mario run 64 ds (in dev) Equally as laggy as vanilla super mario 64 and may be even negligibly less laggy than the base game. Super mario 64 was one of the best reasons you could have for owning an n64, next to the two zelda games and others.ġ.7] super mario 64 with ds textures and some ds models and voices. This is a collection of tools for sm64 rom hacking. More laggier than vanilla sm64 due to rom manager's patches that are automatically applied to roms. The rcvi hack is an option in the sm64 editor, under the “rom settings” tab, that can potentially reduce lag in emulators. Keep track of all patches and hex edits in case you need to transfer your data to a. The biggest difference that there is between this game and its original is the inclusion of multiple playable characters. This is an incomplete port of many super mario sunshine elements into super mario 64 ds. I'll be porting levels from mario sunshine and making new stars for them. This is a hack which replaces mario with sonic in super mario 64 ds. ![]() #Super mario 64 ds rom hack tools Patch.Performance would also of course be worse on the DS, but not much can be done about that. Eventually I'd like to load in assets dynamically with NitroFS, but this will require hacking up how the game loads things. Right now the entire game is loaded into memory on boot, and it's simply too big to fit in the 4MB that the DS has to offer. The only real thing stopping this from working on the original DS is lack of RAM. Audio is unfinished, and causes additional slowdown it can be toggled with the select button. There are also some minor graphical issues translating N64 graphics calls to the DS isn't an easy task, and while there are hacks in place to accomodate for most of what the game does, some issues might be unfixable. ![]() The game runs full speed for the most part, but there are slowdowns in certain areas. Note that if you do this, you won't be able to use saves. For some reason there are issues launching the game from TWiLightMenu with libfat enabled if you have no other way of launching homebrew, it can be disabled in the makefile by removing -DLIBFAT. The game uses libfat to save to a file just like the PC port. Once you've compiled the game, you can load it through unlaunch, memory pit, or whatever DSi homebrew method you prefer. It's already configured to build the DSi port, so just follow the build instructions included in the readme and you should be good to go. I can't provide compiled binaries, so don't ask for them or share them. Just like the original decompilation and the PC port, this requires you to provide your own legally dumped Super Mario 64 ROM file in order to compile it. The results were better than I expected the game runs full speed in most cases, and the graphics don't look too bad, either! I decided to scrap it and start from scratch, writing a new graphics interpreter designed to work directly with the DS hardware for maximum performance. The initial version was based on the PC port of the game, but that port is designed with modern hardware in mind, and its graphics abstraction layer is slow. It originally started out as a joke idea that I didn't think would go very far, but once I actually got the game running on the DSi, I saw potential. Yes, you read that right! This is a port of the original Super Mario 64 from 1996 to the Nintendo DSi, based on the open-source decompilation of the game.
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