OMG, both of those just fucking work on Ubuntu 20.04 with README instructions, it is unbelievable, those people don't have lives. And it builds the ROM byte by byte equal from source!
There are a few different versions:
- github.com/n64decomp/sm64 for emulator (i.e. or real hardware), tested at 9214dddabcce4723d9b6cda2ebccbac209f6447d
- github.com/sm64-port/sm64-port Ubuntu native, tested at 6b47859f757a40096fedd6237f2bc3573d0bc2a4Full screen with F10.
- github.com/sm64pc/sm64ex: fork of sm64-port, untested by Ciro Santilli, but more new amazing usability features, notably:Also reported to work on ARM: www.reddit.com/r/linux/comments/ityg6w/pinephone_playing_super_mario_64_30fps/They also ported to browser with Emscripten: github.com/sm64pc/sm64ex/wiki/Compiling-for-the-web
Tested with the USA ROM at sha1sum 9bef1128717f958171a4afac3ed78ee2bb4e86ce (you need a ROM to extract assets, which the project automates), which is also documented in the project itself: github.com/sm64-port/sm64-port/blob/6b47859f757a40096fedd6237f2bc3573d0bc2a4/sm64.us.sha1. Disclaimer: Ciro Santilli owns a copy of Super Mario 64.
The only dependency missing from Ubuntu packages is the IRIX QEMU user mode which they need for their tooling. The project also has a QEMU fork for that, and provide a working deb.
From this project it was also noticed that certain ROM releases were not compiled with optimizations enabled, presumably because as a release title the compiler had optimization bugs! www.resetera.com/threads/so-apparently-the-ntsc-build-of-mario-64-didnt-use-any-compiler-optimizations.166277/ But now they do have a working compiler, and by turning that switch FPS increases in certain levels!!!
Some quick stupid patches:
- jump really high:
diff --git a/src/game/mario.c b/src/game/mario.c index 5b103fa..83c9f40 100644 --- a/src/game/mario.c +++ b/src/game/mario.c @@ -826,7 +826,7 @@ static u32 set_mario_action_airborne(struct MarioState *m, u32 action, u32 actio case ACT_JUMP: case ACT_HOLD_JUMP: m->marioObj->header.gfx.unk38.animID = -1; - set_mario_y_vel_based_on_fspeed(m, 42.0f, 0.25f); + set_mario_y_vel_based_on_fspeed(m, 200.0f, 0.25f); m->forwardVel *= 0.8f; break;
Interesting entry points:
src/game/game_init.c
TODO: enable the level select debug feature! tcrf.net/Super_Mario_64_(Nintendo_64)/Debug_Content#Classic_Debug_Display They actually shipped quite a few debug features into the retail game, and they have been reversed too. I tried this but it didn't work (or I don't know how to enable the level select menu):
diff --git a/src/game/main.c b/src/game/main.c
index 9e53e50..b7443a8 100644
--- a/src/game/main.c
+++ b/src/game/main.c
@@ -65,7 +65,7 @@ s8 sAudioEnabled = 1;
u32 sNumVblanks = 0;
s8 gResetTimer = 0;
s8 D_8032C648 = 0;
-s8 gDebugLevelSelect = 0;
+s8 gDebugLevelSelect = 1;
s8 D_8032C650 = 0;
s8 gShowProfiler = FALSE;The
enhancements/ folder contains a few sample patches.Screenshot of mupen64Plus running on Ubuntu 20.04 emulating Super Mario 64 with the title screen hacked by Ciro Santilli based on the Super Mario 64 reverse engineering project
. The title was on a string, so the hack was trivial! The patch used was:diff --git a/include/text_strings.h.in b/include/text_strings.h.in
index 749179b..626f87e 100644
--- a/include/text_strings.h.in
+++ b/include/text_strings.h.in
@@ -131,7 +131,7 @@
*/
// Main Screens
#define TEXT_MARIO _("MARIO") // View Score Menu
-#define TEXT_SELECT_FILE _("SELECT FILE")
+#define TEXT_SELECT_FILE _("HACKED BY CIRO")
#define TEXT_CHECK_FILE _("CHECK FILE")
#define TEXT_COPY_FILE _("COPY FILE")
#define TEXT_ERASE_FILE _("ERASE FILE")Some tutorials of hacking it:
- www.youtube.com/watch?v=Jkb7Naczoww SM64 Decomp Tutorial 1: Setting Up and First Code Changes by Bitlytic (2021)
- www.youtube.com/watch?v=IuIpqX4neWg Rovert Decomp Tech Demo by Rovert (2019) Metal cap makes Mario huge.
- www.youtube.com/watch?v=5aG1Iyjo20w Is it Possible to Beat Super Mario 64 as Tiny Mario? (Mini Mario Challenge) coverts the obvious make Mario huge/tiny hack. Huge mario verion: www.youtube.com/watch?v=pR_gol6zlIo. There was a pre-decompilation ROM hack doing that trivial change already: Tiny Huge Mario 64. Sample tool-assisted speedrun: www.youtube.com/watch?v=C7BjzZ_Nkk0
FIXING the ENTIRE SM64 Source Code by Kaze Emanuar (2022)
Source. Now that we have the source, modders like this are going nuts.Ciro Santilli really liked the battle mode on this.
It is a shame, but this game just doesn't feel good. The controls are just not as snappy as Mario Kart 64, the levels are too wide which limits player interaction, and the weapons feel clumsy weak and unexciting. These are all aspects that the closed source smashkarts.io gets pretty well.
Quite good, Ciro Santilli played this a lot in 2021/2022, his user ID: ofo5fNy7wRNC1Cw94YVB4KMOW5f2.
The physics not as good as the original Mario Kart 64, and it is notably missing jump gliding, and generally not as sharp! But it is really not bad.
Some of the weapons were too useless that you are just better firing them straight away at wall immediately to get something better, they could have a little better balancing there. I'm talking about you gatling that takes 10 seconds to finish firing, and does not kill enemies immediately. You are better off just firing that gun immediately when you get it to be able to get another gun ASAP. They seem to have done some balancing there however.
It had no chat option, but in a way it was cool to be forced to communicate non-verbally with people whose usernames you got familiar with. Funny you can love people like that, without ever talking to them. The best way of doing so being tea-bagging by going back and forth on a player after winning.
Only many many years after playing it, after Ciro started getting more interested, did he learn that it was actually an adaptation of the Chinese mega-classic Water Margin.
"Suikoden" is the actual Japenese transliteration for the Chinese name of the original Water Margin novel.
The game puts great emphasis on the concept of the 108 Stars of Destiny, which never left Ciro's mind: making 108 allies, the main collectible of the game, allows you to make a more powerful alliance, and unlock better endings.
A discrete 2D game on a rectangular grid: towardsdatascience.com/reinforcement-learning-implement-grid-world-from-scratch-c5963765ebff
This is analogous to many traditional board games such as chess, the concept is very natural and maps well into computer.
The downsides of gridworld games are:
- it is hard to model speed in discrete worlds. When you 10x faster, when do you collide with something else that is also crossing your path?
- they tend to not use vector representations of objects. So to have an object be 10x longer than another one, the naive implementation has to add 10 smaller objects. This becomes untenable as the number of objects increases.
The most canonical source code Ciro Santilli can find right now is: sources.debian.org/src/bsdgames/
Who needs a hackable general purpose computer, when you can buy a completely locked down computer that only runs useless programs for which you have to pay thousands of dollars to develop for, cannot run a large percentage of major titles from competitor hardware due to business deals (see also) and will inevitably reach planned obsolescence in 4 years?
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