Super Mario 64 port and 1ST_READ.bin file. Please help!!!

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Anthony817
Shark Patrol
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Re: Super Mario 64 port and 1ST_READ.bin file. Please help!!!

Post#31 » Tue Feb 23, 2021 11:16 pm

Wow so the Sonic mod works?! Awesome!
Image

siwowes
undertow
Posts: 29

Re: Super Mario 64 port and 1ST_READ.bin file. Please help!!!

Post#32 » Wed Feb 24, 2021 12:00 am

Anthony817 wrote:Wow so the Sonic mod works?! Awesome!

now I'm try to replace the icons with sonic and see the audio.....

siwowes
undertow
Posts: 29

Re: Super Mario 64 port and 1ST_READ.bin file. Please help!!!

Post#33 » Wed Feb 24, 2021 2:39 am

Yes, now the icons are replaced as well, but on building stage the Audio get the error with the coefficient codebook....
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fafadou
Vagabond
Posts: 732

Re: Super Mario 64 port and 1ST_READ.bin file. Please help!!!

Post#34 » Wed Feb 24, 2021 3:49 am

Oh well done !
Hope you'll find an issue for audio.

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Ian Micheal
Developer
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Re: Super Mario 64 port and 1ST_READ.bin file. Please help!!!

Post#35 » Wed Feb 24, 2021 4:29 am

siwowes wrote:
DarkVampire295 wrote:
siwowes wrote:No worries @DarkVampire, it needs Two type of preparations:
One for CDI version
And onother one for ISO Dremshell version
So in the end i did mate, just because the SDK from Dreamcast for me it's new one ;)


When it's all set to go would love to play it.

Just then I have applied successfully Sonic...at least it's less "sacrilege" :lol:


Nice :) replacing models if there no bigger should be fine

siwowes
undertow
Posts: 29

Re: Super Mario 64 port and 1ST_READ.bin file. Please help!!!

Post#36 » Fri Feb 26, 2021 3:06 am

Also sucessfully replaced the Mario audio with Sonic!!!!!!
Maybe I'm going to open a new topic with the mods..

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DarkVampire295
lithium
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Re: Super Mario 64 port and 1ST_READ.bin file. Please help!!!

Post#37 » Fri Feb 26, 2021 5:32 pm

siwowes wrote:Also sucessfully replaced the Mario audio with Sonic!!!!!!
Maybe I'm going to open a new topic with the mods..


This is going to be epic.

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Anthony817
Shark Patrol
Posts: 3567

Re: Super Mario 64 port and 1ST_READ.bin file. Please help!!!

Post#38 » Sun Feb 28, 2021 4:50 pm

Wow check out what just released! I would LOVE to see this running on the DC! It has some remastered Duck Tails SNES game music even at the 2 minute mark!

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dubcity
Nemesis
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Re: Super Mario 64 port and 1ST_READ.bin file. Please help!!!

Post#39 » Sun Feb 28, 2021 6:06 pm

dope as f**k

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Ian Micheal
Developer
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Re: Super Mario 64 port and 1ST_READ.bin file. Please help!!!

Post#40 » Sun Feb 28, 2021 6:13 pm

If we can null the music triggers and make them point to cdda tracks it should be enff for fullspeed on this port .. with just SFX it would also leave more memory not having the sound music baked into the bin .. as this boots the whole game on boot it does not use the cdr after that.. so we should be able to use cdda triggers and have no slow down.. Should not be to hard to do..

First rebuild the port null the music triggers in the engine remove the music data and see how it runs.. i would think just sfx we have fullspeed .. With out music this port runs 60fps no problem you might not of seen it before mrneo240 added music and sfx it ran double speed of the og n64 game..

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