Super Mario 64 Port for Dreamcast is possible ?

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NeoSnk
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Re: Super Mario 64 Port for Dreamcast is possible ?

Post#21 » Wed Aug 05, 2020 1:24 am

Ian Micheal wrote:
NeoSnk wrote:I have saved the Daedalus code on my github for preservation: https://github.com/TItanGuy99/Daedalus-Dreamcast

I compiled it with the most recent version of KOS and also changed the flags. If you load the european Mario 64 rom you get a better fps. However i think nothing else could be done here.

Some guys are porting the PSP N64 emulator for the PS2 and the speed is getting really good:



But the PS2 has more Ram than the Dreamcast and it helps a lot.


psp verison is what i have ported to dreamcast with PVR hardware rendering loading of any size n64 rom on dreamcast I did not port it a freind i know did.. few people that have tested and seen it working.. can load any size n64 rom dont matter...

This is running on dreamcast
unknown (1).png

Video running on dreamcast Psp Version ported to dreamcast romsize 14.8MB


SM64 small rom runs at about 10fps sometimes more Course no sound on any of these


It is a tremendous achievement! Do you think the 32MB ram mod could get this emulator in a better state? Or the 200 MHZ CPU is the biggest issue here?

I remember reading about something related to dynarec but the issue was the little space in Ram.
Homebrews + Tutorials + Interviews (Dreamcast/Sega Saturn): https://titangamestudios.com/

I'm Titan_Guy on PSO :)

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Ian Micheal
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Re: Super Mario 64 Port for Dreamcast is possible ?

Post#22 » Wed Aug 05, 2020 2:27 am

It would help no doubt but how many people going to mod there dreamcast to play n64 rom..? also working on DCMC player by josh got it running much better it would be good with the 32MB mod as it would allow 640x480 videos I have a release of this new update soon off topic but here is some screen shots\
Fullscreen xvid fullspeed
xvid8.png

mi2.png


New VQ pvr theme uses less memory Texture font not black spaces in between small update but i feel it looks better
dcmc2.png

dcmc3.png


Optimized xvid sh4 math from dreamHAl and mpeg optimzing render using sh4 math from DreamHAL
unknown.png
unknown.png (6.85 KiB) Viewed 721 times

Plays with out skipping now

This would love the more ram for buffers

fafadou
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Re: Super Mario 64 Port for Dreamcast is possible ?

Post#23 » Wed Aug 05, 2020 4:33 am

I'm agree the best way is to build a true version, not using emulator.

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NeoSnk
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Re: Super Mario 64 Port for Dreamcast is possible ?

Post#24 » Wed Aug 05, 2020 9:24 am

Ian Micheal wrote:It would help no doubt but how many people going to mod there dreamcast to play n64 rom..? also working on DCMC player by josh got it running much better it would be good with the 32MB mod as it would allow 640x480 videos I have a release of this new update soon off topic but here is some screen shots\
Fullscreen xvid fullspeed
xvid8.png
mi2.png

New VQ pvr theme uses less memory Texture font not black spaces in between small update but i feel it looks better
dcmc2.png
dcmc3.png

Optimized xvid sh4 math from dreamHAl and mpeg optimzing render using sh4 math from DreamHAL
unknown.png
Plays with out skipping now

This would love the more ram for buffers


This is great news, it is looking awesome!
Homebrews + Tutorials + Interviews (Dreamcast/Sega Saturn): https://titangamestudios.com/

I'm Titan_Guy on PSO :)

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ChristinaDreamcustDC
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Re: Super Mario 64 Port for Dreamcast is possible ?

Post#25 » Wed Aug 05, 2020 5:07 pm

If it plays video at 640x480 then it is par with FuZzCasT releases. The Squish technique is what FuZzCasT does too.

Back to Daedalus...
Is the Daedalus on Github the same Daedalus release that changed resolution to 320x240 and gained a couple FPS?

Edit: I mean, is this the one on Github?
http://www.dc-swat.ru/forum/thread-3043 ... t=nintendo

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Ian Micheal
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Re: Super Mario 64 Port for Dreamcast is possible ?

Post#26 » Wed Aug 05, 2020 5:48 pm

Main change is you can play a lot more formats and very easy to encode with a modern pc encoder This can also play dreamcast sfd movies as well

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WedgeStratos
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Re: Super Mario 64 Port for Dreamcast is possible ?

Post#27 » Thu Aug 06, 2020 4:05 am

I've been active on the GBATemp forums looking at the 3DS port.

So yes, it must be iterated that this is technically legal, in the same way as a port of Quake is legal. Don't sell it, and don't give the actual IP away. The ports that have been made are all from the sm64-decomp Github page, which was done entirely with Ghidra and clean-room engineering. The source code itself for the game is, thereby legal. It's the IP that isn't. The solution with the binaries has been to provide a way to run the game, and then use the actual N64 ROM to get the data from. On the PC port, that's meant providing a ROM at build time, and the resulting executable is the full game on PC. So in theory, one could pull a Freedoom and make an entire campaign and assets that could be distributed instead of actual Super Mario 64.

There's problems here and there regarding the ports. As it stands, the ports being made are derived from the first PC ports, which were built using DirectX 12, OpenGL 3.0, etc. They were also built with other modern toolchains. The toolchains shouldn't be too much of a problem since KOS is supposed to work with them now, but that still leaves writing the renderer, the CPU, memory handling, etc. A PS1 port is improbable due to a lack of z-buffer, so a two-birds approach of getting SM64 on PS1 and then Bleeming it is out of the question.

I realized on GBATemp that I wasn't the only one thinking about a port to Windows 9x, as someone mentioned it before me. Again, the modern toolchains pose a problem for that, but if someone gets the game ported down, that code could then be used with the WinCE SDK to potentially make a DC port after that.

I also need to mention that N64 emulation working at all on Dreamcast is incredible, if still simply a PoC. At least there's a couple options for porting this game.

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Ian Micheal
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Re: Super Mario 64 Port for Dreamcast is possible ?

Post#28 » Thu Aug 06, 2020 9:22 am

we dont have opengl 3.0 on dreamcast we have a subset of opengl 1.2 does not support all of 1.2 Wince dev kit support directX6 not full version of that again a subset.. Yes if there was a port of this down to windows9x i even have a ago at porting that. we have stable gcc4.9 there is gcc9 but i dont know if c++ works on that .. so toolchains might be a problem

Nice post WedgeStratos

Dis.ruptor
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Re: Super Mario 64 Port for Dreamcast is possible ?

Post#29 » Tue Aug 11, 2020 7:06 am

Links to that version running on old 3DS?

MastaG
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Re: Super Mario 64 Port for Dreamcast is possible ?

Post#30 » Mon Aug 17, 2020 8:03 am

I just noticed there's also a port of sm64pc which features an OpenGL 1.3 renderer.
https://github.com/sm64pc/sm64ex
I don't have the skills myself, but perhaps somebody could look into porting this using Kos?

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