Super Mario 64 Port for Dreamcast is possible ?

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Alexsun
shadow
Posts: 6

Re: Super Mario 64 Port for Dreamcast is possible ?

Post#231 » Mon Oct 19, 2020 10:23 am

Yesterday I tried to burn the .cdi but Dreamcast didn't recognize the disc.

Alexislight
minority
Posts: 67

Re: Super Mario 64 Port for Dreamcast is possible ?

Post#232 » Wed Oct 21, 2020 9:17 pm

Alexsun wrote:Yesterday I tried to burn the .cdi but Dreamcast didn't recognize the disc.


this configuration work for me. Writed at 10x, build 2020-09-28
Image

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Ryo_Hazuki
killer
Posts: 266

Re: Super Mario 64 Port for Dreamcast is possible ?

Post#233 » Thu Oct 22, 2020 8:39 am

Discjuggler?

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fafadou
Gold Lion
Posts: 1662

Re: Super Mario 64 Port for Dreamcast is possible ?

Post#234 » Thu Oct 22, 2020 12:14 pm

Yep !

MastaG
Quad Damage
Posts: 204

Re: Super Mario 64 Port for Dreamcast is possible ?

Post#235 » Fri Oct 23, 2020 1:22 am

This afternoon, I'll rebuild the package with a selfboot cdi that contains a 200meg dummy file.
Perhaps then it will work better.

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Ian Micheal
Developer
Posts: 6005
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Re: Super Mario 64 Port for Dreamcast is possible ?

Post#236 » Fri Oct 23, 2020 7:01 am

Bin is very large if your laser or drive is weak you going to have a problem Has to load it all at once if it takes to long on some weak old dreamcast drives it's not going to load

MastaG
Quad Damage
Posts: 204

Re: Super Mario 64 Port for Dreamcast is possible ?

Post#237 » Sat Oct 24, 2020 8:35 am

I finally got around updating the build script and the selfboot image is now padded with a 512MB dummy file.

Code: Select all

$ isoinfo -lf -i build/us_dc/sm64-port-selfboot.iso

Directory listing of /
d---------   0    0    0            2048 Oct 24 2020 [     28 02]  .
d---------   0    0    0            2048 Oct 24 2020 [     28 02]  ..
/000_DUMMY.ZERO;1
----------   0    0    0       536870912 Oct 24 2020 [     31 00]  000_DUMMY.ZERO;1
/1ST_READ.BIN;1
----------   0    0    0        12404592 Oct 24 2020 [ 262175 00]  1ST_READ.BIN;1


So the .cdi image should now take a lot longer to write, but hopefully this will cause less stress on the laser when loading the 12meg binary during boot.
Other than that, nothing has changed, so if you already have it working on your gdemu or dreamshell/retrodream, then I guess you can skip it.


Happy burning ! :)
https://mega.nz/folder/DlNTTCSR#zCEm6bT_bBXQb5fSyzeVaw

Also keep in mind that there's only a new nightly build when mrneo240 updates his github project: https://github.com/mrneo240/sm64-port

Impacto
dark night
Posts: 63

Re: Super Mario 64 Port for Dreamcast is possible ?

Post#238 » Sat Oct 24, 2020 4:27 pm

Is the project dead or something?

28 days and no new updates :cry: :cry: :cry:

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Anthony817
Shark Patrol
Posts: 4009

Re: Super Mario 64 Port for Dreamcast is possible ?

Post#239 » Sat Oct 24, 2020 5:13 pm

You gotta learn to be patient. Getting sound working with full speed gameplay likely would require a full rewrite to audio code and how it is handled now. mrneo240 is a smart guy, I am sure he will figure it out just might take some time. It is no easy task.
Image

mrneo240
Rank 9
Posts: 926

Re: Super Mario 64 Port for Dreamcast is possible ?

Post#240 » Sat Oct 24, 2020 5:20 pm

Impacto wrote:Is the project dead or something?

28 days and no new updates :cry: :cry: :cry:


The repo is posted and I'm open to any PRs.

It's also devtober to don't be shy, other than that I'm very busy with uni at the moment and I'm personally kind of stuck with what to do next.

Rendering is my speciality and I'm not sure how much work could be there and if it would fix the sound taking so much time

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