Super Mario 64 Port for Dreamcast is possible ?

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

Post#32 » Mon Aug 17, 2020 9:48 am

So it's possible to compile it with dreamcast SDK ?

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

Post#33 » Mon Aug 17, 2020 1:20 pm

Well it probably requires a huge amount of changes to build with Kos but it should be doable given that it now has been ported to almost all consoles, even the 3ds.
https://www.google.com/amp/s/screenrant ... tendo/amp/

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

Post#34 » Tue Aug 18, 2020 11:13 am

MastaG wrote:Well it probably requires a huge amount of changes to build with Kos but it should be doable given that it now has been ported to almost all consoles, even the 3ds.
https://www.google.com/amp/s/screenrant ... tendo/amp/


I hear the main issue is RAM size. maybe a port could be started for 32MB modded DCs, then optimised size-wise to run on 16MB DCs

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

Post#35 » Tue Aug 18, 2020 2:57 pm

Protofall wrote:
MastaG wrote:Well it probably requires a huge amount of changes to build with Kos but it should be doable given that it now has been ported to almost all consoles, even the 3ds.
https://www.google.com/amp/s/screenrant ... tendo/amp/


I hear the main issue is RAM size. maybe a port could be started for 32MB modded DCs, then optimised size-wise to run on 16MB DCs


Ram wise because of the code it has to run? If it's the assets things don't have to be loaded all at once right? Especially being a n64 the assets are probably tiny compared to native dc games.

The biggest hurdle is probably the amount of work required to rework it , no?.

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

Post#36 » Tue Aug 18, 2020 3:14 pm

Well not really tiny assets because they are loaded all at once it was a rom cart not streaming.. opengl takes 4.5 meg of video ram before you boot the game not even talking about sound mixing or buffers for file loading You be able to do it.. still dont see it running very well at all.. Dreamcast does not have hardware lighting on opengl.. also does not work the way the n64 did or a pc.. It's embedded system with limited cache and ram ..

Want an example Dreamneo CD uses 15 meg of ram for a system that needed less then 4meg

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

Post#37 » Tue Aug 18, 2020 7:22 pm

Ian Micheal wrote:Well not really tiny assets because they are loaded all at once it was a rom cart not streaming.. opengl takes 4.5 meg of video ram before you boot the game not even talking about sound mixing or buffers for file loading You be able to do it.. still dont see it running very well at all.. Dreamcast does not have hardware lighting on opengl.. also does not work the way the n64 did or a pc.. It's embedded system with limited cache and ram ..

Want an example Dreamneo CD uses 15 meg of ram for a system that needed less then 4meg


But that's the thing we aren't talking about is the source code and not the ROM/emulator. If you have source code you can restructure what's loaded on demand right like official n64to DC ports. The lack of tnl shouldn't hurt considering it's n64. Again I don't know though, this all would be tremendous amount of work.

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

Post#38 » Tue Aug 18, 2020 8:40 pm

Yeah i like to see it happen even if it's as slow as the working n64 emulator

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

Post#39 » Wed Aug 19, 2020 6:28 am

cloofoofoo wrote:
Ian Micheal wrote:Well not really tiny assets because they are loaded all at once it was a rom cart not streaming.. opengl takes 4.5 meg of video ram before you boot the game not even talking about sound mixing or buffers for file loading You be able to do it.. still dont see it running very well at all.. Dreamcast does not have hardware lighting on opengl.. also does not work the way the n64 did or a pc.. It's embedded system with limited cache and ram ..

Want an example Dreamneo CD uses 15 meg of ram for a system that needed less then 4meg


But that's the thing we aren't talking about is the source code and not the ROM/emulator. If you have source code you can restructure what's loaded on demand right like official n64to DC ports. The lack of tnl shouldn't hurt considering it's n64. Again I don't know though, this all would be tremendous amount of work.


Yeah, thats the thing. The code needs to be re-structured to work on the DC. Right now I hear it just loads everything into memory and there's not enough room to actually get it to run.

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

Post#40 » Thu Aug 20, 2020 5:10 am

This is definitely the case. The N64 being a cartridge system is a boon for this game's design. As it is, you have to rework the entire loading system. If we look at the PSP port, they're working with 64MB of RAM, and 2MB of VRAM (that's for the PSP-2000 and onward) while our Dreamcast has a mere 16MB. But we've got 8MB of VRAM. A base N64 has only 4MB of RAM, but it has a direct line with the ROM chip, that's the one thing Nintendo was proud of, minimal loading, maximum fun.

This obviously wasn't considered with our current PC port since exactly what computers in the world would be unable to load the entirety of Super Mario 64 plus a custom binary, the entirety of which is a 23MB EXE file? In its current state without loading efficiencies, the Xbox is the lowest system one can expect to run this game, as it also has 64MB RAM.

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