Seems like you're using old Gericom's build. If you compile this fork you should get full speed on o3DS: https://github.com/mkst/sm64-portUsing this:
Code:SM64_800PX_NOAA_VANILLA
Seems like you're using old Gericom's build. If you compile this fork you should get full speed on o3DS: https://github.com/mkst/sm64-portUsing this:
Code:SM64_800PX_NOAA_VANILLA
Seems like you're using old Gericom's build. If you compile this fork you should get full speed on o3DS: https://github.com/mkst/sm64-port
In terms of performance, I think the old build already works well for New models. mkst's fork contains experimental features like 3D and a mini-map.Do the new forks present an upgrade over the Gericom builds on n3DS as well? If so, what?
There is one in the github wiki I linked before: https://github.com/mkst/sm64-port/wiki/Convert-a-.3dsx-to-.cia-via-MSYS2. Although I personally use this thing https://gbatemp.net/threads/release-elf-to-cia-convertor.414648/page-3#post-6439358 to convert the resulting .elf file to .cia (just change every name, banner and icons, and if you have an old 3DS, you may be interested in changing the "MaxCPU" value inside the .rsf file).Is there a Tutorial on how to Compile 3DS CIAs on Windows?
I don't think so, because Mario 64 for DS is not yet "reverse-engineered" to obtain his source code like Mario 64 for N64 wasThe new build runs great on the 1st Gen 3DS systems, whoa!
Got a question, would it be possible to make Mario 64 DS have widescreen support and run natively on 3DS like this port?
I never used that tool so I don't know, but looks like it doesn't find the files; have you tried to put everything in the same folder?@JVF
Smoker1-MSi@MSI MINGW64 ~/sm64-port/3dstools
# ./cxitool ../sm64-port/build/us_3ds/sm64.us.f3dex2e.3dsx sm64.cxi
Cannot open input file: ../sm64-port/build/us_3ds/sm64.us.f3dex2e.3dsx
--------------------- MERGED ---------------------------
@JVF
View attachment 227167
Hi all, ryotoko made a commit to the @mkst repo, this commit fixes some important 3D issues. In a short time I've been using it on my N3DS, text doesn't poke your eyes anymore, and there is no more clipping at the edges of the screen, 3D seems pretty usable for the time being. Many thanks to ryotoko for this fixes!
There are still a handful of bugs that would be good to have fixed, but this port in a pretty good place - even if I do say so myself
but where is the tutorial to actually build the game in the 1st place , this is just to convert a 3dsx to a cia but how do we even build the 3dsx to begin with?In terms of performance, I think the old build already works well for New models. mkst's fork contains experimental features like 3D and a mini-map.
There is one in the github wiki I linked before: https://github.com/mkst/sm64-port/wiki/Convert-a-.3dsx-to-.cia-via-MSYS2. Although I personally use this thing https://gbatemp.net/threads/release-elf-to-cia-convertor.414648/page-3#post-6439358 to convert the resulting .elf file to .cia (just change every name, banner and icons, and if you have an old 3DS, you may be interested in changing the "MaxCPU" value inside the .rsf file).
but where is the tutorial to actually build the game in the 1st lace , this is just to convert a 3dsx to a cia but how do we even build the 3dsx to begin with?
i don't think i was being rude i was just asking the question but NM this is too hard there are no directions or tutorials at all and the 2 links in that post are of no help at all one is for converting a 3dsx into a cia but not how to compile the game in the 1st place and the other linek well i'm not even sure what that is for exactly but it is missing files and there is a broken link in the thread to one file and no link to another file it says you need in the last post in that thread ,so i give up i will wait till someone else compiles it and uploads it someplaceA bit of politeness doesn't hurt man.
There's plenty of tutorials. The Git repos have one and there's also this thread.i don't think i was being rude i was just asking the question but NM this is too hard there are no directions or tutorials at all and the 2 links in that post are of no help at all one is for converting a 3dsx into a cia but not how to compile the game in the 1st place and the other linek well i'm not even sure what that is for exactly but it is missing files and there is a broken link in the thread to one file and no link to another file it says you need in the last post in that thread ,so i give up i will wait till someone else compiles it and uploads it someplace
i am able to compile it for PC with Sm64 builder but i have no clue on where to even begin to compile for 3ds
ok i see it uses python , i hate using pythonThere's plenty of tutorials. The Git repos have one and there's also this thread.
https://gbatemp.net/threads/help-with-compiling-super-mario-64-3ds.572949/
Yes you can. You just invoke it by version number. Say you need 2.7, you'd call it with "python27". If you need 3, you'd use "python3". By issuing just "python", it defaults to the highest version you have installed, but you can specify the version you need if you have multiple installations.because you cant have both versions installed