Homebrew Super Mario 64 Port

Stefano_Lassandro

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That's your problem right there. You either don't have the compiler installed, or you don't have your PATH variable configured properly.
First of all, thanks for the help.
I don't think I understood the core of the problem, but I can say that all the downloads mentioned in the instructions have been completed successfully. I checked, and the only warning I got was this:
warning: config file /etc/pacman.conf, line 89: directive '[dkp-libs]' in section 'dkp-windows' not recognized.
warning: config file /etc/pacman.conf, line 90: directive '~' in section 'dkp-windows' not recognized.
error: could not register 'dkp-libs' database (database already registered)
error: could not register 'dkp-libs' database (database already registered)
error: could not register 'dkp-windows' database (database already registered)

After the command: pacman -S 3ds-dev git make python3 mingw-w64-x86_64-gcc unzip --noconfirm .
I then downloaded a git: wget https://github.com/3DSGuy/Project_CTR/releases/download/makerom-v0.17/makerom-v0.17-win_x86_64.zip
And unzipped it. I then set some paths.
export PATH="$PATH:/opt/devkitpro/tools/bin"
export DEVKITPRO=/opt/devkitpro
export DEVKITARM=/opt/devkitpro/devkitARM
export DEVKITPPC=/opt/devkitpro/devkitPPC
I then downloaded the git of sm64-port (git clone https://github.com/mkst/sm64-port.git). I changed the current directory to C:\msys64\home\HP\sm64-port and then tried running these* two commands in order to extract the assets from the rom (hash: d80ee9eeb6454d53a96ceb6ed0aca3ffde04509, that is US). At this point I should have everything, right? Makerom is there (in the bin folder of MSYS, so it can be executed), maybe it's gcc that's causing problems? (And surely the fact that i don't know what gcc is doesn't help ... )

*The commands in question, in case they're needed:
cp /c/temp/baserom.us.z64 ./ --> Here I copy the rom I placed in a temp folder into the current directory.
make VERSION=us cia --> Here I make the .cia file, and here comes the error.

I tried describing everything I did in details, hopefully I was clear about the situation. Thanks again for answering, i'ts really appreciated! :)
 

Stefano_Lassandro

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@Joom I think I see where's the problem.
gcc has not been installed, or simply can't be found. I tried typing "gcc --version", but only to get an error wich says: "bash: gcc: command not found". I think that's pretty clear. So how am I supposed to install gcc?
I'm really sorry if I'm bothering you with this. Hopefully you can you can head me the right way!
 

Joom

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@Joom I think I see where's the problem.
gcc has not been installed, or simply can't be found. I tried typing "gcc --version", but only to get an error wich says: "bash: gcc: command not found". I think that's pretty clear. So how am I supposed to install gcc?
I'm really sorry if I'm bothering you with this. Hopefully you can you can head me the right way!
It's no bother. Add those export functions to your bashrc, then restart the terminal. Make sure you just add the first one to your PATH if it already exists in your bashrc. It should work after that provided DevkitPro was properly installed. Also, you may have a better time doing this in WSL. It's closer to building on an actual Linux installation, and a lot of these tools run better under it.
 
Last edited by Joom,

Stefano_Lassandro

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It's no bother. Add those export functions to your bashrc, then restart the terminal. Make sure you just add the first one to your PATH if it already exists in your bashrc. It should work after that provided DevkitPro was properly installed. Also, you may have a better time doing this in WSL. It's closer to building on an actual Linux installation, and a lot of these tools run better under it.
Thanks for replying, I'll try with WSL.
Edit; That worked! Thanks a ton for the help!
 
Last edited by Stefano_Lassandro,

suicicoo

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Hey there,

tried building this - managed to install gcc as you said up there and running into this error:

extracting textures/water/jrb_textures.0B800.rgba16.png
audiofile.cpp: In function ‘status _afOpenFile(int, File*, const char*, _AFfilehandle**, AFfilesetup)’:
audiofile.cpp:14640:28: error: ‘strdup’ was not declared in this scope; did you mean ‘strcmp’?
14640 | filehandle->m_fileName = strdup(filename);
| ^~~~~~
| strcmp
make[1]: *** [Makefile:7: audiofile.o] Error 1
make: *** [Makefile:53: audiofile/libaudiofile.a] Error 2
Makefile:186: *** Failed to build tools. Stop.​

can you help me out?
 

headspacetheace

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Hi everyone, I recently got this port for my 3ds I hacked and was wondering how you're supposed to get the wing cap idk if I'm just dumb and haven't checked hard enough but it doesn't seem like u can go in that pseudo first person view to actually look at the sun beam
 

retrospect

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Hi everyone, I recently got this port for my 3ds I hacked and was wondering how you're supposed to get the wing cap idk if I'm just dumb and haven't checked hard enough but it doesn't seem like u can go in that pseudo first person view to actually look at the sun beam
I have the c-nub set to act as the c buttons. You can assign buttons by editing the file sm64config.txt on the root of your SD card, so if you want you can use the d-pad for the c buttons.

More generally, there's a great homebrew app called Rehid which lets you change buttons for any 3DS game. Not needed for Mario 64 though.
 

retrospect

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The new Zelda decompile got me thinking about Mario 64 and what’s been done with it so far. I don’t know what’s been done lately, so I thought I’d ask.

Last I saw, people were working on porting the maps from the DS version. I think they were being redrawn, because the DS assets were low-res. I think you could turn the map on or off by touching the touch screen. The feature was called Minimap.

There was widescreen support, puppy-cam (analogue camera), 3D mode, and some forks had ugly arrows on the touch screen to work as c buttons.

With some extra work you could add a higher poly Mario model, a top-screen logo for the home menu that was 3D, and a nice app icon. You had to build it all yourself for legal reasons, but there were guides.

I don’t think anyone had – at that time – added the other characters from Mario 64 DS, or done a co-op mode, let alone ported the co-op mode to 3DS Download Play. I don’t think there was any option to use the d-pad for the original camera and the c-nub for puppy-cam, but maybe there was.

So I just wondered where things are at now.
 

CeeDee

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The new Zelda decompile got me thinking about Mario 64 and what’s been done with it so far. I don’t know what’s been done lately, so I thought I’d ask.

Last I saw, people were working on porting the maps from the DS version. I think they were being redrawn, because the DS assets were low-res. I think you could turn the map on or off by touching the touch screen. The feature was called Minimap.

There was widescreen support, puppy-cam (analogue camera), 3D mode, and some forks had ugly arrows on the touch screen to work as c buttons.

With some extra work you could add a higher poly Mario model, a top-screen logo for the home menu that was 3D, and a nice app icon. You had to build it all yourself for legal reasons, but there were guides.

I don’t think anyone had – at that time – added the other characters from Mario 64 DS, or done a co-op mode, let alone ported the co-op mode to 3DS Download Play. I don’t think there was any option to use the d-pad for the original camera and the c-nub for puppy-cam, but maybe there was.

So I just wondered where things are at now.
A lot of that sounds like harder work than you'd expect, especially for a 3DS-focal experience (I'm sure the hardest work has gone directly to PC ports). I sincerely doubt we'll get wireless multiplayer support or a 64 DS port out of this.
 

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