Super Mario 64 ported to the Xbox!

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Anthony817
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Super Mario 64 ported to the Xbox!

Post by Anthony817 » October 5th, 2020, 9:49 pm

So it has finally happened! Can't wait to see all the amazing mods for this!



Link: https://github.com/fgsfdsfgs/sm64-port/tree/xbox
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Re: Super Mario 64 ported to the Xbox!

Post by jamallego » October 5th, 2020, 10:29 pm

This is awesome, it is really an amazing work!!!! Thanks for the heads up

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Re: Super Mario 64 ported to the Xbox!

Post by Madmab » October 6th, 2020, 12:25 am

Nice but does not run on a real xbox. Only xbox emulators..
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Re: Super Mario 64 ported to the Xbox!

Post by crushingyourhead » October 6th, 2020, 3:02 am

I'm watching that video, and I feel like the Surreal version looks better. Higher res anyway. That port is probably 640x480.

But this does have me thinking about the possibility of making N64 standalone's with Surreal. Putting a few favorites in their own container. Giving the feel of a native, ported game. I do it with PSX games using the Madmab emulator and it works brilliantly imo.

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Re: Super Mario 64 ported to the Xbox!

Post by Anthony817 » October 6th, 2020, 5:31 am

Madmab wrote:
October 6th, 2020, 12:25 am
Nice but does not run on a real xbox. Only xbox emulators..
Ah damn didn't catch that when I posted it. Damn that is a bummer. Why is that the case? I thought when you targeted certain hardware it would just work? Memory limitations or something?
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Re: Super Mario 64 ported to the Xbox!

Post by strann0 » October 6th, 2020, 10:35 am

Madmab wrote:
October 6th, 2020, 12:25 am
Nice but does not run on a real xbox. Only xbox emulators..
Fgfsds fork only runs on emulator. But if you patch the Matt's graphical/sound backend..


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Re: Super Mario 64 ported to the Xbox!

Post by mkkhanzo » October 6th, 2020, 11:15 am

crushingyourhead wrote:
October 6th, 2020, 3:02 am
I'm watching that video, and I feel like the Surreal version looks better. Higher res anyway. That port is probably 640x480.

But this does have me thinking about the possibility of making N64 standalone's with Surreal. Putting a few favorites in their own container. Giving the feel of a native, ported game. I do it with PSX games using the Madmab emulator and it works brilliantly imo.
Sorry for the offtopic! If you manage to do that (standalones using Surreal) please PM me! I had issues making .cut files for direct access to games with Surreal but if you go to the emulator and play another game, the .cut file will not work anymore and redirect you to the menu of the Emu.

Also if it works (somehow it does at random) it will not have the launcher settings right.
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Re: Super Mario 64 ported to the Xbox!

Post by clockface » October 6th, 2020, 11:48 am

Madmab wrote:
October 6th, 2020, 12:25 am
Nice but does not run on a real xbox. Only xbox emulators..
Many of the Super Mario 64 hacks (for the original N64 game) don't work on the real N64, either. They too only work on emulators. Originally this was because the SM64 hacks were made using an editor that produced code that crashed a real N64, since the editor's author was unable to test it's output on a real N64 (N64 backup units, which were needed to run homebrew code on an N64 were very expensive back then).

Later on, the modders started deliberately creating SM64 hacks that couldn't run on real hardware, not out of spite, but because the new hacks needed more resources than a real N64 could supply. This allowed the hacks to use the greater resources that certain N64 emulator versions could supply, to make the game support larger levels, have more on screen, prevent slowdown from occurring in extremely populated areas, etc.

Some work has been done to make older incompatible hacks compatible with the real hardware, but not too much, sadly. And of course the more demanding hacks can't be made to work on an N64, at least not without compromising the quality of the hack.

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Re: Super Mario 64 ported to the Xbox!

Post by aramchek » October 7th, 2020, 6:41 pm

@mkkhanzo - if you figure out how to run the games stand alone let me know, I got my psx set up as all stand alones, though it was a lot of work (200 odd games) I prefer to have separate art for each game in the dash board. I think it may have some something to to do with Surreals save file 64646464 off the top of my head. I'll have a look at the default.xex with hex, see if it can be edited? Though this is a bit out of my depth, so will be a lot of trial and error!

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Re: Super Mario 64 ported to the Xbox!

Post by crushingyourhead » October 7th, 2020, 7:36 pm

mkkhanzo wrote:
October 6th, 2020, 11:15 am
crushingyourhead wrote:
October 6th, 2020, 3:02 am
I'm watching that video, and I feel like the Surreal version looks better. Higher res anyway. That port is probably 640x480.

But this does have me thinking about the possibility of making N64 standalone's with Surreal. Putting a few favorites in their own container. Giving the feel of a native, ported game. I do it with PSX games using the Madmab emulator and it works brilliantly imo.
Sorry for the offtopic! If you manage to do that (standalones using Surreal) please PM me! I had issues making .cut files for direct access to games with Surreal but if you go to the emulator and play another game, the .cut file will not work anymore and redirect you to the menu of the Emu.

Also if it works (somehow it does at random) it will not have the launcher settings right.
I have had zero luck with cut files. For any system! I actually use a separate emulator container for each rom I want to present as a single game. Then the emu settings are specific to that game only and I've never had an issue with that. Surreal doesn't work super well for this, granted.

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