sm64-port
pokered
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sm64-port
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The Linux port of Super Mario 64 runs fantastic on the Steam Deck! (GitHub sm64pc/sm64ex)
I compiled the base version (https://github.com/sm64-port/sm64-port) on WSL and copied it over. It runs fine in desktop mode, but immediately freezes in game mode.
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Is there a Deck native version of the Super Mario 64 PC port?
Next you get the source code for the game git clone https://github.com/sm64-port/sm64-port.git
- N64 - I'm currently setting N64 up. I understand, N64 is very hard to emulate, even with a device as powerful as the Odin. QUESTION: using Mupen64Plus, how do I know the games are running full speed? PPSSPP, at least shows a percentage (indicating full speed). Mupen64plus only shows the FPS count...
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Melee decompilation has reached 5 percent!
You would still need the original assets to build, and those wouldn't be distributed. Similar to the PC port of SM64, I imagine you would need to provide a Melee iso to build it.
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(Fan) Ocarina of Time PC port nicknamed "Ship of Harkinian" getting a Nintendo Direct-style presentation on March 22 and releasing April 1
I assume that, just like it happens with the Super Mario 64 port, that requirement will not go away.
- Cheese gets the SM64 120 World Record
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Ok, just compiled SM64PC what else can I do with it?
I’ve just compiled SM64 using the instructions here: https://github.com/sm64-port/sm64-port and it’s working well.
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A fully functioning Zelda 64 PC port is ‘90% complete’
They did not, however, make any attempt to take down the port itself. Here it is on github, with instructions on how to compile it yourself.
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If you don't normally watch Mario 64, today's episode's banter is absolutely fantasic along with great gameplay. It's a must-watch.
I believe it's this, plus a ROM you'll legally acquire elsewhere.
- Zelda 64 has been fully decompiled, potentially opening the door for mods and ports
pokered
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Since the subreddit is going down tomorrow, here's an update on inserting custom player graphics with the Universal Pokemon Randomizer ZX
It has been a while since last, but that's because of compression algorithms and memory allocation issues, which had to be taken care of before writing the front/back images in Gen I and II. Big thanks to FuSoYa, RGME, and the decomp team, who provided the tools and guides which made this possible.
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Ziggo moet een waarschuwingsbrief van Brein aan haar klant sturen
De gereverse engineerde code voor Pokemon Rood/Blauw dan? https://github.com/pret/pokered
- This month's Gen 1 style sprites update
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[OC] Pokemon Adventures:The previous generation chapter 48
Ash didn't catch charmander. Charmander belonged to a different trainer who abandoned charmander. Ash came along and saved charmander and adopted him.. And it's still traded only. The rule was created specifically for the video games to prevent you from getting traded a really powerful pokemon from a friend and steamrolling the game. Whether or not the badge rule applies is based on whether or not the trainer I'd matches the pokemon's trainer ID. The game has been completely decompiled. You can literally check the source code and see the function yourself.
- Learning ASM be like
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What is out there in Pokemon Red & Blue?
Here's a list of all maps in Pokemon Gen 1: https://github.com/pret/pokered/tree/master/maps
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[Gen 1 - R/B/Y] Celadon City Game Corner RNG "manipulation'
I tried to look into this a while back, I've been curious about what actually determines these odds. There's a disassembly of gen 1 to dig through. It looks like the SevenAndBarMode referenced here is the super lucky state, and AllowMatches and AllowSevenAndBarMatches looks like they're playing with odds. Can't fully make sense of how it works or how these get initialized.
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Original Pokemon RGBY export all audio and SFX as midi
I initially wanted to export all the original audio from the games rom as midi files. Fortunately my google-fu lead me to this a post on romhacking in 2014 where the PokeRed Poject rom audio has been disassembled to asm. Going through the list I noticed not all the audio is properly titled and some songs could be missing for example MtMoon and Cerulean city is missing.
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Help required. [Pokemon Red]
Start by installing the pokered disassembly. You can then edit the game's data and code with any text editor. You can adjust the base exp given by a Pokemon by editing their base stats in data/pokemon/base_stats/. For more complex modifications you can adjust the experience gain formula in engine/battle/experience.asm.
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Pokémon Riddle #39
Is the Pokemon Red's source code a reputable source? In the game, struggle has always been defined as a move along side all the other moves in every generation.
What are some alternatives?
sm64ex - Fork of https://github.com/sm64-port/sm64-port with additional features.
gb-studio - A quick and easy to use drag and drop retro game creator for your favourite handheld video game system
sm64 - A Super Mario 64 decompilation, brought to you by a bunch of clever folks.
universal-pokemon-randomizer-zx - Public repository of source code for the Universal Pokemon Randomizer ZX
smlinux - Super Mario Linux - Build Install Update Script for Super Mario 64 Ports - Linux macOS Android DOS Web
DS-Pokemon-Rom-Editor - New DS Pokemon ROM Editor, based on Nømura's 2020 edition. Expanded with loads of new features, bugfixes and better usability.
OpenRCT2 - An open source re-implementation of RollerCoaster Tycoon 2 🎢
project-restoration - A Majora's Mask 3D patch that restores some mechanics from the original game to get the best of both worlds
sm64_3ds - 3DS fork of sm64-port
pokeemerald-ex-speedchoice
libsm64 - Mario 64 as a library for use in external game engines
mgbdis - Game Boy ROM disassembler with RGBDS compatible output