sm64
libsm64
Our great sponsors
sm64 | libsm64 | |
---|---|---|
71 | 11 | |
7,324 | 599 | |
1.2% | 5.7% | |
3.9 | 4.6 | |
3 months ago | 27 days ago | |
C | C | |
Creative Commons Zero v1.0 Universal | Creative Commons Zero v1.0 Universal |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
sm64
-
Perfect Dark: Recompiled
The SM64 is still going strong https://github.com/n64decomp/sm64
Nintendo won't allow any binaries floating around though.
-
The Worlds First FPGA N64
Romhacks are typically modifying the compiled binary ROM image. Kaze' work is based on the painstakingly disassembled code from the n64decomp project[1]. He's working in C, modifying the game and compiling it again for the original hardware. Not sure I'd call that a "romhack".
Great videos though!
[1] https://github.com/n64decomp/sm64
-
Is it possible to see the code of 90s computer games?
A team or something reverse engineered super mario. I think that's the repo and it's mostly in C
-
12:30 am EST (7 hours from now), Pannenkoek2012 will make Super Mario 64 history: collecting a yellow star while already having 120 stars. This is the closest we can get to a "121st star!" (More details in comment)
From course_table.h and course_defines.h we can find that: COURSE_MIN == 0 and COURSE_MAX == 25 - so it looks like every secret stage is a full-fledged "course" for the purposes of counting stars, bringing us to 25 courses + castle stars (COURSE_NONE). So, the maximum possible value for starCount should be 7 * 26 = 182.
-
Lol
Multi-year decompilation project: https://github.com/n64decomp/sm64
-
Ship of Harkinian, a PC port of Ocarina of Time has a feature-filled upgrade
The port source code of the decompilation is still up on github and Nintendo hasn't taken it down in years, cause they can't since everything has been done with legal methods
-
ahh Mario on....PS3?😂
This is false, the source code never leaked; it was meticulously and painstakingly decompiled by hand.
- $600 GBA emulator
-
COBOL wants to find out just how popular it is
It sounds like, rather than a ground-up rewrite, COBOL should be treated as an object-code language, and "hand-decompiled" (ala efforts like https://github.com/n64decomp/sm64) into an HLL that can, at every point, be losslessly transpiled back into the original COBOL.
I know the tooling for doing that doesn't currently exist... but paying someone to develop it would be cheaper than any one of these ground-up rewrite projects!
- Play Windows Pinball (Space Cadet) on the Web
libsm64
-
libsm64 mod request
Hey so can someone put mario from sm64 into the game as a playable character using https://github.com/libsm64/libsm64 ? There's no way 64 Mario would play well in a game like RoR2 but it would be amusing at the least.
-
Can anyone make a libsm64 port to Roblox?
get libsm6 & port it to roblox: https://github.com/libsm64/libsm64
- Mario 64 as a library for use in external game engines
-
libsm64 information & how it works
The mods are made using libsm64 created by jaburns which can be found here: https://github.com/libsm64/libsm64
-
Fixing the entire SM64 source code for performance improvements video by Kaze
LibSM64 is a thing.
-
Mario 64 in Minecraft is now a thing!
It uses this library from the SM64 decompilation project, which more or less literally makes mario a library that people can tuck into another game engine. According to comments above, the SM64 engine is running in the BG and is getting the MC block data sent to it for Mario to interact with, and Mario is being rendered... on top of? Into? Minecraft.
-
Is it possible to port lib-SM64 to Gmod?
The Library that is letting people port SM64 into Different Games.
-
Mario's 64 moveset has been ported in its entirety to Sonic Generations.
Funniest one I've seen is dropping Mario into Blender via a plug-in (Blender the 3d graphics software, not a literal blender). This one isn't done via the Unity plug in but it is part of the same project I think.
-
Trying out the LibSM64 addon
LIBSM64 Download
-
Blender Client for LibSM64
This is awesomely cool!
I'm very curious about how the physics in libsm64 relates to the original ROM code, if you happen to know. Based on my quick browse through the code, functions like "find_floor_from_list"[1] seem to be just exhaustively iterating through every triangle in the scene to see which one has the closest intersection point. But that couldn't possibly have been efficient enough to do real-time collision detection on an entire level using N64 hardware -- could it?
Did the original game use a more sophisticated data structure that was stubbed out in the library version? Or am I overestimating how slow the brute-force approach would be?
[1] https://github.com/libsm64/libsm64/blob/master/src/decomp/en...
What are some alternatives?
sm64-port - A port of https://www.github.com/n64decomp/sm64 for modern devices.
libsm64-blender - Blender client for libsm64
sm64ex - Fork of https://github.com/sm64-port/sm64-port with additional features.
oot - Decompilation of The Legend of Zelda: Ocarina of Time
HackerSM64 - A Super Mario 64 decompilation repo based on CrashOveride95/ultrasm64 that aims to provide a flexible, easy-to-use base for creating romhacks.
sm64ex-ios - iOS/tvOS port of https://github.com/sm64pc/sm64ex/
re3 - GTA III, Vice City [UnavailableForLegalReasons - Repository access blocked]
Render96ex - Fork of https://github.com/sm64-port/sm64-port with additional features.
devilutionX - Diablo build for modern operating systems
sm64plus - A fork of sm64-port that focuses on QoL improvements and customizability.
Shipwright