sm64rt
papermario
sm64rt | papermario | |
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7 | 16 | |
253 | 1,221 | |
- | 2.1% | |
3.5 | 8.7 | |
3 months ago | 20 days ago | |
C | C | |
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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.
sm64rt
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Looking for path traced game recommendations
Super Mario 64 RT (A mod for the open source implementation of Super Mario 64 made by the community): https://github.com/DarioSamo/sm64rt
- List of unofficial console PC Ports with Tutorial
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RTX 4090 Gets Just 16 FPS in Cyberpunk 2077 RT Overdrive Preview
I assume this is perhaps the project? https://github.com/DarioSamo/sm64rt Seems pretty cool.
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Exclusive: A fully functioning Zelda 64 PC port is ‘90% complete’ (VGC)
ok here's the actual link.
- Ray-traced Metal Mario
- Super Mario 64 RT: Full Ray Tracing Conversion - PC Technical Preview First Look! (Digital Foundry)
papermario
- Decompilation of Paper Mario for N64
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PC Ports, Decompilations, Remakes, Demakes, Fan Games, Conversion Mods, Texture Packs!
Paper Mario Decompile: https://papermar.io/
- Porting C Game to Unreal
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Paper Mario PC ports beckon as coder completes decompilation of the N64 classic
> Apologies, I don't know much about (disassemblers for) modern ISAs; I'm mostly aware of "dumb" assembly languages used in the 70s and 80s, before macro assemblers, instruction modifier prefixes, instructions with opcodes that change based on argument types, etc.
I was literally thinking about assemblers from the 80s, which are _anything_ but dumb. If anything, it is _todays_ assemblers which may be dumb. Just think how many 8086 assembler kits there were (and are) and whether their syntaxes resemble each other at all. Now single MASM itself and think of how many million ways you have to create a program that builds to the same object code, whether you use macros or not. (Did you use .if or CMP?)
> it definitely did to whatever assembly language the IBM bootloader was written in.
No. Just no. We have assembly listings of the IBM BIOS. Even the first line of it may be different depending on whether you use DW or DB and still compile to the same machine code.
> There are no "technological measures" used to protect IP rights (i.e. DRM) in these older works;
This is also wrong, because _there are_. We literally discussed 10NES which is one such method for a console two generations older, and you can see the ones from Paper Mario 64 right in the decompiled source: https://github.com/pmret/papermario/blob/main/src/general_he...
> Re: ReactOS, and Re: 10NES... [Wall of text]
No one is claiming that reverse engineering is illegal. What is claimed is that decompiling a protected work in full and then distributing that decompilation is definitely illegal.
You can definitely decompile for reverse engineering. I have done it as part of my regular work, at least in the EU. But it is ridiculous to think (and I emphasize: ridiculous) that just because I apply a simple transformation to a protected work I can end up with a non-protected work that is legal for me to distribute without authorization.
It would mean the end of copyright for computer programs as we know it.
In fact, it is so ridiculous, that even since the act of _compilation_ is also a non-revertible transformation (or in your terms, non-bijective), the actual object code would NOT be subject to copyright ! (Because, despite what you're saying, what is copyrighted is the actual source code).
- Decompilation of Paper Mario
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The task is complete
Here's the website from OP's image, if you wanna read a bit more about the project.
- List of unofficial console PC Ports with Tutorial
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Zelda ocarina of time pc port gives 9 1/2 hours on full charge since it only runs in 20fps you can prob get a bit more if u tweek a few stuff
Paper Mario: https://papermar.io
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working on a texture pack
PM64 has had basic modding capabilities for a while, but judging by this site’s progress bar, an actual decomp is just days away. (I’m really hoping for a 3DS port like SM64 got)!
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Other decomps like SM64Decomp
https://papermar.io/ 98.67% Paper Mario 64 Decomp. Mario, libpm64 Though I don't think either will be that interesting tbh. Mario might be fun to see what story skips you can do.
What are some alternatives?
Render96ex - Fork of https://github.com/sm64-port/sm64-port with additional features.
ReC98 - The Touhou PC-98 Restoration Project
sm64ex - Fork of https://github.com/sm64-port/sm64-port with additional features.
mischief-makers - In-progress decompilation of mischief makers for the N64.
re3 - GTA III, Vice City
Animal-Crossing-Decomp - Decompilation of Animal Crossing for the Nintendo GameCube
xash-rt - Fork of the Xash3D FWGS with a real-time path tracing
evangelion - WIP Decompilation of the only anime game on N64
sm64 - A Super Mario 64 decompilation, brought to you by a bunch of clever folks.
kirby64 - A work-in-progress decompilation of Kirby 64: The Crystal Shards, brought to you.
rtx-remix - Combined repo for the RTX-Remix runtime
body-harvest-decompilation