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-   -   Super Mario 64 for MorphOS (http://eab.abime.net/showthread.php?t=108246)

Cowcat 13 September 2021 23:29

Super Mario 64 for MorphOS
Soon the sources and the recipe on how to compile it.


tolkien 14 September 2021 11:41

Fantastic mate!
Eres una jodida maquina!

Cowcat 14 September 2021 12:08

@tolkien Gracias ! Lo jodido ha sido compilarlo en Morphos....

For those interested;

You need a N64 Super Mario rom (only tested the US version)

Game uses latest SDL2.0.14 and SDK.

- Crosscompile is easy (tested on Debian 11 X86).

- On MOS you will need also Python3 installed (whatever version on MOS-Storage) and hexdump binary that I will provide.
- Required patience and time with the clumpsy workarounds I did.....

DDNI 14 September 2021 12:22

Nice job, well done!

malko 14 September 2021 13:47

Really nice ! Thanks for this :great

Cowcat 14 September 2021 13:49


For now game can be build in a crosscompile environment.

Need to tidy up the compile recipe for real MOS machines.

Full compilation is provided now for both ways.

As noted in video, game has some issues with model shadows and transitions due to missing texture parameter "GL_MIRRORED_REPEAT" in tiny.gl.

BeWorld 15 September 2021 12:30

Greats !!! Thanks

I test to compile US version on MOS System and working fine (same as my SDL 2.0.16) here
I need to test EU version

I put SDL_GameControllerRumble to have rumble working :-)

Just to your readme : you make a little mistake
make makefile.morphos = make -f makefile.morphos

time to compile : 90 minutes on MacMini but it's more speedly on PowerMac G5 2.7 ;-)

I need to find why need to disable SDL_opengl_glext.h in SDL_openGL.h...

Thanks again

Cowcat 15 September 2021 13:29

@BeWorld You're welcome ! Joystick works ????

Oh good to share mistakes :)

The "_glext.h" I don't know why it is so much trouble. Even disablig SDL2/ includes there, still keeps calling it.

By the way, config and save is in env-archive:sm64pc.

Save works as I started to earn stars.

Question is why is also so much trouble create dirs from makefiles in the "standard" way.

BeWorld 15 September 2021 14:06

Yes Joystick working well via "Game Controller", i test it with my xbo360 gamepad.
If your Joystick is not recognized by SDL2... you need map it with "controllermap" and copy/paste result on gamecontroller.txt (ENV:/ENVARC:)

Here i just put SDL_GameControllerRumble (with some hit to working with MOS and xbox360 gamepad)

for save/config, maybe use PROGDIR unless SDL_GetPrefPath (i dont like it lol)
in https://github.com/Cowcat5150/sm64ex...platform.c#L90

Question is why is also so much trouble create dirs from makefiles in the "standard" way.
mmm I already had same problem with other ports

> First test with "eu" ROM... beautifull freeze when i launch game... mmmm
i edit makefile.morphos (VERSION ?= eu )
and create makedir sequences/eu

Estrayk 15 September 2021 15:52

Great Cowcat !!!!!

Cowcat 15 September 2021 16:50

@Estrayk Holas !!

@BeWorld : Yep: eu version has some issue. A linux binary works but without sound.

BeWorld 15 September 2021 18:35

I think i find what problem have with SDL2_opengl.h, no need to edit headers of SDL2

Test to comment all :
#define GL_GLEXT_PROTOTYPES 1 on gfx_opengl.c / gfx_opengl_legacy.c and gfx_sdl2.c
and all delete your define here : https://github.com/Cowcat5150/sm64ex...l_legacy.c#L28

i test all seem working.

Cowcat 15 September 2021 19:16


Yep it is obvious that glext_prototypes should be disabled. Must be a brainfart of some kind maybe, because I was looking at outputs of the wrong objects all the time when I was commenting one and not the other and reverse ??? :banghead.
Whatever, I'm old.


BeWorld 15 September 2021 19:39

@CowCat old maybe but good porter ! :-) thanks

Cowcat 15 September 2021 20:57

Testing the PC build of "eu" version apart from no audio output, the performance is low compared to the speedy "us" version.

Maybe the "nightly" sm64ex fixes stuff....

Stay away from "eu" versions for a while.

Cowcat 24 September 2021 13:53

Some of the latest upgrades fixes shadows/transitions screens by adding custom textures and code.
For those who painfully built the game before, it doesn't imply a full compile: Just adding the new stuff, deleting level_rules.mk in build/us-pc/ dir and make again should put all in place.

There are a couple of options in makefile like TEXTURE_FIX (old bug with the smoke texture when Mario burns) and NODRAWINGDISTANCE that allows full drawing of objects on screen without checking (yep) distance: Found that an effect like bubbles (cannon water bomb - Bob-omp course) tends to not appear when full water drop explodes near Mario but generally all looks pretty good with no slowdown. Of course it means a full recompile.

Still playing through game testing bugs and such: Some few occasional freezes appeared before but new changes maybe fixed those (who knows, game has plenty of bugs to be found).

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