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#1 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 730
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Super Mario 64 for MorphOS
Soon the sources and the recipe on how to compile it.
[ Show youtube player ] |
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#2 |
AmigaMan
![]() Join Date: Oct 2012
Location: Castro Urdiales/Spain
Posts: 755
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Fantastic mate!
Eres una jodida maquina! |
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#3 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 730
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@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..... |
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#4 |
Targ Explorer
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Nice job, well done!
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#5 |
Ex nihilo nihil
![]() Join Date: Oct 2017
Location: CH
Posts: 4,482
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Really nice ! Thanks for this
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#6 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 730
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https://github.com/Cowcat5150/sm64ex
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. Last edited by Cowcat; 14 September 2021 at 17:48. |
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#7 |
Registered User
![]() Join Date: Jan 2020
Location: FRANCE
Posts: 6
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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 |
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#8 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 730
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@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. Last edited by Cowcat; 15 September 2021 at 13:34. |
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#9 |
Registered User
![]() Join Date: Jan 2020
Location: FRANCE
Posts: 6
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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 ![]() https://github.com/Cowcat5150/sm64ex...ler_sdl.c#L256 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 |
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#10 |
Registered User
![]() Join Date: Apr 2015
Location: Spain
Posts: 435
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Great Cowcat !!!!!
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#11 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 730
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@Estrayk Holas !!
@BeWorld : Yep: eu version has some issue. A linux binary works but without sound. |
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#12 |
Registered User
![]() Join Date: Jan 2020
Location: FRANCE
Posts: 6
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@CowCat
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. |
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#13 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 730
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@BeWorld
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 ??? ![]() Whatever, I'm old. Thanks. |
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#14 |
Registered User
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Location: FRANCE
Posts: 6
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@CowCat old maybe but good porter ! :-) thanks
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#15 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 730
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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. |
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#16 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 730
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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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#17 |
Registered User
![]() Join Date: Nov 2018
Location: Italy
Posts: 118
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Just found the WarpOS native port on the Zone .. so i've tried it under AmigaOS 4.1 (MiniGL) and .. it works! :-)
But there are some minor problems with certain textures though.. some show certain area in white, while in some other areas they are black instead... but in general the rendering is almost fine and the game seems working nicely and without any crash :-) I hope the port can go ahead... If needed i can provide a few grabs showing the rendering issues under OS4 :-) |
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#18 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 730
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@samo79
You found it ![]() The texture problems are related to the sources used and those aren't the same as the MorphOS port. Depending of the system running, this issues appear more or less: Warpos version on MOS all is fine except for the Mario front face that had to be changed to not look wrong for the Amiga version. I know someone tested an earlier version on OS4 and more problems showed up (swirl of coloured vectors, etc). Pictures, videos, whatever could help but I don't have access to other machines to test. |
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#19 |
WarpOS Custodian
![]() Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 1,865
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I'm almost done moving :-)
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#20 |
Registered User
Join Date: Aug 2005
Location: Skarabörg, Sweden
Age: 44
Posts: 992
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Cool! Is there a 68k port too?
Would be fun to try it out on Pistorm. |
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