English Amiga Board


Go Back   English Amiga Board > Coders > Coders. General > Coders. Releases

 
 
Thread Tools
Old 14 September 2021, 00:29   #1
Cowcat
Registered User
 
Join Date: Apr 2013
Location: Mallorca
Posts: 686
Super Mario 64 for MorphOS

Soon the sources and the recipe on how to compile it.

[ Show youtube player ]
Cowcat is offline  
Old 14 September 2021, 12:41   #2
tolkien
AmigaMan

tolkien's Avatar
 
Join Date: Oct 2012
Location: Castro Urdiales/Spain
Posts: 705
Fantastic mate!
Eres una jodida maquina!
tolkien is offline  
Old 14 September 2021, 13:08   #3
Cowcat
Registered User
 
Join Date: Apr 2013
Location: Mallorca
Posts: 686
@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.....
Cowcat is offline  
Old 14 September 2021, 13:22   #4
DDNI
Targ Explorer

DDNI's Avatar
 
Join Date: Mar 2006
Location: Northern Ireland
Age: 47
Posts: 5,344
Send a message via ICQ to DDNI Send a message via MSN to DDNI
Nice job, well done!
DDNI is offline  
Old 14 September 2021, 14:47   #5
malko
Ex nihilo nihil

malko's Avatar
 
Join Date: Oct 2017
Location: CH
Posts: 3,779
Really nice ! Thanks for this
malko is offline  
Old 14 September 2021, 14:49   #6
Cowcat
Registered User
 
Join Date: Apr 2013
Location: Mallorca
Posts: 686
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 18:48.
Cowcat is offline  
Old 15 September 2021, 13:30   #7
BeWorld
Registered User

 
Join Date: Jan 2020
Location: FRANCE
Posts: 6
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
BeWorld is offline  
Old 15 September 2021, 14:29   #8
Cowcat
Registered User
 
Join Date: Apr 2013
Location: Mallorca
Posts: 686
@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 14:34.
Cowcat is offline  
Old 15 September 2021, 15:06   #9
BeWorld
Registered User

 
Join Date: Jan 2020
Location: FRANCE
Posts: 6
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
BeWorld is offline  
Old 15 September 2021, 16:52   #10
Estrayk
Registered User

Estrayk's Avatar
 
Join Date: Apr 2015
Location: Spain
Posts: 324
Great Cowcat !!!!!
Estrayk is offline  
Old 15 September 2021, 17:50   #11
Cowcat
Registered User
 
Join Date: Apr 2013
Location: Mallorca
Posts: 686
@Estrayk Holas !!

@BeWorld : Yep: eu version has some issue. A linux binary works but without sound.
Cowcat is offline  
Old 15 September 2021, 19:35   #12
BeWorld
Registered User

 
Join Date: Jan 2020
Location: FRANCE
Posts: 6
@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.
BeWorld is offline  
Old 15 September 2021, 20:16   #13
Cowcat
Registered User
 
Join Date: Apr 2013
Location: Mallorca
Posts: 686
@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.
Cowcat is offline  
Old 15 September 2021, 20:39   #14
BeWorld
Registered User

 
Join Date: Jan 2020
Location: FRANCE
Posts: 6
@CowCat old maybe but good porter ! :-) thanks
BeWorld is offline  
Old 15 September 2021, 21:57   #15
Cowcat
Registered User
 
Join Date: Apr 2013
Location: Mallorca
Posts: 686
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 is offline  
Old 24 September 2021, 14:53   #16
Cowcat
Registered User
 
Join Date: Apr 2013
Location: Mallorca
Posts: 686
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).
Cowcat is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Amiga Super Mario Bros. ? fishyfish Retrogaming General Discussion 244 14 June 2020 11:27
Super Mario Wip Retro1234 project.Amiga Game Factory 42 25 April 2019 14:58
Super Mario Bros 2.5D Shoonay Retrogaming General Discussion 3 04 August 2008 23:57
Super Mario 3 in 11 min. Kodoichi Nostalgia & memories 7 03 December 2003 06:45

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 14:29.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2021, vBulletin Solutions Inc.
Page generated in 0.10244 seconds with 15 queries