Super Mario 64 for GameCube, builder script

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patters
Posts: 34
Joined: Sat May 01, 2010 10:22 am

Super Mario 64 for GameCube, builder script

Post by patters » Mon Jul 06, 2020 12:12 am

Hi all,

Since it's not an official release preserved by the Redump project, the fully working Super Mario 64 for GameCube is very difficult to find now. To preserve it I have created a script and some xdelta patches (only 700KB) which will build the best scene release, which uses the Legend Of Zelda Master Quest emulator not the one ripped from the Zelda Collector's Edition. It has working saves, a loading screen, and a dedicated save icon. To make absolutely sure the patch doesn't contain any SM64 game code, I blanked out the ROM in the image before I captured the patch delta containing the hacks to the emulator image. The readme file lists which files and tools must be provided by the user.

The workflow is summarised as follows:
  • Emulator image is extracted from user-provided Legend of Zelda Ocarina of Time & Master Quest ISO
  • Blank N64 ROM image is inserted to replace Master Quest
  • 700KB patch for emulator hacks is applied to conform it to the scene release and shrink the image
  • User-provided Super Mario 64 N64 ROM is padded to 32MB and injected
  • Conversion to NKit
Enjoy!
Attachments
Super Mario 64 for Gamecube builder.zip
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Last edited by patters on Tue Jul 07, 2020 7:48 am, edited 2 times in total.
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emu_kidid
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Re: Super Mario 64 for GameCube, builder script

Post by emu_kidid » Tue Jul 07, 2020 12:00 am

For a second I thought this was a port of the reverse engineered Super Mario 64 code base :P
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patters
Posts: 34
Joined: Sat May 01, 2010 10:22 am

Re: Super Mario 64 for GameCube, builder script

Post by patters » Tue Jul 07, 2020 5:37 am

I'm kind of surprised no one has done that yet. One day perhaps. I'm no dev though unfortunately, so it won't be me.
chungusamongus
Posts: 1
Joined: Thu Jul 09, 2020 9:58 pm

Re: Super Mario 64 for GameCube, builder script

Post by chungusamongus » Thu Jul 09, 2020 9:59 pm

Hey, this is really cool. Is it possible, in principle, to use this method to inject some (real hardware compliant) SM64 rom hacks?
patters
Posts: 34
Joined: Sat May 01, 2010 10:22 am

Re: Super Mario 64 for GameCube, builder script

Post by patters » Fri Jul 10, 2020 8:45 pm

I tried several and they don't work sadly (see the Readme). Perhaps they use additional unemulated API calls or opcodes. I have posted on the Dolphin forum in the hope of attracting the attention of gamemasterplc, the authority on 16:9 patching the Zelda emulations on GameCube:
https://forums.dolphin-emu.org/Thread-s ... #pid509366

I made this builder for this main purpose in fact :)
karl_oz
Posts: 42
Joined: Thu Jun 07, 2012 7:39 pm

Re: Super Mario 64 for GameCube, builder script

Post by karl_oz » Sat Jul 11, 2020 4:25 pm

Does the HUD (lifes, coins and stars) work in this particular version? I remember, that this was missing from the Mario64 isos which were done using the old injector tools.
patters
Posts: 34
Joined: Sat May 01, 2010 10:22 am

Re: Super Mario 64 for GameCube, builder script

Post by patters » Tue Jul 14, 2020 10:27 pm

No, those specific HUD elements are still missing which is odd because the energy level overlay is present. I wonder if they could be hacked back in with a simple gecko code.
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