DX12 build: anonymousfiles.io
DX12 source code: anonymousfiles.io
Discuss
DX12 build: anonymousfiles.io
DX12 source code: anonymousfiles.io
Discuss
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fucking bonkers lads
The PC port is something I've been wanting to get my hands on but have been kinda lazy on finding myself. Seeing it run on my PC natively is really neat. Works great too, now if only 60fps was to come down the line, thanks OP
Does it have working save yet?
yes
thx 4 the bitminer op
I literally linked to the source code too you idiot
I'll check back in a year when the good stuff starts arriving.
So how easy would it have been for Nintendo themselves to have done this?
Is this feasibly something they could have done across the bulk of their N64 games for when making them available on modern systems like the Wii U/Switch?
Should be called Super Mario x64
>removing the Mario head from the title screen
What's your fucking problem? That's the best part of the game.
It is obviously possible as has been demonstrated. Some game ports are better than others because it depends who is handling the original code. Some ports are just emulation. Some ports ruin everything. Also Nintendo is allergic to PC so never expect anything official unless we are really far into the future.
this is literally how they did OoT3D and MM3D
Why should I play this instead of project 64?
Bazinga
this will run on netbooks fullspeed
The DX12 version has it.
>project64
Enjoy your malware faggot
Controls?
underrated
kek
game is too fast.
what should I do?
How'd she bake a cake if the castle doesn't have a kitchen?
Just beat it using BLJ's for the first time ever, felt pretty cool. I did it on some browser port a guy made too, it ran fucking flawlessly.
froggi.es
There were issues with it while porting and the leaked code is an older version before it got fixed
Limit it to 30 FPS via the nvidia/AMD control panel or RivaTuner
All the audio is super crusty. Anyone else having this issue?
Broken link
Tried it for 60 and 30 FPS with vertical sync on.
it's way too fast still
set your refresh rate to 60hz
accuracy
It's easy if you are competent since most N64 games are built in C. The hard part is mostly the decompiling and re-engineering cpu and gpu engine code. That and time wasted on the project since you can't get much money out of this.
>froggi.es
dead
>why should i play this direct port of (game) instead of playing it through an artificial console with known issues?
why do the people indulge in their retardedness?
make one i can play through an iphone browser
Is controller support a thing yet?
*people here
fuck me i'm retarded too
This is going to run 1:1 compared to N64 in terms of code execution. Emulators have issues with floating point numbers and other weird background issues.
People here are tech illiterate. See for an example.
I'm looking foward to the new mod scene coming out of this
a takes a few minutes to load
It works with xinput controllers.
I still need a fix for the speed problem
anonfiles com/p1l7Vbv4oe/mario64pc_7z
try this opengl port
After 3 days of slamming my head into a wall I finally got it to compile on windows!
If anyone else is having issues linking, add "-D_WIN64" to your "VERSION_CFLAGS" in the Makefile. I'm pretty sure it was trying to throw some opengl and linux bullshit into my windows build because that define was missing.
I followed that one pastebin I can't find the link for (I'm sure some user still has it). But instead of compiling libaudiofile I just downloaded it from (ftp://mirrors.sonic__net/cygwin/x86_64/release/audiofile/libaudiofile-devel/) and threw it in my includes and libs folders.
I can finally start modding now!
*it takes
same here. I especially look forward to whatever wacky bullshit Kaze Emanuar does with it
thanks for the virus
heh.