![]() ![]() Note that if you do this, you won't be able to use saves. For some reason there are issues launching the game from TWiLightMenu with libfat enabled if you have no other way of launching homebrew, it can be disabled in the makefile by removing -DLIBFAT. The game uses libfat to save to a file just like the PC port. Once you've compiled the game, you can load it through unlaunch, memory pit, or whatever DSi homebrew method you prefer. It's already configured to build the DSi port, so just follow the build instructions included in the readme and you should be good to go. I can't provide compiled binaries, so don't ask for them or share them. Just like the original decompilation and the PC port, this requires you to provide your own legally dumped Super Mario 64 ROM file in order to compile it. The results were better than I expected the game runs full speed in most cases, and the graphics don't look too bad, either! I decided to scrap it and start from scratch, writing a new graphics interpreter designed to work directly with the DS hardware for maximum performance. The initial version was based on the PC port of the game, but that port is designed with modern hardware in mind, and its graphics abstraction layer is slow. It originally started out as a joke idea that I didn't think would go very far, but once I actually got the game running on the DSi, I saw potential. Yes, you read that right! This is a port of the original Super Mario 64 from 1996 to the Nintendo DSi, based on the open-source decompilation of the game. ![]()
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