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Author Topic: Super Mario 64 Redux  (Read 4218 times)

papermanzero

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Super Mario 64 Redux
« on: October 05, 2020, 03:44:42 am »
Due to Mario 35th Anniversary I thought it could be great to update Super Mario 64.
The intention is to align Super Mario 64 with the controls of the later titles (like Sunshinge, Galaxy, Odyssey) and to update some graphics.
However I do not have sufficient experience to do everything by myself.

The idea is to update following aspects:
  • Analog Camera for the C-Buttons The C-Buttons shall steer the camera but not with fixed values. Therefore this code could be helpful: https://pastebin.com/punH7Fdg (https://www.youtube.com/watch?reload=9&v=85cvMzz8HUI) The camera has always the same speed.
  • Analog Rotation for the C-Left/Right Pressing the C-Left/Right Buttons shall rotate the camera around Mario
  • Analog Zoom for the C-Up/Down Pressing the C-Up/Down Buttons shall zoom in or zoom out the camera from Mario.
  • Look Around Mode If the Camera is centred behind Mario (see next bullet), and the user presses the C-Up Button the "look around" mode should be triggered. Reference is Zelda: Wind Waker in which the same Camera Mode is used. This feature can be deactivated in the start menu to have just the free rotating camera. The UP Button (D-Pad) will do the same.
  • Center Camera The Camera shall be centred behind Mario (like in the DS Version). By pressing the Z Button the camera shall go behind Mario. The intention is to align the controls with other Mario Games. As reference I used https://strategywiki.org/wiki/Super_Mario_64/Controls, https://strategywiki.org/wiki/Super_Mario_Galaxy/Controls, https://strategywiki.org/wiki/Super_Mario_Sunshine/Controls
  • Mario Cam The Mario View/Static Camera shall be mapped to the L-Button, due to new Camera Button for Z. The L and Z Button can be changed in the start menu
  • Duck/Crounch The Crounch Button shall be mapped to R-Button, to align with the control scheme from Sunshine, Galaxy.
  • Ripping Models from DS Ripping the Mario/Peach/Bowser/Yoshi/Toad/Enemy Models from the DS Version and insert them to 64. Helpful could be this tool: https://github.com/scurest/apicula
  • Increase of the Drawing DistanceCurrently the player recognizes that doors become black if they reach the border of the screen. Also coins, enemies etc are disappearing if they are not close to Mario. Therefore an increase of the drawing distance would help to avoid those issues
  • B Button to fallIf Mario hangs on a wall and the Player presses B, Mario will fall

What do you think? Further ideas are welcome. :)

« Last Edit: October 05, 2020, 07:26:18 am by papermanzero »

ifightdragons

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Re: Super Mario 64 Redux
« Reply #1 on: October 05, 2020, 08:46:20 am »
If all this could be made compatible with real hardware via an EverDrive, it would be spectacular.

A lot of Mario 64 hacks are only compatible with emulators, which is cool, but limits the user base.
A lot of people prefer playing on real hardware, so compatibility with real hardware would be prime.

ShadowOne333

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Re: Super Mario 64 Redux
« Reply #2 on: October 05, 2020, 10:04:27 am »
There's one hack that I am used since the start of the year which pretty much has everything I would consider QoL for SM64.
the hack is called Super Mario 64: Arguably Better Edition:
https://www.mfgg.net/?act=resdb&param=02&c=7&id=36500

The features are quite outstanding, and I like them all.
The only thing that bothers me about that hack is that the title screen has intrusive text, and the credits do as well.

If those changes to title screen and credits could be un-done, then that'd be the perfect version of SM64 for me.

TRIFORCE89

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Re: Super Mario 64 Redux
« Reply #3 on: October 05, 2020, 11:09:17 am »
DS textures (and to a lesser extent, models) - yes please.

I know they're pixelly, but on real hardware with its aliasing and blur - I think it'd probably look fine.

Enscripture

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Re: Super Mario 64 Redux
« Reply #4 on: October 05, 2020, 11:10:01 am »
There's one hack that I am used since the start of the year which pretty much has everything I would consider QoL for SM64.
the hack is called Super Mario 64: Arguably Better Edition:
https://www.mfgg.net/?act=resdb&param=02&c=7&id=36500

The features are quite outstanding, and I like them all.
The only thing that bothers me about that hack is that the title screen has intrusive text, and the credits do as well.

If those changes to title screen and credits could be un-done, then that'd be the perfect version of SM64 for me.
OOh that's actually easy to remove. After patching the rom, open the rom in HxD, Search>find> type MORS in all caps and just zero out what you want removed.
Example: the Title Screen is

52 33 00 00 41 52 47 55 41 42 4C 59 20 42 45 54 54 45 52 20 45 44 49 54 49 4F 4E 00 2D 20 42 59 20 4D 4F 52 53 20 2D
which says R3..ARGUABLY BETTER EDITION.- BY MORS -

On the LEFT side of the screen (Not the text on the RIGHT) select the start which is 52 (LETTER R) and just hold the ZERO key until all the text is zeros
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
then save and all the title text is removed. Same for ending text

https://imgur.com/bHhRUZF


zstandig

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Re: Super Mario 64 Redux
« Reply #5 on: October 05, 2020, 04:09:51 pm »
My ideal would be Shindou Mario 64 translated to English, optimized for less slowdown and restore the smoke poofs, and maybe have Luigi put in as a playable character

https://tcrf.net/Super_Mario_64_(Nintendo_64) has some interesting information. I like the original coins, I never liked how the coins looked so different compared to earlier games.

ShadowOne333

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Re: Super Mario 64 Redux
« Reply #6 on: October 05, 2020, 04:30:02 pm »
OOh that's actually easy to remove. After patching the rom, open the rom in HxD, Search>find> type MORS in all caps and just zero out what you want removed.
Example: the Title Screen is

52 33 00 00 41 52 47 55 41 42 4C 59 20 42 45 54 54 45 52 20 45 44 49 54 49 4F 4E 00 2D 20 42 59 20 4D 4F 52 53 20 2D
which says R3..ARGUABLY BETTER EDITION.- BY MORS -

On the LEFT side of the screen (Not the text on the RIGHT) select the start which is 52 (LETTER R) and just hold the ZERO key until all the text is zeros
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
then save and all the title text is removed. Same for ending text

https://imgur.com/bHhRUZF



Oh actually I did manage to remove those from the title screen some time ago by doing just that.
What I meant (which probably I didn't explain myself well) was restoring the copyright year and Nintendo letters ({c}1996 Nintendo) in the title screen, as well as the "TM", and same for the credits, removing the new credits and restoring the original ones from vanilla SM64.

nanashi89

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Re: Super Mario 64 Redux
« Reply #7 on: October 05, 2020, 07:56:25 pm »
Rumble Feature carried over from the Shindou version?

pleasejust

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Re: Super Mario 64 Redux
« Reply #8 on: October 05, 2020, 11:03:35 pm »
Mario 64 PC port is the definitive way to play IMO. The updated graphics look great (N64 blurry textures usually give me a headache), camera is improved, 60fps, tighter controls, play as Luigi, etc...

mdtauk

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Re: Super Mario 64 Redux
« Reply #9 on: October 06, 2020, 12:23:25 am »
Due to Mario 35th Anniversary I thought it could be great to update Super Mario 64.
The intention is to align Super Mario 64 with the controls of the later titles (like Sunshinge, Galaxy, Odyssey) and to update some graphics.
However I do not have sufficient experience to do everything by myself.

The idea is to update following aspects:
  • Analog Camera for the C-Buttons The C-Buttons shall steer the camera but not with fixed values. Therefore this code could be helpful: https://pastebin.com/punH7Fdg (https://www.youtube.com/watch?reload=9&v=85cvMzz8HUI) The camera has always the same speed.
  • Analog Rotation for the C-Left/Right Pressing the C-Left/Right Buttons shall rotate the camera around Mario
  • Analog Zoom for the C-Up/Down Pressing the C-Up/Down Buttons shall zoom in or zoom out the camera from Mario.
  • Look Around Mode If the Camera is centred behind Mario (see next bullet), and the user presses the C-Up Button the "look around" mode should be triggered. Reference is Zelda: Wind Waker in which the same Camera Mode is used. This feature can be deactivated in the start menu to have just the free rotating camera. The UP Button (D-Pad) will do the same.
  • Center Camera The Camera shall be centred behind Mario (like in the DS Version). By pressing the Z Button the camera shall go behind Mario. The intention is to align the controls with other Mario Games. As reference I used https://strategywiki.org/wiki/Super_Mario_64/Controls, https://strategywiki.org/wiki/Super_Mario_Galaxy/Controls, https://strategywiki.org/wiki/Super_Mario_Sunshine/Controls
  • Mario Cam The Mario View/Static Camera shall be mapped to the L-Button, due to new Camera Button for Z. The L and Z Button can be changed in the start menu
  • Duck/Crounch The Crounch Button shall be mapped to R-Button, to align with the control scheme from Sunshine, Galaxy.
  • Ripping Models from DS Ripping the Mario/Peach/Bowser/Yoshi/Toad/Enemy Models from the DS Version and insert them to 64. Helpful could be this tool: https://github.com/scurest/apicula
  • Increase of the Drawing DistanceCurrently the player recognizes that doors become black if they reach the border of the screen. Also coins, enemies etc are disappearing if they are not close to Mario. Therefore an increase of the drawing distance would help to avoid those issues
  • B Button to fallIf Mario hangs on a wall and the Player presses B, Mario will fall

What do you think? Further ideas are welcome. :)

Check out the decomp project, and look into "PuppyCam"

pocket

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Re: Super Mario 64 Redux
« Reply #10 on: October 06, 2020, 05:57:23 am »
If all this could be made compatible with real hardware via an EverDrive, it would be spectacular.

A lot of Mario 64 hacks are only compatible with emulators, which is cool, but limits the user base.
A lot of people prefer playing on real hardware, so compatibility with real hardware would be prime.

Seconding this,N64 emulation is still so imperfect so I've just stuck with an everdrive. It's frustrating that so few hacks are supported, and some that appear to be supported at first will suddenly become unplayable half way through.  Mario 64 seems tricky in particular since even the ones that do work on real hardware are extremely prone to slowdown.

As for changes I might suggest, the modern version of wall jump where you slide down a wall until you press B. I think that may have been done for a hack already. And maybe fixing the smoke graphic. Other than that, I wouldn't change too much, I think redux hacks should just add very sensible quality of life improvements and small fixes and not much else or it ends up being more than just an improvement of the original game.
Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.

ifightdragons

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Re: Super Mario 64 Redux
« Reply #11 on: October 06, 2020, 06:16:32 am »
Seconding this,N64 emulation is still so imperfect so I've just stuck with an everdrive. It's frustrating that so few hacks are supported, and some that appear to be supported at first will suddenly become unplayable half way through.  Mario 64 seems tricky in particular since even the ones that do work on real hardware are extremely prone to slowdown.

As for changes I might suggest, the modern version of wall jump where you slide down a wall until you press B. I think that may have been done for a hack already. And maybe fixing the smoke graphic. Other than that, I wouldn't change too much, I think redux hacks should just add very sensible quality of life improvements and small fixes and not much else or it ends up being more than just an improvement of the original game.

I agree 100 % with everything you just said.

papermanzero

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Re: Super Mario 64 Redux
« Reply #12 on: October 06, 2020, 08:17:55 am »
The intention was to make it compatible with real hardware.
Therefore a hack like the 2nd Player analog control would be out-of-scope.
It is imo better to map the analog controls to the c buttons.

The MFGG Hack sounds awesome. However there are some aspects which needs to be changed.
The 2nd player analog control and the D-Pad Control would be the case.

I really would like to have the centre function like in the DS Version (L Button for centre the camera behind mario).

The decompilation project seems to be the best starting point for new features.


IAmCaptPlanet

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Re: Super Mario 64 Redux
« Reply #13 on: October 07, 2020, 01:05:37 am »
oh shucks, that Super Mario 64: Arguably Better Edition widescreen version wreaked havoc on my everdrive, was hoping it would work

works fine on my GPD XD+ though (android) just idk if i'll be able to map player 2's joystic to controller 1 in that emulator, but i need to toy with it further.

maybe it's my RetroTink2X that doesnt like the widescreen mode? idk

looks like i might have to use ABE non widescreen in my Everdrive.

also, having player 2 analog is totally not making it everdrive unfriendly, that is how N64 controllers were made to work, using 2 controllers you can play 007/PD in dual analog mode (i thing Star Wars Racer has a dual weild mode thing too)

but i admit, it wouldnt really work in conjunction of the other buttons.

maybe if they had a mode that kept movement on the stick and camera on the dpad, and if you hold R then it would swap them, idk?

ifightdragons

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Re: Super Mario 64 Redux
« Reply #14 on: October 07, 2020, 10:49:22 am »
There's one hack that I am used since the start of the year which pretty much has everything I would consider QoL for SM64.
the hack is called Super Mario 64: Arguably Better Edition:
https://www.mfgg.net/?act=resdb&param=02&c=7&id=36500

The features are quite outstanding, and I like them all.
The only thing that bothers me about that hack is that the title screen has intrusive text, and the credits do as well.

If those changes to title screen and credits could be un-done, then that'd be the perfect version of SM64 for me.

Thanks for sharing this, or I would have never come across it.

It's a shame they don't post it on here, so it gets more widespread recognition.

papermanzero

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Re: Super Mario 64 Redux
« Reply #15 on: October 14, 2020, 12:45:18 pm »
The model replacement is not so difficult.



This is pretty interesting:
https://youtu.be/A2gXyEyy_2U?t=508