S16 *sp64 = segmented_to_virtual(&flying_carpet_static_vertex_data) Struct GraphNode12A *generatedNode = (struct GraphNode12A *) node * Create a display list for a flying carpet with dynamic ripples. Gfx *geo_exec_flying_carpet_timer_update( * Update static timer variables that control the flying carpets' ripple effect. GSPDisplayList(displayListHead++, dl_castle_lobby_wing_cap_light) GeneratedNode = (struct GraphNode12A *) node If (gDisplayedStars >= 10 & (flags & SAVE_FLAG_HAVE_WING_CAP) = 0)ĭisplayList = alloc_display_list(2 * sizeof(*displayList)) * player where to look to enter Tower of the Wing Cap. * Create a display list for the light in the castle lobby that shows the Note that double literals are used here, rather than float literals. * Create a vertex with the given parameters and insert it into `vtx` at * - the end screen displaying Peach's delicious cake.Įxtern s16 flying_carpet_static_vertex_data Įxtern Gfx dl_castle_lobby_wing_cap_light Įxtern Gfx dl_flying_carpet_model_half * - the flying carpets seen in Rainbow Ride, and * - the light that shows the player where to look for Tower of the Wing Cap, * This file contains miscellaneous geo_asm scripts. (src is split into audio, engine, game, and goddard) These are the files contained in the src/game directory: They actually rewrote all the functions from reading MIPS assembly and compiled it with the original compiler, adjusting the code until it produced identical output to a vanilla ROM. It's not an ordinary decompilation generated by IDA. It seems it was leaked before the people involved finished renaming all the functions to be nice and clear. If you do a google search for "n64 decomp" in quotes, you'll get a result (archived 4chan threads.) This thread contains a link to a full decompilation of Super Mario 64 that an IDENTICAL ROM can be built from if you have the proper environment setup. I registered because nobody else was talking about this. There are also probably a lot of other pieces of the 3DS Operating System that you could integrate, like the battery sensor and I’m not sure what else.Hi. For example, on DS, Trace Memory used it for a puzzle, and New Super Mario Bros used it to play sound effects. You’ll also need to make sure you take into account the system close sensor–I don’t know how the 3DS handles it, but you may be able to detect it and generate a new SDL event type so the dev can handle it however they want. You would just be able to set a depth, draw all your background stuff, set another depth, draw your main stuff, set a third depth, draw all your foreground stuff. I think option 2 is the better option because it has a smaller footprint in the API, because it would be easier for porting (especially if the default is zero), and because most 2D games display things in layers anyway. Have a function that sets the depth for all blits.Add additional parameter for some overloads (well, in C you can’t overload, so I guess new functions) of the Blit functions to set a depth parameter.I think for stereoscopic display, you have two options: Now, as far as suggestions, the obvious ones that come to mind are to include additional features for stereoscopic display, motion control and mic input. Unless you mostly want to do this for fun (which is legit!), I would make sure you can get some other developers onboard. Long story short, let me put it this way: I, for one, would be interested in at least playing around with this, but I’m a nobody (lol). I really kind of expected it to retain a decent-sized niche among indies who wanted to take advantage of the autostereoscopic features, or even motion control. Though I did find a 2021 article that indicates that the system is actually still quite well-played, ultimately it would need to be well-developed-for instead for an SDL2 port to find much use. So the question is: would there really be any interest for something like this? The last publisher-backed release for the system was now a couple of years ago, and as far as I could tell from my thirty seconds of research just now, there are only a handful of indie titles scheduled for the system at this point. It’s no longer the newest Nintendo system–not even the newest Nintendo handheld, if you count the Switch. Sure enough, I found that 1.2 port and added it to my master to do list… At least, to see how much I’d have to cut to make the downgrade happen. Way back in 2016, when I first started my first game, I always dreamed of porting it to 3DS. It’s a great little machine and the autostereoscopic capabilities are always fun, even if they’re way too finicky in terms of angle adjustment.
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