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[Switch] Une version native de Super Mario 64 est désormais disponible


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Posté 09 mai 2020 - 22:13

#41
polo_cha2

polo_cha2

    PoloNX#9999

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Il y a déjà eu des liens pour du warez pourquoi interdire le lien pour ce portage ? (http://www.logic-sun...sur-switch.html)

Bonjour moi c'est polo ! Alors pour commencer j'écris ce texte pour me présenter et pourquoi je suis sur ls. Donc si je suis sur ls c'est parce que j'aime le hack et tous ce qui tourne autours. Je suis aussi un programmer en herbe.

 

Et voici mes consoles hack :

 

 

NINTENDO

 

Nintendo switch bleu et rouge sous Atmosphère avec emunand car je suis ban en 15.1.0

New nintendo 3ds sous Luma 3ds (anciennement sous gateway) en dernière version

Nintendo WiiU sous Tiramisu en dernière versio aussi

 

 

PLAYSTATION

 

 

Playstation 3 sous cobra ode pucée

 

 

Consoles non hack

 

 

Nintendo switch rouge et bleu exclusive au online

 

 

 

Voilà ! Si j'ai pas hack beaucoup de console c'est normal c'est car je suis encore jeune ^^ (j'avais une wii avant mais je l'ai donné à un ami proche elle était sous wiiflow pour les curieux). J'espère avoir répondu à vos question

 

 

 

PS : Je suis dans la Team PoyoNX ^^

 

 

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Posté 09 mai 2020 - 22:42

#42
Pitchounet

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Il y a déjà eu des liens pour du warez pourquoi interdire le lien pour ce portage ? (http://www.logic-sun...sur-switch.html)

Ce lien n'est pas du warez puisque portage d'un code source rendu public par adobe lui même.

Là c'est du leak de code source obtenu par piratage des serveurs de nintendo...suis même étonné que nintendo ait pas fait pété la page github....
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Posté 09 mai 2020 - 22:43

#43
Pitchounet

Pitchounet

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Pour information, le code source obtenu par reverse engeenering est légal car ce n'est pas le code source original de Nintendo sous Copyright. Par contre, distribuer la rom du jeu ne l'est pas, pas plus que le jeu prêt à l'emploi, tant qu'il utilise les textures copyrightées par Nintendo, ainsi que leur marque, et les noms associés.
En gros, la situation est la même que pour Doom et Morrowind.
Dans les faits, n'importe qui pourrait légalement proposer un programme ici, se contentant de compiler automatiquement l'executable switch/Windows/Linux/etc... Du moment que l'utilisateur se débrouille par ses propres moyens pour fournir la rom du jeu (Version US, Eu, ou Jap), au programme.
J'ai tenté de compiler le jeu sur PC pour ma part, mais j'aboutis à des erreurs, c'est dommage, j'aurais voulu tenter de modder un peu pour remplacer les textures.
Que ce soit en natif ou avec docker, je tombe là dessus :

Spoiler

 
build/us_pc/src/engine/math_util.o: In function `vec3f_normalize':
math_util.c:(.text+0x7a0): undefined reference to `sqrtf'
build/us_pc/src/engine/math_util.o: In function `mtxf_lookat':
math_util.c:(.text+0x97c): undefined reference to `sqrtf'
math_util.c:(.text+0xac8): undefined reference to `sqrtf'
math_util.c:(.text+0xb89): undefined reference to `sqrtf'
math_util.c:(.text+0xc4a): undefined reference to `sqrtf'
build/us_pc/src/engine/math_util.o:math_util.c:(.text+0x2845): more undefined references to `sqrtf' follow
build/us_pc/src/game/display.o: In function `clear_frame_buffer':
display.c:(.text+0x79c): undefined reference to `ceilf'
display.c:(.text+0x805): undefined reference to `floorf'
build/us_pc/src/game/display.o: In function `clear_viewport':
display.c:(.text+0x968): undefined reference to `floorf'
display.c:(.text+0x9aa): undefined reference to `ceilf'
build/us_pc/src/game/object_collision.o: In function `func_802C8504':
object_collision.c:(.text+0x14c): undefined reference to `sqrtf'
build/us_pc/src/game/object_collision.o: In function `func_802C870C':
object_collision.c:(.text+0x399): undefined reference to `sqrtf'
build/us_pc/src/game/object_helpers.o: In function `lateral_dist_between_objects':
object_helpers.c:(.text+0xef4): undefined reference to `sqrtf'
build/us_pc/src/game/object_helpers.o: In function `dist_between_objects':
object_helpers.c:(.text+0xf97): undefined reference to `sqrtf'
build/us_pc/src/game/object_helpers.o: In function `obj_turn_toward_object':
object_helpers.c:(.text+0x1338): undefined reference to `sqrtf'
build/us_pc/src/game/object_helpers.o:object_helpers.c:(.text+0x3763): more undefined references to `sqrtf' follow
build/us_pc/src/game/rendering_graph_node.o: In function `geo_process_background':
rendering_graph_node.c:(.text+0x1582): undefined reference to `ceilf'
rendering_graph_node.c:(.text+0x15eb): undefined reference to `floorf'
build/us_pc/src/game/paintings.o: In function `painting_calculate_point_ripple':
paintings.c:(.text+0x11bd): undefined reference to `sqrtf'
build/us_pc/src/game/paintings.o: In function `func_802D39DC':
paintings.c:(.text+0x1982): undefined reference to `sqrtf'
build/us_pc/src/game/behavior_actions.o: In function `func_802AA7EC':
behavior_actions.c:(.text+0x52d8): undefined reference to `sqrtf'
build/us_pc/src/game/behavior_actions.o: In function `func_802B2894':
behavior_actions.c:(.text+0xcab3): undefined reference to `sqrtf'
build/us_pc/src/game/behavior_actions.o: In function `bhv_bowser_loop':
behavior_actions.c:(.text+0x10814): undefined reference to `sqrtf'
build/us_pc/src/game/behavior_actions.o:behavior_actions.c:(.text+0x15f18): more undefined references to `sqrtf' follow
build/us_pc/src/game/hud.o: In function `render_hud_mario_lives':
hud.c:(.text+0x8bc): undefined reference to `floorf'
hud.c:(.text+0x907): undefined reference to `floorf'
hud.c:(.text+0x95c): undefined reference to `floorf'
build/us_pc/src/game/hud.o: In function `render_hud_stars':
hud.c:(.text+0xa3b): undefined reference to `ceilf'
hud.c:(.text+0xa89): undefined reference to `ceilf'
hud.c:(.text+0xafa): undefined reference to `ceilf'
build/us_pc/src/game/hud.o: In function `render_hud_timer':
hud.c:(.text+0xc44): undefined reference to `ceilf'
hud.c:(.text+0xc90): undefined reference to `ceilf'
build/us_pc/src/game/hud.o:hud.c:(.text+0xcde): more undefined references to `ceilf' follow
build/us_pc/src/game/mario_actions_airborne.o: In function `check_horizontal_wind':
mario_actions_airborne.c:(.text+0x670): undefined reference to `sqrtf'
build/us_pc/src/game/obj_behaviors_2.o: In function `platform_on_track_update_pos_or_spawn_ball':
obj_behaviors_2.c:(.text+0x46a): undefined reference to `sqrtf'
obj_behaviors_2.c:(.text+0x6a8): undefined reference to `sqrtf'
build/us_pc/src/game/obj_behaviors_2.o: In function `treat_far_home_as_mario':
obj_behaviors_2.c:(.text+0x2116): undefined reference to `sqrtf'
obj_behaviors_2.c:(.text+0x2211): undefined reference to `sqrtf'
build/us_pc/src/game/obj_behaviors_2.o:obj_behaviors_2.c:(.text+0x628c): more undefined references to `sqrtf' follow
build/us_pc/src/game/mario_actions_cutscene.o: In function `print_displaying_credits_entry':
mario_actions_cutscene.c:(.text+0x125): undefined reference to `floorf'
mario_actions_cutscene.c:(.text+0x1ac): undefined reference to `floorf'
mario_actions_cutscene.c:(.text+0x229): undefined reference to `floorf'
mario_actions_cutscene.c:(.text+0x296): undefined reference to `ceilf'
build/us_pc/src/game/mario_actions_cutscene.o: In function `act_bbh_enter_spin':
mario_actions_cutscene.c:(.text+0x2fe0): undefined reference to `sqrtf'
mario_actions_cutscene.c:(.text+0x30c2): undefined reference to `sqrtf'
build/us_pc/src/game/mario_actions_cutscene.o: In function `act_bbh_enter_jump':
mario_actions_cutscene.c:(.text+0x343e): undefined reference to `sqrtf'
build/us_pc/src/game/mario_actions_cutscene.o: In function `jumbo_star_cutscene_flying':
mario_actions_cutscene.c:(.text+0x47e4): undefined reference to `sqrtf'
build/us_pc/src/game/screen_transition.o: In function `calc_tex_transition_time':
screen_transition.c:(.text+0x67d): undefined reference to `sqrtf'
build/us_pc/src/game/mario_actions_submerged.o:mario_actions_submerged.c:(.text+0x553): more undefined references to `sqrtf' follow
build/us_pc/src/pc/gfx/gfx_sdl2.o: In function `gfx_sdl_init':
gfx_sdl2.c:(.text+0xe): undefined reference to `SDL_Init'
gfx_sdl2.c:(.text+0x1d): undefined reference to `SDL_GL_SetAttribute'
gfx_sdl2.c:(.text+0x2c): undefined reference to `SDL_GL_SetAttribute'
gfx_sdl2.c:(.text+0x53): undefined reference to `SDL_CreateWindow'
gfx_sdl2.c:(.text+0x69): undefined reference to `SDL_GL_CreateContext'
gfx_sdl2.c:(.text+0x73): undefined reference to `SDL_GL_SetSwapInterval'
build/us_pc/src/pc/gfx/gfx_sdl2.o: In function `gfx_sdl_main_loop':
gfx_sdl2.c:(.text+0x208): undefined reference to `SDL_GetTicks'
gfx_sdl2.c:(.text+0x216): undefined reference to `SDL_GetTicks'
gfx_sdl2.c:(.text+0x237): undefined reference to `SDL_Delay'
build/us_pc/src/pc/gfx/gfx_sdl2.o: In function `gfx_sdl_get_dimensions':
gfx_sdl2.c:(.text+0x263): undefined reference to `SDL_GetWindowSize'
build/us_pc/src/pc/gfx/gfx_sdl2.o: In function `gfx_sdl_handle_events':
gfx_sdl2.c:(.text+0x335): undefined reference to `SDL_PollEvent'
build/us_pc/src/pc/gfx/gfx_sdl2.o: In function `gfx_sdl_swap_buffers_begin':
gfx_sdl2.c:(.text+0x36e): undefined reference to `SDL_GL_SwapWindow'
build/us_pc/src/pc/gfx/gfx_opengl.o: In function `gfx_opengl_vertex_array_set_attribs':
gfx_opengl.c:(.text+0x48): undefined reference to `glEnableVertexAttribArray'
gfx_opengl.c:(.text+0x96): undefined reference to `glVertexAttribPointer'
build/us_pc/src/pc/gfx/gfx_opengl.o: In function `gfx_opengl_unload_shader':
gfx_opengl.c:(.text+0xf7): undefined reference to `glDisableVertexAttribArray'
build/us_pc/src/pc/gfx/gfx_opengl.o: In function `gfx_opengl_load_shader':
gfx_opengl.c:(.text+0x128): undefined reference to `glUseProgram'
build/us_pc/src/pc/gfx/gfx_opengl.o: In function `gfx_opengl_create_and_load_new_shader':
gfx_opengl.c:(.text+0x1377): undefined reference to `glCreateShader'
gfx_opengl.c:(.text+0x139d): undefined reference to `glShaderSource'
gfx_opengl.c:(.text+0x13aa): undefined reference to `glCompileShader'
gfx_opengl.c:(.text+0x13c3): undefined reference to `glGetShaderiv'
gfx_opengl.c:(.text+0x13f4): undefined reference to `glGetShaderiv'
gfx_opengl.c:(.text+0x1435): undefined reference to `glGetShaderInfoLog'
gfx_opengl.c:(.text+0x1466): undefined reference to `glCreateShader'
gfx_opengl.c:(.text+0x1494): undefined reference to `glShaderSource'
gfx_opengl.c:(.text+0x14a1): undefined reference to `glCompileShader'
gfx_opengl.c:(.text+0x14ba): undefined reference to `glGetShaderiv'
gfx_opengl.c:(.text+0x14eb): undefined reference to `glGetShaderiv'
gfx_opengl.c:(.text+0x152c): undefined reference to `glGetShaderInfoLog'
gfx_opengl.c:(.text+0x1558): undefined reference to `glCreateProgram'
gfx_opengl.c:(.text+0x1573): undefined reference to `glAttachShader'
gfx_opengl.c:(.text+0x1588): undefined reference to `glAttachShader'
gfx_opengl.c:(.text+0x1595): undefined reference to `glLinkProgram'
gfx_opengl.c:(.text+0x15e8): undefined reference to `glGetAttribLocation'
gfx_opengl.c:(.text+0x1646): undefined reference to `glGetAttribLocation'
gfx_opengl.c:(.text+0x1697): undefined reference to `glGetAttribLocation'
gfx_opengl.c:(.text+0x1715): undefined reference to `glGetAttribLocation'
gfx_opengl.c:(.text+0x181d): undefined reference to `glGetUniformLocation'
gfx_opengl.c:(.text+0x1835): undefined reference to `glUniform1i'
gfx_opengl.c:(.text+0x1854): undefined reference to `glGetUniformLocation'
gfx_opengl.c:(.text+0x186c): undefined reference to `glUniform1i'
build/us_pc/src/pc/gfx/gfx_opengl.o: In function `gfx_opengl_new_texture':
gfx_opengl.c:(.text+0x195f): undefined reference to `glGenTextures'
build/us_pc/src/pc/gfx/gfx_opengl.o: In function `gfx_opengl_select_texture':
gfx_opengl.c:(.text+0x1995): undefined reference to `glActiveTexture'
gfx_opengl.c:(.text+0x19a4): undefined reference to `glBindTexture'
build/us_pc/src/pc/gfx/gfx_opengl.o: In function `gfx_opengl_upload_texture':
gfx_opengl.c:(.text+0x19ef): undefined reference to `glTexImage2D'
build/us_pc/src/pc/gfx/gfx_opengl.o: In function `gfx_opengl_set_sampler_parameters':
gfx_opengl.c:(.text+0x1a4b): undefined reference to `glActiveTexture'
gfx_opengl.c:(.text+0x1a6e): undefined reference to `glTexParameteri'
gfx_opengl.c:(.text+0x1a91): undefined reference to `glTexParameteri'
gfx_opengl.c:(.text+0x1aac): undefined reference to `glTexParameteri'
gfx_opengl.c:(.text+0x1ac7): undefined reference to `glTexParameteri'
build/us_pc/src/pc/gfx/gfx_opengl.o: In function `gfx_opengl_set_depth_test':
gfx_opengl.c:(.text+0x1ae7): undefined reference to `glEnable'
gfx_opengl.c:(.text+0x1af3): undefined reference to `glDisable'
build/us_pc/src/pc/gfx/gfx_opengl.o: In function `gfx_opengl_set_depth_mask':
gfx_opengl.c:(.text+0x1b11): undefined reference to `glDepthMask'
build/us_pc/src/pc/gfx/gfx_opengl.o: In function `gfx_opengl_set_zmode_decal':
gfx_opengl.c:(.text+0x1b3c): undefined reference to `glPolygonOffset'
gfx_opengl.c:(.text+0x1b46): undefined reference to `glEnable'
gfx_opengl.c:(.text+0x1b55): undefined reference to `glPolygonOffset'
gfx_opengl.c:(.text+0x1b5f): undefined reference to `glDisable'
build/us_pc/src/pc/gfx/gfx_opengl.o: In function `gfx_opengl_set_viewport':
gfx_opengl.c:(.text+0x1b89): undefined reference to `glViewport'
build/us_pc/src/pc/gfx/gfx_opengl.o: In function `gfx_opengl_set_scissor':
gfx_opengl.c:(.text+0x1bb3): undefined reference to `glScissor'
build/us_pc/src/pc/gfx/gfx_opengl.o: In function `gfx_opengl_set_use_alpha':
gfx_opengl.c:(.text+0x1bd3): undefined reference to `glEnable'
gfx_opengl.c:(.text+0x1bdf): undefined reference to `glDisable'
build/us_pc/src/pc/gfx/gfx_opengl.o: In function `gfx_opengl_draw_triangles':
gfx_opengl.c:(.text+0x1c17): undefined reference to `glBufferData'
gfx_opengl.c:(.text+0x1c34): undefined reference to `glDrawArrays'
build/us_pc/src/pc/gfx/gfx_opengl.o: In function `gfx_opengl_init':
gfx_opengl.c:(.text+0x1c4c): undefined reference to `glGenBuffers'
gfx_opengl.c:(.text+0x1c5e): undefined reference to `glBindBuffer'
gfx_opengl.c:(.text+0x1c68): undefined reference to `glDepthFunc'
gfx_opengl.c:(.text+0x1c77): undefined reference to `glBlendFunc'
build/us_pc/src/pc/gfx/gfx_opengl.o: In function `gfx_opengl_start_frame':
gfx_opengl.c:(.text+0x1c88): undefined reference to `glDisable'
gfx_opengl.c:(.text+0x1c92): undefined reference to `glDepthMask'
gfx_opengl.c:(.text+0x1cab): undefined reference to `glClearColor'
gfx_opengl.c:(.text+0x1cb5): undefined reference to `glClear'
gfx_opengl.c:(.text+0x1cbf): undefined reference to `glEnable'
build/us_pc/src/pc/audio/audio_sdl.o: In function `audio_sdl_init':
audio_sdl.c:(.text+0x1d): undefined reference to `SDL_Init'
audio_sdl.c:(.text+0x26): undefined reference to `SDL_GetError'
audio_sdl.c:(.text+0x64): undefined reference to `SDL_memset'
audio_sdl.c:(.text+0xa6): undefined reference to `SDL_OpenAudioDevice'
audio_sdl.c:(.text+0xbb): undefined reference to `SDL_GetError'
audio_sdl.c:(.text+0xf2): undefined reference to `SDL_PauseAudioDevice'
build/us_pc/src/pc/audio/audio_sdl.o: In function `audio_sdl_buffered':
audio_sdl.c:(.text+0x11e): undefined reference to `SDL_GetQueuedAudioSize'
build/us_pc/src/pc/audio/audio_sdl.o: In function `audio_sdl_play':
audio_sdl.c:(.text+0x164): undefined reference to `SDL_QueueAudio'
build/us_pc/src/pc/controller/controller_sdl.o: In function `controller_sdl_init':
controller_sdl.c:(.text+0xa): undefined reference to `SDL_Init'
controller_sdl.c:(.text+0x13): undefined reference to `SDL_GetError'
build/us_pc/src/pc/controller/controller_sdl.o: In function `controller_sdl_read':
controller_sdl.c:(.text+0x5f): undefined reference to `SDL_GameControllerUpdate'
controller_sdl.c:(.text+0x7a): undefined reference to `SDL_GameControllerGetAttached'
controller_sdl.c:(.text+0x8d): undefined reference to `SDL_GameControllerClose'
controller_sdl.c:(.text+0xb7): undefined reference to `SDL_IsGameController'
controller_sdl.c:(.text+0xc5): undefined reference to `SDL_GameControllerOpen'
controller_sdl.c:(.text+0xe1): undefined reference to `SDL_NumJoysticks'
controller_sdl.c:(.text+0x10d): undefined reference to `SDL_GameControllerGetButton'
controller_sdl.c:(.text+0x138): undefined reference to `SDL_GameControllerGetButton'
controller_sdl.c:(.text+0x163): undefined reference to `SDL_GameControllerGetButton'
controller_sdl.c:(.text+0x18e): undefined reference to `SDL_GameControllerGetButton'
controller_sdl.c:(.text+0x1ba): undefined reference to `SDL_GameControllerGetButton'
controller_sdl.c:(.text+0x1e5): undefined reference to `SDL_GameControllerGetAxis'
controller_sdl.c:(.text+0x1fd): undefined reference to `SDL_GameControllerGetAxis'
controller_sdl.c:(.text+0x215): undefined reference to `SDL_GameControllerGetAxis'
controller_sdl.c:(.text+0x22d): undefined reference to `SDL_GameControllerGetAxis'
controller_sdl.c:(.text+0x245): undefined reference to `SDL_GameControllerGetAxis'
build/us_pc/src/pc/controller/controller_sdl.o:controller_sdl.c:(.text+0x25d): more undefined references to `SDL_GameControllerGetAxis' follow
build/us_pc/lib/src/guNormalize.o: In function `guNormalize':
guNormalize.c:(.text+0x59): undefined reference to `sqrtf'
build/us_pc/lib/src/guLookAtRef.o: In function `guLookAtReflectF':
guLookAtRef.c:(.text+0x9b): undefined reference to `sqrtf'
guLookAtRef.c:(.text+0x161): undefined reference to `sqrtf'
guLookAtRef.c:(.text+0x227): undefined reference to `sqrtf'
build/us_pc/src/goddard/renderer.o: In function `gd_sqrt_d':
renderer.c:(.text+0x2ec): undefined reference to `sqrtf'
build/us_pc/src/goddard/renderer.o:renderer.c:(.text+0x3ef7): more undefined references to `sqrtf' follow
collect2: error: ld returned 1 exit status
make: *** [build/us_pc/sm64.us.f3dex2e] Error 1
Makefile:702: recipe for target 'build/us_pc/sm64.us.f3dex2e' failed


D'après certains sur le forum, il y aurait un problème avec le Makefile aussi, pour toutes les machines 64bits. il faudrait commenter :
 
OPT_FLAGS := -g -m32
Et
 
CC_CHECK += -m32
Et
 
LDFLAGS := -m32 -march=i686 -Llib -lpthread -lglew32 sdl2-config --static-libs -lm -lglu32 -lsetupapi -ldinput8 -luser32 -lgdi32 -limm32 -lole32 -loleaut32 -lshell32 -lwinmm -lversion -luuid -lopengl32 -no-pie -static
Et
 
LDFLAGS := -m32 -march=i686 -lm -lGL sdl2-config --libs -no-pie -lpthread pkg-config --libs libusb-1.0 glfw3 -lasound -lX11 -lXrandr -lpulse

Chose que j'ai fait, qui a corrigé des blocages, et abouti aux erreurs avec la compilation ci dessus (le spoiler).
 
 
Pour information, un Dockerfile est disponible ici pour avoir les conditions idéales pour compiler le code source du jeu sans obligatoirement devoir installer la distribution Linux ciblé, ciblant toutes les plateformes (switch, windows, linux, opengl/dx12... :
 
FROM ubuntu:20.04 as build

ENV DEBIAN_FRONTEND noninteractive

RUN apt-get update && \
apt-get install -y \
binutils-mips-linux-gnu \
bsdmainutils \
build-essential \
libaudiofile-dev \
libglew-dev \
libglfw3-dev \
libsdl2-dev \
libusb-dev \
libusb-1.0.0-dev \
pkg-config \
python3 \
wget \
x11proto-randr-dev \
zlib1g-dev


RUN wget \
https://github.com/n...96eef_amd64.deb \
-O qemu.deb && \
echo 8170f37cf03a08cc2d7c1c58f10d650ea0d158f711f6916da9364f6d8c85f741 qemu.deb | sha256sum --check && \
dpkg -i qemu.deb && \
rm qemu.deb

RUN mkdir /sm64
WORKDIR /sm64
ENV PATH="/sm64/tools:${PATH}"

CMD echo 'This is Docker container about compiling Super Mario 64 on Linux and Windows 64bits, with SDL2/GL API Support, and Xinput Gamepads and Dualshock 4 (USB and Bluetooth), and keyboard.' \
'usage (US Build): docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 --user $UID:$UID sm64 sm64 make VERSION=${VERSION:-us} -j$(nproc)\n' \
'usage (JP Build): docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 --user $UID:$UID sm64 sm64 make VERSION=${VERSION:-jp} -j$(nproc)\n' \
'usage (EU Build - Still WIP): docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 --user $UID:$UID sm64 sm64 make VERSION=${VERSION:-eu} COMPARE=0 -j$(nproc)\n' \
'see https://github.com/n...aster/README.md for advanced usage'


Thanks

Modifié par Pitchounet, 09 mai 2020 - 22:44.

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Posté 09 mai 2020 - 22:46

#44
Hyndrid QC

Hyndrid QC

    Sunriseur elite

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Personne pour le porter sur PS4 ?
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Posté 09 mai 2020 - 22:50

#45
Mekkiveli

Mekkiveli

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Kiiwii a partager ça sur tweeter...

https://github.com/n...ab=repositories
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Posté 09 mai 2020 - 23:56

#46
Pitchounet

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"The source code for the PC port is now 100% public and available on GitHub for everyone to see and contribute to. It now supports analog camera movement and even mouse look, with a brand new options menu for it

The builds instructions are in the github page. The dependencies are different than for the old leaked version. Also, as far as I can tell, it's impossible to build Windows binaries from Linux, which is what I tried at first. You need to build your Windows binaries from Windows, using msys." (MSYS2)

https://rentry.co/io5p3

idem version eu

Modifié par Pitchounet, 10 mai 2020 - 00:30.

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Posté 10 mai 2020 - 01:25

#47
midorijin

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Malheureusement, il y a certains bugs sur switch qui empêchent d'obtenir certaines étoiles comme par exemple la mission "https://www.mariowik..._for_Red_Coins" ou les piliers n'apparaissent pas chez moi (et par extension, cela empêche aussi de réaliser la mission secrète de collecter 100 pièces).

Dommage. Heureusement que mario 64 doit normalement débarqué officiellement sur switch d'ici quelques mois.
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Posté 10 mai 2020 - 09:18

#48
zamirow

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Malheureusement, il y a certains bugs sur switch qui empêchent d'obtenir certaines étoiles comme par exemple la mission "https://www.mariowik...g_for_Red_Coins ou les piliers n'apparaissent pas chez moi (...)

Hello midorijin, j'ai fait cette mission hier soir et pour moi les piliers étaient bien présents, étoile récupéré sans soucis. (Version switch "Atlas" en NSP ). A+

Modifié par zamirow, 10 mai 2020 - 09:19.

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Posté 10 mai 2020 - 17:58

#49
midorijin

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Malheureusement, il y a certains bugs sur switch qui empêchent d'obtenir certaines étoiles comme par exemple la mission "https://www.mariowik...g_for_Red_Coins ou les piliers n'apparaissent pas chez moi (...)

Hello midorijin, j'ai fait cette mission hier soir et pour moi les piliers étaient bien présents, étoile récupéré sans soucis. (Version switch "Atlas" en NSP ). A+

Oui, en fait, c'est que pour pouvoir libérer les piliers, il faut avoir fait le stage de bowser juste avant (absolument pas logique vu que ce n'est pas du tout le même monde, mais bon, c'est un prérequis).

Après avoir fait ça, tout fonctionne.
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Posté 12 mai 2020 - 17:16

#50
Nexus14370

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Kiiwii a partager ça sur tweeter...

https://github.com/n...ab=repositories

Oh purée j'espère qu'ils vont porter Perfect Dark sur switch !
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Posté 17 mai 2020 - 20:45

#51
Shadows666

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Autant j’admire le boulot de retro-engineering effectuée par des passionnées pour le portage sur PC en Natif, autant un leak sur switch... après un piratage... c'est beaucoup moins louable :/
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Posté 13 octobre 2022 - 00:10

#52
Grunchimera

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Bonjour tout le monde, je me permet de vous demander si une version française existe ? Merci à vous !

Modifié par Grunchimera, 13 octobre 2022 - 00:10.

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