I hope you open the right MSys with the name mingw64 or 32, with the command cd sm64-portyou will be into the folder that you placed above and write the command make. z64 into: C:\Users\"your User name Compurter"/sm64-port If everything it's update, proceed with this command:Īnd install all the libs under 3DS voices.Once finished place your folder (sm64-port) included your backup game. PS: just then I noticed that the video and the source GitHub addresses are the same as the first page on this topic PS: just then I noticed that the video and the source GitHub addresses are the same as the first page on this let me know please if you solved this issue, if not we can try to your old GBAtemp post and continue there this topic, also because now I try with a new repository to build up some test and I got this annoying error Audio CPP problem īelow, are the Youtube video and Github repository: But I need the help of some one here, please can you help here. I begging the author of this post to explain how to do it because I saw also his video in Youtube and I found the github experimental for Wii U to implement such new texture on it. I believe as noob under this point, I mistake something, because should be the DevKit to extract the new texture and replace them automatically without my manual action. rpx, so everything it's works till the initial Menu but once I press to start the game I got the white screen. SMBX38A (sometimes called "1.4") is a new engine that resembles SMBX.Ģ.0 provides greater customisability and other benefits, while 38A provides (at the moment) more out-of-the-box NPCs and powerups.Ok, for my little studying around it seems the newest RENDER96 versions 1.4/2.0 or above will not be compatible because they are implemented for the DirectX where the Wii U use the OpenGL and now for me it makes sense why the new textures are incompatible between the two emulations between PC version and Wii U version.īut as per my understanding in theory the RENDER96 package 1.3 version should be compatible, yesterday I tried again to replace the files and after other few manual fix I got the. Levels made in 2.0 are not compatible with 38A or 1.3 either, but it does guarantee compatibility with levels made in 1.3 due to being built on the same engine. Levels made in 1.3 CAN be converted to 38A's format, but the different physics doesn't guarantee complete compatibility. Levels made in SMBX38A are not compatible with 2.0, or 1.3. SMBX 2.0 is an extension by a new development team, built on top of Redigits original SMBX, but SMBX38A (sometimes called "1.4", but SMBX38A or 38A is often preferred to avoid confusion) is completely programmed from scratch. SMBX38A is a completely unrelated engine, with different backend, physics, and capabilities than SMBX. I am quite confused about so many version numbers. Does this version work WITH or separately from the 2.0 version? Lila M-3210 wrote:How do I go about treating one version or another? I was under the impression that 2.0 was the official build and thus was the best way to make a Mario game.
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