Super Mario 64: Difference between revisions

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{{Infobox VG
{{Infobox VG
|image       = [[File:Super Mario 64.jpg|300px]]
|image     = [[File:Super Mario 64.jpg|300px]]
|developer   = Nintendo EAD
|developer = Nintendo EAD
|publisher   = Nintendo
|publisher = Nintendo
|platforms = [[Nintendo 64]],[[Virtual Console]]
|series    = Super Mario Bros
|released     = '''Nintendo 64'''<br/>{{vgrelease|JP=June 23, 1996|NA=September 26, 1996|EU=March 1, 1997}}'''Virtual Console'''<br/>{{vgrelease|NA=November 19, 2006|JP=December 2, 2006|AUS=December 7, 2006|EU=December 8, 2006}}
|released = '''Nintendo 64'''<br/>{{vgrelease|JP=June 23, 1996|NA=September 26, 1996|EU=March 1, 1997}}'''Virtual Console'''<br/>{{vgrelease|NA=November 19, 2006}}{{vgrelease|JP=December 2, 2006|AUS=December 7, 2006|EU|December 8, 2006}}
|series      = ''Super Mario Bros''
|genre     = Platform
|genre       = Platform
|modes     = Single-player
|modes       = Single-player
|input     = GameCube Controller, Classic Controller
|input       = GameCube Controller, Classic Controller
|forumlink = https://forums.dolphin-emu.org/Thread-virtual-console-super-mario-64
|forumlink   = http://forums.dolphin-emu.org/Thread-virtual-console-super-mario-64
}}
}}


'''''Super Mario 64''''' (スーパーマリオ64, Sūpā Mario Rokujūyon) is one of the first three dimensional (3D) platform games. ''Super Mario 64'' features free-roaming analog degrees of freedom, large open-ended areas, and true 3D polygons as opposed to two-dimensional (2D) sprites. It established a new archetype for the genre, much as Super Mario Bros. did for 2D sidescrolling platformers. Hailed as "revolutionary", the game left a lasting impression on 3D game design, particularly notable for its use of a dynamic camera system and the implementation of its analog control.
'''''Super Mario 64''''' ('''''スーパーマリオ64''''', '''''Sūpā Mario Rokujūyon''''') is one of the first three dimensional (3D) platform games. ''Super Mario 64'' features free-roaming analog degrees of freedom, large open-ended areas, and true 3D polygons as opposed to two-dimensional (2D) sprites. It established a new archetype for the genre, much as Super Mario Bros. did for 2D sidescrolling platformers. Hailed as "revolutionary", the game left a lasting impression on 3D game design, particularly notable for its use of a dynamic camera system and the implementation of its analog control.


In going from two to three dimensions, ''Super Mario 64'' placed an emphasis on exploration within vast worlds that require the player to complete multiple diverse missions, replacing the linear obstacle courses of traditional platform games. While doing so, it managed to preserve many gameplay elements and characters of earlier Mario games. The title is acclaimed by many critics and fans as one of the greatest and most revolutionary video games of all time.
In going from two to three dimensions, ''Super Mario 64'' placed an emphasis on exploration within vast worlds that require the player to complete multiple diverse missions, replacing the linear obstacle courses of traditional platform games. While doing so, it managed to preserve many gameplay elements and characters of earlier Mario games. The title is acclaimed by many critics and fans as one of the greatest and most revolutionary video games of all time.


<!-- To edit the Nintendo 64 VC Global Problems, navigate to "Template:GlobalProblems/Nintendo 64" (copy to the search box) -->
==Emulation Information==
{{GlobalProblems|Nintendo 64}}
{{Problems/No controller rumble}}
 
Only the Japanese Virtual Console version is affected by this, as that release was based on the July 1997 updated version, commonly known as ''Shindou'' based on the phrase "振動" being shown 3 times on the version's original cover.
 
{{GlobalProblems}}


== Problems ==
== Problems ==
{{Problems|{{#vardefineecho:problems|
{{Problems|{{#vardefineecho:problems|


}}}}
}}}}
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=== 16:9 Aspect Ratio Fix ===
=== 16:9 Aspect Ratio Fix ===
The Widescreen Hack has clipping issues that can be fixed by using these Gecko Codes instead.
The Widescreen Hack has clipping issues that can be fixed by using these Gecko Codes instead.
==== NTSC-U ====
==== NA ====
<pre>
<pre>$16:9 Widescreen
48000000 8019E450
48000000 8019E450
DE000000 80008180
DE000000 80008180
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60000000 00000000
60000000 00000000
</pre>
</pre>
==== PAL ====
 
<pre>
==== EU ====
<pre>$16:9 Widescreen
48000000 8019EE50
48000000 8019EE50
DE000000 80008180
DE000000 80008180
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60000000 00000000
60000000 00000000
</pre>
</pre>
==== NTSC-J ====
 
<pre>
==== JP ====
<pre>$16:9 Widescreen
050DF994 3C014760
050DF994 3C014760
C209FCB8 00000006
C209FCB8 00000006
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60000000 00000000
60000000 00000000
</pre>
</pre>
==== Multiplayer 1.3 ====
 
<pre>
=== HD Texture Pack ===
C20AF1F0 00000005
[https://forums.dolphin-emu.org/Thread-super-mario-64-hd-texture-pack-v1-4-2016-08-30 Super Mario 64 HD Texture Mod - Dolphin Forum Thread]
C0230000 4182001C
 
92C20000 3EC03F40
Texure pack is complete.
92C30000 C0230000
 
92C30008 82C20000
60000000 00000000
C2054960 00000005
92A20000 3EA03B99
62B5999A 92A9052C
3EA0BF80 92A90530
82A20000 2C030000
60000000 00000000
C204F304 00000004
2C040001 40820014
92A20000 3EA03F40
92A10008 82A20000
38610008 00000000
48000000 801B6378
DE000000 80008180
142E368C 2404017A
142E36A4 2404016C
142E36C8 2404017A
142AC738 2404015C
142AC748 2404016C
142E386C 2404015C
142E3890 2404016C
142E38B8 2484016C
142E3C24 2404015C
142DB708 24190157
142AC768 2404017A
142D6AE8 2B010400
142D6AF4 241903FF
1427D5D0 10000044
142CFD20 3C08BE80
142DB3C4 3C05C400
142DB3D4 3C054126
142D7B84 0808FFC0
142D7B88 00000000
1423FF00 24A50035
1423FF04 27BDFFB0
1423FF08 080B5EE3
1423FF0C AFBF0014
142D7E88 0808FFC4
142D7E8C 00000000
1423FF10 24840035
1423FF14 27BDFF98
1423FF18 080B5FA4
1423FF1C AFBF001C
142CD234 10000009
E0000000 80008000
</pre>
== Configuration ==
== Configuration ==
<!--A full list of options is available at Template:Config/doc-->
{{Config
{{Config
<!--A full list of options is available at Template:Config/doc-->
}}
}}


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{{testing/start}}
{{testing/start}}
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
{{testing/entry|revision=7719|OS=Windows 7|CPU=Intel Core i3 @ 2.53GHz|GPU=Intel GMA X4500HD|result=Runs at 60FPS; no sound with HLE plugin (use LLE instead but you will need DSP file dsp_coef.bin and dsp_rom.bin placed in the folder user/gc in ''Dolphin'' emulator)|tester=CoolKirby}}
{{testing/entry|revision=7719|OS=Windows 7|CPU=Intel Core i3 @ 2.53 GHz|GPU=Intel GMA X4500HD|result=Runs at 60FPS; no sound with HLE plugin (use LLE instead but you will need DSP file dsp_coef.bin and dsp_rom.bin placed in the folder user/gc in ''Dolphin'' emulator)|tester=CoolKirby}}
{{testing/entry|revision=3.0-368|OS=Windows 7|CPU=AMD Phenom x4 965|GPU=ATI Radeon HD 4870|result=60FPS,To fix sound just click(activate) Wii (home) menu and exit back|tester=}}
{{testing/entry|revision=3.0-368|OS=Windows 7|CPU=AMD Phenom x4 965|GPU=ATI Radeon HD 4870|result=60FPS,To fix sound just click(activate) Wii (home) menu and exit back|tester=}}
{{testing/entry|revision=4.0-6029|OS=Windows 7|CPU=Intel Core i5-3570|GPU=Intel HD Graphics 4000|result=Completed without any problems. Collected all 120 Stars. Played fullscreen (1920x1080) with 1x native resolution and HLE sound.|tester=humdi}}
{{testing/entry|revision=4.0-6029|OS=Windows 7|CPU=Intel Core i5-3570 @ 3.4 GHz|GPU=Intel HD Graphics 4000|result=Completed without any problems. Collected all 120 Stars. Played fullscreen (1920x1080) with 1x native resolution and HLE sound.|tester=humdi}}
{{testing/entry|revision=Ishiiruka-785|OS=Windows 10|CPU=Intel Core i5-3320M|GPU=Intel HD Graphics 4000|result=Nearly perfect. Steady 30FPS throughout an hour of play. Very minor texture flickering. SETTINGS: Direct3D11, V-Sync, Force Analog 16:9, 1.5x IR, No MSAA or SSAA, 4x AF, 2x XBRZ Texture Scaling, various post-processing enhancements (FXAA and SSAO, to name a couple) via DolphinFX and IshiirukaFX shaders, Safe Texture Cache, Full Async Shader Compilation, Fast Depth Calculation. SETTINGS IN GAME PROPERTIES: AR Codes for Remove Dark Filter and Extended Draw Distance, Gecko Code for 16:9 Aspect Ratio Fix. This is running on a HP ProBook 6470b. The program 'ThrottleStop' was needed to disable power-saving functions that were killing the frame-rate previously. It sometimes takes a few seconds after getting in-game for the FPS to reach its target and stay there.|tester=Jodeth}}
{{testing/entry|revision=Ishiiruka-785|OS=Windows 10|CPU=Intel Core i5-3320M|GPU=Intel HD Graphics 4000|result=Nearly perfect. Steady 30FPS throughout an hour of play. Very minor texture flickering. SETTINGS: Direct3D11, V-Sync, Force Analog 16:9, 1.5x IR, No MSAA or SSAA, 4x AF, 2x XBRZ Texture Scaling, various post-processing enhancements (FXAA and SSAO, to name a couple) via DolphinFX and IshiirukaFX shaders, Safe Texture Cache, Full Async Shader Compilation, Fast Depth Calculation. SETTINGS IN GAME PROPERTIES: AR Codes for Remove Dark Filter and Extended Draw Distance, Gecko Code for 16:9 Aspect Ratio Fix. This is running on a HP ProBook 6470b. The program 'ThrottleStop' was needed to disable power-saving functions that were killing the frame-rate previously. It sometimes takes a few seconds after getting in-game for the FPS to reach its target and stay there.|tester=Jodeth}}
{{testing/end}}
{{testing/end}}


== Gameplay Videos ==
== Gameplay Videos ==
<!--A full list of options is available at Template:VideoGallery/doc-->
{{VideoGallery
{{VideoGallery
|vid1=uv2QBznDf5E|cap1=Mario 64 Emulator on Emulator
|vid1=uv2QBznDf5E|cap1=Mario 64 Emulator on Emulator
}}
}}
 
{{Navigation/Super Mario}}
{{Navigation/Super Mario}}


[[Category:Virtual Console games]]
[[Category:Virtual Console games]]
[[Category:Nintendo 64 games]]
[[Category:Nintendo 64 games]]