At this point, my dream decomps are the various Rogue Squadron games - if only because they're still some of the hardest out there to accurately emulate.
100% this. Also they could really shine with some QOL!
At this point, my dream decomps are the various Rogue Squadron games - if only because they're still some of the hardest out there to accurately emulate.
That is assuming someone / some team decides to start porting it the minute it becomes decompiled.
I could be wrong, I'm pretty sure nobody is porting Paper Mario 64 and it's been done for months. And some of the Pokémon games have been decompiled for years and nobody has done a port for them.
I'm honestly surprised that the Pokemon games don't have PC ports.That is assuming someone / some team decides to start porting it the minute it becomes decompiled.
I could be wrong, I'm pretty sure nobody is porting Paper Mario 64 and it's been done for months. And some of the Pokémon games have been decompiled for years and nobody has done a port for them.
I read a while back that a BDSP decompilation is being worked on due to it being made in Unity, so a PC port for that is plausible. Map injection is already possible with just emulation, so a full PC port could possibly allow for whole fangames being built inside BDSP itself.I'm honestly surprised that the Pokemon games don't have PC ports.
My only guess as to why is that they're so easy to accurately emulate and because you can just use Pokemon Showdown if all you want is battling/metagame.
There are a ton of romhacks using the pret disassemblies as bases and I've heard rumors of an Emerald PC port but I've never seen it.
New progress report about the PC Port (70% finished):
View: https://www.youtube.com/watch?v=hCwSkmAp7f8
New progress report about the PC Port (70% finished):
View: https://www.youtube.com/watch?v=hCwSkmAp7f8
Always great to see updates on this.
The fact that they included Z-buffer jitter is pretty funny
I've asked about this on their discord and got no response, I'm really curious as well about how it works.From what I've gathered, it'll continue to have those characteristic PS1 visual artifacts until the later stages when they'll replace the original renderer with a new one. Anyone in the know, correct me if I'm wrong.
I don't know if it has been mentioned, but Castlevania 64 has been apparently decompiled
GitHub - blazkowolf/cv64: Decompilation of Castlevania for the Nintendo 64
Decompilation of Castlevania for the Nintendo 64. Contribute to blazkowolf/cv64 development by creating an account on GitHub.github.com
I hope this means that someone can finally put out a good version of this game ahahahI don't know if it has been mentioned, but Castlevania 64 has been apparently decompiled
GitHub - blazkowolf/cv64: Decompilation of Castlevania for the Nintendo 64
Decompilation of Castlevania for the Nintendo 64. Contribute to blazkowolf/cv64 development by creating an account on GitHub.github.com
I don't know if it has been mentioned, but Castlevania 64 has been apparently decompiled
GitHub - blazkowolf/cv64: Decompilation of Castlevania for the Nintendo 64
Decompilation of Castlevania for the Nintendo 64. Contribute to blazkowolf/cv64 development by creating an account on GitHub.github.com
There was apparently a stream a couple of weeks ago showing off the game to the public for the first time, but they made clear there is no ETA and it will be a while yet before release.
There was apparently a stream a couple of weeks ago showing off the game to the public for the first time, but they made clear there is no ETA and it will be a while yet before release.
View: https://www.youtube.com/watch?v=ywWwUuWRgsM
Recompilation. I figured this would be relevant to anyone interested in the decompilation projects.
View: https://www.youtube.com/watch?v=ywWwUuWRgsM
Recompilation. I figured this would be relevant to anyone interested in the decompilation projects.
View: https://www.youtube.com/watch?v=ywWwUuWRgsM
Recompilation. I figured this would be relevant to anyone interested in the decompilation projects.
View: https://www.youtube.com/watch?v=ywWwUuWRgsM
Recompilation. I figured this would be relevant to anyone interested in the decompilation projects.
It's real. The Superman 64 decomp also took two days from start to finish. I almost couldn't believe it either until I had it running on my on PC.I don't mean to be dumb but... how is this possible? It feels unintuitive to me that decomp -> building a launcher takes an understandably long time but this is virtually instant?
Thanks, I'm working on some OoT textures (you can see them at 4:41). The main holdup is that I have no idea whether to do the 3D version in Citra or the PC portI don't know what it is about seeing lowpoly games with (good quality) HD textures plus the enhanced lighting but I absolutely adore the look of it and now I really wanna replay both OoT and MM like that (though it's a shame Nerrel's textures are for MM only).
View: https://www.youtube.com/watch?v=ywWwUuWRgsM
Recompilation. I figured this would be relevant to anyone interested in the decompilation projects.
It's real. The Superman 64 decomp also took two days from start to finish. I almost couldn't believe it either until I had it running on my on PC.
The recompiler works by accepting a list of symbols and metadata alongside the binary with the goal of splitting the input binary into functions that are each individually recompiled into a C function, named according to the metadata.
Instructions are processed one-by-one and corresponding C code is emitted as each one gets processed. This translation is very literal in order to keep complexity low. For example, the instruction addiu $r4, $r4, 0x20, which adds 0x20 to the 32-bit value in the low bytes of register $r4 and stores the sign extended 64-bit result in $r4, gets recompiled into ctx->r4 = ADD32(ctx->r4, 0X20); The jal (jump-and-link) instruction is recompiled directly into a function call, and j or b instructions (unconditional jumps and branches) that can be identified as tail-call optimizations are also recompiled into function calls as well. Branch delay slots are handled by duplicating instructions as necessary. There are other specific behaviors for certain instructions, such as the recompiler attempting to turn a jr instruction into a switch-case statement if it can tell that it's being used with a jump table. The recompiler has mostly been tested on binaries built with old MIPS compilers (e.g. mips gcc 2.7.2 and IDO) as well as modern clang targeting mips. Modern mips gcc may trip up the recompiler due to certain optimizations it can do, but those cases can probably be avoided by setting specific compilation flags.
Just downloaded this. Setup took all of 2 seconds. Works perfectly. Seems like legit black magic.
View: https://www.youtube.com/watch?v=ywWwUuWRgsM
Recompilation. I figured this would be relevant to anyone interested in the decompilation projects.
View: https://www.youtube.com/watch?v=ywWwUuWRgsM
Recompilation. I figured this would be relevant to anyone interested in the decompilation projects.
View: https://www.youtube.com/watch?v=ywWwUuWRgsM
Recompilation. I figured this would be relevant to anyone interested in the decompilation projects.
Thanks, I'm working on some OoT textures (you can see them at 4:41). The main holdup is that I have no idea whether to do the 3D version in Citra or the PC port
View: https://www.youtube.com/watch?v=ywWwUuWRgsM
Recompilation. I figured this would be relevant to anyone interested in the decompilation projects.
View: https://www.youtube.com/watch?v=ywWwUuWRgsM
Recompilation. I figured this would be relevant to anyone interested in the decompilation projects.
View: https://www.youtube.com/watch?v=ywWwUuWRgsM
Recompilation. I figured this would be relevant to anyone interested in the decompilation projects.
This is amazing. Given all the crap I've heard about the PC version of Rogue Squadron, I want this for that ASAP.
View: https://www.youtube.com/watch?v=ywWwUuWRgsM
Recompilation. I figured this would be relevant to anyone interested in the decompilation projects.
They did mention games that utilize microcode would present issues. Indiana Jones was pictured, but Rogue Squadron is another notable one. Maybe that game is more understood?This is amazing. Given all the crap I've heard about the PC version of Rogue Squadron, I want this for that ASAP.
And Star Fox!
View: https://www.youtube.com/watch?v=ywWwUuWRgsM
Recompilation. I figured this would be relevant to anyone interested in the decompilation projects.