General > EverDrive 64

Super Mario 64 Ultimate Edition(s)

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jonesalmighty:
I am in the process of making a SM64 Ultimate Edition ROM (using the decomp source as a base). I am looking to see if anyone is interested in testing it...

Basically it adds a ton of bug fixes to the original ROM types (EU, US, JP and SH editions), and adds a few new missing features, whilst keeping the original base.
All ROM types also now support the title screen easter egg and rumble support from the SH edition.

The ROM's are uploaded as IPS patches (so you can add them to the ED64 and can be auto applied to the original ROM without the need for patching it (requires renaming the patch to match your base ROM name (minus the file extension)).
https://n64tools.blob.core.windows.net/patches/sm64UltimatePatches.zip

PLEASE PROVIDE FEEDBACK IF YOU DOWNLOAD IT, OTHERWISE I CANNOT IMPROVE IT!

Here is the current list of changes...
As well as most bug fixes applied to the different versions since the original JP release (except backwards long jump)...
// --| Bug Fixes
/// Fixes bug where it shows burn smoke incorrectly
/// Fixes an oddly defined interaction sub type in penguin mother behavior
/// Fixes bug where the castle trap sound in the entrance of Bowser 1 doesn't play
/// Fixes Bully minion knockback timer by reseting it, more info in the fix itself
/// Fixes Shadow water height level return code
/// Fixes hitbox overlap detection code
/// Fixes hurtbox overlap detection code
/// TODO: describe: BUGFIX_SHELL_BACKWARDS_HYPERSPEED
/// TODO: describe: BUGFIX_MARIO_CRAWLING_FALLTHROUGH
/// TODO: describe: BUGFIX_AIR_HIT_WALL_VELOCITY
/// TODO: describe: BUGFIX_AIR_HIT_WALL_ANIMATION
/// Fixes camera height in water while being metal mario
/// Fixes camera height in BOB and adds missing breaks in code
/// Fixes Koopa's pink shorts caused by a miscalled light value
/// Fixes audio code preload sequence so it checks sequences instead of banks
/// Corrects the first word of Yoshi's dialogue
/// Fixes object counter so it correctly gets proper value when updating objects
/// TODO: describe: BUGFIX_CUTSCENE_LOOP
/// TODO: describe: BUGFIX_RESOLVE_OBJECT_COLLISIONS //Commented out as needs a better fix
/// Fixes open door key cutscene on 90-270 degrees //Commented out as needs a better fix
/// Fixes cap cloning when Mario takes a fade warp
/// Fixes completed course not giving lives every 50 coins after 150 coins
/// Fixes drowing sound continously playing while metal mario
/// Fixes turn circle when starting to move
/// Fixes fake pole grab on the bottom of it, allowing to be grabbed anywhere
/// Fixes missing sounds in key exit cutscene caused by missing "break"s in code
/// Fixes duplicated red/white display list in goddard and properly uses the next ones
/// Fixes or rather align manta's water rings to match where it looks
/// Fixes impossible coins (also fixes impossible goomba since it's related)
/// Corrects hud texture fillter, only noticeable on N64 old plugins
/// Removes extra close tags from GEO_NODEs
/// Bugfix for groundpound damage height

// --| lost features
/// Correctly changes blue star model when Klepto is holding it (First star in SSL)
/// Adds unused cracked ice object in SL
/// Properly adds unused SSL Pyramid cutscene after standing on the 4 pillars //Commented out as needs a better fix
/// Changes how Mario grabs a star/key by calling his interactObj define (This also makes it so a blue star is shown when grabbing it) //Commented out as needs a better fix
/// Adds unused sad eyes for the penguin mother when he lost it's baby
/// Adds more actions to the special triple jump such as wallkick and grabbing

All ROMs get incremental fixes added after release (Mainly US and JP adding EU and or SH fixes (except BLJ)) e.g.
/// Fixes bug where standing a controllable platform in HMC be invisible while it blinks
/// Fixes bug where the angle speed isn't preserved while in a pole
/// Adds the multiple face title screen easter egg
/// Rumble Pak support
/// Custom English rumble title graphic
/// This fixes Wiggler reading UB on his first frame of his acceleration, as his health is not set.
/// This stops you from slow climbing up ledges while holding A.
/// This allows the Z button to perform an action in various menus

// --| Change of features to improve experience
// Always use fog and skybox for fist star selection in JRB regardless of whether it has already been collected and saved.

Immorpher:
Very interesting! I can do some testing with video footage on my Everdrive V3! It wont be super thorough as I have a lot of other things to catch up on. But I enjoy Mario 64 :D.

One thing I didn't see on the list is updating its RSP microcode to F3DEX2 (but maybe its just unlisted), which came out later in the N64 lifespan, and should help SM64 frame rate in certain sections, without any lost in graphical quality. I have done it once before on Doom 64 with CrashOveride's SDK.

If you got a discord its easier to contact me there Immorpher#3107 or e-mail immorpher (at) gmail (dot) com

jonesalmighty:
Yes, the USU and JPU roms use F3DEX2.

The link has been updated (13:30 GMT 2021-01-02) with multiple fixes. All previous downloaders should re-download!

johnson:
thank you! there is also a new model patch for Mario  I shared it in the mods topic of kerr Avon, in case you want to see and complement your patch

WaveRacer:
One small bug I've come across is when you pick up the key after beating Bowser, instead of the key appearing above Mario's head a small, crooked star appears instead. IIRC in some versions it does show a star instead of a key, but this star doesn't look right. If it helps I'm using the US version with a CRC of 3CE60709.

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