Skip to content

expected-ingot/sm64gml

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

3 Commits
 
 
 
 
 
 
 
 

Repository files navigation

SOME BACKGROUND BEFORE THE JUICY BITS

Hello! I reuploaded this repository. I d on't know the story from this, but I assume it was a private repository and it was taken down? Or maybe it was public and no one happened to grab a copy? This is a version that my friend sent me in a group chat. However, I cannot get it to compile without errors. It's from somewhere around 2020.

My Discord is @crapbass, feel free to DM me if you get it working or just for any reason.

The original readme is below:

sm64.gml

WIP GameMaker Language port of Super Mario 64


🎬 Release Trailer

IMAGE ALT TEXT HERE

The project

sm64.gml is an early(-ish) work in progress port of Super Mario 64 to 100% vanilla GameMaker Language (GML) 2.3.1. GML is a part of YoYoGames' GameMaker Studio 2 development engine. This project is not affiliated with them in any way.

The C code that's being ported to GML comes from the C decompilation repo. Certain portions of the GML also derive from sm64js, a native JavaScript port of the game.

This project exists because of curiosity, a love for GameMaker, and the challenge of working under restrictions.

⭐ Community

Join the Discord

⚠️ Notice

This repo does not contain any Super Mario 64 textures or sounds. A self-provided ROM, as well as a copy of the sm64 decomp, is necessary in order to extract assets and play. Zero (0%) of GML in this project stemmed from leaks or illegally-obtained Super Mario 64 or related systems code.

Compile Instructions (Windows, macOS)

  1. Install the latest version of GameMaker Studio 2.3.1
  2. Follow the US ROM VERSION of the steps found on the sm64 decomp repo
  3. Clone the sm64.gml repo:
git clone https://github.com/zbanack/sm64gml.git && cd sm64gml
  1. In /src/, open the .yyp project file and navigate to the Create Event of Object1. The first argument of the sm64_init function should be a string pointing to the output folder from Step 2.

Example:

sm64_init(
	"C:/Users/Zack/Desktop/sm64_decomp/", // <-- your dir
  ...
);
  1. Compile the game for Windows or macOS. It is possible to get the game to run in native JavaScript using the HTML5 export option, though you'll need to figure out what is being extracted from the ROM at run-time and manually insert that data into the source code (not recommended!!).

[Development] Python C->GML conversion tools

In order to speed up the process of converting C code to GML, this repo contains numerous python scripts in the /pygml/ folder. Regarding these scripts, please note the following:

  • The code extremely sloppy and full of spaghetti
  • The code works ~75% of the time, requiring manual changes

Prerequisites (Windows)

  • Python 3.5+ (3.8+ recommended)
  • js-beautify installed via pip
$ pip install jsbeautifier

Copy decomp-derived C code to your clipboard, run the script, and the script will try its best to convert to GML using sm64.gml-friendly functions. The result, if successful, will be copied to your clipboard.

Notable Issues

  • The game is extremely laggy. You'll be lucky to get ~20fps on Windows or macOS at the moment. Oddly enough, the HTML5 export module can hit 100fps+. Further investigation is needed.
  • Way WAY waaaay too many global variables. Let's make proper use of structs and scoping, eh?
  • The movement engine is glitchy: wallkicks stutter, longjumps get eaten, body tilts are lacking
  • Mario’s face is glitchy. That’s a result of other vertex-related issues that need to be fixed.
  • The N64 rendering doesn't fully-work: z-fighting (especially with texture decals), blend modes, clamping, transparent polygons, and more need to be addressed
  • Tree textures shouldn’t be repeating
  • Only a handful of enemies have been coded
  • Only a few levels (see sm64_init for all current courses) are playable
  • Stars and progress recording/saving aren't implemented
  • Skybox seams are visible; not projected 1:1
  • No menus, Goddard face, pre-game UI, etc.
  • Only a handful of camera modes are coded in. Lakitu won’t navigate around geometry as expected in most scenarios
  • Going into first person camera results in Mario face culling, nightmare fuel
  • No cannons, cannon reticles, bob-mob buddies
  • Ambient lighting isn’t implemented. JRB looks entirely different in this version
  • Object loading and reloading issues mean it’s possible to generate infinite coins, etc.
  • Mario’s velocity and movement magnititude is glitched: long jumps or dives are eaten
  • Walljumps are glitchy sometimes
  • No swimming, no lava boosts, basic quicksand physics
  • Only a handful of enemies and NPCs
  • No moving texutures
  • No water, lava, caps, text interaction
  • No shadows
  • No sounds or sound effects, but stubbed functions exist for eventual “plug-in” integration
  • Pause menu kinda works
  • Orthographic projection is being “faked”, so any billboarding, skyboxes, text, and the likes need to be extra carefully examined (or better yet, fixed from the source)
  • FOV/culling isn’t 1:1 to the N64, but it’s close
  • Camera is largely unfinished
  • No way to move between levels, or areas in levels. For the time being you’ll need to change the sm64_init second argument to a level
  • Object orientation is skewed. Thwomps, whomps, and bomps in Whomp’s Fortress make this most obvious
  • Cutscenes, dialogues, and object interactions are limited or non-existent
  • Resolution is locked to 320x240 at the moment
  • Clamped textures aren’t clamped at correct area
  • Fog disabled
  • Texture blend modes aren’t all working
  • “Rooms” and “areas” can’t be loaded or deloaded
  • Misc crashes related to not being able to locate floors/OOBs
  • Softocks for dying, collecting a star

Controls

  • WASD move, Z to crouch, space to jump, arrow keys to move camera, X to punch
  • There is basic game pad support, and the gamepad should be auto-detected. You can re-map the controls in-code, no fancy menu or anything at the moment.
  • Press P to toggle between using a hacky-implementation of delta timed movement
  • Hold Q to reveal debug info
  • Press shift to moon jump
  • Press R to return Mario to spawn coords

Notes

  • The file structure and naming conventions (of folders and functions) resemble the C decomp repo more of the time than not.
  • Comments reading “pygml” means at least part of the associated code derived from the tool
  • Ptr. is sm64.gml's equivalent of C pointers. Use this global object to hold or manipulate variables across functions and scopes
  • Look for @TODO in the source for code that isn't finished or issues that have been pushed under the rug. Similarly @z are notes to self about things that may need to be changed (or reverted back) in the future
  • We may decide to opt for using structs/json instead of arrays for vertices, display lists, behavior commands, level commands, etc.

Shoutouts

Super Mario 64 Decomp

  • The smart people that painstakingly turned Super Mario 64's assembly to C

sm64js

  • The native JavaScript port of Super Mario 64. Their code was referenced on numerous occasions when brick walls were hit

N64 Fast 3D Renderer

  • Portions of this OpenGL implemention of Nintendo 64's graphics renderer were ported to GML for use in this project

About

Reupload of zbanack/sm64gml

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published