Releases: iirg4x/mp6-native-port
Release list
v0.3.0
Full changelog since v0.2.0.
New
- Unlocked FPS mode: tick-decoupled presentation via retained-stream matrix interpolation, per-pair gating, wall-clock replay budget, and a scale-channel bound (the one TRS channel that had no gate); experimental model-level interpolation selectable in config
- Anti-aliasing: MSAA 4x and FXAA (desktop + Android, live toggle), SSAA 1.5x/2x (desktop)
- Shadow quality setting: real 4x–16x offscreen shadow maps with mip chain
- In-game console: bottom input bar, live stat panels (game tick breakdown, fps, unit HUD), scrollback — every print-only counter is now readable
- Enhancements settings group with presets (Vanilla / Vanilla Plus / Modern), runtime-sized SFX voice table, expanded heap capacities, config migration for old files
- FPS badge now names the display refresh cap and present mode ("75 / 75 Hz FIFO"); vsync togglable at runtime; window lands on the chosen output and the swapchain follows it
- Blender importer (tools/mp6scene): curated Towering Treetop day/night scenes, GX-faithful intensity-alpha, culling from object|material flags, additive/SRCCOL blend reproduction
Fixed
- Vertex-morph (shape) animations were never bound by the model loader — 225 meshes game-wide now animate, including the Towering Treetop launcher flower that folded through itself
- Board no longer crashes at the opening pan: hardware-faithful float→int conversion (Gekko fctiwz saturation) at six sites where host casts trapped
- Board pause menu survives being opened (three defects on one path); last 640-locked full-screen draws widened for widescreen
- Authored audio volume envelopes now run — several SFX played at wrong levels or not at all
- Capsule-space seam null-derefs guarded
- Two memory leaks in standalone motion-bank loading fixed, allocation guards added, plus a tagged-heap census gate so the class can't return silently
- Audio FX metadata slimmed 124→20 bytes per entry (~149 KB resident memory freed)
- Overlay/console rows that rendered invisible or clipped silently
- Security: path traversal rejected in disc FST extraction (importer, setup, and web packager)
- Android: touch overlay redraws on interpolated frames; desktop-only debug levers no-op cleanly
Known issues
- The 3D view can black out after the Towering Treetop slide until the next day/night change
- A rare board crash from an unidentified NaN source is under investigation
v0.2.0 — first engine-binary release + web packager
First release carrying prebuilt content-free engine binaries (the posture is stated plainly in the README's Get it section: zero game assets in these files — the engine code is compiled from this project's decompiled/reimplemented source; game data is never distributed here, in any form).
To play you need your own Mario Party 6 (USA) disc:
- Windows: use the web packager (GitHub Pages site on this repo) — point it at your disc image or Dolphin-extracted folder in your browser (nothing uploads), and it produces a ready-to-run folder combining your disc's content with this engine build. Or download the zip and run the setup tool / point the launcher at your content.
- Android: install the APK, launch, and import from your disc image on-device (Select Disc Image). ~400MB imports once to the app's own storage. (APK is debug-signed — normal for sideloading; internal versionName reads 0.1.0-3a6e306, the engine snapshot it was built from.)
In this build: boots through menus into Party Mode board play, dynamic any-aspect widescreen, runtime settings menu (F10 / gear) with Mods (freecam, Shadow Quality) and save-state slots, touch overlay + on-device content import on Android.
Please don't rehost the folder/zip the packager produces or the app's imported content — that contains copyrighted game assets from your disc. Engine binaries here are asset-free; asset-free ≠ affiliation — this project is not affiliated with Nintendo or Hudson Soft.
v0.1.1 — one-command setup (build & play from your disc)
Adds a one-command local setup tool — the easy way to build and play from
your own disc.
Play it (build from your own disc)
You supply your own Mario Party 6 (USA) disc. No game data and no prebuilt
game binaries are distributed — the playable build is assembled on your
machine from your disc + the decompiled source, so nothing containing game code
or assets is ever redistributed (that's also why there's no downloadable .exe/.apk
here: a compiled build would contain the game's code).
setup.bat --disc "path\to\Mario Party 6 (USA).iso"
The tool checks prerequisites, fetches the zig toolchain and the decompilation,
extracts the assets it needs from your disc locally, and builds a runnable
dist\mp6native.exe. Accepts .iso / .rvz / .gcm or an extracted folder;
add --android to also build the APK. Details in setup/README.md.
Status — early preview (menus work; full board play not yet)
- Boots through Health & Safety, opening storybook, and title
- File select (Dolphin-compatible saves) and mode select
- Party Mode boots and runs its full setup flow — player count, rules,
handicap, turn count, board select — to the board-confirmation screen - Full board gameplay is not in yet (board-scene overlays still being
decompiled upstream) - Themed pre-boot launcher/settings, 60 Hz timing, working audio
- Android: touch controls, on-device saves, first-run disc import, ~32 MB APK
- Dynamic widescreen is in progress
Notes
- Fixes a stale decomp pin from v0.1.0 that would have broken fresh builds.
- Credits & licensing: see the README and
docs/PARTYBOARD_PROVENANCE.md.