![]() ![]() Dolphin 4.0-315 (used to actually play the game. The controls are broken in 309 making it not playable so, you need 315 to play it) Dolphin 4.0-309 (Used to create a working save slate only. This is more for die hard people since this one is hard to get to work. GP2 has like 95+% of everything GP1 has so if your only interested in getting one mario game, I recommend you choose GP2 and follow the link above. MARIO KART 7 ROM DOLPHIN HOW TOThis is how to get Mario Kart GP1 to work. UPDATE: you can also play GP2 using this method but the link above is still the easiest way to play GP2 So why not.I have previously posted how to play Mario Kart GP2 on Dolphin Triforce 3.0-694. But there is a lot of fun to have with porting textures. I am not really that skilled, I might be even one of the less-skilled around here. Both Mario Kart 64 and Paper Mario 64 are a beast to retexture. 64 (tedious but nothing too hard, quite relaxing too) after I was done with Super Mario 64. My approach was put into the freezer a long time ago since I shifted towards Ocarina of Time (best game of all time before Breath of the Wild came, so that was a must-have to port completely), Majora's Mask (similar to OoT in scope) and Super Smash Bros. But I haven't heard from the project in a while. There is supposedly the New Paper Mario project by Nelde which is a texture pack for Paper Mario 64 (orginally for Project64, but now for Dolphin). Paper Mario 64 is way too hard and way too big beyond the HUD. Regarding Paper Mario 64, I had some work done on the HUD, but only the HUD. ![]() You mean like screenshots before and after the texture pack? I could look into that, but not anytime soon yet. I can't imagine it would be hard to use the GIMP vector pen on the original textures because they were naturally flat colors. Just a side note: Wondering if anyone is willing to re-texture Paper Mario 64 because I loved that game and would definitely help the project as I'm sure many people would, have you thought of it? I'm aware of a few people who tried to do it for the N64 Emu (didn't care for their re-textures because they deviated from the original textures too much) but not sure if anyone ever tried doing it to the virtual console version. I haven't played the game in years (probably on the actual console was the last time I played it) and so I don't remember how bad it looked. (07-24-2017, 06:33 AM)Techie Android Wrote: Just wondering if it would be easy for you to show what it looked like before. Please consider supporting me on Patreon or PayPal if you like my projects: Join my Discord Channel for discussion and support: MARIO KART 7 ROM DOLPHIN CODE* Know any good codes? Great, let me know and I add them into the code section here. * Only codes that improve the quality of the game are requested such as improving upon difficulty (harder CPU, less time), fun (instant items) or visual experience (60 FPS, widescreen, extended view). * Only use one Widescreen code at a time. * Select "Stretch to Window" (Graphics -> General - Display - Aspect Ration). * Disable the "Widescreen Hack" (Graphics -> Enhancements). * Each spoiler is tagged with the game version. $ Widescreen Aspect Ratio Fix for 21:9 (Gecko Code) $ Widescreen Aspect Ratio Fix for 16:9 (Gecko Code)
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