B3313 1.0 Release information + FAQ
ฝัง
- เผยแพร่เมื่อ 6 มิ.ย. 2024
- As stated in the video, this is (sort of) the 1.0 version of the hack. It's not the 1.0 that was originally planned, and is technically more of an "abandoned" version, but it's the first public release since 0.7 and is currently planned to be the final one.
Here's all the links you'll need to get started:
Download for the patch:
drive.google.com/file/d/1YY6a...
FLIPS (tool used to apply the patch to a clean copy of the game):
www.smwcentral.net/?a=details...
Recommended emulator:
sites.google.com/view/shurisl...
Donate to Chris R. Lillo, the lead developer for the project:
www.paypal.com/donate/?hosted...
I do also have a spreadsheet that I've been working on for a couple months, which documents all the areas in the game and what every loading zone (door, painting, pipe, etc) leads to.
docs.google.com/spreadsheets/...
-----
Timestamps:
0:00 Introduction
1:24 Version information, history
3:42 How to patch and play the game
5:46 How many stars are in the game?
8:20 How many levels are in the game?
9:38 Is there an ending to the game? What do red stars do?
11:54 Why does it sometimes crash?
14:05 What does the green star do?
14:33 What does the yellow switch do?
16:15 Other weird behavior
17:05 Will I be showing this game off on my channel any more?
19:15 Wrap-up and how to support the developer
-----
My relevant links:
/ giadrosich
/ skrumpei
/ skrumpei - เกม
The green star makes Mew appear under the truck
i remember that
“The Mario 64 from your dreams isn’t real, it can’t hurt you”
The Mario 64 from my dreams:
i also dream about mario 64
should i be concerned?
Thanks for all the help and useful links in the description! It's nice to be able to set all this up without having to join a discord and asking people that probably already have a hundred people asking them how to do stuff
The green star allows the ancient cultists to spawn at the dungeon’s entrance
loved this video! very simple, yet intriguing. thanks for explaining some of the unknowns and loose ends in and around this hack, it is very much appreciated.
Thank you man. I love this hack and the beta aesthetic, the mystery this game holds. It’s really a dream-like experience and I will always enjoy that about it. Appreciate the info you provided it helps a lot.
To add on to the Yellow switch, it changes a few warps along with add some things.
After I had pressed the yellow switch. A few things happened.
1. Purple coins started spawning, along with purple goombas. Which purple coins would damage you instead of heal you.
2. Sometimes Pleasant Pleasant falls would change into a buggy and glitchy mess, with textures flashing.
3. Warps such as Unagi's Tunnel would change into Eel Graveyard from v0.7
Further more it seemed the more red stars I collected ( 3 - 4 at the current time of writing)
The More purple coins would spawn, it also seems like it makes the game more difficult the more you collect. Making whomps near impossible to kill.
Also, at about 30 - 33 stars in, Warps that'd normally take me to places like castle basement change, and spawn different things, like the Lethal Lava Land painting fireball chasing me in the basement.
Nonetheless I like the real time day night cycle in the game, very reminiscent of games like animal crossing.
Most of those things actually happen regardless of the yellow switch. The purple coins just show up after a while based on a few factors. PPF's corrupted version and the eel graveyard are RNG-based. And the fireball is always in the basement when it's night. I think the yellow switch does increase the odds of weird stuff happening, but they can also happen without it.
For me the yellow switch gave me the invisible cap. I didn't switch the blue switch and now I have the invisible cap unlocked.
Thanks for this vid. Played a fair amount of 0.7 way back to the point where I actually got kinda familiar with navigating the castle as a whole. This popped up on my recommended and was thrilled to see a "(sort of) 1.0" was released.
Have been enamored with the romhack for the last few days. There really is something so captivating about it that I can spend hours exploring the plexus and feel so lost yet so engaged. Such a big upgrade from 0.7 and a very memorable gaming experience. I hope Chris and everyone who contributed are proud of what they accomplished because it is truly something special.
I’ve contributed some level models to 1.0, and i’m pretty happy about what all the people who came together to help chris out with adding stuff to this absolutely massive project.
Shame people had to pester chris about this, he’s got a lot to deal with and something he enjoyed and did as a hobby just ended up becoming stressful for him.
The pestering was to be expected on the internet, though. Lot of people seem to lack patience these days.
i get the feeling that the green star was meant to unlock the ability to play as Luigi, mainly because of the color. my theory is that one of the unfinished features was unlocking Luigi as a playable character, but because of the state of the rom, the developer just decided to make Luigi playable from the get-go.
also, great video btw!
Actually, I like that idea. And while I was about to say that Luigi should exclusively have the propeller jump as his triple jump, I realize that, unless the Green Star also allowed you to change Bros on the fly (probably too ridiculous, would greatly limit your ability to explore a number of areas. Either way, might make Mario redundant overall unless the normal triple jump is just simply feels tighter. Maybe if the special triple jump was also unlocked, Mario could more quickly descend from the top of the map to the bottom. Though I guess that would make the game feel too... complete for what's supposed to be beta content.
Chris said there's a 2.0 decomp port in discussion for console compatibility. Can't wait
I just found out about Chris abandoning/cancelling the project and i'm sad beyond measure. I've been playing 0.7 for ages and didn't even know about this unfinished 1.0 build. I'm going to savor this one and try to get as much out of it as possible. Hopefully sometime in the future Chris or maybe even someone else in the community picks it back up and at least polishes it a little to get rid of any softlocks, or unintendet crashes.
Excellent overview of the rom hack, really informative for people who might want to check out the game.
Thank god the hack will be finished. I like maze-like exploration focused games, so it would've been disappointing if it was abandoned so close to full release
This game is the pinnacle of "Its the journey, not the destination."
I am very sorry for what the developer had to go through, I hope things get better.
Very curious to see more on what the ending area looks like or rather if we ever will find out what the ending was supposed to be.
I love how the game changes based on time and other little things, every copy really *is* personalised. Would love for 2.0 to have more of this randomness as well as a way to "complete" it, I actually cant wait! (I hope i can bring my save over too)
Personally, I don't know how to feel about random Bob-ombs and Goombas being littered across some maps. Kinda ruins the isolation, maybe even makes things too easy since they drop coins that I think even ruins the damaging blue coins they drop. I think there's a better sense of dread coming across a question block in a desperate gambit for an extra life, not knowing if it's going to outright kill you or not. Probably a strange complaint, but I feel like there could be a little more control, notably the castle grounds at night.
Thought you could hide that hadoo video huh
nice video bikdip, b3313 has had a bittersweet ending, but it was a fun ride from 0.7, I never would have imagined you'd get into this so much, but I loved watching you play through it all and the co-commentary was great most of the time, too!
We are totally not doing something behind the scenes :tro:
I'm glad you guys are still keeping up work on the romhack despite the controversy surrounding the main dev, especially with how he's basically been trying to erase the contributions you and the rest of the team made. I'd love to be able to play 1.0 with proper star ids someday
@@RollyPollyPal since he posted funny with comments off naturally I gotta respond to that
yes we are finishing 1.0, we are not doing decomp pain simulator though
I think the max stars you can get on the counter is 182, at least if the Star Manager program is accurate
Anyway yeah I agree with you on the duplicate star thing. Like it's obviously not supposed to be like that and it's disappointing finding a new area only to already have all the stars, but the exploration aspect never really goes away, it's just slightly less satisfying
The star tracker actually goes up to like 445 or something. This game allows more stars than vanilla / most hacks. But the maximum as I currently know it is 176. There might be a few more, but that's what I've come up with after extensive documentation.
@@BikdipOnABus Oh I didn't mean like the max the counter can go period, I just meant the highest it could go as of right now, without the individualized star IDs. idk if 182 is actually accurate but 176 is really close so maybe??
But also damn, 445. That's A LOT of stars, really makes what 0.7 had look like a drop in the bucket in comparison
@@OneCalledRPG Just to clarify, the 445 is the max that the game has the capability of tracking. There's somewhere around 410-420 in the game, and 176 have unique star IDs.
What you said about the Tracker having a cap of 182 is true until you expand it. I think it's 208 when you show 8 per level instead of 7, and there's way more than that if you include the weird shit that b3313 uses as nonstandard star IDs.
@@BikdipOnABus OH so the 182 cap is actually a thing, but this game negates that (much like how it's ~40 mb larger than the N64 ROM file size limit)
I thought what Star Manager was reading was the amount of stars with unique IDs, not a cap that's actually completely irrelevant here
yea we basically rewrote the whole save file system so that all the stars can fit
im shocked questions as late as 3 days ago are still being answered, huge kudos; enormous even.
so on the duplicate star IDs stuff, it's of my opinion that B3313 as a whole demystifies SM64 in a way that is incredibly interesting. We're used to it being this overpolished and glorified thing that we forget the aspects of this really being an experimental and challenging piece of software. I feel that in most nintendo games, that human imperfection in the work is scrubbed out a lot like a disney movie. SM64 was already very janky by comparison and this whole project magnifies that in such a grand way to where maybe we can see undoctored vision from Koizumi or Iwata.
but so, from that perspective, when you have even literally duplicate levels; and let's use Whomp's Fortress for example because there's a lot of tiny variations, I would say for newbies, it might be godsend for them to learn that they don't have to climb the stupid tower 4 times. And that goes well along with the QoL changes there being no 100 Coin Star, and then the Red Coins alternately don't kick you out of the level.
IDK anything about the internals of this hack, I know there's stuff from the gigaleak and whatever but I can't say with confidence that this was done with custom assembly or decomp knowledge. If it is decomp though, I imagine you might be able to have a comprise, like with the red stars, maybe these "extra stars" where you're basically doing the same objective in a barely different level could count towards something else. I think that'd be best of both worlds.
Edit: again thank you for reading other people's comments, even if you don't get to mine. I'm fascinated not just with Koizumi, but also with the B3313 team and Chris' vision aswell as curators. So if yall take anything from this please don't compromise yourselves for the sake of public opinion. this is, by far, the most unique SM64 hack since people have been creating hacks actually. and the fact that I mean you guys even did a cheeky reference to BUP by Rovert which is just such artful and respectful nod. You guys know what you're doing, you do not need us to tell you what to do with this game.
Oh, nvm, I actually got it to work, and now I wanna explore more of what's to B3313, even if in 0.7, I got like 135 stars, I'm almost done
If you know what you did differently to get it working, you should post it here so other people can see it. I wasn't sure what to recommend.
The green star allows you to play as Waluigi
Tying to get this on my Steam Deck. The default emulator that comes with Emudeck seems to have that blackscreen issue you mention in the patching/set-up portion of the video.
If I can find a solution, I'll post it in a reply here.
doing the same
Any recommendations on what plug-ins, filters or textures I should play this in? I think it'd be neat if looked like as if I was playing the game on an N64.
I think retroarch has neat ones. It really fits the N64 aesthetic.
@@chuviis3508 how do you get the game to not look blurry as hell. i got paralleln64 to work but when i set the native resolution to around the original n64s everythings slightly blurry, like everythings bilinear and not nearest neighbor. also when i set it to higher resolutions the hud gets all blurry.
i would love to see another lp
you and mario hacks... thats a perfect combination
i would love to watch it
can you help? I did the set up with the stuff you put in the description and said in the video, but the game is still fast. I changed the settings a few times, restarted the emulator, but nothing worked,
I have the game running on project 64 but im trying to stream to friends on discord and fullscreen it and it has this AWFUL flickering everytime i try to fullscreen and nothing stops it. I've tried to stop it but its seems it a project 64 problem. Is Project64 3.0.1 the ONLY only good way to play this rom?
Oh cool the hack got updated
has anybody gotten the rom to work on mupen64 plus, because I want to play the game with ntsc filters applied and last i checked p64 doesnt have shader/filter support.
edit: i've seen people say mupen cant handle it and parallel works... but parallel does the exact same thing, it freezes after the file select
Is the backflip and long jump disabled in 1.0? I'm finding that I can't do either of those, but I'm not sure why
I don't think it's an input issue, because I went back to 0.7 on the same settings I ran 1.0 with and could do those moves just fine
They're unlocked with red stars.
@@BikdipOnABus Oh, okay. Thanks for the info
I hate to ask again but if anyone's managed to get it working on Retroarch with ParaLLEl, please help me figure out why its still giving me the black screen after file select like Mupen is. I've heard its supposed to work. I wanna play with a NTSC filter on and Project 64 iirc doesn't allow you to use filters
The green star was supposed to be unreachable, but insane speedrunners reached it. Its a placeholder, since it sends you to e3/fake vanilla lobby, dying in the castle does the same thing.
Are there any recommendations for Mac OS n64 emulators that work well with this?
I sure do love that the recommended emulator has a known issue in which it can overload your CPU from you changing the graphics plugin mid-game. Sure does make me want to REALLY avoid using it.
How have you gotten all this information? Sure I know you have played the game a lot but the Information
i think mupen64 should run this fine, it looks like it has support for the real-time clock and even N64DD stuff so i'd assume it isn't limited to games smaller than 64mb. really interested in playing this rom hack so i hope it works out.
EDIT: got that black screen issue when selecting a save. works fine on project64 but i wish i could have shaders without using reshade!
Huh, so that's why the Fly Guy boss's star was already claimed when I found it.
Is there a specific copy of Mario 64? I tried USA version and still patching it, still says the rom is not compatible with it
Make sure it's a .z64, not a .n64. Aside from that I don't think it matters as long as it's the US version.
So what actually is the yellow switch "hard mode"? Like how does it affect the gameplay? You didn't explain that
I don't really have a good answer. There's a lot of weird things that can happen in this game, and I don't know what is tied to the yellow switch and what's just normal gameplay. The only thing I know for sure the switch does is remove your hat (permanently, I believe, and this makes you take more damage from things) and shuffle which cap switches are active. I know of a bunch of other stuff that it *might* do, but no confirmation. I'm supposed to be keeping quiet on some of it anyway.
Is it normal for the game to load to an error screen after the file select screen? It's patched fine, but I keep getting that error. I would suspect it has to do with running it on my Switch via the Mupen64PlusNext Retroarch core, but I just want to be sure.
I've not seen error screens. But I've also not tried anything other than PJ64 and Bizhawk.
Thanks for the reply! I'll try it on my PC's emulator to see how it fares.
It works fine on my PC, so unfortunately I can't run it on my Switch. PJ64 is the way to go with it!
You mentioned a way to get to the final boss without all the red stars. How exactly do you do that? I can’t seem to find anything about it online.
There's two easy methods to get to the final boss in the V0.9/Abandoned V1.0 build. You can use the Star Manager program and give yourself all the Red Stars so you can access through the Red Star Door to reach the final boss. Or if you don't wish to use (or can't use) a separate program, you can also use the warp hole in Peach's Floor that normally leads you to Peach's Cell, as there's a random chance you can spawn into Eternal Fort (Beta) instead. Best to abuse save states if you are planning doing that. And if you want, you can die in Eternal Fort (Beta), which spawns you to the end of the prior level (Randomized Realm) and then you can access the newer Eternal Fort by entering the pipe afterwards.
Worth noting that even though you can beat the final boss and access most of the post game content afterwards, you will be stuck in a post credits mode (until you reset the game that is) that disables the cap boxes, which isn't good since one of the post game levels requires having at least the Wing Cap and Vanish Cap to get any of the stars. Thankfully, if you want to experience the levels properly, there's a workaround and apparently intentional (albeit very vague) method for that without using any cheats or Star Manager. Just activate ACT 1 (wait on the title screen for about 35 seconds; I personally wait until the Mario head animation loops back to the beginning), load your save file, go to Crimson Hallway and die on purpose in that area, and you'll spawn into Monochrome Castle Grounds (the area after you defeat the final boss). This skips the final boss entirely, so I only recommend doing this after you've already went through Eternal Fort.
If unfinished Star IDs is the main issue, I’m not too familiar with SM64 hacking, but that doesn’t seem impossible for a fan to fix at some point, no?
Will this be available to play on Wii because some areas crashes
Where is Salty, Salty Shore?! They changed the track aswell to a different version!
not entirely sure if this is the appropriate place to ask this, but I'm having a strange issue with the romhack, for some reason it feels weirdly accelerated, it doesn't look as smooth or reponsive as it is in your video, rather it looks choppy and seems to be running at a higher speed, even Mario's animations look comically fast and the physics feel weird because of it, the frame caps are all up and running, I've been checking the graphics options but none seem to actually make a difference, I'm using the emulator you recommended in the description, does anybody know what's causing this issue? many thanks in advance!
I discuss this in the video, around the 5 minute mark. You have to change the VI refresh rate.
I wonder if a third party could do a mod that fixes up the star IDs and unintentional crashes
Are the 3 switches available in this version? I have been like 3 days searching snd i haven't encounter any of them except for the yellow one.
Yep, they're all there. The red and blue switches are in the same place as they were in 0.7. The green switch was moved to the level called "Lethal Cavern". If you look at the B3313 wiki, you can work out where those are, since most of the connections in the castle that lead to them are the same.
@@BikdipOnABus I found the vanish cap. Two to go i guess, I'll def be needing the wiki for the green switch.
I've been having issues where I can't perform long jumps or triple jumps. Do you have any suggestions? I'm using the 3.0.1-N version.
Long jumps aren't unlocked until you get the first red star. Triple jumps should be available from the start. I don't really know why they wouldn't work, assuming you're timing the jumps right and moving while doing it.
@@BikdipOnABus Lol I stressed out instead of just rolling with it. This game taught me very quickly to just "roll with it." You're at the mercy of the game now.
Are there at least enough red stars to be able to open the star door in the haunted castle grounds, in order to reach the endgame areas?
Moreover, am I just missing something, or is Prince Bob-omb kinda garbage? Literally cannot get the last hit on him without dying.
There are not enough red stars to open that door. You can reach the endgame areas through another method though.
@@BikdipOnABus Well, I guess that's my cue to start opening some of the new doors in this version. Been having an absolute blast, but just kinda hit that brick wall after getting 100 stars. Seeing all the minor tweaks from the previous version was the icing on top, tbh. Death Village genuinely caught me off-guard.
Is this the same as the 0.9 version the b3313 wiki lists as the last official version?
Should be.
How come it crashes when playing on mobile? Is there a workaround to it crashing?
what kind of mario 64 rom do i need to patch it to?
You need a .z64 rom of SM64
So im a bit confused
Is development halted?
Or will it continue at some point
If so will it be by the original devs or by a new team?
Most of the other devs who initially pressured Chris into letting them help finish the project have apparently left, so he's stuck working on it without much help. That's my understanding, at least, and it's a bit more complicated than that. I don't have an idea of if/when a complete version is being released, and recommend just playing this one for the time being (assuming you're interested).
don't play this at lower resolutions. it doesn't reset if the emulator crashes
i want this rom hack or a new one with a custom character outside of luigi and mario
Clearly, the green star allows you to play as (wa)luigi.
I ... just don't get WHO you are in comparison to the dev, you never really explain it in the video, you're not chris, so why do you have that build and all that info ? i'm just curious because i find the whole thing pretty confusing lol
I'm just some random dude. I did an LP of the 0.7 release, and he liked it enough to give me an advance copy so I could also play that one and sort of beta test it.
@@BikdipOnABusDid you play Salty, Salty Shore? Is it in the game?
@@BikdipOnABus ah i see! thanks for the answer
Surely someone else could pick it up and finish the IDs?
Unsure if the green star did this but after i collected it my Castle Grounds turned into a Sunny area. Not Cloudy or Night. Front entrance sends me to different castle hub. My theory is that the green star caused this. Unless someone can tell me why my castle grounds are different..
The "Sunny" castle grounds is just what it looks like during the day. Day counts as 5 AM to 8 PM. The "Cloudy" one is the night version. And the really dark one is a separate map, which the game starts you in when playing at night, and it also has a chance of taking you there whenever you leave through a door that normally takes you outside.
Not sure what you mean about the different castle hub though. If it's the one with the bricked up entrance and a single painting, that's just RNG.
I installed everything that you sent but now the game runs too fast; any solutions?
I mention that in the video when I show the settings in the emulator that you have to change.
I tried everything to get this version, I did the patching process and everything, I even got the right emulator, and I even set the memory to 8MB like I usually would, but I have no idea why it still wouldn't work, it just shows up with a little window that has an X on it
I assume you've attempted to resize the window manually?
The game won't load on Android devices.
@@UmarYT316 Well, I'm on a laptop, but now I got it working, I just had to go back to the link to download the bps file, and do the extra step by opening the file on a different site, so when I did the patching process after doing that, it finally worked
How did you do de patching process? I cant get it to work and the program says that the patch was not meant for the rom
@@bloquimanx5961 If it's saying the patch isn't meant for the ROM, then a checksum failed. Are you using a Mario 64 ROM file with the .n64 extension? If so, you need one with the .z64 extension. There should be tools online to convert .n64 to .z64.
Flips gives an error saying "This patch is not intended for this ROM." Is there a specific version of SM64 you need to have or something?
The one I used is just a normal US copy, 8.00 MB in size.
There's two file extensions that an N64 ROM file can be, to my knowledge: .n64 and .z64. One of them is with headers, and one is without headers. Don't know the particulars, but you probably want the one without headers. I hope that helps.
@@JellyMyst the one that I have is .z64. I didn't realize that was a thing that mattered, but that's good to know.
@@BikdipOnABus Yeah. Short version (and pretty much all I understand) is .n64 has a bunch of extra stuff in there, and that makes things like checksums not work. Checksums are what's used to determine that a file has exactly the content it's supposed to.
@@JellyMyst That was the issue. Thanks!
20:14 Is that a New York pizza eating pigeon?
Whenever I select a new file, it crashes, either with a black screen or with a TLB exception (thread 5),
I’m using Retroarch
Same problem
@@Dextor-fz9bu dont use mupen, use the parallel n64 core or project 64
@@theroku4 it does the same thing to me on parallel....
i'd like to use parallel because of the shader/filter support so if there's any fix you can suggest let me know
Is there a way to fix the crashing when were on file select
No
It's ironic how the development of the SM64 abandoned beta got abandoned itself, ngl
Lore of B3313 1.0 Release information + FAQ momentum 100
So basically B3113 is the Mario 64 equivalent of "A Song of Ice and Fire" by George R. R. Martin?
hey is not being able to longjump in this version normal?
You get the long jump as soon as you get a (real) red star. The first Bowser fight ahould do it.
I have a question. I remember being able to switch to Luigi in version 0.7 of B3133. Do I have to unlock Luigi in version 0.9?
Nope, you can do it from the start. Can't do it in the nighttime castle grounds though. There's also a couple other places in the game that let you switch by going through a certain door / painting.
@@BikdipOnABus OH SO THAT'S WHY I COULDN'T SWITCH TO LUIGI. Thank you for explaining this, I really appriciate it.
@@BikdipOnABus I am currently playing and I am still unable to switch to luigi by pressing L in castle grounds. Where's the painting I can use to switch to luigi?
@@themoonsrequest And you're sure you're not in the night version of the castle grounds? L should definitely be working.
Anyway, there's two areas. One's in Big Boo's Fortress, the other is in an interior garden area that my spreadsheet calls "Gallery Garden" and the wiki calls "Internal Garden".
@@BikdipOnABus keybind error it was Q for me just did it at night time outside castle grounds (dimmed not dark)
how do I put my ps5 controller to work on this?
Game crashes when I load a new save file :(
how do you play as luigi? im on project64 and i cant figure it out
Just press L when outside the castle. It has to be the daytime version though (with water in the moat), it won't work at night.
@@BikdipOnABus im pressing L and its still not working even on a brand new save file with water in the moat. i am on the abandoned build, do you know a fix?
@@azzouz907 ^^^
It's terrible that people kept pestering the dev like that. People need to learn how to leave things alone.
It's like killing the goose that laid the golden egg😢
it wasn’t a single dev but there was a whole team of contributors
theres a bug where when i press start it just crashes.i tryed any emulator but it didnt work
The only emulator that works is provided in the description. Even then, it’s trial and error. Stick with the 0.7 version for now
Emulator isn't letting my bind my controller.
I guess its no cancelled anymore? on his channel he made a new video saying he gave it to another person for them to continue it.
Yeah apparently. This goes against most of what I was seeing for the last few weeks, but the team has been very back and forth on the situation for a while. This is probably still the last version for a while, if I had to guess.
@BikdipOnABus I spoke to one of the devs seems like Chris did not tell anyone anything about this and just made the annocument on his own it's a mess lol from what i heard there trying to get a fixed version asap idk what will come of it, I hope it works out though
What do i do when it does a crash screen when i load a save? Im not sure why it does that..
What emu and device?
I use openEMU witch uses the mupen core for macOS
I have another emulator but that one wont let me past the title
Hey all, for some odd reason whenever I attempt to enter into any warps i.e pipes, and bowser arena entrances it won't let me enter them. Has anyone else had this issue? If so, how would I fix it?
Did you get the first red star from Bowser yet? That activates a lot of warps and unlocks most doors.
@@BikdipOnABus just did it and it worked. Thank you so much
its crashing for me when I load a save
i try on my M64PLUS and it keeps giving me a black screen when i select it
@@289cubicin4 is there any android n64 emulator that could take a large of plugin (i really want bad it so bad)
@@Sotau890 project 64 has an android port
@@theroku4it says "unable to extract app data" when I try to run it
Oh my gosh it's happening!!! I'm so excited!! I'm really sorry the dev got so harassed that sucks and isn't fair to him. Poor guy. I didn't expect to get anything after .7 anyway
I played this without looking at like anything and like if feels like MARIO is stuck in the castle walls the way I'm getting lost :.)
Does anyone know how to make a (hacked) rom work on a Mac? 😅
This game looks super fun, too bad it's difficult as hell to run, at least in my experience. It doesn't seem to work in the majority of emulators.
Does it work on hardware?
No
From what I've heard he's decided to step away as the main hacker but at least finish up what they have. That's what his update video description says anywho.
Yep. That was announced after I made this. (And also contradicts what the plan was said,to be from less than 24 hours prior, but it's good to know things are working out)
Anybody else´s game is playing slightly faster on emulator? it´s screwing me over when I try do sliding stages
Rewatch 4:55-5:23
I got 218 star's
ITS SO DIFICULT TO INSTALL :/
I'm On Mobile And I Can't Patch Roms
I feel like it would be relatively easy for someone else to pick up this mod and assign Star IDs on the backend
Not from what I've heard. Possible, probably. Easy, not really.
@@BikdipOnABus I wonder if it's due to having so many Stars that it would be due to having to add lots of lines instead of just reassigning IDs like normal
It is pretty easy. We have a way for stars to use any ID in the save file, and the file has over 400 IDs
HackerSM64 has a option for global star ids that if used would fix the star id thing quite easily.
Has anyone tried this on an Everdrive
Useless. It doesn’t even run on emulators other than PJ64, let alone on original hardware
Wouldn’t work, this hack uses something called RCVI hack to compensate for lag caused by collision from using an outdated level boundaries extension patch, however RCVI hack messes with the scanline timings to trick the emulator into thinking it can run more commands. But you know, messing with scanline timings obviously has issues on real hardware.
0.9
Isnt Work The Patch :-/
Is Salty, Salty Shore in the game?! No one who has worked on the game will tell me!
There aren't really "official" names for the levels that I'm aware of. I can think of two that might be called that. One's a place with a lighthouse in the middle and a bunch of stone archways in the water surrounding it. The other is a cliffside on the beach with some palm trees. If it's either of those, then yes.
@@BikdipOnABus th-cam.com/video/yt9j1C_ssec/w-d-xo.html
The one on the cliff side you are thinking of is called Bountiful Beach.
There was a trailer showcasing the level in real-time on Christopher's TH-cam Channel. The B3313 1.0 Trailer has now been deleted recently. However one track that still exists that was used as the music in the trailer "Inside the Castle Walls" which was a song he made still exists. Since this level was featured in trailer it was far in development at the time especially by the way the level looks in the only remains of it on Wasteofblood's TH-cam channel.
@@BikdipOnABus I just found out that Christopher is continuing to develop B3313 1.0 as the creative input. He's letting his friends including the guy WHO MADE PROJECT FIRE BUBBLE! Work on the game. All I can ask from this new revision that will happen at some point is that Salty, Salty Shore is implemented.
@@WebDevJoshuaMKS The level shown in that video is in 1.0. I called that one "Bubble Bounce Bay". It has the same music too.
@@BikdipOnABus WHERE IS IT!!! LOCATION PLZ MARIO PLEASE!
for some reason this version of project 64 runs the game really fast, like the game itself is faster, its not like the fps limiter is off. i dont know how to explain it and i dont know how to solve it. honestly im starting to remember why i dont fuck with emulators
I explain this in the video, in the part where I show what you need to do in the emulator settings.
@@BikdipOnABus my bad
You never expected lags???? I expected lags in this room for some reasons 13:11