[Release] Super Mario Wars 1.8 Beta 2 Port

What’s this? Another release from LoveMHz?.. Yeah well you know I couldn’t stay gone forever now.. So yeah, this a newer port of the fantastic game Super Mario Wars 1.8 Beta 2. Nothing much to say about besides it’s an amazing game.

New Features: http://72dpiarmy.supersanctuary.net/viewtopic.php?f=1&t=1024

 

Download: Xbins  Logic-Sunrise

Credits: Lantus (SDL port), cancerous1 (Debug), and [cOz].


Team XeLove Complete Source Code

It’s been awhile to say the least so thought I would at least come back with a gift. So here it is, the complete collection of all Team Xelove past, present, finished, and unfinished projects with full source code. Hopefully this will help the Xbox 360 scene out a little 😉

http://xbox-scene.scenyxtube.com/dwl/XeLove.rar
http://tiny.cc/msbnr
http://uploadmirrors.com/download/MQMDUANK/XeLove.rar

Password: <3Zippers Mirrors are welcomed. Just let me know and I'll include the link in the post.

[Release] Super Mario War Port

Super Mario War is a game for up to four players with many different modes of play. The basic goal of the game is to be the last player standing, and to accomplish this goal you must jump on your opponents’ heads to kill them. There are many Mario-themed items you can use to help you kill your opponents, as well.

This is the first release of my port of Super Mario War for the Xbox360. Currently there seems to only be a few audio issues, but that should be taken care of soon.

Small Update

Still sorting through all of the issues in RDP, mostly little/big endian conversion.. Also I’ve got controllers somewhat working so I can make it ingame on Super Mario 64. Should help since I’ll be able to pause the game and look for more constant data coming from the RDP.

latenight-update_1

In other news, another game boots =)

small-update_2

Mario on the Xbox360

mario-on-the-xbox360_1

Yes, that’s right.. Mario is on the Xbox360.

Lack of blog posts, argh.. I told myself when I started this blog that I would update often (at least every 3 days at the latest).

About Love364, yes I changed the name ;D Currently we have the core, RSP, and audio implemented. A lot of work so far. Now what about video? Well it seems that every video plugin out there either uses OpenGL or DirectX with Fixed Pixel Pipelines which the Xbox360 does not support. Also due to the differences between Fixed Pixel Pipe-lining and HLSL a simple rewrite isn’t possible. So with the advice and over look of Zezu I have decided to write my own up to date graphics and RDP part of the emulation instead of hacking around Rice’s video code. Not much progress so far, expect I have been able to process and sort out the commands coming from the RSP. Still a lot of work todo. And thus the reason there isn’t any screenshots yet.

The general scoop of this is simple massive. Things can easily go wrong with around 20 basic commands and over 1,000 calls a second just for graphics. I easily I have my work cut out, even when I’m spending 10-12 hours a day coding.

Writing my own graphics plugin and RDP code has it’s pros, even though this just seems like a major set back.

Pros and Ideas:

  • High Anti-aliasing Support
  • HLSL per texture scripting
  • Shaders, Bloom, and HDR possibilities.
  • Texture Scaling via HLSL.

So in general Love364 will hopefully redefine how N64 emulation looks and runs.

Current Emulation Status
Currently we are still running on one CPU core with little to no optimization with everything run minus graphics at around %50 of the N64 speed. I’ve yet to look into dynrec or inline function calling, but when the time comes there’s no reason why we shouldn’t be able to easily hit 100% speed on emulation.