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libsm64-godot

Addon that binds libsm64 to godot via GDExtention, allowing to integrate mario into any Godot 4 project.

SM64 Mario in GDQuest demo

Projects using libsm64-godot

Infinite Mario 64 (by TwilightPB)Infinite Mario 64 (by TwilightPB)

Current Godot compatibility

Currently compatible with Godot 4.3.x, with binaries compiled for Windows (x86_64), macOS (universal) and Linux (x86_64). Check the Releases for the files.

How to compile the GDExtension

If you just clone the project throught Git and attempt to run it, you'll get errors complaining about the lack of the GDExtension library (the project zip file in the Releases page already has the necessary binaries packaged).

First, build libsm64 and then copy (don't move) the genereated dynamic library from the extension/libsm64/dist/ folder into addons/libsm64-godot/extension/bin.

Setup the requirements for building Godot for your platform of choice (If compiling for Windows, use the MinGW 64 enviroment you used to compile libsm64). Then, run the following command from inside of the extension folder to compile the GDExtension. It will automatically copy the generated binary into addons/libsm64-godot/extension/bin.

Note: if you are using MSYS2 to compile, you must run this command from the MSYS2 MINGW64 terminal window.

How to use

This add-on consists of two main components:

It also adds two helper nodes:

And a node for audio:

This add-on requires a Super Mario 64 (USA) ROM file (for legal reasons, steps to get a ROM will not be disclosed). Make sure the ROM file has the following SHA256 hash:

17ce077343c6133f8c9f2d6d6d9a4ab62c8cd2aa57c40aea1f490b4c8bb21d91

If the SHA256 doesn't match, it will be rejected and the addon will fail to initialize.

Simple steps for basic use

When creating the scene:

  1. Add a SM64StaticSurfaceHandler node to the scene.
  2. Add the meshes that compose the world to the libsm64_static_surfaces group (NOTICE: use simple, low-polycount meshes for best results).
  3. Add a SM64Mario node (or as many as you want) and set its camera property with an Camera3D node.
  4. Create the action names that are in the SM64Mario node's Input Actions export group in the project's Input Map and bind them to the appropriate axes/buttons/keys.

Then do the following on the scene's main script:

  1. Feed the SM64Global singleton the file path to the Super Mario 64 ROM file (SM64Global.rom_filepath = "path/to/rom/file").
  2. Configure the SM64.Global.scale_factor property if necessary (try default value first).
  3. Call the SM64Global.global_init() function.
  4. Call StaticSurfaceHandler.load_static_surfaces() on your instanced SM64StaticSurfaceHandler node.
  5. Call SM64Mario.create() on your instanced SM64Mario node(s).

For more detailed instructions refer to the manual.