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With no Virtual Console this is the only way to play Super Mario 64 on GameCube, so it would be awesome to see it get the 16:9 treatment in 480p on real hardware, just like you've made possible for Ocarina of Time and Master Quest. Some are just sitting on ground, making them easy to collect, others are above trampolines, meaning Mario will need a lot of height to. They are located near the beginning after the second cat suit block. All of the red coins here are a little spread out. There are 4 stars here, one of those being a 100 coin star. If you can make a Gecko code I can bundle that up with the builder (credited of course). 2-1 Mushroom Trampolines is the first stage in World 2 of Super Mario 64 Land. I suspect part of the reason there seems to be no 16:9 patch for this is because it's an unofficial release (so no Redump etc.) which is why I went to the trouble of making that builder. Your own recompiled from source version crashes on boot, and Kaze Emanuar's version locks up just after "It's-a-me Mario."
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Up until this point I've already tried injecting various 16:9 pre-patched N64 ROMs into the Master Quest emulator with no success. racing game from the Mario Kart franchise for the Wii console, developed by Nintendo EAD. So presumably it only needs a bit of tuning for Super Mario 64. As you might know, many Super Mario 64 hacks, for example. I have tried applying your existing Master Quest Gecko code to it and I can confirm it does render 16:9, but some of the Zelda-specific hacks are breaking it a bit (bad centering of menus and a janky skybox). Swiss boots it fine but Force Text Mode needs to be set to ANSI since without a proper header it defaults to Japanese region and will ask to format the memory card. It's a release someone made long ago, with an official looking loading screen, a proper save icon, and working save support. Hi it be possible for you to make a 16:9 Gecko code for the GameCube hack of Super Mario 64, which uses the same emulator as Legend of Zelda Ocarina of Time/Master Quest? I have released a build script to precisely recreate this release without posting any infringing code - the user must supply the SM64 ROM and the GameCube ISO: With a PAL release a mere nine months after the April 1992 launch of the UK SNES, during a 16-bit era where show-boating superior technology.