

I could use shaders to try and reduce the overload, but I'm afraid I may get shitloads of kids whining because their shitty GPUs don't support shaders. Implementing the 'fallback mode' made the code even worse, so I just decided to drop that VBO shit and use good ol' display lists. The old renderer seems more GPU raping on my computer, more complicated code, and kids whining because they can't update their driver because lolol vbos need updated driverz.
#Super mario 64 ds rom hacl mod
The previous versions used VBOs, and unlike what those idiots over at OpenGL would say, VBOs were worse than display lists. Sonic Adventure and Super Mario 64 are my favorite games from their respective franchises and since there is a mod for SADX for Mario 64 I wanted to ask if there is one with Sonic from SA1. It adds many levels and showcases a lot of what’s possible through these modifications. Having a powerful GPU is useless, since no matter how powerful it is, sending stuff to it is always fucking slow because asfadsfasfd crappy bus. A pretty good option to try out ROM hacks and decide whether or not it’s for you is Kampel64’s SM64: The Green Stars. seriously, that's one thing that pisses me off with the PC architecture. I could try and improve the renderer, but. Nikolaj, jceggbert5, Treeki, Hammy, Luigi987 (Luigi54000vr) for betatesting

Treeki for the NitroROM overlay decompression code, the object names list and other things. If you have another version, tell me so that I can add support for it. Here is a screenshot of the currently available version (v2.0 beta1):ĭo not forget to backup your ROM before using the editor on it! The editor is normally stable but we never know. Now you can edit your levels without using AR codes or whatever cheatįigured that since I was talking about my issues, I could talk about it here too, incase some people find some interest in it.
