I found this on Discord and noted it wasn't being talked about here. Use it in conjunction with HIDtoVPAD's ability to remap the GamePad's controls and you can get the best functioning version of Mario 64 DS you can imagine. Like now that this exists, it might become my definitive way to play Mario 64.
Download the homebrew patcher in the Github here: https://github.com/LRFLEW/AM64DS_WiiU
PLEASE, make sure you read the info at the bottom of the page there, if you used Mario 64 DS to install Haxchi/CBHC, DO NOT use the homebrew patcher on your copy of Mario 64 DS, or you will brick.
All Credit for the patcher goes to @LRFLEW (if you see this, I hope you don't mind that I'm posting this topic for your program here, it's so great, and it seems a shame to limit it's reach to Discord).
The patcher gives the left stick full analogue control of Mario/the others, including naturally building up speed instead of having to hold the run button. Furthermore, it makes the right analogue stick rotate the camera left or right instead of having to touch the screen to move the camera, and removes the camera rotation images from the touch screen.
The controls of the VC game are otherwise the same after patching, but if you're like me, parts of how the DS VC games' buttons are mapped do not feel intuitive to Mario 64 DS, especially when compared to the original Mario 64, and unlike other VC menus on the Wii U, DS games do not offer a built-in button remapping feature. So if you download my included config file, and place it in \wiiu\controller on your SD card, launch HIDtoVPAD, hit + on the GamePad and you'll boot back to the Wii U menu with the controls remapped as such:
ZL registers as R, this let's ZL be your crouch/ground pound
ZR registers as L, this let's ZR pull the focus of the camera behind you
L registers as ZR, this let's the little used L be the button that brings up the DS VC menu
Y registers as A, this let's Y be another button to punch and dive, this feels much more true to Mario 64 than using A up to the right of B to punch and dive
R registers as Y, this let's R function as your run button. You no longer really need a run button since your analogue stick naturally makes you run as you push the stick harder, like in the original N64 experience. BUT, you can run in place with the run button to build up speed before moving, not needed for the game necessarily, but it's there if you want it.
The rest of the controls feel natural and stay as they were. I know you essentially have two A buttons, but I think many may still want to naturally hit the real A button for confirming things within the game and playing the minigames. And X still functions as your camera-mode change. You do lose anything mapping as ZL, but that's because ZL did nothing for DS VC games.
Feel free to edit the config file as you desire if any of those buttons aren't how you'd prefer to play the game. Give it all a go, I think this really makes it a definitive way to play not just Mario 64 DS, but perhaps even Mario 64 in general (depending on if you enjoy the additions to the title or not, I do, and you know before you start considering modded versions of the games, or things done with the decompiled build like Render96).
Edit: Finally, follow Vague Rant's guide down here to give Mario 64 DS proper (non stretched) widescreen.
Download the homebrew patcher in the Github here: https://github.com/LRFLEW/AM64DS_WiiU
PLEASE, make sure you read the info at the bottom of the page there, if you used Mario 64 DS to install Haxchi/CBHC, DO NOT use the homebrew patcher on your copy of Mario 64 DS, or you will brick.
All Credit for the patcher goes to @LRFLEW (if you see this, I hope you don't mind that I'm posting this topic for your program here, it's so great, and it seems a shame to limit it's reach to Discord).
The patcher gives the left stick full analogue control of Mario/the others, including naturally building up speed instead of having to hold the run button. Furthermore, it makes the right analogue stick rotate the camera left or right instead of having to touch the screen to move the camera, and removes the camera rotation images from the touch screen.
The controls of the VC game are otherwise the same after patching, but if you're like me, parts of how the DS VC games' buttons are mapped do not feel intuitive to Mario 64 DS, especially when compared to the original Mario 64, and unlike other VC menus on the Wii U, DS games do not offer a built-in button remapping feature. So if you download my included config file, and place it in \wiiu\controller on your SD card, launch HIDtoVPAD, hit + on the GamePad and you'll boot back to the Wii U menu with the controls remapped as such:
ZL registers as R, this let's ZL be your crouch/ground pound
ZR registers as L, this let's ZR pull the focus of the camera behind you
L registers as ZR, this let's the little used L be the button that brings up the DS VC menu
Y registers as A, this let's Y be another button to punch and dive, this feels much more true to Mario 64 than using A up to the right of B to punch and dive
R registers as Y, this let's R function as your run button. You no longer really need a run button since your analogue stick naturally makes you run as you push the stick harder, like in the original N64 experience. BUT, you can run in place with the run button to build up speed before moving, not needed for the game necessarily, but it's there if you want it.
The rest of the controls feel natural and stay as they were. I know you essentially have two A buttons, but I think many may still want to naturally hit the real A button for confirming things within the game and playing the minigames. And X still functions as your camera-mode change. You do lose anything mapping as ZL, but that's because ZL did nothing for DS VC games.
Feel free to edit the config file as you desire if any of those buttons aren't how you'd prefer to play the game. Give it all a go, I think this really makes it a definitive way to play not just Mario 64 DS, but perhaps even Mario 64 in general (depending on if you enjoy the additions to the title or not, I do, and you know before you start considering modded versions of the games, or things done with the decompiled build like Render96).
Edit: Finally, follow Vague Rant's guide down here to give Mario 64 DS proper (non stretched) widescreen.
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