Mario Kart 64 (MKart360, Xbox 360)
Mario Kart 64
About the project
Mario Kart 64 es un videojuego de carreras para la Nintendo 64 (N64). Desarrollado y publicado por Nintendo, es la segunda entrega de la serie Mario Kart tras Super Mario Kart de 1992. Conserva la mecánica de su predecesor: el jugador, que controla a un personaje de la franquicia Mario, compite contra sus rivales en circuitos basados en escenarios de los plataformas de Super Mario. Contienen obstáculos para frenarlo y cajas de objetos que le proporcionan potenciadores para ayudarle a avanzar.
12 versions of Mario Kart 64
You're viewing: Mario Kart 64 (MKart360, Xbox 360)
Mario Kart 64 (MKart360, Xbox 360)github.com/sirdankz/MKart360
Mario Kart 64github.com/n64decomp/mk64
Mario Kart 64 - MarioKart64Recompgitlab.com/sonicdcer/MarioKart64Recomp
Mario Kart 64 (3DS Port Complete)github.com/Epic0522/MarioKart64-3DSPort-Complete
Mario Kart 64 (jnmartin84)github.com/jnmartin84/mk64-dc
Mario Kart 64 (MK64Recomp)github.com/arefdsg/MK64Recomp
Mario Kart 64 (Xbox)github.com/Team-Resurgent/Mario-Kart-64-X
MarioKart 64: Recompiledgithub.com/sonicdcer/MarioKart64Recomp
MK64 Portable (Mario Kart 64, PSP)github.com/beckerd/psp_mk64_portable
SpaghettiKartgithub.com/HarbourMasters/SpaghettiKart
SpaghettiKart (Android)github.com/izzy2lost/SpaghettiKartOfficial project information
Mario Kart 64 - Xbox 360 Port
An Xbox 360 port of Mario Kart 64 based on the n64decomp/mk64 decompilation project.
This version includes Xbox 360 build support, 2-4 player console-to-console multiplayer, joining through Party Chat Invites, and per-console fullscreen player views ect...
Features
- Online lobbies!! NEW
- Unranked stats!! NEW
- Cross-play!! NEW
- 2, 3, and 4 player console-to-console multiplayer
- LAN and direct Internet host/join
- Joining games through Party chat invites
- Split-screen online multiplayer (only 2 players per console)
- Per console fullscreen views for P1/P2/P3/P4
- Per console audio system so each player gets their own sounds so it doesn't sound like you're playing on 1 console
- 16:9 and centered 4:3 display modes
- Controller rebinding/tuning options
##BUGS
- crashing after finishing a GP then start another GP
Fixed
-audio cut outs -effects not rendering properly -input delay when playing online
Each network player uses a separate Xbox 360.
WHEN PLAYING ONLINE MAKE SURE ALL LOGGERS ARE TURNED OFF Only one file logger can be enabled at a time to avoid overlapping synchronous log writes during gameplay. Netplay and Party logging default to off.
What is not included
This repository does not include:
- A Mario Kart 64 ROM
- ROM-derived generated assets
- A prebuilt XEX
- An Xbox 360 ISO
You must provide your own US Mario Kart 64 ROM.
Place it here:
mk64-master\baserom.us.z64
Requirements
- Windows
- Python 3
- Xbox 360 SDK / Visual Studio Xbox 360 build tools
- Your own US Mario Kart 64 ROM
- An Xbox 360 capable of running homebrew XEX files or latest Xenia Netplay version with xbox live turned on
Easy prepare assets and build script
Make sure baserom.us.z64 is in mk64-master . baserom.us.z64 is just the US rom renamed
Right click PUBLIC_BUILD_XBOX360.ps1 then click run with powershell This will prepare assets and compile
Preparing the assets
Open PowerShell in the mk64-master folder and run:
py ".\PUBLIC_PREPARE_MK64_ASSETS.py"
The script verifies the ROM and creates the generated files that are intentionally left out of the public source release.
Building
From the folder containing MK64.sln, run:
& "$env:WINDIR\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe" ".\MK64.sln" /t:Build "/p:Configuration=Release" "/p:Platform=Xbox 360"
You can also use:
powershell -ExecutionPolicy Bypass -File ".\PUBLIC_BUILD_XBOX360.ps1"
The compiled XEX will be placed in the Xbox 360 project's Release output folder.
Multiplayer
Make sure baserom.us.z64 is beside MK64.xex on the console.
Xbox LIVE Party-assisted join
- Host chooses Host 2-4 Player Game.
- Host presses X to open/start the Xbox LIVE Party flow and invites friends to the Party.
- Guest joins the host's Xbox LIVE Party, launches MK360, chooses Join, then presses X to find the host from Party data.
- The host starts the MK360 session normally after the players are connected.
Manual LAN / Internet join
Guests can still enter the host's LAN IPv4 address or public IPv4 address manually.
The multiplayer code uses UDP port:
6464
For Internet play, UDP 6464 must be able to reach the host console.
Player assignment is:
P1 = Host
P2 = Guest 1
P3 = Guest 2
P4 = Guest 3
Notes
This is a source release. ROM-derived files are intentionally generated locally from the user's own copy of the game.
If you are building from a fresh clone or extracted release, run the asset-preparation script before compiling.
Credits
This port is based on the work of the n64decomp/mk64 contributors, who created and maintain the Mario Kart 64 decompilation project.
Mario Kart 64 and related Nintendo properties belong to their respective rights holders. This is an unofficial homebrew port and is not affiliated with or endorsed by Nintendo.