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Super Paper Mario (PC)
PORTSNATIVE

Super Paper Mario (PC)

NATIVE PORTPLATFORMERWINDOWSBETA

Super Paper Mario (PC)

Super Paper Mario

OriginWii

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows

View official project

About the project

Super Paper Mario es un videojuego de rol de acción (RPG) de 2007 desarrollado por Intelligent Systems y publicado por Nintendo para Wii. Es la tercera entrega de la serie Paper Mario y el primero de la saga Mario que se lanza para Wii. El juego sigue a Mario, Peach, Bowser y Luigi mientras intentan recolectar los Corazones Puros y evitar que el Conde Cenizo y sus secuaces destruyan el universo.

2 versions of Super Paper Mario

You're viewing: Super Paper Mario (PC)

Super Paper Mario (PC)github.com/josiahg2502-glitch/NewSuperPaperBros
Windows
Current
Super Paper Mariogithub.com/SeekyCt/spm-decomp
Windows
›

Official project information

Author's original READMEOpen on GitHub ↗

New Super Paper Bros.

A native port of Super Paper Mario (Wii, 2007), made by statically recompiling the game's PowerPC code to C++ with WiiCompiled. No emulator: the game runs as a Windows, Linux, macOS or Android program, or as a RetroArch core on Android.

Flipside in cinematic 2.39:1 widescreen

Gloam ValleyLineland Road
The BitlandsSammer's Kingdom

Features

  • Up to 4K, borderless 1080p by default
  • Widescreen: 16:9, fill or cinematic 2.39:1, or the original 4:3
  • Frame interpolation up to 240 fps (120, 180 or 240)
  • Xbox, PlayStation and Nintendo gamepads plus keyboard, with press-to-bind remapping
  • The Wii Remote pointer (Tippi, the HOME menu) on the right stick or the mouse
  • On-screen buttons match your controller (Xbox, PlayStation or Nintendo), with a controls screen for it
  • Mods: drop-in folders that replace game files or textures
  • A launcher that installs the game from your own disc image
  • Android (a RetroArch libretro core with save states, or a standalone app) and macOS builds from source

No game data is included: the game's files are read from your own copy of the game.

How to play

You need Windows 10/11 (64-bit), a graphics card with DirectX 12 or Vulkan, and your own dump of Super Paper Mario, USA Wii disc (R8PE01, revision 0) or European disc (R8PP01: English, French, German, Spanish, Italian) as .iso, .ciso or .wbfs.

  1. Download NewSuperPaperBros.zip from Releases and unzip it.
  2. Open New Super Paper Bros.exe. Windows may show "Windows protected your PC" because the exe isn't signed: click More info, then Run anyway.
  3. On the Play page choose your disc image. The game files are copied into the Disc folder once; the image isn't needed after that.
  4. Press PLAY.

In the game, F10 opens the settings menu and F11 switches between fullscreen and a window.

Controls (Xbox layout): left stick or D-pad = Wii Remote D-pad, A = 2 (jump), B or X = 1, Y = A, RB or RT = shake, Start = +, Back or LB = -, right stick = pointer. Keyboard and mouse work too. Change them on the launcher's Controls page.

Mods: on the launcher's Mods page, click Open mods folder and put each mod in its own folder: files\ mirrors the disc (replacing game files) and/or textures\ holds texture replacements. Tick or untick mods to switch them on and off.

Saves from a Wii or Dolphin: on the launcher's Play page click Import Wii / Dolphin save... and pick data.bin (copied to an SD card from the Wii Menu's Data Management) or wiimario00 in Dolphin's Wii\title\00010000\52385045\data folder. Your current save is kept as a backup.

Updating: unzip a new release over the old folder. Your disc, saves, settings and mods are kept.

Linux: download NewSuperPaperBros-linux.tar.gz instead, unpack it and open New Super Paper Bros (the same launcher). You need 64-bit Linux from 2022 or newer (glibc 2.35) with Vulkan graphics drivers. Linux support is new: please report problems in Issues.

Building from source

You need Windows, Python 3 and your own disc image. The toolchain (LLVM/MinGW, CMake, the .NET 8 SDK) is downloaded into the repository's toolchain\ and wiicompiled\Dependencies\ folders on the first build; nothing is installed system-wide.

powershell -ExecutionPolicy Bypass -File tools\build-launcher.ps1
# Extract your disc image to Disc\DATA (the translation reads the game's code from it):
& "launcher\publish\New Super Paper Bros.exe" --extract "C:\path\to\Super Paper Mario.wbfs" Disc\DATA
# The game's code inputs in game\: the disc's main.dol (with the HQ music mod's two code patches; recomp.yml pins
# its hash) and relF.bin pre-linked at its boot address:
copy Disc\DATA\sys\main.dol game\main.dol
python wiicompiled\projects\spm\tools\prelink_spm_rel.py Disc\DATA\files\rel\relF.bin game\spm_linked.rel game\spm_rel_layout.json
powershell -ExecutionPolicy Bypass -File tools\build-spm.ps1
powershell -ExecutionPolicy Bypass -File tools\package-spm.ps1 -Zip

The packager also expects the HQ music mod in Disc\DATA\files\sound (originals in Disc\sound_original) and the HD texture pack in Play\UserData\texture_replacements\SPM_HD_4x_BC3.

For Linux, after those steps run bash tools/build-linux.sh and bash tools/build-linux.sh --pal in WSL (Ubuntu 22.04) or on Linux, then bash tools/package-linux.sh for dist/NewSuperPaperBros-linux.tar.gz.

For Android and macOS (USA disc only), see wiicompiled/docs/android-and-macos.md.

build-spm.ps1 translates the game and compiles it into Play\SuperPaperMario.exe; package-spm.ps1 assembles the release folder in dist\ (-Zip also writes the zip). tools\sweep-spm-maps.py loads every map and screenshots it for regression checks.

FolderWhat it is
wiicompiled/translatorPowerPC to C++ static recompiler (C#)
wiicompiled/runtimeRuntime and Wii SDK HLE (OS, DVD, NAND, WPAD/KPAD, AX audio, VI, GX)
wiicompiled/aurora-mainAurora: Wii GX on WebGPU (Dawn / Direct3D 12)
wiicompiled/projects/spmThis game's project: symbols and function map
launcherThe launcher (C# WinForms): disc setup, display options, controls, mods
launcher/linuxThe same launcher for Linux (C# Avalonia)
toolsBuild, package and test scripts (tools/android: Android and macOS)

Credits

  • Port: JosiahG
  • WiiCompiled (the recompiler and runtime) by patchzyy and contributors, GPLv3
  • Aurora by Luke Street, MIT; Dawn, SDL3 and the other components listed in wiicompiled/THIRD-PARTY-NOTICES.md
  • Higher-quality music: the "SPM High Definition Audio" mod by Toadette Hack Fan and PaperToadette, with game patches by JohnP55
  • HD textures: converted from the "SPM Textures v1.0" HD texture pack
  • Launcher background: "Super Paper Mario Wallpaper" by FawfulTheGreat64
  • Controller button icons and pictures: "Input Prompts" by Kenney, CC0
  • Dolphin Emulator data files (DSP coefficients, Wii system files), GPL-2.0-or-later
  • Symbol names from the Super Paper Mario decompilation community (spm-decomp)

Full credits and licenses ship in the release as CREDITS.txt, LICENSE.txt and engine\licenses\.

License

GPLv3, see wiicompiled/LICENSE. Bundled third-party components keep their own licenses.

Super Paper Mario and all related characters are trademarks and copyrights of Nintendo. This is an unofficial fan project, not affiliated with or endorsed by Nintendo. This repository contains no game code or data; the release contains the recompiled program, the community mods credited above and Nintendo character artwork used by the launcher, but none of the game's disc data, which is read from your own copy of the game.

Read official guide
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PROJECT FILE

Project type
NATIVE PORT
Genre
Platformer
Status
beta
Original platform
Wii
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
—

Target platforms 1

Windows
View on GitHub
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