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Paper Mario ReCut
PORTSNATIVE

Paper Mario ReCut

PORT NATIVOPLATAFORMASWINDOWSALPHA

Paper Mario ReCut

Paper Mario

OrigenNintendo 64

TecnologíaPort Nativo C/C++ (Reimplementación de Motor)

Disponible paraWindows

Ver proyecto oficial

Sobre el proyecto

Paper Mario es un videojuego de rol desarrollado por Intelligent Systems y publicado por Nintendo para la videoconsola doméstica Nintendo 64. Es el primer videojuego de la serie del mismo nombre. Lanzado por primera vez en Japón en el año 2000 y luego a nivel internacional en 2001, ha sido relanzado más tarde para la Consola Virtual de Wii en julio de 2007, la de Wii U en abril de 2015 y en Nintendo Switch Online + Expansion Pack el 10 de diciembre de 2021.

8 versiones de Paper Mario

Estás viendo: Paper Mario ReCut

Paper Mario ReCutgithub.com/SMCGames/Paper-Mario-ReCut
Windows
Actual
Paper Mariogithub.com/SecondaryLifer/StarHaven
Windows
›
Star Rodgithub.com/z64a/star-rod
Windows
Linux
macOS
›
Paper Mario ( pmvita)github.com/versacepapermario/papermario-pc-upload
Windows
›
Paper Mario (SMCGames)github.com/SMCGames/Paper-Mario-ReCut-Deprecated
Windows
›
Paper Mario Decompilationgithub.com/pmret/papermario
Windows
Linux
macOS
›
PaperBoatgithub.com/HarbourMasters/PaperBoat
Windows
Linux
macOS
›
PaperBoat (Android)github.com/chris43123/PaperBoat
Android
›

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗

Paper Mario ReCut Deprecated

The better PaperBoat has released and I implore you to use that version going forward thanks!

Paper Mario ReCut title logo

<img width="1285" height="994" alt="Pic1" src="https://github.com/user-attachments/assets/47b4af91-d8b3-4905-a525-ad5b05453eb8" />

Paper Mario ReCut is a native Windows PC recompilation project for Paper Mario on Nintendo 64. It is built around the N64 recompilation toolchain, RT64 rendering, local legal ROM setup, live texture replacement, and the bundled Paper Atlas Tool for editing dumped texture pieces.

This repository does not include ROM files, extracted ROM assets, save files, generated TOML, or generated recomp output. Release builds follow the Zelda64Recomp-style model: the app is already built, and the launcher asks for your legally dumped Paper Mario (U) ROM, validates it by hash, and stores it locally under that user's own user folder. Players do not need CMake, WSL, Git, compilers, or dependency downloads to launch the game.

Features

  • PRESS F1 TO ACCESS THE MENU (Might change to ESC not sure yet lol)
  • First-run legal ROM setup with local validation.
  • Native launcher with Select ROM and Start Game flow.
  • Windowed RT64 renderer integration.
  • Graphics options menu with live-applying renderer settings.
  • Live Texture Replacement toggle via F2.
  • One-shot texture dumping with an in-window percentage and dump count.
  • Continuous Dump mode for capturing newly created textures while the game keeps running.
  • Paper Atlas Tool sidecar built for easy texture replacement and editing.
  • Controller and keyboard configuration windows are present and still being expanded.

NOTE: The current Gamepad Implementaion will auto bind controls to known SDL controllers and the rebind system is currently in the works.

Current Status

This is still an early working build. The game boots and the tooling is actively being shaped around Paper Mario as development continues.

Save states are implemented as an early runtime snapshot system. Slot saves and loads are queued onto Paper Mario's main game-loop boundary and store slots in user/states/. Treat them as testable while the runtime continues to mature.

Known issues:

  1. Widescreen is currently broken, but it is still exposed for testing. Expect visual problems if you enable it. The normal 4:3 path is the intended play path for now.
  2. Using Save States in it's current implementation will break the game. Avoid For Now.
  3. Smartscreen is false positive until the app becomes signed. I have even submitted the exe for evaluation from microsoft with the response being just give it time for trust to be built. I apologize for any fear of the situation.

Runtime Folders

Local runtime data lives under:

user/

Important subfolders:

user/pm.n64.us.z64
user/states/
user/textures/dumps/
user/textures/replacements/
user/AtlasEditing/

Do not commit or distribute ROMs, save files, generated ROM output, generated TOML, local dumps, local replacements, or user folders.

Paper Atlas Tool

<img width="1296" height="1058" alt="image" src="https://github.com/user-attachments/assets/fb50c23f-0cfe-470d-a20a-65d06c213a23" />

Paper Atlas Tool is included as a means for simple texture replacement and as it evolves will change the way Paper Mario will be experienced making texture modding very simple. I originally was working on this tool for texture replacement for any N64 texture set but have repurposed it just for this and still has a lot of work to be done.

tools/PaperAtlasTool/

Windows builds publish PaperAtlasTool.exe beside PaperMarioReCut.exe. You can open it from Graphics > Paper Atlas Tool or from the Texture Replacement window. If the expected dump or replacement folders are missing, the game and Atlas tool explain how to create them.

Building

Release builds are already-built playable apps with a ROM launcher. Players only provide their legally dumped Paper Mario (U) ROM when the launcher asks for it.

Building from source follows the Zelda64Recomp-style workflow: clone the repo, provide your legal ROM locally, generate the ignored recomp output, then build with CMake.

Full instructions are in BUILDING.md.

Short version:

git submodule update --init --recursive
# Generate generated/paper_mario_recomp_out/ locally from your own legal ROM first.
cmake -S . -B build-recut -G "Visual Studio 17 2022" -A x64 -DPAPER_MARIO_ROM_PATH="D:\path\to\Paper Mario (U).z64"
cmake --build build-recut --config Release --target PaperMarioReCut

Required build tools:

  • Visual Studio 2022 with C++ desktop tools.
  • CMake.
  • Git.
  • .NET 8 SDK for Paper Atlas Tool.
  • A local workflow for creating generated/paper_mario_recomp_out/ from your legally dumped Paper Mario (U) ROM.

The generated folder generated/paper_mario_recomp_out/ is local-only and intentionally ignored by Git. Do not commit generated recomp output, ROMs, saves, or user/.

The release/player path is a prepared Windows folder. Players do not build generated output and do not need the source build tools.

License And Credits

Paper Mario ReCut's original project code is released under the MIT License. See LICENSE.

Release v0.1.2 is a license-compliance corrective release. See COMPLIANCE.md for the release packaging checklist, source availability notes, and files that must not be included in public builds.

This project also uses and credits third-party open-source work, especially:

  • N64Recomp for the recompilation toolchain and runtime foundations.
  • RT64 for the renderer.
  • pmret/papermario for the Paper Mario decompilation project, game-specific research, symbols, and source reference.
  • SDL2 for windowing, input, controller, and audio support.

Third-party code remains under its own license terms. The upstream pmret/papermario repository does not currently publish a root license file, so Paper Mario ReCut does not relicense that work. See THIRD_PARTY_NOTICES.md and the license files inside lib/.

Texture Replacement Instructions

  1. Start Paper Mario ReCut and load the scene whose textures you want to edit.
  2. Press F8, or open Graphics > Texture Replacement.
  3. Hover Dump Textures for a reminder of what it does.
  4. Press Dump Textures. Game input pauses briefly while the current scene's loaded textures are written as PNG v5 files to:
user/textures/dumps/
  1. The progress area shows a percentage plus how many textures are available as it dumps. Existing PNG v5 files are skipped, so repeat dumps only add newly seen textures.
  2. For a broader capture, enable Continuous Dump. It keeps dumping textures as the game creates them and can slow the game down heavily depending on hardware, so turn it off when you are done.
  3. Open Paper Atlas Tool from the Texture Replacement window or Graphics > Paper Atlas Tool.
  4. Paper Atlas auto-selects the dump and replacement folders when launched beside the game exe.
  5. Arrange pieces manually, use Auto Pack, Auto Edges, or Group Sizes.
  6. Save Atlas + Layout. The combined work files are saved to:
user/AtlasEditing/
  1. Edit combined_texture.png in your image editor.
  2. Return to Paper Atlas and split the atlas back to replacements. Output pieces are written to:
user/textures/replacements/
  1. In the game, enable Live Texture Replacement or press F2. You can also use Reload Folder after editing files.
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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Plataformas
Estado
alpha
Plataforma de origen
Nintendo 64
Tecnología
Port Nativo C/C++ (Reimplementación de Motor)
Versión
—
Actualización
—

Plataformas de destino 1

Windows
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