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3DS fork of sm64-port

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Super Mario 64 3DS Port

This repo contains a full decompilation of Super Mario 64 (J), (U), and (E), ported to the 3DS.

This repo does not include all assets necessary for compiling the port. A prior copy of the game is required to extract the required assets.



1. Copy baserom(s) for asset extraction

For each version (jp/us/eu) that you want to build a ROM for, put an existing ROM at

for asset extraction.

2. Create docker image

sudo docker build . -t sm64

3. Build

To build we simply have to mount our local filesystem into the docker container and build.

# for example if you have in the project root
sudo docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 sm64 make VERSION=${VERSION:-us} -j4

if your host system is linux you need to tell docker what user should own the output files

sudo docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 --user $UID:$UID sm64 make VERSION=${VERSION:-us} -j4

Resulting artifacts can be found in the



0. Cloning repo


git clone

1. Copy baserom(s) for asset extraction

For each version (jp/us/eu) that you want to build a ROM for, put an existing ROM at

for asset extraction.

2. Install build dependencies

The build system has the following package requirements:

python3 >= 3.6

Debian / Ubuntu

sudo apt install build-essential pkg-config git python3 zlib1g-dev libaudiofile-dev

Arch Linux

sudo pacman -S base-devel python audiofile

Now follow to install devkitPro. Run

sudo (dkp-)pacman -S 3ds-dev
after completing the
Updating Databases

Set the environment variables:

export DEVKITARM=/opt/devkitpro/devkitARM
export DEVKITPRO=/opt/devkitpro
export DEVKITPPC=/opt/devkitpro/devkitPPC

3. Build ROM


to build the ROM (defaults to
). Make sure your path to the repo is not too long or else this process will error, as the emulated IDO compiler cannot handle paths longer than 255 characters. Examples:
make -j4                  # build (U) version with 4 jobs
make VERSION=jp -j4       # build (J) version instead with 4 jobs


For Windows, install WSL and a distro of your choice following Windows Subsystem for Linux Installation Guide for Windows 10 We recommend either Debian or Ubuntu 18.04 Linux distributions under WSL.

Project Structure

├── actors: object behaviors, geo layout, and display lists
├── asm: handwritten assembly code, rom header
│   └── non_matchings: asm for non-matching sections
├── assets: animation and demo data
│   ├── anims: animation data
│   └── demos: demo data
├── bin: asm files for ordering display lists and textures
├── build: output directory
├── data: behavior scripts, misc. data
├── doxygen: documentation infrastructure
├── enhancements: example source modifications
├── include: header files
├── levels: level scripts, geo layout, and display lists
├── lib: SDK library code
├── sound: sequences, sound samples, and sound banks
├── src: C source code for game
│   ├── audio: audio code
│   ├── buffers: stacks, heaps, and task buffers
│   ├── engine: script processing engines and utils
│   ├── game: behaviors and rest of game source
│   ├── goddard: Mario intro screen
│   └── menu: title screen and file, act, and debug level selection menus
├── text: dialog, level names, act names
├── textures: skybox and generic texture data
└── tools: build tools


Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change.

Run clang-format on your code to ensure it meets the project's coding standards.

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