The sequel adds Yoshi, drill and cloud power-ups, and a new world map of ever stranger galaxies.
| Ontwikkelaar | Nintendo EAD Tokyo |
|---|---|
| Switch-release | 2010; Switch 2025 |
| Genre | Platformspel |
| Titel-ID | 0100FD8022DAA000 |
| Versie | 1.4.0 |
| SDK | 18.3.5 |
| Engine / ontwikkelaar | Nintendo EAD Tokyo (Wii, via NERD) |
| Grafische API | Vulkan |
| IPA-grootte | ~3 GB |
| Standaard aanraakindeling | 3D |
| Framerate | Zoals op de Switch |
Galaxy's Hagi layer on Galaxy's sdk build; the movie player's 384 MB reservation fits because the SDK's address-region node area is cut to 62 MB.
Update 1.4.0 (v393216) over the base game, SDK 18.3.5. NERD's Hagi Wii layer, as in Super Mario Galaxy (010099C022B96000): the Wii game's PowerPC code is statically recompiled into main, and Hagi stands in for the Wii hardware (GX on Vulkan with SPIR-V generated at run time, the DSP, disc reads from the RomFS). Modules main, subsdk0 (NintendoSDK_movie) and sdk, the last two Galaxy's builds; subsdk1–subsdk4 (GLSLC, nn::pcm, NVIDIA's OpenGL and Vulkan drivers) are not loaded. Everything Galaxy needed from the Vulkan layer and the host carries over; the profile is Galaxy's with its own memory layout and shader list.
Zet de basisgame en de update (NSP of XCI) in één map en voer uit:
python3 scripts/build_ipa_from_nsp.py ~/Games/super-mario-galaxy-2 -k ~/keys/prod.keys