By commenting, liking the video and sharing it with my frriends :D But for real thats SO impressive :0 I really have to get a flashcard soon and play this on my real N64
Bowser making an animatronic ride where he rewrites all of his defeats to be victories is genius and is an excellent use of environmental storytelling lmao
Is it a rewrite though? What if the Mario games are just Mario boasting about his victories which never happened? I mean, no one was around to witness any of these fights, so.....
@@shufflecat3334 yes look at how many lives mario loses on his way to beat Bowser. Bowser's losses may be emotionally heavier but they are much less numbered.
This is shaping up to be the best hack of all time. Actually at this point it shouldn't even be called a hack. It's a full fangame on real hardware. The level of professionalism and attention to detail is amazing. Simply stunning.
I'm pretty sure that he has turned the entire engine inside out at this point, so we can probably say that the only "Super Mario 64" left in this game is perhaps the API calls and file formats. Aside from that this thing is 100% custom and the engine is a freaking work of art. I mean it looks like a Dreamcast game. Need I say more? Looking "next gen" is something only a handful of game consoles have ever managed...But I think we can say that the Nintendo 64 was very much there which is why the Gamecube had to be so overpowered.
@@shlokshah5379 No, you don't. Modern hardware still struggles with a lot of triple A stuff (You didn't say anytyhing about the bleeding edge. Modern would be, at latest, the 1080ti. Modern doesn't mean the most recent chronologically)
To be fair triangle count can still be an issue Shader passes are split into vertex and fragment Vertex is for every point on a model and fragment on every pixel At 4k there are so many triangles that a character model with 250k tris seems like a joke with the 4Million pixels they are taking up however if you have more triangles than pixels all those skinned mesh calculations on the CPU and vertex passes on the GPU add up it's just as resolution increases the amount of fragment passes run increases exponentially
I mean, this sort of pop-in has been used before (BOTW and pokemon Sw/Sh are two that come to mind) but when you can still clearly see the landscape beyond the pop-in, it tends to look kind of bad. But at the same time, the low fps animations don't look much better... I guess the problem really is that now that our current hardware can handle much larger things, it just feels kind of jarring when we see these signs of technical limitations.
If i remember correctly, i think kaze has pointed out in a previous vid that banjo kazooie uses this animation in the load save/new game screen. The coo coo that pops out of the clock does this style but not a distance thing.
A lot of games do it. though most prefer a fade in which doesn't look as good. A lot of modern games also just place the NPC's in a way where its difficult to see the NPC's before they load in, but that isn't possible sometimes especially in open world games. Still a very neat looking animation tho
he's pretty well protected here. All he has done is written an elaborate patch for the original game. He is not distributing the game itself, any original code or assets. It is as pure to the spirit of a mod as anything can be. Not that nintendo wont try, and im sure they're aware of this and will at least send a few cease and desists because thats just what they do. But the same way nintendo cant pull emulators should apply here as well.
3:48 I'm glad you added some sort of Emulator/Console detection for toggling some things on or off.. I just wonder if this function will go any further
Emu detection changes a few things. mainly: 1) Turns on 60fps mode (off by default on N64, consistent 30 flooks better) 2) Turn on widescreen mode 3) Disable draw and spawn distances and, this is not added yet but it might, 4) Audio reverb enhancements
@@KazeN64 How does the emulator detection work, anyway? My guess would be abusing the JIT, but I'm sure there are countless other minor inaccuracies you can use.
@@KazeN64 Just-In Time recompiler of the emulator. I'll give an example for how I think I would do it in Dolphin Emulator since that's what I know. On real hardware, there is an instruction cache. Dolphin Emulator does not and can not (speedily) emulate the instruction cache. On real hardware, to avoid using stale instruction data, any self-modifying code or relocatable code loading is recommended to use the isync instruction to clear the instruction cache, and 99% of examples do. Dolphin Emulator uses the isync instruction as a signal that it should flush the current JIT output and start fresh. What I think would work would be a self-modifying function written in asm (aligned on a 32 byte boundary) which changes an instruction ahead in the function before it gets cached *without* using the isync instruction to notify the emulator. On real hardware, it would execute the modified instruction. On emulator, it would execute the stale recompiled code instead. Instruction cache emulation is one of those things I think will be an issue for a long time, so it's a safe bet.
@@ticenits1926 That‘s a hypothetical scenario I think about a lot. What if something like this released instead of Super Mario 64 back then? How would it have affected other companies and what would Nintendo look like today?
Definitely could pass as an early gen Gamecube game. There are some hyper-optimized early gen Gamecube game like Rogue Squadron (and late-gen GC game like Splinter Cell Chaos Theory) which are next level though. Fore sure looks better than the 4 player multiplayer videos of "Red Steel", an early-gen Wii game.
@@shazmosushi haha I have been wanting to play this game for a while. I really miss it as it was pretty fun. Nothing ground breaking but it was a good little game with some nice level design.
This feels like Mario Sunshine now, but with lots of little stories and random activities. There hasn't been a really good game like this since Hat in Time.
"I refuse to go with the low fps animation approach" A very good choice. That's probably the worst optimisation idea implemented in modern games and it always bothers me to no end. In games like Mario odyssey you see objects or NPCs that aren't even too far away just have their frames cut to like 5 fps. It sticks out and it looks so bad it makes the game feel low quality and unpolished. switching to low poly models, low res textures or simply not drawing them at all are all superior solutions.
Mario odyssey almost solved it most noticeably in new donk city where before you get there they have seperate hidden citizens that fill and populate the city instead of the usual ais walking around everywhere (except for the couple ais that are still loaded in which tops it all off) except that only works before you get there through the power line and they all disappear onwards. they should've had a check for when your not looking (super high up on a building or something) and spawn back in all the stationary ais instead of that super ugly low framerate animation for such a recent game. super mario odyssey 2 will most likely be a game changer tho, they'll have everything figured out im assuming
Given some of the final worlds in official games, this seems completely in-character for Bowser. There's a reason he's used in TVTropes' page image for "Egopolis."
Art! The engine rework is art, the level architecture is art, the metanarrative is art, and the authentic aesthetic in the graphic design is art! I am so impressed with this.
This course absolutely _oozes_ charm. The lava-platform ride section... just wow. I even love the detail of the 64 scene being the final boss with the star platform (and even two missing bombs?). Only thing I'm not too hot on is how the Shyguy doesn't seem that upset with Mario for popping his balloon.
I played one of your hacks recently and while I don't really like the way Mario 64 controls, the fact you made the camera behave was wonderful and let me enjoy it. I'm looking forward to this one.
2 года назад
I always find it interesting to how much more people can take out of old hardware thanks to their better, more modoern understanding. New games developed for old systems are so interesting and stunning in this regard. It reminds me of Micro Mages. A new, recently released NES game on steam that actually runs on original hardware. It is mind blowing what the devs managed to do with just an NES. It is far more impessive than any game I have ever seen on the NES.
This honest to God looks like a late windows 98 game instead of an N64 game! and you didn't even implement frankly insane custom stuff like spyro-esque dynamic LOD, you used humanly reasonable code. I admire your work!
Never heard of this project but I really enjoy the work and thought that goes beyond just this video. Great to see people putting in work like this so many years after this platforms end
Not only are these performance improvements impressive, but the level itself is a brilliant idea. I'm very much looking forward to when this hack is completed. (That said, take as much time as you need.)
Absolutely amazing. I hope that the Big N learns from this and decides to put in the work to really make the switch shine. It's a beastly handheld so the games, especially first-party titles, should not run this poorly.
Love the way that rollercoaster moves lol This is amazing man, very impressed (having seen a couple of your other related videos too). Nice work. Hope you can avoid any interference from....yknow
My favorite that I've heard from Matt Pat is to either launch your channel with five videos at least ready to go or upload five videos at a time to make the algorithm think that you have higher retention than just being a one-off here and there that being said that takes a lot of work and it's not super realistic unless you have a team or something
maybe instead of having low fps anims, instead have lower LOD models have less bones, and have animations that cater to that this could help with rendering complex animations at a distance where less of that complexity would be visible, but the object itself would have a very noticeable absence
This is great, very excited to see it in the end and play for myself, Will also say if there is ever a way where using these optimisations could provide a HD/High Poly remake of the original, I think that would be good, what the ultimate SM64 game could of looked like :) That would probably get shut down pretty quick though hahaha
It never ceases to amaze me how you have been able to optimize, and create new content for this console! I wish someone would do the same for other consoles like the Sega Saturn!... Though I admit that would be a very difficult task. The Saturn wasn't an easy console to program for...
Seriously, this is shaping up to be one of the best Mario games ever, and I'm also glad that 60fps is offered as an option. Great work all around! ...unless you're showing us the best slices of the game up front, and delivering pre-rendered "bullshot" footage to make the graphics appear better. But I kid. You're not Gearbox or Ubisoft.
Hey Kaze! I've been playin' with an idea lately: imagine a 5th-gen console with the raw power of the N64 with Expansion Pak (64-bit CPU @ 93,75 MHz; 8 MB RAM) but the storage capacity of the PS1's CDs and two memory cards (650 MB CD-ROM + 256 KiB).
This place makes me think of a crossover between kim jong un and Bowser. hmm I'm running with King Jong Bowser & the Koopaland. There are so many ways you can poke fun at this. It's great
This looks amazing, I cannot wait to fire this up with my everdrive on original hardware. I am pretty sure Kaze is not human, he is some sort of Mario Wizard.
Question: Is it possible to use z-sorting and anti-alisaing at the same time in the N64? I know you disabled AA, but I heard that the N64 AA just makes the pixel more transparent depending on the amount of sub-pixels it fills, and then blends it with the pixel drawn before. Is that true?
Will you release a SM64 "normal" rom, but that has all the optimizations inside it? I think it would be cool for people to use an optimized ver of the game for future rom hacks
Isn't Z-sorting the same kind of thing that Boss Games Studio employed in their Z-Sort Microcode for World Driver Championship? (that game also pushed a lot more polygons per frame than the average N64 game)
Im serius, i following your live streams just to see when you finish the Yoshi level, cause I'm so hype about your optimized engine. I hope that you finish it this year, and add a cooperative second player, so I can order a repro with your game in it. I never played Mario 64, and a two players mode to play with my girlfriend would be a game changer.
This mod genuinely looks hilarious, and if someone told me Nintendo had made this, I'd totally believe them if it weren't for your superior N64 programming.