My thoughts exactly. He referenced Nerrels video at the beginning and in that video, Nerrel mentions that this is intended for people that just want to play the game natively on PC. I guess he missed that part.. HarborMasters future port will have a lot of the features he’s looking for..
Pretty clear it wouldn't be good for speedrunning. Still would be cool to have a native PC category on SRC. Homebrewing a Wii to play it on VC is a bit of an annoying hurdle to get into MM speedrunning.
But none of the glitches are patched from my experience like deku in terminal field in day one and annoying ones like rain splats on the same level you are so theoretically if you put it on 20fps you can practice on it
This narrative that the ship of harkinian is explicitly for speedrunning and this isn't good at all for it is just blatantly false. Ship of Harkinian is made by passionate developers *and* speedrunners, because knowing what the source code effectively does makes it easier to discover new speedrunning glitches and tricks. Nerrel's video did not make the claim ship of harkinian was made *for* speedrunning exclusively, all he said is if you wanted to be able to tweak features, the option is there. You won't get that from this release. Ship of Harkinian doesn't inherently make a better product when it comes to physically playing the base game. The code will run the same. The difference is the code for this isn't really human readable - Ship of Harkinian's code is. The only other benefit is that it makes ship of harkinian easier to modify, which isn't necessarily better for speedrunning.
Tried it out, the simplicity of just navigating to your ROM and then playing is amazing. Run flawlessly, sounds perfect. Lack of load times is also so sick. I want to see all my favorite N64 games get this treatment.
@@saveloy4295 i hope so because it's beyond belief that N64 emulation is still so poor all these years later. 24 years ago I'd never believe that N64 emulation wouldn't be 100% perfect by even 10 years ago.
@@ianswift3521 I know the pain Banjo kazooie runs perfectly all the way through Banjo tooie with exact same emulator settings stutters and struggles on parts But golden eye runs smooth as butter and that's more demanding Such a mixed bag of constant settings tweaking
A little sad to hear about the gamecube controller situation though, I use a hori smash pad gamecube shaped controller cause... well the gamecube version of Majora's Mask is still my all time favorite game and preferred version (until now maybe?).
For the criticisms you have, I would like to point out that the people behind SoH are planning to make a port using the MM decomp. This port here is more for just being able to play the game on PC, whereas the other one that will be coming sometime in the future will be more for messing around with the game and doing technical things. (As Nerrel said in his video :P )
yeah SoH will probably have some of things i mentioned, but i wanted to give a view of what it provides vs SoH. I believe what i mentioned hopefully wasn’t too crazy and could even be fixed if we could get something like the KZ practice ROM running on it at some point. Also, this does contain QoL stuff like autosaving so I don’t think some of what i mentioned is that far out of the question.
I also believe that when this game gets added to SoH, the devs would eventually add a randomizer built into it as well. This release doesn't seem like it has it
Yeah, peak Zelda for me, such an interesting world, the amount of sidequests is huge, the time backtracking feature makes the gameplay unique and non-linear. I'm glad one can finally download it on PC and play.
Its in the works, according to their wiki, they will try to add: Dual analog control scheme (with analog camera) Ocarina of Time support Mod support and Randomizer Texture Packs Model Replacements Ray Tracing (via RT64)
It's MONUMENTAL work. Since I discovered it yesterday I fired it up immediately and now I'm almost in Ikana (casual player here). Never in my wildest dreams did I imagine that the very same game I played 9 years old could ever be that detailed when not remade from the ground up. Just the simple action of moving the camera around makes me happy. 140 FPS for Majora is mind-bending! Mr. Wiseguy just did what NINTENDON'T!
@@CarlosArgaber with Left Trigger, as is by default. I have a Logitech F710. It doesn't have gyro aiming, so I haven't even explored this possibility unfortunately.
I'm a big fan of these developments in the N64 fan scene. Not only is emulation finally hitting its stride due to some newer emulators actually caring about accuracy and moving away from the jank plug in system, but these "minimalist ports" push us to the next level. In the case of already supported games(Like...ironically MM. It is about to get a decomp-based port in the next year or two for sure), it is a "two cakes"-thing. And for games that had no shot of getting a dedicated porting effort in the next few years, if ever, it is a gift from above. Even Superman 64 is on PC now...for some reason. 4:05 That is a bigger gripe I have with several efforts to keep the games playable. According to people who tested it against original hardware(I can't because I don't have a 64-controller), around 66% deadzone is best for vaguely recreating the original sensitivity. But Dolphin(GC releases and WIi VC) caps at 50% and now you say this has no appearant deadzone at all. Nice(not). 7:40 The obvious answer is to just say "make a new misc category". It's both unofficial and too good to compete, so it just shouldn't compete. But just pushing out people who want to play the version is always bad, that is also why it will never not be fishy that people who actively want to torture themselves for a WiiU run for some reason are no longer allowed to, rather than it becoming split off.
Superman 64 is fun if you just reset after going through all the rings. Also its amazing how far N64 emulation has gone. Hoping one day PS2 titles get this love and kind of modding.
I actually used steam to map my gamecube controller, which added cardinal deadzones and the ability to adjust the stick sensitivity. Although I would prefer those options be built into the program itself.
Man, this motivates me to go back and play OoT and MM again, this level of improvement is amazing and its absolutely laughable Nintendo cant get to this level of polish for one of their classic games, i hope they dont C&D this
As a lot of people are already pointing out, this port isn't meant for speedrunning but holy shit it has to be the best version of the game to play casually.
@@maximerheault8349 nah, the roadmap is pretty vague and it's not like he's getting paid to do this. End of the year is the estimate for the RT update. Texture packs however may be coming somewhat soon-ish.
@@maximerheault8349 Yeah, this recomp with Nerrels texture pack will already be best version of Majora's Mask ever. So RT will be the cherry on top, not needed for playing, but fun nonetheless.
I can confirm that the Gyro controls work FANTASTICALLY on the Steam Deck. Part of that is definitely the SD’s excellent gyro hardware but in general it’s super reliable in-game. The only problem I’ve encountered is sometimes the gyro just straight up won’t work or activate when I enter a first-person mode, but I think that might be more on steam’s end, switching my controls back to a default rather than my “no gyro activation button” setting I set it to at the beginning of my playthrough.
While I love Ship of Harkinian, One Valid critique i often here is that its huge amount of options can be a bit intimidating for the average player. While I'm not the average player, and love all of them, there is no doubt a certain appeal to the simplicity of the fewer options that are currently available. Personally I think the best solution is to introduce all of these options over time, but to keep the more in depth options under a toggleable advanced options tick. That would make it easier to just pick up and play for people who just want to play the game with QOL features, while giving the more in depth players a lot of options to play around with, should they so want.
This port is amazing. I already installed it, it's impressive that I can actually play MM in ultrawide resolutions! AND AT 60FPS!!! Can't wait for more options to come out for it, like randomizer and a fix for the deadzones!
Yeah, the control sensitivity was really off for me too. I had difficulty backwalking and doing perfect turnarounds. But everything else is so great. No input lag, fast pausing, great visuals, higher framerates. And huge potential for updates and new features
I feel like another good control solution would be if it could read Wii Classic Controller inputs via Bluetooth. I know there's a few programs out there that can do it. Maybe I'm underestimating how difficult that is, but seems fairly simple and cheap
looks amazing ... looking at these clips is is the by far the closest my brain has felt to playing the original version of the game on the N64 back in 2000
from my early playing of the recomp... it is a good replacement to emulation until 2ship2harkinian is finished and will remain relevant for as long as "2ship" is not released
My first complaint was how hard it was to backwalk, glad to see I'm not the only one LOL I think this is a great proof of concept in coding, the difference between "Recomp" and "Decomp" really shows with the difference of tweaks and tools available. I hope to see this or the MM Decomp get as much love as it can in the future.
Gyro works amazingly, its a bit high though out of the box. Big props to working natively with a ps5 pro controller. There is also a guide on his site to getting gyro working with the Steam Deck but I dont have one so I cant comment on that.
look up "ship of harkinian" it has more features than the MM recomp has atm from in built (and toggle-able fixes) modification support(mostly in texture/model/sound changes) significant rando support
All I need now is a way to make the Z targeting camera behave like the one in OoT. The Z target camera is basically the only thing I extremely dislike about MM
i have an issue when playing this when i use control stick up it act as right thumbstick up and when i get a c button left item then i turn left it uses the c button left item on any controller i use and when i use a keyboard it works better than the controller any fix would be helpful please i really REALLY want to play this without the keyboard
60FPS and Widescreen support? yes please. The only thing I want it to get added is a key modifier for people that play with keyboard only controls, this is an issue like the dead zone on controllers you mentioned where you cant walk, on emulators there is a customizable key to modify the movement speed by a certain amount
In regards to the clunky controls you mention at 4:20, idk if it's just that I'm not a speedrunner and don't have the feel for the game that you do, but it feels perfectly fine to me. It is incredible responsive and feels like perfect 1:1 input with an Xbox controller.
it could be that or it could be the fact that i played on gcn. i didn’t have the option to try any other controllers so it could be that the stick was mapped weirdly
I dunno if I'm doing anything wrong here but everytime I try to open the exe file, the screen just goes black for a few seconds and then the program closes
Would be interesting to see an NMG route done for this. Are pause buffering tricks entirely unviable here? Didn't seem like HMS skip is doable in the video even though the first few frames looked correct.
The whole recompilation means Nintendo cannot do anything. As this it’s not their code. It’s the same with the ocarina ship of harkinan they can’t take it down because someone else coded it from the ground up. It’s not the legend of Zelda ocarina of time it’s ship of harkinan. It just looks exactly like ocarina of time but it’s not 😉
I’m a livestreamer on Twitch and RU-vid and I’m wondering if I would be able to play this on stream without Nintendo being on my back about it. Does anyone know if I can do that?
What is the expand option for HUD placement? I'm hoping it expands to give you a pixel by pixel custom hud positioner because the default 16:9 HUD is still respecting unnecessary overscan accomodating margins
I don't get the thumbnail. You can still play the game in 240p and even downscale it from a maximum of 960p (in a similar fashion to Dolphin's resampler). The game is beautiful at low resolutions.
this is hard to find out as a young woman who just started a casual playthrough on NSO 😖 jake can u get me to the goron level on this emulator so i can play this instead :D
Why would you play the NSO release to begin with when there's so many other options? I stopped my 100% run on NSO mid way because of how unbearable it was then just played project restoration + MM reborn on my 3DS, not ideal, but way better imo
@VTWS Yeah I'm thinking about just replaying it. I'm trying it out rn and it's amazing. Wish I had a 360hz monitor that would look insane but at 165hz it's like butter
this is how i like retro stuff being "remastered" nothing changed in the content, no fancy stupid filter being used just updated in technology. controls feel good, love widescreen and above 30fps! i really dislike the original 20fps crap.
Video?!? On a Saturday?!?! Hope we get a second one tomorrow 😂😂 Edit: I mean i guess you also did the Snow hess this week as well, so.... Double upload!
Has anyone figured out how to show FPS in this? I've tried 4 different FPS monitors (FRAPS, Nvidia Geforce Experience, FPSMon, Windows Built-In) and none of them are able to show the FPS. Would love to see what the game is running at.