Earlier quoted context omitted.
The N64 definitely has the nicer GPU of the two. An N64 with a CD-ROM drive would have been amazing.
There was actually an unauthorized third-party CD-ROM drive for it, the Bung Doctor V64[1]. It didn't actually expand the available ROM space beyond what was possible with cartidges, but its still interesting in that it was allegedly used by licensed Nintendo devs as a lower-cost alternative to the devkits officially provided to them. [1] https://en.wikipedia.org/wiki/Doctor_V64
Super Mario 64 for the PS1
101–110 of 116 posts
Re: Super Mario 64 for the PS1
#102Earlier quoted context omitted.
Given that this is HN, I'm contractually obligated to mention that the GBA port is written in Rust: https://www.digitec.ch/en/page/the-impossible-port-super-mar...
That sound more like a demake than a port. Very cool anyway.
In this case, the creator wrote a custom 3D renderer and recreated the models/meshes to get as close of an approximation of the N64 experience onto the GBA.
I wouldn't call it a port necessarily ("recreation" seems more apt), but it's closer to that than a demake.
Re: Super Mario 64 for the PS1
#103Earlier quoted context omitted.
The discs being black was a marketing gimmick, the actual magic was in the 'wobble'. > Nintendo had a hard enough time with preventing piracy and unlicensed games with the NES and SNES [...] Yes, so I'm not sure that the cartridge drawbacks bought them that much in terms of piracy protection? I agree that the PS1 had more piracy, but I'm not sure that actually diminished its success?
> I agree that the PS1 had more piracy, but I'm not sure that actually diminished its success? At least in my corner of the world (Spain), piracy improved its success. Everybody wanted the PSX due to how cheap it was, I think it outsold the N64 10:1.
Re: Super Mario 64 for the PS1
#104Earlier quoted context omitted.
The N64's CPU, with pretty much every single game released on the platform, is just sitting there idling along at maybe 30% load tops, and usually less than that. It's a 64 bit CPU, but Nintendo's official SDK doesn't even support doubles or uint64! Of course, Nintendo clearly cared about the CPU a lot for marketing purposes (it's in the console's name), but from a purely technological perspective, it is wasteful. Mo…
> So, getting a much smaller CPU would have been a big corner to cut, that could have saved enough resources to increase the texture cache to a useful resolution like 128x128 or so. How? The texture RAM (TMEM) is in the RSP, not in the CPU.
Re: Super Mario 64 for the PS1
#105Earlier quoted context omitted.
> It's a 64 bit CPU, [...] Only really in the marketing material. It's a bit like calling a 386 with an arithmetic co-processor an 80 bit machine, when it was still clearly a 32 bit machine by all metrics that matter. However, I agree in general that the N64 CPU sits idle a lot of the time. It's overspecced compared to the rest of the system.
no, it really is a true 64 bit CPU. it's just that that fact is useless and it usually runs in 32 bit mode because games don't need that.
Re: Super Mario 64 for the PS1
#106Earlier quoted context omitted.
It looks pretty decent but seeing the texture warping and glitching reminds me of why I was team N64
The N64 definitely has the nicer GPU of the two. An N64 with a CD-ROM drive would have been amazing.
Then again, the good games would have been $50 instead of $70, and there would have been a lot more developers willing to pay $0.20 per unit to ship games than $20 per unit for the common 12MB and 16MB ROM chips.
However, I don't know if Ocarina of Time or Majora's Mask would have worked as well without that ability to load entire scenes in Not saying you're wrong, just that I'm glad things turned out the way they did because Ocarina and Majora's Mask likely could not have been done on a Saturn or PS1 beefed up with the N64's GPU.
I could be wrong, and some experienced romhackers could conjure up enough clever optimizations to make a faithful PS1 port of Ocarina of Time that doesn't have noticeable load times, but it would have been the result of years of research with no deadline pressure. I admit I'm just speculating, but not in a presumptuous and baseless way.
Re: Super Mario 64 for the PS1
#107Earlier quoted context omitted.
Affine texture mapping is kinda jarring to look at, especially in this GBA port since there is no fixup with huge ground polygons drifting around. One of the listed features in the PS1 port in the OP article is tesselation to reduce the issues of the PS1 HW affine texture mapper, on the GBA you have some base cost of doing manual software texture mapping but also oppurtunities to do some minor perspective correction…
The GBA version does actually leverage dynamic polygon splitting in direct reference to how PS1 games used this approach https://www.youtube.com/watch?v=1Oo2CZWbHXw&t=271s I think the resolution makes it particularly rough though.
Re: Super Mario 64 for the PS1
#108Earlier quoted context omitted.
ClassiCube ( https://github.com/ClassiCube/ClassiCube ) exists, which is an open-source Minecraft Classic reimplementation with an N64 port among dozens of others. HN discussed it two years ago ( https://news.ycombinator.com/item?id=37518874 ). ClassiCube has a WIP GBA port, but according to commits it only hits 2 FPS as of now and is not listed in its README. On a related tangent, there's also Fromage, a separate Mi…
Related to this is the Atari Falcon port of Minecraft using a sparse voxel octree, might work for the GBA seeing as the Quake ports are similar performance-wise: https://www.youtube.com/watch?v=nHsgdZFk22M
Re: Super Mario 64 for the PS1
#109Earlier quoted context omitted.
This is all subjective so I suppose I should add an IMO, Even back then many games were preferable on the N64 like megaman legends, what the PS1 offered that was superior was storage, which allowed for more music and FMVs, and also allowed for voice acting and probably why MGS is still talked about to this day, my guess is the lack of detail helps immersion the same way you would read a novel, and I imagine the PS1 w…
>Even back then many games were preferable on the N64 like megaman legends Huh, I generally see megaman legends cited as an example where the PSX version looks better due to the crisper textures. https://www.youtube.com/watch?v=J6lravGmPPQ
Re: Super Mario 64 for the PS1
#110Earlier quoted context omitted.
This is all subjective so I suppose I should add an IMO, Even back then many games were preferable on the N64 like megaman legends, what the PS1 offered that was superior was storage, which allowed for more music and FMVs, and also allowed for voice acting and probably why MGS is still talked about to this day, my guess is the lack of detail helps immersion the same way you would read a novel, and I imagine the PS1 w…
> [...] and I imagine the PS1 with its storage would've been the perfect vehicle for Visual Novels, but that still is not popular anywhere but Japan. I guess you can pretend that the JRPG or Resident Evil are Visual Novels with some action game play (or turn based combat) thrown in?