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Super Mario 64 has been decompiled

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Re: Super Mario 64 has been decompiled

#131

Earlier quoted context omitted.

I love how you use 3 acronyms to describe the first acronym. It's acronyms all the way down!

SVR4: UNIX System V Release 4 https://en.m.wikipedia.org/wiki/UNIX_System_V UNIX: Actually Unix. Not an acronym. https://en.m.wikipedia.org/wiki/Unix

"Unix. Not an acronym."

Sorta.

"In 1970, the group coined the name Unics for Uniplexed Information and Computing Service (pronounced "eunuchs"), as a pun on Multics, which stood for Multiplexed Information and Computer Services."

Re: Super Mario 64 has been decompiled

#133
post #118
post #4

As an amusing side-effect, the team working on this effort also implemented IRIX userland support for QEMU since the original N64 toolchain ran on IRIX on the SGI Indy, and they need the original compilers to verify functional equivalence of their source: https://github.com/n64decomp/qemu-irix .

I wrote to SGI in high school asking for some info on their computers and they sent back a stack of beautifully printed, full-color brochures. The Indy had a webcam, which was very rare in those days. Also included was a brochure on the Indigo workstation, which Industrial Light and Magic used for Jurassic Park, etc. Nintendo is a little mysterious when it comes to what their actual tooling was, but I remember Donkey…

I have an SGI rotting in my garage, what's amazing about them is the quality of the monitor. For CRT displays, the best damn monitor I ever experienced, just CRISP.

The Nintendo 64 had a MIPS R4300 chip, the SGI Indigio also used the MIPS Rchip, the early one had R4000/R4400 chip, the later ones R8000+ chips. I can only speculate that by using SGI, you could run some of your non specific N64 code locally and debug faster.

Original PSX had a R3000 chip, but Sony opted for BSD, their devkit ran on FreeBSD PCs and you built the code and ran on actual PSX device. Cheaper...

Re: Super Mario 64 has been decompiled

#135

It would be great if this could be done for games where the source code was lost. Like Panzer Dragoon Saga.

How was the source code lost? Did the company that produced the game go out of business?

Sega is still in business, but the code was lost.

Disks fail. Machines are thrown away. Who knows how it happened, but it isn't a rare event, sadly.

Re: Super Mario 64 has been decompiled

#136
post #107

This is cool and illegal. What makes me envy of the West (or countries other than Japan in general) is that this kind of attempt is somewhat condoned and praised, while in Japan there would be a vocal outcry and finger-pointing campaign (with some media exposure) to the point where the author would be forced to shut down the project. It's a blessing that people can pursue things like this, and it's a huge shame that…

> It's a blessing that people can pursue things like this, and it's a huge shame that Japan is such an anal when it comes to a marginally illegal activity in an open space. I've noticed spillover effects into Japanese gamers as well -- people being suspicious of or derisive about mods, even when they're perfectly legal and the game has built-in mod support (looking at you Monster Hunter World). My (Japanese) girlfrie…

Doujin works are made with the awareness that they are parodies of the original work. It does not alter the body of the original work in any way and, as the term itself means, self-published. It is made without any direct affilation in regards to the original work.

Re: Super Mario 64 has been decompiled

#137
post #51

Earlier quoted context omitted.

Super Paper Mario uses an extremely similar engine as Paper Mario: The Thousand Year Door, which uses a slightly modified version of the Paper Mario 64 engine.

Super Paper Mario's movement felt quite similar to Thousand Year Door, which was to its detriment as the former was a platformer and the second was an RPG.

> The former was a platformer-RPG

FTFY. I don't think the RPG elements of SPM should be ignored; the game plays very differently to any of the other Mario platformers.

It may not be to everyone's tastes but to simplify the matter for the sake of a quick jab is hugely unfair, especially given it has one of the most touching stories in the Paper Mario canon.

Re: Super Mario 64 has been decompiled

#138
post #107

This is cool and illegal. What makes me envy of the West (or countries other than Japan in general) is that this kind of attempt is somewhat condoned and praised, while in Japan there would be a vocal outcry and finger-pointing campaign (with some media exposure) to the point where the author would be forced to shut down the project. It's a blessing that people can pursue things like this, and it's a huge shame that…

Your use of the term “open space” is interesting. The Comic Market could probably be considered a closed space but 600,000 annual attendants at a convention that glorifies and commercializes copyright infringement (to a good extent) suggests that there’s spaces in Japan for this sort of thing.

Re: Super Mario 64 has been decompiled

#139
post #118

Earlier quoted context omitted.

I wrote to SGI in high school asking for some info on their computers and they sent back a stack of beautifully printed, full-color brochures. The Indy had a webcam, which was very rare in those days. Also included was a brochure on the Indigo workstation, which Industrial Light and Magic used for Jurassic Park, etc. Nintendo is a little mysterious when it comes to what their actual tooling was, but I remember Donkey…

Those brochures are probably worth real money on eBay if you still have them, a PowerSeries brochure just sold for $200! By the time the Indy came out, the Indigo2 had replaced the Indigo, and I suspect a midrange Indy was a good match for a midrange Indigo1 (at much lower cost). Nintendo made an N64 dev board for the Indy, essentially an N64 on a GIO board, complete with an adapter card to connect controllers.

Indy was a good match for a midrange Indigo1

The joke always was that the Indy was the Indigo without the go :-)

But it was a decent enough machine to develop on, you didn’t need the 3D stuff if you spent all day in Emacs or compiling. Whereas an Indigo was really targeted at say CAD users.

Re: Super Mario 64 has been decompiled

#140
post #65
post #58

Earlier quoted context omitted.

Maybe the confusion could have been avoided if instead of: > It would be great if this could be done... codesushi42 would have said (emphasis mine): > It would be great if this would be done... Not that I think it was incorrect as it was, just a little ambiguous, I guess.

Not a native english speaker, but this seems like a nitpicky non-issue to me. How is it not the same as "could you please pass me a glass of water" vs. "would you please pass me a glass of water"? Both indicate a request rather than talking about actual physical ability to perform the action. Also, I would agree more with your point if the parent said "It could be great if this could be done..." instead of "It would…

This and the comments below are missing the source of this disagreement. The way that conditionals are most commonly structured in English has rapidly shifted over the last 10 years. The simplest way to explain is with examples.

Old style: "If I had tried, I would have succeeded."

New style: "If I would have tried, I would have succeeded."

The extra "would" style used to be restricted only to adding strong emphasis, as in "if you would just LISTEN to me...". Slowly, this extra "would" has crept into other areas, like replacing the subjunctive as in the example:

Old style: "It would be great if this were done."

New style: "It would be great if this would be done."

The new style is "incorrect" English as of a couple of decades ago, but its usage is increasing. It still sounds terribly wrong to my ear, but what determines whether grammar is "correct" is the way in which people actually speak.

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