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Super Mario 64 for the PS1

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Re: Super Mario 64 for the PS1

#31

Earlier quoted context omitted.

This is emulated as I'm sure the other videos are, but the PS1 back in the day had no way of running anything this crisp, so the emulator is `enhancing` it here. It's not an actual representation of what the game would have looked like.

It doesn't really work right on "normal" PS1s yet, at least when it was making the rounds a few weeks ago, so you need either an emulator or modded/dev PS1 with more RAM to prevent crashes and most people won't have the latter https://www.reddit.com/r/psx/comments/1p45hrm/comment/nqjtdp... . Probably shared a few months to early. But yeah, on a "real" PS1 it would be blockier due to lower res. The main rendering prob…

nah, it's not even configured to use the extra RAM, though there is a compile option for that. seems like the freeze was some sort of bug in the tessellation code, but I'm rewriting that part, so the bug is gone now. it should be working fine on hardware after I publish the changes.

Re: Super Mario 64 for the PS1

#32

Earlier quoted context omitted.

For those that prefer pure gameplay to skip through https://youtu.be/kkJWZlAjZp0

This is emulated as I'm sure the other videos are, but the PS1 back in the day had no way of running anything this crisp, so the emulator is `enhancing` it here. It's not an actual representation of what the game would have looked like.

CRT's smoothed out the image a little bit. Also, the screens were much smaller back in the day.

Re: Super Mario 64 for the PS1

#33
post #10

Earlier quoted context omitted.

here's another video that showed good gameplay shots that I happened to see last night. https://www.youtube.com/watch?v=kscCFfXecTI

The distorted textures and weird triangle clipping issues are exactly what you'd expect from an unoptimized port to a platform that doesn't support perspective correct texturing or depth testing.

It looks pretty decent but seeing the texture warping and glitching reminds me of why I was team N64

Re: Super Mario 64 for the PS1

#34
post #10

Earlier quoted context omitted.

here's another video that showed good gameplay shots that I happened to see last night. https://www.youtube.com/watch?v=kscCFfXecTI

The distorted textures and weird triangle clipping issues are exactly what you'd expect from an unoptimized port to a platform that doesn't support perspective correct texturing or depth testing.

John carmack complained about this same issue for the Playstation DOOM port: page 337 https://fabiensanglard.net/b/gebbdoom.pdf

Playstation rendered with affine texturing which made it impossible to get perspective correct rendering without hacks. The porting team ultimately did a very interesting hack where they would use polygons to render 1 pixel wide strips effectively simulating how non-hardware (that is CPU-based/integer) acclerated rendering was done on the PC.

Re: Super Mario 64 for the PS1

#35

Earlier quoted context omitted.

I see a lot of texture warp like you mentioned but I'm not seeing the geometry popping (wobble?) that was a hallmark of ps1 games, I'm guessing they're using soft floating point for the geometry and doing perspective-correct texture mapping would just be too expensive for decent frame rate

The PS1's GPU does not support perspective correction at all; it doesn't even receive homogeneous 3D vertex coordinates, instead operating entirely in 2D screen space and leaving both 3D transformations and Z-sorting to the CPU [1]. While it is possible to perform perspective correct rendering in software, doing so in practice is extremely slow and the few games that pull it off are only able to do so by optimizing f…

Darn I posted the same thing in another thread

Re: Super Mario 64 for the PS1

#37
this is the devil's work. nicely done. what stood out to me is that one of the known issues is the pause menu not working. wonder why that is.

edit: whoever did the gameplay video is really good at mario n64. They were playing to and reacting to stuff that had rendered very late, if at all.

Re: Super Mario 64 for the PS1

#39

If you like this port, you may also enjoy this ground-up effort to clone SM64 on the GBA https://youtu.be/nS5rj80L-pk

Interesting, I'm wondering if the GBA could handle a light version of a Minecraft style game, but the N64 looks like it could be great at it too. I need to get me a SummerCart64 one of these days and experiment with my old N64.

Probably. There's Tomb Raider for the GBA via OpenLara: https://www.youtube.com/watch?v=_GVSLcqGP7g

Re: Super Mario 64 for the PS1

#40
post #10

Earlier quoted context omitted.

The distorted textures and weird triangle clipping issues are exactly what you'd expect from an unoptimized port to a platform that doesn't support perspective correct texturing or depth testing.

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.
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