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Super Mario 64 for the PS1

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Re: Super Mario 64 for the PS1

#41

Earlier quoted context omitted.

While this is cool, it is really hard to look at for me. Still bravo! I know getting it working and complete is the real goal and it is commendable.

> it is really hard to look at for me. What were you expecting?

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 to lessen the worst effects (such as doing perspective correction during the clipping process).

Re: Super Mario 64 for the PS1

#42

Earlier quoted context omitted.

> it is really hard to look at for me. What were you expecting?

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…

I am probably misremembering but wasn’t super Mario 64 “flat shaded” ie no textures just colors?

Re: Super Mario 64 for the PS1

#43
post #42

Earlier 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…

I am probably misremembering but wasn’t super Mario 64 “flat shaded” ie no textures just colors?

You’re misremembering. SM64 was fully textured, outside of specific models.

Also flat shading (vs. say gouraud shading) is isomorphic to the question of texture mapping, and concerns how lighting is calculated across the surface of the polygon. A polygon can be flat shaded and textured, flat shaded and untextured, smoothly shaded and textured, or smoothly shaded and untextured.

Re: Super Mario 64 for the PS1

#44

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.

this guy builds a very similar engine https://www.youtube.com/@3DSage/videos

Re: Super Mario 64 for the PS1

#45

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

Its incredible to how compltely unwatchable modern youtube norms are, to me at least. I feel like youtubers now aim almost exclusively for the 12-18 demographic. I mean, this person is doing some kind of character or affectation instead of using a normal voice. Everything is some kind of grift or character or PR or persona now it seems. I understand they do this to get viewers, but its just depressing how much more c…

Torvalds didn't hold back either though, so not sure what the complaint is... If you watch some WAN you'll see you're not getting some weird persona in that video, just the same guy with a bit of extra energy - which is just what you want to do for presentations / shows / whatever. It was a genuine experience.

Re: Super Mario 64 for the PS1

#46
post #42

Earlier 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…

I am probably misremembering but wasn’t super Mario 64 “flat shaded” ie no textures just colors?

Like a lot of N64 titles, there were many solid colour objects to save on RAM, but lots of things in the environment especially were textured too.

Re: Super Mario 64 for the PS1

#47

Earlier 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.

And a bit more texture memory!

Re: Super Mario 64 for the PS1

#49

Earlier quoted context omitted.

> it is really hard to look at for me. What were you expecting?

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.

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