One thing I've always been curious about: is there any sort of clear continuity of architecture or design patterns between the games in the Super Mario series? Yes, they're probably all from-scratch rewrites of the engine, but could each successive engine be said to be a "descendant" of a previous one, on a design level? One thing I know (and can be seen in this repo) is that SM64 emulates a version of the NES/SNES "…
Super Mario 64 has been decompiled
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Re: Super Mario 64 has been decompiled
#52Earlier quoted context omitted.
It means they managed to get irix running in qemu. Presumably on an x86 cpu. Notable because the sgi indigo had a MIPS R3000A CPU. https://en.m.wikipedia.org/wiki/SGI_Indigo
No - qemu supports "userland" emulation where the processor ISA is emulated but syscalls and memory are translated to the host OS. The IRIX kernel and OS doesn't run in this scenario.
Re: Super Mario 64 has been decompiled
#53One thing I've always been curious about: is there any sort of clear continuity of architecture or design patterns between the games in the Super Mario series? Yes, they're probably all from-scratch rewrites of the engine, but could each successive engine be said to be a "descendant" of a previous one, on a design level? One thing I know (and can be seen in this repo) is that SM64 emulates a version of the NES/SNES "…
Zelda OoT was based on the Mario 64 engine
Re: Super Mario 64 has been decompiled
#54Still amazes me that people actually spend time on such things :D. Decompiling 100 year old software whose source code most likely didn't look much different from what the decompiler spits out. What's the point?
> What's the point? Mods! Much easier to modify source code than a compiled binary.
Re: Super Mario 64 has been decompiled
#55One thing I've always been curious about: is there any sort of clear continuity of architecture or design patterns between the games in the Super Mario series? Yes, they're probably all from-scratch rewrites of the engine, but could each successive engine be said to be a "descendant" of a previous one, on a design level? One thing I know (and can be seen in this repo) is that SM64 emulates a version of the NES/SNES "…
You can trace the evolution of "LiveActor" all the way through until it ends up in Super Mario Odyssey.
Sunshine - https://github.com/shibbo/Corona/blob/master/include/actor/T...
Galaxy 1 - https://github.com/shibbo/Petari/blob/master/include/Actor/L...
Odyssey - https://github.com/shibbo/OdysseyReversed/blob/master/includ...
This architecture was so successful it ended up as the basis for all new Nintendo game development, so Breath of the Wild, Pikmin 3 and Splatoon, Mario Maker all use this new "Actor Library", or "al".
I have not looked at NSMBU, but NSMBWii uses a different core structure originally developed (as far as I know) by the Zelda team. I think it's mostly phased out these days, as is the set of "egg" libraries developed by the Mario Kart: Wii and Wii Sports teams.
Re: Super Mario 64 has been decompiled
#56Earlier quoted context omitted.
Zelda OoT was based on the Mario 64 engine
That makes a lot of sense as it's not like they had a lot of 3D engines for the N64 during launch lol. Wonder if Pilot Wings (for example) also shares similar rendering pipeline.
Re: Super Mario 64 has been decompiled
#57Previous discussion: https://news.ycombinator.com/item?id=20418577
But not much has changed, I guess it's hard to make progress in a month.
Re: Super Mario 64 has been decompiled
#58Earlier quoted context omitted.
Maybe I misunderstood you. I’m saying this same decompile process could indeed be done to any released game where the source code is lost, because that is effectively what happened in this case.
I think you misunderstood what the parent was saying. On the technical level, you are correct in that in both scenarios the end result would be the same, as you are going from compiled code to decompiled code. What I believe the parent is saying, is that applying this to Panzer Dragoon accomplishes more (on the human level), because devs of that game don't have the original source code anymore, while Super Mario 64 d…
> 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.
Re: Super Mario 64 has been decompiled
#59"For Windows, install WSL and a distro of your choice and follow the Linux guide." I love these instructions! Also, I'd love to see this converted to a native executable. I wish Nintendo would actually allow that, although I'm sure they wouldn't.
Re: Super Mario 64 has been decompiled
#60Earlier quoted context omitted.
Zelda OoT was based on the Mario 64 engine
I thought it was starfox 64 actually
"Miyamoto: We were using the Super Mario 64 engine for Zelda, but we had to make so many modifications to it that it's a different engine now. What we have now is a very good engine, and I think we can use it for future games if we can come up with a very good concept. It took three or so years to make Zelda, and about half the time was spent on making the engine. We definitely want to make use of this engine again."[1]
[1] https://web.archive.org/web/20040619165414/http://www.miyamo...