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
Super Mario 64 for the PS1
61–70 of 116 posts
Re: Super Mario 64 for the PS1
#62Re: Super Mario 64 for the PS1
#63Earlier quoted context omitted.
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
#64Earlier quoted context omitted.
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!
They could have used SDRAM and it would perform so much better, and I believe the cost is around the same.
If you wanted to cut something, cut the antialiasing. While very cool, it is a bit wasted on CRTs. Worst of all, for some reason they have this blur filter which smears the picture horizontally. Luckily it can be deblured by appliying the inverse operation.
Re: Super Mario 64 for the PS1
#65Earlier quoted context omitted.
And a bit more texture memory!
The whole thing about the texture cache being the worst design decision in the N64 just gets parroted so much, but nobody can cogently explain which corner should have been cut instead to fit the budget.
Re: Super Mario 64 for the PS1
#66Earlier 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.
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-bas…
For others who run into the same problem, the file can be accessed via https://fabiensanglard.net/gebbdoom/index.html#:~:text=High%... . (I've highlighted the link to click.)
Re: Super Mario 64 for the PS1
#67Re: Super Mario 64 for the PS1
#68Earlier quoted context omitted.
It looks pretty decent but seeing the texture warping and glitching reminds me of why I was team N64
I had the opposite reaction. As someone who was on team PSX, the wobbly jank is pleasingly nostalgic. Didn't someone say that the limitations and artifacts of the obsolete media of the past become the sought-after aesthetics of the future?
Even with realism, ports to dreamcast were better overall and considering the latest port of Final Fantasy Tactics does not emulate any of its PS1 limitations, I don't think a lot of people strive/like the aesthetic.
Re: Super Mario 64 for the PS1
#69There is an explosion of decompilation projects spawning new ports, but was there something that enabled better decompilations? I see it across many retro games.
Re: Super Mario 64 for the PS1
#70Are there any pictures or video of it running? I understand why they are not on the GitHub page
here's another video that showed good gameplay shots that I happened to see last night. https://www.youtube.com/watch?v=kscCFfXecTI
The first comment is pretty funny:
> Finally, Super Mario 32.