172 pointsby msephton5 hours ago9 comments
  • azertify3 hours ago
    In case anyone is interested, this creator built a remake of Portal for the N64, uploading a really cool set of videos describing the work that went into building it.

    He's since stopped to work on his own IP, I believe that the issue was that Valve couldn't allow it because they'd never get Nintendo to agree to it. Something along those lines, anyway.

    • Frenchgeek2 hours ago
      I think the main issue was he used Nintendo owned tools and libraries to make his game instead of the GPL ones, making the release of the port dependent on Nintendo's approval too. I guess even Valve didn't want to deal with their lawyers.
  • LarsDu8815 minutes ago
    I actually used similar camera draw distance trick in my game Rogue Stargun.

    The real way to optimize this stuff really well is for the artist to spend a lot of time making LODS for the distant objects. For the really distant objects, esp for a platform like n64, you can replace the distant objects with billboard imposters which are basically just flat poster textures that swap perspectives at certain angles.

    GTA V does this extremely well with many manually made LODs and its very costly

  • gryfft5 hours ago
    I watched this on YouTube the other day. Another beautiful example of the creative power yielded from building within constraints.
    • msephton3 hours ago
      Such a clever way to approach the problem! I'd say only possible with a detailed understanding of the N64 constraints.
  • user____name3 hours ago
    This is really cool. Kaze Emanuar[0] seems to be able to hit 60hz consistently with his Mario 64 rework, I wonder if such perf is achievable for these wide open landscapes. Iirc Shadow of the Collosus rendered distant geometry into the skybox, which always struck me as a neat trick.

    [0] http://www.youtube.com/@KazeN64

    • smithcoinan hour ago
      VRAM goes vroom vroom.

      I emailed him the video from OP and he mentioned they’ve done some collaboration. I’m assuming there’s a retro programming discord that I’m not worthy of.

    • 01HNNWZ0MV43FF2 hours ago
      Yeah I remember hearing that SOTC's "SuperLow" LOD was a 2D image. Trespasser also did that, but only for trees and props, not for terrain objects. Trespasser being basically a heightmap with dinosaurs dropped in
      • estebank41 minutes ago
        Hey! It also had a barely working physics engine.

        Then again the dinosaurs were physics entities, so maybe you already mentioned it. :)

  • amelius2 hours ago
    The first comment:

    > "The N64 is very memory bound"

    > Aren't we all these days?

  • TomatoCo2 hours ago
    This reminds me of Magicore Anomala, a side scrolling game being made for the 1985 Atari. I wish there was a way to know how people contemporary to the release of the Atari or the N64 would react to seeing these modern engines.
  • cubefox3 hours ago
    The same guy, James Lambert, also implemented texture streaming (which would not be invented until two console generations later) in an N64 demo. The textures look uncharacteristically high res: https://youtube.com/watch?v=Sf036fO-ZUk
    • LarsDu888 minutes ago
      Like in id softwares RAGE?
  • ill_ion2 hours ago
    This is awesome!
  • AdmiralAsshat3 hours ago
    Somewhat annoyingly, the actual homebrew z64 seems to crash both of the N64 cores that RetroArch supports. :(
    • x0re4x3 minutes ago
      It might be because he is not using nintendo's sdk anymore, particularly the "microcode" for RSP "coprocessor". Most N64 emulators usually do not emulate RSP properly, but detect which specific nintendo's microcode is used and then emulate it's behavior.
    • b00ty4breakfast2 hours ago
      At the end of the video he says it needs real hardware or a "highly accurate emulator like Ares".