How I made the most beautiful N64 Level
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- Опубликовано: 29 сен 2024
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Source Optimization: • FIXING the ENTIRE SM64...
This level's OST is here: • Dreamy Flights in Gloo...
Bob omb optimization: • About Bob Ombs and Mic...
This video was sponsored by Brilliant!
Correction at 6:43 - A 4x3 Matrix can do all those 4 transformations, It can do any affine matrix - but the math operations for animated bones now assume that only rotation is going to happen which makes multiplication a little faster.
First
Awesome video
All Mario 64 mods suck, and yours is no exception. This is just a wannabe Mario Galaxy, and that game sucked too. Enjoy wasting your time and getting nothing in return.
Link?
now do the same for zelda and banjo and paper mario when they get decompiled (both at 97%)
Kaze is just the final evolution of 90's programmers.
He knows how to work around the limitations of the hardware, and thrives because of it.
Yeah, that's a good way to put it. Kaze's content is what we would get if there were never new consoles to replace the N64.
I am constantly reminded of John Carmack's whinging against VR developers having crappy frame rates because they don't do any of the essential optimization engineering. Like a crappy Switch port vs a godly one.
@@雪鷹魚英語培訓的領航 whinging has a negative connotation though
put Kaze in a DeLorean and send him to Nintendo in 1995 to make the N64 roster even more boss.
Nobody can do magic, outside of the triple restriction: budget, time or features.
Professional developers work against that restriction, because the goal is to make money.
Creators, on the other hand, can work unlimited time on unlimited features, without worrying about any budget.
Not downplaying the job at all, just stating why a game done with infinite time and resources will always be better than one done with a budget and a deadline.
@@GeomancerHT it won't always be better though. sometimes better decisions are made when you can't do "whatever you want".
You forgot something: You are a programmer, an artist and most importantly a magician!
When programming and art overlap, you get magic.
Imagine competitive speedrunning events, around these mods
For a SM64 mod (or fangame?), you did such a great job that when I saw the custom thumbnail for this video, I thought it was an indie game!
it's a rom hack
We're sending Kaze back in time to Nintendo of Japan's dev team during N64's development.
@Kaze. When do you think this will be ready for everyone to download please? Absolutely mind blowing 🤯levels of impressive on display, your skill is astounding, your understanding and ability to manipulate the source code is quite the spectacle, keep it up, and thanks for all that you do and give to the community to experience Kaze 👍
i’m never really a fan of people rooting their own horn but *it is* actually gorgeous
Holy crap!! This is amazing.
I'm looking forward to downloading.
Major kudos for all your efforts!
i just wish there was like an army of you that went to all the companies and just made the games we actually get to play better. kudos
Your tech videos are always very fascinating. Reducing matrix dimensions as a speedup is such a crazy idea.
If this amount of optimization would be done or even tried on modern consoles now like a ps4 or similar, i think we would just be somewhere else in society haha.
But seriously great work this looks so close to gamecube in my opinion, great work.
doom was maxing out ps4 gpu ,that game makes the ps4 run hotter than normal.
I have no idea what you just said even the slightest. But I believe you. It runs on a stock n64 console
Given enough time, and effort, Kaze will make things that that will be twice as impressive run on things with half the space and power
It's probably because of the windmills, but how can even a N64 level look so much greater than Pokemon Scarlet /Violet
RTYI should be a limited-run N64 cart release at this point
This is simply fascinating. Such beautiful levels, with smooth frame rates and camera movement, on an older system with more limitations than the current consoles... It honestly puts some games on some modern consoles to shame, all because you took the time to learn the quirks of the system, its limitations, and how to work around them.
I love Kaze So Much
Okay this is really cool! Looking forward to your game being done 🤩
can't wait for this little game
First 3 seconds reminded me on A Hat in Time
All mf needs now is a time machine to the 90's
This is like a giant pie to the face who was doubting you lol
Any chance you'll make physical carts of this game? If you do I'll buy one hahaha.
It looks like baked lighting
This looks incredible! will it have aglab cam?
no, i don't like aglab cam. it's just lakitu cam with added buttons on the dpad. its a hacky control scheme that gives the camera 9 buttons while mario has like 3? that should never happen imo. i have my own custom camera as you can see in the video
Do you still plan on including Luigi as a playable character or a multiplayer co-op? Everything looks absolutely incredible so far, really excited for release!!!
yeah it's still a possibility. i don't konw how well it will run though. no guarantees itll be stable 30fps
@@KazeN64 Sweet! That’s totally understandable! Thanks for the response 🙏🏼
stage looks all over the place.
I always like to imagine time traveling and showing this to the programmers back in the day to blow their minds
II mean, I'd assume most of them are still alive. I am sure they are impressed assuming they see this.
@@differentlyabledmuslimjewi4475 true, but it'd be different with a 1990's mentality.
me from back then would be far more impressed than me of today.
mine is me thinking as a kid there will be a mario 64 sequel after the gamecube is already out for years. New N64 games, WTF??? That is my time travel thoughts. IF I could go back in time and tell myself there will be unlimited sequels of my favorite games, all made by loving fans, I would have been really happy to hear that, it would have helped me through dark times even. Knowing this thing is coming is awesome!!! I wanna see it! I wish Kaze would make an official physical release of his magnum opus. I would buy it from him signed for hundreds, but I don't want to pay people who rip the game and put it on a cart, I want an official Kaze release, not everdrive!!! Would be siick. If they did a limited run, that could become one of the most collectible things in gaming history. Would be great if people who know about this project can get a copy and that's it, nobody else, no scalpers.
@@ThiagoPagogna The game would still run on the tech of back then, because the N64 obviously never changed.
Don't forget, they also had deadlines to meet, so good enough to ship is what they have to go with, even if they could optimize further.
Imagine doubting Kaze's skill.
This is absolutely incredible stuff.
It's incredible to see how much optimization you're getting out of Mario 64 by redoing everything. I know basically nothing about programming but even I can tell that the level of knowledge to go this deep is seriously impressive.
The advantage of making a modern N64 game is newer tools and less restraints of cartage capacity.
@@WeAreMovieMakers If this doesn't fit on a cartridge, it doesn't run on n64
@@cyberspectre8675 The point is you can make bigger cartridges now
@@cyberspectre8675 Well, the biggest official N64 cart (Resi 2) got up to 64MB, but in theory with bank switching you can go further, and everdrives do.
Still, I'd be surprised if a Mario 64 hack takes up as much cartridge space as a Resi 2 worth of FMVs.
@@RAFMnBgaming another engine rewrite... I'm joking of course that's probably a limit of the console . I do know of another console modder soldering a ram chip on top of another one to double the ram. That was original xbox though.
You're legit approaching PS2 levels of visuals on an N64 and you're STILL improving!!🤯
Now imagine what kind of viusals one can achieve on a PS2 given similar effort!
We need someone who can do the same for PS2 ratchet and clank.
@@Thelango99imagine what people could do on modern hardware with this level of effort 😂
@@danisflying the newer consoles are borderline inefficient, its because no one codes anymore and optimizes code, everything is done in tools, and it's bios upon os, upon engines, and layers of shit, and the power is wasted translating one type of code into another, we could easily see many times more pretty graphics, if they really tried to unleash the power, but the console makers won't even allow it
@@damazywlodarczyk not really,today gpu drivers are almost perfect.
@@Thelango99 ratchet and clank was not a ruched out lunchgame like mario64, and sony had very good tools like the performance analayzer.
Your dedication to this project is astounding. I look forward to playing the completed game.
Your level design in terms of gameplay and graphics has improved so much over the years, nothing more to say than only respect for you!
Return to Yoshis Island is back on track! Remember streaming the demo a while ago!
This just looks amazing!
Weiter so Kaze :D
luigikid
Kaze: There are 4 cap powerups and over 160 stars
Nintendo: And a tasty DMCA takedown for your hard work
Kaze out here making the Super Mario 65 we all imagined as stupid little kids. This course (and all the cap courses I've seen, really) is stunningly beautiful. Really excited to get my hands on this. Couple questions tho:
1. What exactly are "side courses"? Are they like the secret slide and secret aquarium?
2. How many stars per course?
@@lilaa3
thx
@@seronymus bruh wha
Your comment reminded me of a weird false memory of mine, of when I misremembered someone shouting as them shouting 'NINTENDO SIXTY-FIVE!!!!!'
You really had to call us all stupid, though?
@@anotheraccountididntneedto7222 all kids are stupid, they can't help it
You are actually the best romhacker of all the times!
This is waaaaay beyond rom hacking.
Beyond Rom hacking. This project is powered by the sm64 decomp project. This would NOT be possible without source code access to completely refactor super mario 64 inside and out.
@@Mobius14 Still, you don't see anyone else doing stuff like this
Once I was old enough to see the difference between mario 64 and majoras mask, I always knew the N64 was never really taken advantage of like the NES/SNES. Glad to see it really wasn't! This is really cool work. subbed.
Perfect Dark, Turrok 3, Conkers Bad Fur Day, Banjo Tooie there plenty of technically impressive n64 games.
Forgot Rocket Robot on Wheels. I think it was 60 FPS with Half Life 2 like physics
I’m looking forward to when Return to Yoshi’s Island gets finished, I’ve played the demo and it was so much fun
This is some real "burn the witch" behavior Kaze :3
First.
@@SoyAntonioGaming congratulations?
@@SuperTort0ise thanks i work hard for it
everything came together really nicely here! the aliasing on N64 is very noticable, but my understanding is that anti-aliasing is a big performance hit? if you were to turn it on (im imagining in like an options menu), would the game suddenly dip to 15 fps or something? is it as easy to enable as just switching a flag, or would the rendering engine have to be reworked with it?
AA turns the 40fps sections to around 36 fps here. the 30fps sections mostly stay 30 though sometimes drop to 28ish. this game will come with an option to turn antialiasing on/off. i think it looks better off though.
@@therealjones-o6x I think the majority of N64 games are lagging enough already even without AA
@@KazeN64 I recall some N64 games have selective Anti-Aliasing, namely some Rare games. For example, they would smooth out only the player and enemy models, and not the world (DK64, and Diddy Kong Racing while in motion, come to mind). Maybe an option for that might be a good middle ground?
@@KazeN64 Glad you cared about allowing AA. I can't stand N64 game without AA, I think it really degrade the look of the games and would rather have the slowdown.
Keep exploring at brilliant.org/KazeEmanuar/. Get started for free, and hurry-the first 200 people get 20% off an annual premium subscription.
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Brilliant™ video kaze although there is a mistake at 5:05, it's actually me making super expensive graphical choices and forcing you to work around them to make them run smooth
It's ridiculous how people don't realize just how powerful the N64 was.
There are some games which truly were optimized for the console (Doom 64 probably being one of the most finely aged N64 games there is) but yeah, I'd imagine most of the library could be substantially improved on the actual console with folks like Kaze sharing his knowledge. And you just know I'll be sticking every optimized game onto my Everdrive.
N64 was weaker than it should’ve been, the ultra 64 had much more powerful prototypes. See the early demos that look amazing.
@@Noobsaibot21 pray tell friend, what is an everdrive?
@@zatchbell5678 It's the thing you always dreamed of when you were a kid (A single cart with every game running on an actual N64). SD card full of roms in the cart and you're off to the races. No emulation or anything - the N64 simply sees it as the legitimate game cart. Great as I can safely store my N64 games and still play them the way they were meant to be played.
Also versions for SNES, Megadrive, GBA - almost any cartidge based console. There's also CD variants such as DCEmu (Dreamcast), Rhea (Saturn) etc...
@@Noobsaibot21 I will be looking into this, thank you
Kaze, have any original n64 programmers ever reached out to you with their thoughts on what you've accomplished? I think it's not a stretch to say you're likely the highest level n64 programmer in the world now and I would imagine some OG coders would be impressed by your work!
in fairness, he has access to far better tools than they did back then. even tho he's targeting the same hardware, the difference in their development environments is enormous.
When I saw your clips of this level that you posted on twitter, I had no doubt in my mind that you out of all people would be able to run this on original hardware with smooth fps, so I was extremely annoyed when I saw all those pedantic comments being like "this is not a real N64 game, it's a pc mod!!"
I think I've decided that when this comes out I'm going to play it on a real n64 on my old crt tv and order coca cola and pizza and turn off the internet and maybe invite a friend over. could be fun. if someone a Nintendo Power player's guide or magazine article existed about it giving tips, it'd be a legit 90s new mario 64 sequel experience.
if you are lucky, ill be able to put in a multiplayer mode too, so that'd be pretty fun!
@@KazeN64 that'd be amazing. Luigi making a comeback? horizontal or vertical split screen? would probably run pretty good considering the optimizations.
Please make this multiplayer
What the hell do you have against birds. Poor Seagulls.
This man is the Mario 64 hack *MASTER.*
Knowing every single nook and cranny that makes the game tick, overcoming whatever limitations necessary to make the game run and look the best it could on real hardware, far better than Nintendo could.
Also add in memory limitations of the cart format.
Am I the only one who's getting some Sonic Adventure vibes from this level design?
So when will you look into rtx on n64 ?
dariosamo is working on an RTX plugin that would emulate every N64 game with raytracing capabilities!! i plan to make this compatible with it as well.
@@KazeN64 holy
@@KazeN64 hi
@@teomanefe CRIMINAL
Imagine actually welding an rtx to an actual n64, that would be so cool
Its unbelievable that this runs on an n64. Congratulations on this incredible achievement
hear me out... you know how ocarina of time runs notoriously slow? You should fix that and see how much faster it can run
It would probably be a lot harder. By the time oot came out they knew how to make a bigger world and use the optimizations in the n64. Mario 64 it's horribly optimized and was a bit of a crap job, so it is disgustingly easy to find flaws and make it run better, with oot you'd likely have a hard time finding something that can boost it to 60fps like you can with mario 64
Wait?? isnt this the first time you have been sponsored? If so thats amazing! congrats!
i've had offers before, but this is the first time i've accepted an offer! i won't collaborate with any sponsors that i don't personally like.
@@KazeN64 A good stance and power to you for it.
@@KazeN64 has Nintendo ever contacted you?
Kaze's not gonna stop optimizing Mario 64 until he gets Crysis to run on an unmodified N64 at at least 2 FPS.
That doesn't even make any sense.
Dudes absolutely jacked, programmes and also does art. Absolute super funky dude, i love your videos!
Man Kaze is literally bringing 16 times the detail lol.
this is a rom hack of german quality
You ever thought about making an indie game in the same style as N64 graphics? I think you'd be pretty good at it, like Siactro's games Toree, MacBat, or his most recent game Super Kiwi 64
Even though I can't understand half of the things you say here, I still find this kind of things interesting, this project is amazing
Will you release the techniques you used so other modders can make their games more n64 compatible? I get if you don’t want to
yes, i share knowledge and will even share the source code once its done
Your videos about how you optimize stuff are like crack to me. The fact that you're capable of explaining it to someone who doesn't code is a skill in itself, so you are truly a very talented man. I remember when it was said that last impact would be your final big mod, I'm so happy that's not true. Thank you so much for everything you've done for this game.
this will be mario 64 in 2023
RUclips says the game is Pepper Mario LOL XD
so true
my man literally ported modern lighting effects to the n64
I cannot wait for Return to Yoshi's Island and the optimized vanilla game. 50-60 FPS on real hardware is nuts. Do you think it is feasible to actually get the vanilla game to 60 fps stable or only 30? I'm just curious as it seems like you'd be dealing with less overhead than the complex and beautiful levels for RtYI.
I imagine a future where SM64 speedrunning starts a new category for a Kaze optimized version that's able to provide a stable 60 fps on console. I have to think that would become a really popular category to run if that was ever possible to create. Either way I'm amped and love your work Kaze!
Stunningly impressive man, amazing work 👌👌
I wish I could see an old N64 dev react to this, or reach out to you. That'd be cool as heck
I'm curious in general what Nintendo thinks of the skill demonstrated by Kaze.
Yo Kaze, have you been exploiting any advanced matrix multiplication algorithm in your engine? Sorry if you already went over it I just can't remember...
what is that?
@@KazeN64 have you taken linear algebra?
@@David-bh7hs yeah i finished all the courses for a math degree in university
@@KazeN64 he's probably talking about the Strassen algorithm, but I don't see how it's applicable to your work.
@@KazeN64 I don't know what math the software is doing, but if you know that one row or column is static, if there are any patterns that emerge, it might be possible to optimize the matrix multiplication. You would need to be really good at math to do this.
that is sick af
This really demonstrates how we release hardware way too frequently and don't give software nearly enough time to fully utilize it. This was especially true for consoles in the 90s and early to mid 00s, and even more true for PC hardware.
If Nintendo you'll just hire guys like you instead of sueing them, we would have another golden era of Video games
Great Work Kaze!
Yooo this looks really cool dude, even the music sound like Mario 64!
modern games take 150gb and use 99% of a modern 4 core cpu. The devs feel overworked and underpaid. This guy has rewritten an entire game just to make his own rom hack look as good as it can. Fueled by passion alone. Great work.
well im sueing you now
I'm not a programmer or artist, but I love optimizing processes. It feels amazing to find a way to get a better result and do it more efficiently than what was previously thought possible. Great job on this.
When you drop a rom cartridge for n64 the way the gameboy rom creators drop rom cartridges for old games i might shit myself.
I can't believe it you're so brilliant and dedicated
I love what you are doing! Keep it up! Let's-a go!!
you are the best! The 60 fps is nigh :)
Yup. You're the kind of gentleman I'd be thrilled to converse with over coffee. I am just stunned by your talent and knowledge base here!
Kaze is too damn good, he has to be stopped. He's making N64 games look as good, if not better, than some GameCube games. This German man is to be feared.
gosh damnit kaze. you are over here releasing videos once in a blue moon to titalate me and its just so hard (pun intended) to wait.
That's quite awesome. I used to be a professional game programmer that did lots of NDS work, it shared some similar rendering details regarding matrices. I rewrote the skeletal animation system to stream in the frames and store them more efficiently.
Imagine if large game companies used some trickery and pushed the current console generation to the limit, rather than screaming for the next gen
Stuff like this makes we want to get into programing. Imagine what they'll do with goldeneye.
Sore subject. Multiple goldeneye projects have popped up and died out. It's cursed.
@@chriswaller8780 That might be true, Goldeneye's physics system is oddly programmed. I would like to know how it's made.
Things are on the work regarding Goldeneye and Perfect Dark engine. Don't worry. But be patient lol.
@@alainbuschenrieder6024 But I want to see and understand Goldeneye's code.
Imagine if kaze moved to mario sunshine and completely redid that game to make it actually playable and push the engine
I really wish we could teleport you back to the mid nineties into Nintendo HQ. I'm just imagining the Mario 64 dev team programmers, all in crunch mode, listening to you through a translator about how to make all this shit super-optimized and all the devs are just in awe.
I don't think it's quite that simple, the hobbyist working environment affords freedoms that aren't present in the context of the professional environment; having your programming and art staff be the same single person allows you to do things having to communicate between people makes difficult. Being able to choose what hour to throw yourself into bed also helps a ton too ha ha
You inspire me to do better with combining my engineering skills and affinity for artistic expression. Thank you.
If anyone could pull it off, it'd be you. I hear about something "impossible" happening, then hear your name attached to it and it all clicks into place and makes sense. I can't wait to see the finished game!
This guy is a skilled programmer, artist, and kills it in the gym. I feel like having all 3 traits isn’t physically possible 😂
Kaze has an artist Wife.
Lots of practical info there. Awesome video!
There is no easy ways to explain these things, but at least we can try.
As there are ways do detailed textures on N64...
I'll try to explain why methods Kaze use, look better than most...
Do not, i repeat, do not use 32*32 at all! 1kb for those sucks! I would say that 64*64 grayscale & vertex is way to go. Especially if 128*128 texture is squeezed into smaller 64*64 size that is then mirrored multiple times on polygon wall/floor. But doing so, it is important to consider in advance what would final texture look when mirrored on certain directions. I would say that source material for all N64 textures needs to be at least 128*128 12 kb before squeezing it into smaller size, in order to achieve enough detail on under 4kb.
But do NOT stretch! Simply draw polygons to be only 64*64 OR mirror 64*64 texture to fill surface. If one don't need to utilize full 4kb on specific 64*64 texture to look best, you may want to cut it into 48*48, as you then get it to be 2kb, so you can use more particles.
However, best texture detail can be achieved by first creating detailed 6kb -12kb 128*128 texture. Then texture is cut on four different 64*64 pieces. After that, each part of texture is enhanced to be maximum 2kb or 4kb, depending where it is used on actual game.
So it is of course possible to use any of those pieces as a texture.
But making texture compositions is highly recommended, as it allows N64 to utilize even 256*256 texture image size.
One more thing: N64 tends to boots colours.
Using cold color palette, while avoiding warm colours (like red), looks to be the way for good texture detail on N64.
As Kaze explains here, -there is no reason to N64 textures look inferior than any other system. N64 is well balanced system, but it is different beast than most, so it needs different approach than others.
Just remember these thing (like limiting Z-Buffer usage) while NOT to overuse filtering and AA, as they are not ideal anymore, because CRT-TVs are no longer used.
It's uncommon to see a combination of an artist and a programmer.I'm glad you are doing magical things with this game engine!
Damn Kaze. I’m horrible at this stuff but always been interested. I’d love to see more. Tho I admit I have been subbed almost a year now by my guess and I can’t follow a thing u bring up. I’m glad to see more of you tho. And actually a plus… I did understand a bit of what u said in this video for once.
You are an incredible boy, you are a source of great pride for me, and I think I speak for everyone when I say this, because you make a whole giant community around the world proud with your ability to overcome yourself, congratulations, and a big kiss 😘 in your heart 🎊
You spec'd into juicing the absolute best performance of weak hardware and input your artistic vision into it.
That's actually exactly what in-house Nintendo does with their hardware.
...Mind working on Odyssey 2?
This amazing n64 really was ahead of its time
Tits?
Would be so cool to be able to buy this as a N64cartridge one day! I’m sure you’d sell out if you could get this out
I am amazed at how simply Kaze explains mathematical optimizations.