How are toon shading and dynamic shadows possible on the N64?

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  • Опубликовано: 24 ноя 2024

Комментарии • 182

  • @Sauraen
    @Sauraen 2 года назад +506

    Hi! You said that cel shading was not used in any N64 *games*, which is true AFAIK, but we used it in Triforce% OoT ACE Showcase for BotW Link and Zelda. It is a completely different technique which does not require an 8-bit or color index framebuffer. Custom microcode moves the light intensity from shade color to shade alpha, and then alpha compare is used to draw or not draw the pixels based on whether the light level is above or below a threshold. Triangles are drawn once per cel level, and the combiner is used to tint the cel levels differently for the lighting and to invert the shade alpha if needed.
    glank and I developed this cel shading implementation in October 2021, before your video, but we didn't release it until July 2022 along with Triforce%, so you did publish first. Wiseguy also developed a completely different cel shading implementation around the same time, but never released it. It uses textures and CPU modification of ST coordinates which is much less flexible and efficient.

    • @Sauraen
      @Sauraen 2 года назад +39

      Here is a video of the cel shading from December 2021: youtu . be/dbRklrBvzXM
      Here is the main Triforce% video: youtu . be/2x_pqyrf9lA

    • @orangehatmusic225
      @orangehatmusic225 2 года назад

      Inverse matrices for the win.

    • @ETXAlienRobot201
      @ETXAlienRobot201 Год назад

      i was curious how exactly those microcode patches actually worked!

    • @dialog_box
      @dialog_box Год назад

      @@Sauraen oh that's a smart way to get around youtube's url suppression. just put it a reply instead of the main comment

    • @Sauraen
      @Sauraen Год назад +8

      @@ZanaGBYT We did not directly lie--we chose our words in the narration extremely carefully--however we absolutely did help the audience suspend their disbelief until the end. Not everyone liked this "magic trick" style plot, but that's okay, we can't satisfy everyone! Drily explaining "we made this piece, we made this piece" as it was going on would have ruined the experience for people who did like the "magic trick".

  • @pleaserespond3984
    @pleaserespond3984 2 года назад +166

    "Doesn't work on emulator" is a sure sign you're doing something really cool with the hardware.

    • @flintfrommother3gaming
      @flintfrommother3gaming Год назад +30

      Or maybe it's that Project64 is an emulator stitched together by game only pathces.

    • @xdanic3
      @xdanic3 Год назад

      @@flintfrommother3gaming I wonder if it could work with a graphic engine that uses software renderer

    • @ikannunaplays
      @ikannunaplays Год назад +7

      @@flintfrommother3gaming That's correct, it doesn't emulate hardware it emulates the result of the code. The N64 emulators that were attempting to emulate actual hardware have died off due to the popularity of the former.

    • @fuel-pcbox
      @fuel-pcbox Год назад +5

      @@ikannunaplays Not entirely. Right now, the most accurate n64 emulator is neither mupen64plus nor project64, but instead another emulator, called ares. ares's n64 core was started by the late Near, known for also creating bsnes. ares is FAR more accurate than any other n64 emulator out there, to the point that it's the only n64 emulator that can emulate n64 linux. not even cen64 can do that lol

    • @ikannunaplays
      @ikannunaplays Год назад

      @@fuel-pcboxI was unaware of Ares, but good to know. It does seem very promising, but as with the high accuracy of emulating hardware vs emulation of the effects of the code comes high computational requirements. The reviews say there are many games that slow down very badly, but that's to be expected as emulating hardware would require a machine 1000x more powerful than the original machine itself. Though in around 2008 there were many N64 emulators attempting to emulate the hardware that performed equally as well and this tells me that Ares may not be using the multi-threaded approach as the clock speeds on PC's then is about on par with PC's now and thus the the performance would be about the same. It's still an early development but I would hope using the multiple cores of modern CPU's would be implemented as that's the only way to get performance gains though it seems they've adopted the single threaded linear approach for now.

  • @-mw.
    @-mw. 2 года назад +306

    I love the jank on pixel lighting by just repeating the values 3 times. That's the best way to game jam.

    • @C.I...
      @C.I... 2 года назад +21

      It's not jank if it works :D

    • @thezipcreator
      @thezipcreator 2 года назад +20

      @@C.I... I think it's possible for things to be jank and work at the same time

    • @jackthehacker05
      @jackthehacker05 2 года назад +7

      @@thezipcreator I'm pretty janky and I work almost just fine.

    • @ReyndOut
      @ReyndOut Год назад +9

      Well, didn’t stop Super Mario 64 😂

  • @sporks5000
    @sporks5000 2 года назад +34

    "You probably didn't even notice the effect on the player..."
    THE FIRST thing I noticed and WAS BLOWN AWAY BY was the shadows on the player. HOLY WOW, dude.

    • @OLDmanBOB
      @OLDmanBOB Год назад

      i know, it was the first thing i noticed.

  • @Art1stical
    @Art1stical 2 года назад +171

    You say lighting on the player is so subtle is not noticeable.
    Believe me, it's noticeable. As an environment artist myself, those subtle details that you think nobody notices, are exactly the ones that ground a scene together. If you don't have those subtleties, something would feel off and people would notice, even if they don't know exactly what's missing.
    So, you taking the time to do it is wonderful. Fantastic video!

    • @renakunisaki
      @renakunisaki 2 года назад +14

      I draw character art with vector graphics. Sometimes I'll add a shadow or light and then blur it so heavily, you can barely even tell it's there. But if you delete it, the difference is night and day. Sometimes the things you think you can't even notice are very important.

    • @inthefade
      @inthefade Год назад +9

      As a painter who gets lots of compliments on my rendering, I agree 100%. Some people can render well enough, but often won't go the extra mile to include these kinds of "barely noticeable" lighting effects, & everything ends up looking disconnected.

  • @GavinandthePiano
    @GavinandthePiano 2 года назад +79

    Underrated as hell, you’ve got some excellent chops as a programmer and it’s so cool to see someone push n64 like this with really creative ideas

  • @UltimatePerfection
    @UltimatePerfection 2 года назад +16

    Actually, I have read somewhere that SM64 originally was to have dynamic shadows, but the players found jumping confusing so a decision was made to remove dynamic shadows and light everything from the top, having the "blob" shadow under Mario to help aim the jumps.

    •  Год назад +8

      The newer Mario games most definitely do have dynamic lighting, but they keep an extra shadow exactly below Mario for jumping purposes.
      It's interesting how in Mario Galaxy, this shadow's calculations are part of the whole gravity calculations because where Mario will land is affected by gravity.

  • @meetsys
    @meetsys 2 года назад +55

    so cool to see a n64 can handle toon shading + shadows while keeping the frame rate higher than 0

    • @3of12
      @3of12 Год назад +4

      Yeah the more I learn about the subject the more its becoming apperent the programming that was used back in the day was very inefficient and there is so much potential for improved performance on old consoles. There is a project on RUclips about making Mario 64 run at 60 fps on original hardware.

    • @Aeduo
      @Aeduo Год назад +3

      @@3of12 The game production industry seems rather harsh, and it was probably no better back then. Just get everything done as quickly as possible. Obviously plenty of great games came out of it, but it's neat what people can make given a genuine passion for it.

    • @LeadHeadBOD
      @LeadHeadBOD 10 месяцев назад +1

      ​​@@3of12 admittedly, all of this is being done with 20 years of hindsight and time to experiment. The original developers probably could have done something very similar, but the reality is they had to publish something RIGHT NOW. Additionally, while the original developers had access to N64 documentation, it was basically up to themselves to create something from nothing. Information access these days is so much more widespread, not to mention that we have access to code from different studios with unique approaches.
      Even exceptionally good programmers like John Carmack have gone on to point out deficiencies in their code multiple years later with the notion of "I have no idea why I did this, it can be done way more efficiently like that".

  • @PixelPipes
    @PixelPipes Год назад +17

    Really really cool! This looks so unlike anything else on the N64 (including the unfiltered textures) that it sort of mentally registers as something else entirely.

  • @someoneelse1534
    @someoneelse1534 Год назад +7

    Really impressive that this was one of the only "finished" games in the jam, as well as pioneering new techniques.

  • @HaveYouTriedGuillotines
    @HaveYouTriedGuillotines Год назад +3

    The lighting on the player was one of the first things I noticed because I don't remember seeing that in any N64 game I played growing up. Your lighting makes the game look more like it's a PC game from that era.

  • @VoonNBuddies
    @VoonNBuddies Год назад +2

    What a creative solution given the limitations! It's kind of crazy that this look (which is beautiful by the way) was possible on the N64 but just, like, hadn't been invented yet. Like this was just complicated enough that no one thought to do it but is still possible if you already know what the end goal is.

  • @takacsadam2850
    @takacsadam2850 Год назад +8

    i like the art style, much better than *slap a random generic toon shader on top of everything* since yours has character and everything. it never looks off and the character light is also a nice touch

  • @DanielSavageOnGooglePlus
    @DanielSavageOnGooglePlus 2 года назад +40

    I feel as though every idea for a N64 game I think up has a moment where I coldly ask myself “will the fillrate be okay?”

  • @harrydsgn
    @harrydsgn Год назад +3

    Wish we had gotten more late era N64 stuff that looked like this! Definitely reminds me of a much more technically impressive Doubutsu no Mori

  • @mrhs5220
    @mrhs5220 Год назад +2

    It's so exciting to see the advances that are being made in the N64 homebrew scene. I hope that someday we will see some brand-new limit-pushing games like we have on the Genesis now.

  • @C.I...
    @C.I... 2 года назад +9

    Love the video and what you're doing on the ol' 64.
    I couldn't help but notice the interlaced comb artifacts on the footage, though. I imagine you could get rid of those by de-interlacing the footage and rendering at 60fps, then it would look even better!

  • @JoSilverNG
    @JoSilverNG 2 года назад +1

    Ahhhhh, bullying hardware/software in to doing things it wasnt meant to do, honestly my favorite passtime.

  • @darkowl9
    @darkowl9 Год назад +3

    I'm not sure if cel shading wasn't done as much because of technical limitations so much as no-one really tried it. IIRC, Jet Set Radio on the Dreamcast was one of the first, if not the first, games to use cel shading as a style, at least as we see it today. I think there were a few earlier PS games but not to the same graphical extreme as JSR.

  • @phirenz
    @phirenz 2 года назад +14

    Interesting, not the technique I was expecting.
    I was expecting a threshold lookup texture and a modified microcode to feed the result of lighting calculation into the UV coordinates.
    It's a shame 2cycle mode doesn't let you specify two sets of UV coords, then you could use one set for the toon shading lookup texture, and the other for actual texture data and multiply them. Means this lookup technique can't use texturing, unless you do multiple passes.

  • @williamist
    @williamist 2 года назад +28

    yay more n64 videos! always love your stuff :D

  • @stephencooper3067
    @stephencooper3067 Год назад +1

    I'd love to see a full platformer from this. The animations look incredibly smooth and and full. You say the shadow on the player was subtle but i think i was drawn to how good the character looked moving and i think the shadows played a large part in that even if it was subconsciously. It may be a small piece on its own but without it the larger whole would be incomplete, or at least thats my take!

  • @DommoDommo
    @DommoDommo 2 года назад +7

    Game looks cute as hell, you all did a fantastic job.

  • @DougSalad
    @DougSalad 2 года назад +9

    Amazing work, I'll definitely be popping this one in the everdrive! :)

  • @kylespevak6781
    @kylespevak6781 2 года назад +3

    The game looks like a PS1 Wind Waker, if that makes sense

  • @JuanesChiwirosky
    @JuanesChiwirosky 2 года назад +2

    Thank you very much for sharing those techniches, it is really awesome to see that kind of stuff running on the beloved N64

  • @MCgranat999
    @MCgranat999 Год назад

    The player shadows are super important.
    The first thing I've checked, looks great!

  • @kenh6096
    @kenh6096 2 года назад +1

    Great work, Loving seeing what you are getting out of the N64.

  • @Aeduo
    @Aeduo Год назад

    Neat to see what could've been on the N64 had something been given as much time as it needed. Although modern tools and techniques seem to help too. This almost looks like something that could've been on Dreamcast or something.

  • @command-tab
    @command-tab Год назад

    This was really cool, informative, and well explained. Excellent work!!

  • @NoReverse77
    @NoReverse77 2 года назад +1

    One of my favorite racing games is pixel shaded and I love it.

  • @mantax55
    @mantax55 Год назад +2

    I wish Quake’s (in GLQuake at least) original shadows were updated to your technique. (enabled by using r_shadows 1)

  • @gky93
    @gky93 2 года назад

    Hi, thanks for your video ! I managed to use the Dynamic shadows technique, that you used for your game, on a casio graphical calculator.

  • @danieleguercia6483
    @danieleguercia6483 Год назад

    Riders on the storm!! This is incredible! Subscribed

  • @DanielTRBeats
    @DanielTRBeats 2 года назад +3

    Esse vídeo vai ser histórico, e estou marcando a minha presença aqui

  • @PhillipsAlbright
    @PhillipsAlbright Год назад

    Hey, I saw yall's game shown off at the Oak City indie games event and now i see this recommended to me on youtube. Really cool stuff and I had a great time trying out your games, the Telelocation one also being super fun.
    Edit: Just realized you are the portal n64 guy, I've been following you for a while and didn't realize you were local, small world.

  • @Hito_kun
    @Hito_kun Год назад +1

    Could Mega Man 64 be considered toon shaded ? It immediately came to my mind when talking of N64 with "cartoon" graphics.
    Still, this is on a league of it's own. Amazing work.

  • @tslim250
    @tslim250 2 года назад

    Fantastic work. the world needs your genius for so much more too. Keep doing great interesting things!

  • @kairon156
    @kairon156 Год назад

    I think it's very neat that your able to make N64 games today.

  • @davidpyne6414
    @davidpyne6414 2 года назад

    You are a god! this is amazing, keep up the amazing work you do. thank you so much!! :D

  • @sirp0p0
    @sirp0p0 Год назад

    Funny enough, it looks like a DS game with those effects. Pretty neat.

  • @lamenwatch1877
    @lamenwatch1877 2 года назад +2

    Beautiful. Just beautiful.

  • @MoonSarito
    @MoonSarito Год назад

    This looks pretty awesome for the N64 hardware.

  • @dyscotopia
    @dyscotopia Год назад

    And this is how you get lit at a game jam

  • @thrashvictim6591
    @thrashvictim6591 Год назад

    What a time to be alive as a huge n64 fan

  • @Visleaf
    @Visleaf 2 года назад +6

    Very impressive!!

  • @orangehatmusic225
    @orangehatmusic225 2 года назад +1

    Inverse matrices for the win.

  • @loganmahoney2284
    @loganmahoney2284 Год назад

    Man this is amazing. Good work.

  • @ndavid42
    @ndavid42 Год назад

    The game looks fun! Reminds me of Wilmot's Warehouse feat. Overcooked :)

  • @TylerjWebb
    @TylerjWebb Год назад

    I love how this looks

  • @Timmzy27
    @Timmzy27 2 года назад +2

    Great work my man 😊

  • @Fixaah
    @Fixaah 2 года назад +4

    FightAgainstTheAlgorithm

  • @D_VAULTZ
    @D_VAULTZ Год назад

    i noticed it straight away, sick.

  • @axelguizar1
    @axelguizar1 2 года назад +3

    quality content, thank you

  • @shadowman_390
    @shadowman_390 2 года назад +1

    Awesome, really enjoyed de video.

  • @irkandcrew
    @irkandcrew 2 года назад +9

    But how'd ya do on the contest?

    • @VariaPrime
      @VariaPrime 2 года назад +8

      their team got first place!

    • @irkandcrew
      @irkandcrew 2 года назад +2

      @@VariaPrime oh sick!

  • @danielboigenzahn9565
    @danielboigenzahn9565 Год назад

    Loved the tutorial man this thing is legit 100% !! althogh i wish if theres a way you can do it on computer

  • @RADkate
    @RADkate 2 года назад +2

    might aswell go all the way and implement pbr next haha

  • @xneoken
    @xneoken 2 года назад

    Very informative video! I hope to see more!

  • @Kenbomp
    @Kenbomp 2 года назад

    U should label the lit and unlit columns in diagram to make more clear . Great job. In that's the great thing about games you can develop on anything and it's not wrong.

  • @Myako
    @Myako 2 года назад +6

    Looks incredible, great job! 👏🏻👏🏻👏🏻💪🏻💪🏻💪🏻

  • @numberoneappgames
    @numberoneappgames 2 года назад

    Loved your work on the N64.

  • @sebastiangudino9377
    @sebastiangudino9377 Год назад

    The shadows on the player effect are indeed so subtle that most games actually ignore them! Two famous examples are Wind Waker HD and Genshing Impact. Those games run in hardware that would make shading the character trivial. And yet they do not! They do REACT to lighting. But they only change the color pallet, they dont really cast the corresponding shadow on the player model. The resason is not only to save the unecesary computation during rendering, but the fact that in general ignoring shading produces a more appealing result! Of course thar doenst mean the effect should ALWAYS be ignored. Zelda BOTW does cast shadows on Link! And the result is quite nice. But is also ignores shadows in some other entities for stylistic purposes. Deciding what to shader and what not to shade is always a very intresting question. And i feel like in a game that is pretty much an excuse to showcase a bunch of cool lighthing methods and hacks in hardware that did not support it, then doing the shading was absolutely the right call!

  • @brandonlunchbag
    @brandonlunchbag 2 года назад

    no that subtlety helps sell it. good call

  • @m.s7839
    @m.s7839 Год назад

    This is really impressive.

  • @MasterNinjaKF
    @MasterNinjaKF Год назад

    Awesome! I want develop games for N64 too

  • @valentinorubio703
    @valentinorubio703 Год назад

    can't stop noticing that the stone tables are using the bedrock texture from Minecraft

  • @l-l
    @l-l 2 года назад +1

    Awesome!

  • @ivonnatrolue6747
    @ivonnatrolue6747 Год назад

    I clicked on this video because I'm pretty high at this moment. I wouldn't click on it otherwise. But I just want to say I appreciate when people get into their niche interests. Cool shit.

  • @adamgreenhill110
    @adamgreenhill110 2 года назад

    The player is fully lit... And your videos are Fully Lit too (sorry I had to)

  • @ManecoSonic
    @ManecoSonic Год назад

    Please give the Sega Dreamcast some love too!❤

  • @Fuuntag
    @Fuuntag Год назад

    Very good work!

  • @galaxygod9262
    @galaxygod9262 Год назад

    I did a speedrun for this game a few months ago, it’s 13 minutes flat so anyone else who wants to try just know it’s not a long run at all!

  • @fantasmashy
    @fantasmashy Год назад

    the snowman in paper mario 64 used cellshading

  • @KrakenCasting
    @KrakenCasting 2 года назад +1

    What a clever work around! While that was a fun diversion, I'm excited for more Portal videos.

  • @Keyspot
    @Keyspot Год назад

    This is incredible

  • @pastiesandagstring
    @pastiesandagstring Год назад

    Hello. Recently found your channel. I’m so excited about the portal 64 game. It looks so great. Better than the ds version which was pretty great version as well. Im lazy and don’t want to compile it right now though lol. Least not til it’s more complete. I checked this out in the mean time. I have it running on provenance for iOS which uses mupen for its core. It seems to work but I just wanted to know is the first level supposed to be black and white? Or is this a glitch with the emulator?

  • @sadierobotics
    @sadierobotics Год назад

    The first thing I noticed was the shadows on the player, and they look amazing! This whole game looks amazing!

  • @madmax2069
    @madmax2069 2 года назад

    1:52 that crack probably doesn't help.....
    Joking aside, well done, you're doing what once was thought impossible possible.

  • @redfoxbennaton
    @redfoxbennaton 11 месяцев назад

    Toon shading was possible on N64. It was available on Toy Story 2 level selections and should have been more available.

  • @josiahjack455
    @josiahjack455 Год назад

    This video is lit. Err....shaded, whatever, it's cool

  • @MapSpawn
    @MapSpawn Год назад

    I'm a Half-Life modder and the word "Lambert" in these terms meant full bright lighting, no shadows.

  • @JamesTDG
    @JamesTDG 2 года назад

    Tbh, once portal 64 is made, we need half life 64 next

  • @SK83RJOSH
    @SK83RJOSH 2 года назад +1

    Well, the low precision color buffer was my first guess so the rest of this was unfortunately not that exciting. 😅

  • @Ficehdulah
    @Ficehdulah Год назад

    Hey is there a similar scene for GameCube? Very interested in what people can pull off on that console as well.

  • @renakunisaki
    @renakunisaki 2 года назад

    I'm curious now, how it would look if you made the palettes gradients instead of repeating the same color 3 times.

  • @skeleton_craftGaming
    @skeleton_craftGaming 2 года назад

    You my friend our wizard

  • @asmithgames5926
    @asmithgames5926 2 года назад

    Impressive!

  • @pontusedberg
    @pontusedberg Год назад

    will portal n64 support portal nvidia's Raytracing next?

  • @kez963
    @kez963 2 года назад +1

    How long time did you spend making this game? :D

  • @WannabeMarysue
    @WannabeMarysue Год назад

    cute looking game

  • @sophiad4297
    @sophiad4297 Год назад

    It's work! Thx u so much

  • @emptyedits.
    @emptyedits. 2 года назад

    Hey if possible could you link me to resources for learning about development for the n64?

  • @coloringontheline
    @coloringontheline 2 года назад

    Incredible as always! I'm so stocked for more updates on Portal 64.
    If I wanted to check out the game. What does one recommended I do to play it on n64?

    • @pix06pix06
      @pix06pix06 2 года назад +1

      You'd wanna grab an everdrive cartridge

  • @z3rs4l
    @z3rs4l 2 года назад +1

    I wouldn't be surprised if you're the most experienced n64 dev currently, lol.

    • @diribigal
      @diribigal 2 года назад

      I think kaze might win, but they both have specialties

    • @MBCollector672
      @MBCollector672 2 года назад +1

      @@diribigal imagine if they worked on a project together

  • @CYON4D
    @CYON4D 2 года назад

    Awesome.

  • @omarcortes88
    @omarcortes88 2 года назад +3

    Neat

  • @terrordisco2944
    @terrordisco2944 Год назад

    You did the programming in InDesign?

  • @erockbrox8484
    @erockbrox8484 Год назад

    I don't like games where I'm taking orders from people because I already do that enough in real life.

  • @rebornreaper194
    @rebornreaper194 Год назад

    What is a "scissor box"?