I made my N64 render over 8000 Polys (Koopa Karnival)

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  • Опубликовано: 29 сен 2024

Комментарии • 723

  • @KazeN64
    @KazeN64  2 года назад +634

    What is your favourite way to boost the youtube algorithm? Leave a comment down below 😍

    • @rockrheadHD
      @rockrheadHD 2 года назад +25

      By commenting, liking the video and sharing it with my frriends :D
      But for real thats SO impressive :0
      I really have to get a flashcard soon and play this on my real N64

    • @TheInfamousLegend27
      @TheInfamousLegend27 2 года назад +5

      cooming over kaze's dev techniques

    • @daskampffredchen
      @daskampffredchen 2 года назад +1

      Commenting is pretty effective
      But what do you guys think of it?
      ;)

    • @SpykoYT
      @SpykoYT 2 года назад +4

      by smashing that like button with a mallet

    • @nin10doadict
      @nin10doadict 2 года назад +1

      I'm a fan of the like button. Sometimes I even leave likes on comments.

  • @johnclark926
    @johnclark926 2 года назад +1641

    Bowser making an animatronic ride where he rewrites all of his defeats to be victories is genius and is an excellent use of environmental storytelling lmao

    • @iantaakalla8180
      @iantaakalla8180 2 года назад +122

      It feels very Paper Mario subseries of him to make an amusement park where he won.

    • @somerobloxdude3699
      @somerobloxdude3699 2 года назад +12

      Best part ngl

    • @shufflecat3334
      @shufflecat3334 2 года назад +13

      Is it a rewrite though? What if the Mario games are just Mario boasting about his victories which never happened? I mean, no one was around to witness any of these fights, so.....

    • @slickrickstyles
      @slickrickstyles 2 года назад +9

      @@shufflecat3334 yes look at how many lives mario loses on his way to beat Bowser. Bowser's losses may be emotionally heavier but they are much less numbered.

    • @cassandra-show
      @cassandra-show Год назад

      V much like Super Mario RPG bowser

  • @Cyranek
    @Cyranek 2 года назад +326

    Cannot describe how perfectly these videos match my niche interests within computer graphics programming.

    • @Maxatal
      @Maxatal 2 года назад +2

      Exactly.

    • @pixelatedsethtube1271
      @pixelatedsethtube1271 2 года назад

      U lucky bastard haha

    • @MrGreatDane2
      @MrGreatDane2 2 года назад

      You're a graphics programmer?

    • @thor.halsli
      @thor.halsli Год назад

      @@MrGreatDane2 Everyone boy born late 80s early 90s has the computer graphics interest i suspect

    • @MrGreatDane2
      @MrGreatDane2 Год назад

      @@thor.halsli That might be it

  • @maxrichards5925
    @maxrichards5925 2 года назад +70

    I laughed when I saw TJ “Henry” yoshi again lmao. These tricks you did to make this level run as well as it does are amazing!

    • @maxrichards5925
      @maxrichards5925 2 года назад

      I wonder if they’ll be a widescreen option by the time this is finished.

  • @bloodifang
    @bloodifang 2 года назад +14

    This all goes over my head and its extremely impressive, love the level concept, loosk cute and packed

  • @budgetcoinhunter
    @budgetcoinhunter 2 года назад

    This course absolutely _oozes_ charm. The lava-platform ride section... just wow. I even love the detail of the 64 scene being the final boss with the star platform (and even two missing bombs?). Only thing I'm not too hot on is how the Shyguy doesn't seem that upset with Mario for popping his balloon.

  • @Lugmillord
    @Lugmillord 2 года назад

    The desing of this level is super creative. The victory museum is pure gold. :D

  • @RowanFN
    @RowanFN 2 года назад

    This is great, very excited to see it in the end and play for myself,
    Will also say if there is ever a way where using these optimisations could provide a HD/High Poly remake of the original, I think that would be good, what the ultimate SM64 game could of looked like :)
    That would probably get shut down pretty quick though hahaha

  • @Sir_Uncle_Ned
    @Sir_Uncle_Ned 2 года назад

    Absolutely amazing. I hope that the Big N learns from this and decides to put in the work to really make the switch shine. It's a beastly handheld so the games, especially first-party titles, should not run this poorly.

  • @creativebeetle
    @creativebeetle 2 года назад +2

    Sometimes you really can feel the love leaping out of the work.
    This is one of those times

  • @BorgztheDutchCyborg
    @BorgztheDutchCyborg 2 года назад +1

    Hey Kaze! I've been playin' with an idea lately: imagine a 5th-gen console with the raw power of the N64 with Expansion Pak (64-bit CPU @ 93,75 MHz; 8 MB RAM) but the storage capacity of the PS1's CDs and two memory cards (650 MB CD-ROM + 256 KiB).

  • @code-garden-games
    @code-garden-games 2 года назад

    Looks like a fantastically creative level.

  • @humanbass
    @humanbass 2 года назад +1

    I wonder what you could with an expansion pack.

    • @arciks11
      @arciks11 2 года назад +2

      Nothing, for this already uses expansion pack

    • @humanbass
      @humanbass 2 года назад

      @@arciks11 ah thanks!

  • @lauchlangibson732
    @lauchlangibson732 2 года назад +1

    I made my dry bones over 800 dry bones ( dry bones)

  • @dachannelfire7049
    @dachannelfire7049 2 года назад

    Bruh, you have to slow down on these awesome mods. Nintendo is going to get jealous!

  • @KazeN64
    @KazeN64  2 года назад +716

    Quick addendum: I've modelled this level around this efficient rendering technique rather than the other way around. Limitations bread creativity as they say.

  • @TJ-Henry-Yoshi
    @TJ-Henry-Yoshi 2 года назад +730

    As always, great work! This looks fantastic and I'll definitely have to play this when it releases!
    Also, glad people seem to be liking my cameo

    • @iZePlayz
      @iZePlayz 2 года назад +31

      An a press... (🅰️÷2 ≠ 🅰️)

    • @luigifan001
      @luigifan001 2 года назад +56

      You are a lil part of the SM64 community

    • @luigifan001
      @luigifan001 2 года назад +75

      Like a Stan Lee Cameo in the MCU

    • @RabbitEarsCh
      @RabbitEarsCh 2 года назад +25

      Thank you for asking the questions on everyone's minds. I love it.

    • @juliewinchester1488
      @juliewinchester1488 2 года назад +8

      We stan our ace king

  • @Joskilani
    @Joskilani 2 года назад +241

    glad to see tj ""henry"" yoshi is still asking the questions we need

  • @RADkate
    @RADkate 2 года назад +159

    interesting, even today in modern games overdraw is still the main limiting factor while polycounts are more or less irrelevant

    • @shlokshah5379
      @shlokshah5379 2 года назад +5

      Now you have to go out of your way to not get 100 fps in current hardware.

    • @SnoFitzroy
      @SnoFitzroy 2 года назад +4

      @@shlokshah5379 No, you don't. Modern hardware still struggles with a lot of triple A stuff (You didn't say anytyhing about the bleeding edge. Modern would be, at latest, the 1080ti. Modern doesn't mean the most recent chronologically)

    • @drjian6852
      @drjian6852 2 года назад +13

      You forgot the part where AAA games are needlessy more than 100gb

    • @Mizu2023
      @Mizu2023 2 года назад +1

      @@drjian6852 all because of the game copying the model/resources like 2000 times

    • @mjcox242
      @mjcox242 Год назад

      To be fair triangle count can still be an issue
      Shader passes are split into vertex and fragment
      Vertex is for every point on a model and fragment on every pixel
      At 4k there are so many triangles that a character model with 250k tris seems like a joke with the 4Million pixels they are taking up however if you have more triangles than pixels all those skinned mesh calculations on the CPU and vertex passes on the GPU add up it's just as resolution increases the amount of fragment passes run increases exponentially

  • @seraph4581
    @seraph4581 2 года назад +70

    This is shaping up to be the best hack of all time. Actually at this point it shouldn't even be called a hack. It's a full fangame on real hardware. The level of professionalism and attention to detail is amazing. Simply stunning.

    • @xdragoonzero0
      @xdragoonzero0 2 года назад +16

      I hope the source code optimizations are something that can be used for other N64 mods going foward. It would be huge for modding scene.

    • @Tommy-pv1vh
      @Tommy-pv1vh Год назад +3

      Wonder how much mario 64 is actually left

    • @johnrickard8512
      @johnrickard8512 Год назад +3

      I'm pretty sure that he has turned the entire engine inside out at this point, so we can probably say that the only "Super Mario 64" left in this game is perhaps the API calls and file formats. Aside from that this thing is 100% custom and the engine is a freaking work of art. I mean it looks like a Dreamcast game. Need I say more? Looking "next gen" is something only a handful of game consoles have ever managed...But I think we can say that the Nintendo 64 was very much there which is why the Gamecube had to be so overpowered.

  • @Chipmunkboy
    @Chipmunkboy 2 года назад +68

    3:48 I'm glad you added some sort of Emulator/Console detection for toggling some things on or off.. I just wonder if this function will go any further

    • @KazeN64
      @KazeN64  2 года назад +61

      Emu detection changes a few things. mainly:
      1) Turns on 60fps mode (off by default on N64, consistent 30 flooks better)
      2) Turn on widescreen mode
      3) Disable draw and spawn distances
      and, this is not added yet but it might, 4) Audio reverb enhancements

    • @Minty_Meeo
      @Minty_Meeo 2 года назад +13

      @@KazeN64 How does the emulator detection work, anyway? My guess would be abusing the JIT, but I'm sure there are countless other minor inaccuracies you can use.

    • @KazeN64
      @KazeN64  2 года назад +18

      @@Minty_Meeo i don't know what a JIT is. I'm using clock cycles and RCP registers for this.

    • @Minty_Meeo
      @Minty_Meeo 2 года назад +13

      @@KazeN64 Just-In Time recompiler of the emulator. I'll give an example for how I think I would do it in Dolphin Emulator since that's what I know. On real hardware, there is an instruction cache. Dolphin Emulator does not and can not (speedily) emulate the instruction cache. On real hardware, to avoid using stale instruction data, any self-modifying code or relocatable code loading is recommended to use the isync instruction to clear the instruction cache, and 99% of examples do. Dolphin Emulator uses the isync instruction as a signal that it should flush the current JIT output and start fresh. What I think would work would be a self-modifying function written in asm (aligned on a 32 byte boundary) which changes an instruction ahead in the function before it gets cached *without* using the isync instruction to notify the emulator. On real hardware, it would execute the modified instruction. On emulator, it would execute the stale recompiled code instead. Instruction cache emulation is one of those things I think will be an issue for a long time, so it's a safe bet.

    • @KazeN64
      @KazeN64  2 года назад +13

      ​@@Minty_Meeo ah yeah, self modifying could work work to detect this as well on most emulators

  • @Sylocat
    @Sylocat 2 года назад +42

    Thanks for giving Henry a GOOD question, the poor guy's been through more than enough mockery.

  • @vergil114
    @vergil114 2 года назад +198

    3:55 that pop in animation is so god damn genius and I'm not sure why this hasn't been thought about for the past 26 years (Unless it has been)

    • @Aidea._.
      @Aidea._. 2 года назад +33

      I mean, this sort of pop-in has been used before (BOTW and pokemon Sw/Sh are two that come to mind) but when you can still clearly see the landscape beyond the pop-in, it tends to look kind of bad. But at the same time, the low fps animations don't look much better...
      I guess the problem really is that now that our current hardware can handle much larger things, it just feels kind of jarring when we see these signs of technical limitations.

    • @Jizzrazz
      @Jizzrazz 2 года назад +20

      If i remember correctly, i think kaze has pointed out in a previous vid that banjo kazooie uses this animation in the load save/new game screen.
      The coo coo that pops out of the clock does this style but not a distance thing.

    • @pastaman64
      @pastaman64 2 года назад +26

      Didn't Donkey Kong 64 do something similar with things like Crankys lab?

    • @SmashyPlays
      @SmashyPlays 2 года назад +7

      pokemon sword and shield do it

    • @ceej5690
      @ceej5690 2 года назад +24

      A lot of games do it. though most prefer a fade in which doesn't look as good. A lot of modern games also just place the NPC's in a way where its difficult to see the NPC's before they load in, but that isn't possible sometimes especially in open world games.
      Still a very neat looking animation tho

  • @BigNateDoggOG
    @BigNateDoggOG 2 года назад +37

    Dude this looks like a GameCube game keep up the great work!

  • @TulipQ
    @TulipQ 2 года назад +94

    I can never get over the absurdly smooth Mario 64 gameplay in these videos.

    • @ticenits1926
      @ticenits1926 2 года назад +4

      it's almost a good thing the original didnt release like this, no other developer could have kept up!

    • @elias0240
      @elias0240 Год назад +1

      @@ticenits1926 That‘s a hypothetical scenario I think about a lot. What if something like this released instead of Super Mario 64 back then? How would it have affected other companies and what would Nintendo look like today?

  • @KrazzyKlown
    @KrazzyKlown 2 года назад +41

    This man is making a whole full-fledged Mario game and is worried about Nintendo shutting him down. They should offer him a job!

    • @fruitsnackia2012
      @fruitsnackia2012 2 года назад +14

      yeah but knowing nintendo that exactly what they would do. unfortunatly

    • @BBWahoo
      @BBWahoo 2 года назад +7

      NINTENDO HIRE THIS MAN, but unironically. Do it Nintendo, DO IT.

    • @TheMamaluigi300
      @TheMamaluigi300 2 года назад +1

      Maybe he could pitch the game to them

    • @tekayo63
      @tekayo63 2 года назад +5

      @@TheMamaluigi300 Pitch an N64 game to Nintendo? In 2022?

    • @ticenits1926
      @ticenits1926 2 года назад +6

      he's pretty well protected here. All he has done is written an elaborate patch for the original game. He is not distributing the game itself, any original code or assets. It is as pure to the spirit of a mod as anything can be. Not that nintendo wont try, and im sure they're aware of this and will at least send a few cease and desists because thats just what they do. But the same way nintendo cant pull emulators should apply here as well.

  • @Stevoisiak
    @Stevoisiak 2 года назад +45

    3:55 That pop-in animation is so cool!

    • @inthefade
      @inthefade 2 года назад +4

      Yep it's such a clever way to do it. I'd even like it on the emulator version just because it is so cute.

    • @Booksds
      @Booksds 2 года назад +2

      It reminds me of the cardboard cutout enemies in the Cloud Cuckooland level from Banjo-Tooie

  • @weinsim3856
    @weinsim3856 2 года назад +6

    was that actually tj henry yoshi who read that comment??

    • @KazeN64
      @KazeN64  2 года назад +8

      YES! I asked him on twitter to help me out.

    • @weinsim3856
      @weinsim3856 2 года назад +4

      @@KazeN64 you are a LEGEND

  • @CAEC64
    @CAEC64 2 года назад +185

    this looks like a level you'd see on gamecube wtf, excellent job man!

    • @ebridgewater
      @ebridgewater 2 года назад +25

      Not close but still very impressive.

    • @shazmosushi
      @shazmosushi 2 года назад +42

      Definitely could pass as an early gen Gamecube game.
      There are some hyper-optimized early gen Gamecube game like Rogue Squadron (and late-gen GC game like Splinter Cell Chaos Theory) which are next level though.
      Fore sure looks better than the 4 player multiplayer videos of "Red Steel", an early-gen Wii game.

    • @lajeandom
      @lajeandom 2 года назад +1

      @@shazmosushi haha I have been wanting to play this game for a while. I really miss it as it was pretty fun. Nothing ground breaking but it was a good little game with some nice level design.

    • @toastedmatt9387
      @toastedmatt9387 2 года назад +2

      @@shazmosushithinking back on it rogue squadron was pretty graphically impressive for a GameCube game

    • @Palendrome
      @Palendrome 2 года назад

      @@ebridgewater Wrong. It is close.

  • @Gerorgebushsr
    @Gerorgebushsr 2 года назад +11

    Another TJ “”””Henry”””” Yoshi moment

  • @MarsonNG
    @MarsonNG 2 года назад +9

    "I refuse to go with the low fps animation approach"
    A very good choice. That's probably the worst optimisation idea implemented in modern games and it always bothers me to no end.
    In games like Mario odyssey you see objects or NPCs that aren't even too far away just have their frames cut to like 5 fps. It sticks out and it looks so bad it makes the game feel low quality and unpolished.
    switching to low poly models, low res textures or simply not drawing them at all are all superior solutions.

    • @user-TheTrueGibly
      @user-TheTrueGibly 2 года назад

      Mario odyssey almost solved it most noticeably in new donk city where before you get there they have seperate hidden citizens that fill and populate the city instead of the usual ais walking around everywhere (except for the couple ais that are still loaded in which tops it all off) except that only works before you get there through the power line and they all disappear onwards. they should've had a check for when your not looking (super high up on a building or something) and spawn back in all the stationary ais instead of that super ugly low framerate animation for such a recent game. super mario odyssey 2 will most likely be a game changer tho, they'll have everything figured out im assuming

  • @Yipper64
    @Yipper64 2 года назад +19

    4:04 some games *really* make it work, Kirby for example, I dont know what it is, but in that game it just feels right and looks adorable. But pop in works too. Its just, if you have a lot of characters, and they *all* do this pop in thing, like 3 feet away, it can become very immersion breaking as well. I dont think there is a one size fits all solution.

    • @inthefade
      @inthefade 2 года назад +1

      Definitely different solutions are required for different situations.

  • @YanntastischGER
    @YanntastischGER 2 года назад +22

    This level is just breathtaking. I just am so amzated how much effort you put into making games for this old beloved console.

  • @j_c_93
    @j_c_93 2 года назад +15

    I really love the NPC "pop-in" animation. That is brilliant and more N64 games should have done it.

  • @captainnintendo
    @captainnintendo 2 года назад +6

    I can most certainly agree on that how long distance = low fps thing looking aweful.
    I remember Nintendo did the same with all the NPCs in Super Mario Odyssey.
    That pop-in you've gone for has a lot more charm and character to it.

  • @SleepyAdam
    @SleepyAdam 2 года назад +9

    This straight up looks like a hat in time level. Ridiculously cool.

  • @JrIcify
    @JrIcify 2 года назад +9

    This feels like Mario Sunshine now, but with lots of little stories and random activities. There hasn't been a really good game like this since Hat in Time.

  • @michaelfixedsys7463
    @michaelfixedsys7463 2 года назад +11

    Koopa Karnival feels like it should've been in a Mario game by now, you just feel so official.

    • @iantaakalla8180
      @iantaakalla8180 2 года назад +2

      It helps that Pinna Park exists so an amusement park is not outside Mario imagination, and that Super Mario RPG has Bowser pretending to be successful, so Koopa Karnival is something that could happen.

  • @hamcha
    @hamcha 2 года назад +4

    THE CUTE POP IN IS SO NICE! I have no doubt this is already in some other game but definitely kudos for incorporating the limitation in the design instead of doing awful workarounds (or pretend it isnt there like many AAA releases do nowadays).
    As always Kaze, your content is amazing and you're an inspiration, it's such a shame that a certain grumpy company has it in for you.

  • @grayareagames
    @grayareagames 2 года назад +5

    Have you tried somehow adding LOD's to the engine, by just switching between models at a certain distance? I would imagine that would allow you to make much more detailed maps and characters without much of a performance hit.

    • @KazeN64
      @KazeN64  2 года назад +6

      LODs are already supported but they require an extra matrix multiplication in the basegame. i've gotten it down to just a vector dor product in this engine. the problem with LODs is that you have to split meshes which in our current tooling causes duplicate texture loads, meaning it's almost never worth it unless you have a mesh with unique textures only.

  • @BowserZeki
    @BowserZeki 2 года назад +4

    5:10 ...

  • @SpacePaincake
    @SpacePaincake 2 года назад +10

    Im surprised nintendo never did a mario stage where the enemies thought mario was some bozo dressed as mario

  • @AlecLeigh
    @AlecLeigh 2 года назад +36

    this is artisanal work dude.... you've either impressed or put nintendo's og devs to shame....

    • @ATSNorthernMI
      @ATSNorthernMI 2 года назад +19

      Given the time frame Nintendo dev's had to build a script, sound, color, graphics, dealing with a micromanage tight upper management structure, they did a pretty good job.

    • @theEndermanMGS
      @theEndermanMGS 2 года назад +16

      Remember that SM64 was one of the first games released on new hardware using a new workflow. Kaze's refining what they did with a quarter of a century worth of hindsight. Both are impressive, no need to tear either down.

    • @cloudtaker633
      @cloudtaker633 Год назад

      But we all know Nintendo will tear his down.

  • @retrofraction
    @retrofraction 2 года назад +4

    Cute pop-in is the correct choice!

  • @chisecrecy4974
    @chisecrecy4974 2 года назад +6

    That pop-in technique is actually a genius idea and fits very well with this course, nicely done.

  • @DevineInnovations
    @DevineInnovations 2 года назад +2

    I don't understand how someone could be such a technical and creative genius AND have so much motivation to do all of this. I wish I was half as awesome as you are.

  • @TylerMcVicker1
    @TylerMcVicker1 2 года назад +7

    So good.

  • @angeldude101
    @angeldude101 2 года назад +7

    Given some of the final worlds in official games, this seems completely in-character for Bowser. There's a reason he's used in TVTropes' page image for "Egopolis."

  • @bethmoth22
    @bethmoth22 2 года назад +6

    I absolutely love the idea of enemies physically springing up when Mario approaches because it feels more intentional and doesn't really suspend your disbelief as much as thinking "oh I'm breaking the game"

  • @retiredaccount0
    @retiredaccount0 2 года назад +2

    Aside from your brilliant optimizations your level design ability is also off the charts. Love to see it

  • @oshkoshbjoshnosh9306
    @oshkoshbjoshnosh9306 2 года назад +5

    That’s like 1 more than like… 7999 tris!

  • @jedhaydney4176
    @jedhaydney4176 2 года назад +7

    As many other have said: you are very talented in computing but what I find is impressive as well is how you keep the atmosphere of the world of Mario in your mods; Bowser being egotistical, building theme parks of himself, showing how he 'beat' Mario, just like in 'Paper Mario' and 'Mario & Luigi:' and the enemies getting a laugh out of Mario being squashed. Not mentioning your incredible environments either. You can really tell you have poured your heart into this.

  • @RootVegetabIe
    @RootVegetabIe 2 года назад +3

    Oh, it's a similar idea to the one level from Sunshine. Except it's good and has fun ideas.

  • @kaiser9321
    @kaiser9321 2 года назад +21

    The idea behind Koopa Karnival is actually hilarious and genius

  • @dbdist1
    @dbdist1 2 года назад +2

    Question: Is it possible to use z-sorting and anti-alisaing at the same time in the N64?
    I know you disabled AA, but I heard that the N64 AA just makes the pixel more transparent depending on the amount of sub-pixels it fills, and then blends it with the pixel drawn before. Is that true?

  • @1ups_15
    @1ups_15 2 года назад +2

    the more you post updates about your romhack, the more I fear that nintendo will take it down as sonn as you release it, anyway, keep up with the good work 💪

  • @all-stargamer3333
    @all-stargamer3333 2 года назад +2

    Schade, dass es von Project64 Android nur eine schwache, veraltete und unausgereifte Version gibt. Ich würde so gerne SM64 Hacks unterwegs spielen aber Mupen64 ist wegen dem immer wieder auftretenden Fehler mit Warpröhren dafür nicht geeignet.

  • @dreamland7661
    @dreamland7661 2 года назад +2

    Based on information from old magazines, I had calculated that PS1 would make around 5000 polygons in one scene/frame (similar to Nintendo DS),
    and N64 would be 50% more powerful in 3D, making around 7500 polygons in one scene .
    With this video you made me sure I was right. Thanks for making my coffee better ☕🍞
    PS.: I suspect that PS1 is 50% more powerful in 3D than the Saturn, that is, the Sega Saturn should make about 3500 polygons in a scene

    • @Thelango99
      @Thelango99 2 года назад

      The saturn doesn't draw polygons, but uses Quads instead.

  • @elijahkeay3906
    @elijahkeay3906 2 года назад +4

    I don’t think I can say I’ve ever been genuinely excited for the release of a rom hack before

  • @sublime_tv
    @sublime_tv 2 года назад +3

    Seeing Mario 64 run at 60fps on emulator without AI bs really is an amazing feat. It's so surreal. It would be insane to see this kind of treatment for other N64 titles, such as Ocarina of Time and Starfox 64. Great work!

  • @TorutheRedFox
    @TorutheRedFox 2 года назад +1

    maybe instead of having low fps anims, instead have lower LOD models have less bones, and have animations that cater to that
    this could help with rendering complex animations at a distance where less of that complexity would be visible, but the object itself would have a very noticeable absence

  • @NonsensicalSpudz
    @NonsensicalSpudz 2 года назад +1

    the fact you fixed code issues in this game is amazing, with modern techniques and understanding and of course tools

  • @JohnDuthie
    @JohnDuthie 2 года назад +3

    Such a unique channel!! Awesome storytelling and direction.

  • @avasam06
    @avasam06 2 года назад +1

    I can confirm I absolutely hate the low fps background animations. It's often overdone and jarring.

  • @pasalasaga
    @pasalasaga 2 года назад +1

    Imagine combining; the original version, the DS version, the source code, Return to Yoshi's Island mod and the Through the Ages mod, to make one single Super Mario 64.

  • @earthsteward70
    @earthsteward70 2 года назад +1

    This honest to God looks like a late windows 98 game instead of an N64 game! and you didn't even implement frankly insane custom stuff like spyro-esque dynamic LOD, you used humanly reasonable code.
    I admire your work!

  • @DarkraiNewmoon
    @DarkraiNewmoon 2 года назад +1

    Are there any benefits for those who have an N64 Expansion Pak like I do?
    I'd love to play regular SM64 with your optimizations. ♥

  • @trulyinfamous
    @trulyinfamous 2 года назад +1

    I played one of your hacks recently and while I don't really like the way Mario 64 controls, the fact you made the camera behave was wonderful and let me enjoy it. I'm looking forward to this one.

  • @arciks11
    @arciks11 2 года назад +4

    When you were designing this level was (mostly) stable 30 FPS the target performance?
    And through how many revisions did the level go through?

    • @KazeN64
      @KazeN64  2 года назад +5

      30FPS is my performance target, yes.
      It didn't go through too many revisions. I've mostly had to play with ordering to see which places I can take a worse ordering in order to improve it in other places. I've had remove some detail in other areas that'd show up as a hand ful of pixels on an N64 screen too.

  • @SecretzOfMana
    @SecretzOfMana 2 года назад +1

    This is so cool! I love the Squiggler!! Underrated / underused enemy. I don't know why they didn't just call it baby or mini Wiggler but it's so cute

  • @movezig5
    @movezig5 2 года назад +1

    Not only are these performance improvements impressive, but the level itself is a brilliant idea. I'm very much looking forward to when this hack is completed. (That said, take as much time as you need.)

  • @johnrickard8512
    @johnrickard8512 Год назад +1

    Why does this look like a f**king Dreamcast game?! Wait no don't answer that I am well aware that you have been working some kind of programming black magic within the game engine with optimizations that would make this game run on a freaking toaster.

  •  2 года назад +1

    I always find it interesting to how much more people can take out of old hardware thanks to their better, more modoern understanding. New games developed for old systems are so interesting and stunning in this regard.
    It reminds me of Micro Mages. A new, recently released NES game on steam that actually runs on original hardware. It is mind blowing what the devs managed to do with just an NES. It is far more impessive than any game I have ever seen on the NES.

  • @KillaBitz
    @KillaBitz 2 года назад +1

    Looks Awesome!!!
    Nintendo: "Make sure this man spends the rest of his life behind bars"

  • @Eldoofus
    @Eldoofus 2 года назад +1

    TJ """Henry""" Yoshi putting up the real questions, gotta love that lad.

  • @rockrheadHD
    @rockrheadHD 2 года назад +3

    I just imagined how much cooler Last Impact could be if Kaze woud remake it :0
    But i am actually concidering this Mario 64 3 with Mario Last Impact being Mario 64 2 lol

  • @Ralkila
    @Ralkila 2 года назад +2

    Have you seen the RT plugin that is in the works for an N64 emulator? it renders to ray trace and makes it look really cool. Do you think your mods would work well in that emulator when done?

  • @justiceiria869
    @justiceiria869 2 года назад +1

    How are you doing this? I thought you sanity has already deteriated after remaking the super mario 64 source code.

  • @Callieforniiaa
    @Callieforniiaa 2 года назад +2

    So excited for this release! I’ve played the demo!

  • @adren0chr0me.
    @adren0chr0me. 2 года назад +1

    Will we be able to play this on Net 64? It would be fun to play this online with friends

  • @rockpixels
    @rockpixels 2 года назад +2

    I've been tuning into your live streams on twitch and I absolutely love the progress you've made so far! I can't wait for the final release of this rom hack, I'm very excited to play!

  • @demilad225
    @demilad225 2 года назад +1

    Can we turn off the infinite distance thing on emulator? The pop in animation is adorable. I kinda wanna keep it.

  • @jaydaytoday3548
    @jaydaytoday3548 2 года назад +1

    So basically what your saying is you have mastered the N64.

  • @twiistcone9383
    @twiistcone9383 2 года назад +1

    Bro, kaze, you are such a genius not only in developing but also in making original story lines

  • @MorphBaller388
    @MorphBaller388 Год назад +1

    This romhack is set to be much bigger and better than banjo tooie and most modern platformers

  • @RabbitEarsCh
    @RabbitEarsCh 2 года назад +1

    What a cool level. I'm glad all your optimizations have come together to allow you to make something this sick. Especially the Wiggler roller coaster!

  • @dopadream
    @dopadream 2 года назад +1

    hey kaze do you think you could make Super Mario Maker 3 or smth

  • @jakegfesser10
    @jakegfesser10 2 года назад +1

    I subbed! Awesome Video I absolutely love it! Cant wait til its released!

  • @zeromontalvan1514
    @zeromontalvan1514 2 года назад +3

    This is the proof that the most important thing on the performance of a game it's how much effort you put on it

  • @c.nelson3148
    @c.nelson3148 2 года назад +1

    Great work! This looks so brilliant! The level design and all the clever little touches looks like it could have been produced by a Triple A studio.

  • @wilji1090
    @wilji1090 2 года назад +3

    This is wild! Any chance you’ll try and remake the base game using these techniques?

  • @psiga
    @psiga 2 года назад +1

    Art! The engine rework is art, the level architecture is art, the metanarrative is art, and the authentic aesthetic in the graphic design is art! I am so impressed with this.

  • @CursedOutRS
    @CursedOutRS 2 года назад +5

    I don’t know why Nintendo hasn’t hired you yet… you’re doing incredible things

    • @daskampffredchen
      @daskampffredchen 2 года назад +9

      They hate him because he is better at their job

    • @janko1
      @janko1 2 года назад

      nintendo hire this man

    • @LeoYoshi54321
      @LeoYoshi54321 2 года назад +5

      Well he's doing all of this on the N64, a 26 year old console. If he was doing all of these amazing things in 1997, then yeah, why hasn't this guy been picked up by a game studio?

    • @lowpolyzoe
      @lowpolyzoe 2 года назад +4

      He likely just doesn't want to work for a game studio 🤷 working at a studio you're kind of given your work and a deadline, he absolutely couldn't do anything like this working at a studio

    • @Haganeren
      @Haganeren 2 года назад

      @@LeoYoshi54321 Except he wasn't. I mean, all the Nintendo 64 games we love had often been made in 1 or 2 years... even less for Mario 64 !
      Of course, now that we have the time and a lot of people to discuss about it, we know how to optimize better.... I mean... It's been more than 20 years for a bolved console !

  • @the_kovic
    @the_kovic 2 года назад

    Your ROM hacks are basically Banjo-Kazooie size levels in Super Mario 64. Very cool

  • @Pwnsweet
    @Pwnsweet 2 года назад

    This is cool, but what people want most is a native 60fps version of the original game running on N64 hardware

  • @3lectroPlayz
    @3lectroPlayz 2 года назад +1

    Tbh, RTYI is looking like a PS1 game.

  • @TeeVeeEAS
    @TeeVeeEAS 2 года назад +1

    you should add the possibility to ride the rollercoaster.

  • @PersianImm0rtal
    @PersianImm0rtal 2 года назад +1

    The art style of the game is so charming due to the technical limitations. It is truly a work of art! Thank you for making this a reality.

  • @MagorTuga
    @MagorTuga 2 года назад +1

    TJ """""""""Henry"""""""""" Yoshi gets destroyed once again.

  • @meegel
    @meegel 2 года назад +1

    the bowser victory museum is such a cute idea! i love it!!!