@@mineer-pg5svIf you’re 10 years old and waiting for Christmas, then yeah sure 7 months is a long time. Recreating a game, writing your own rendering and physics engine, as a side project while also having a normal full time job, 7 months is not long at all for this amount of progress
@@practicc my friend I've developed a game as well. It's hard af, 7 months may not seem like much from the third person perspective. But when your the one putting blood, sweat, and tears into it for 100's of hours then yeah, its a long damn time
This is probably the most impressive "demake" of a game i've ever seen, among the greats like portal 64 (RIP). Looking forward to seeing where this project goes next, progress has been amazing
You see i dont agree with the portal 64 comparison. The reason is that i think some commercial n64 games are way more impressive than portal 64. However, in this case, theres nothing officially available on gba that comes remotely close.
In 2001? Its hard to believe in 2024. I think that most people are not understanding what they are watching. If this is true the guy is smoking a Saturn with a gba.
Also there is a fully open world 3d game on GBA: Driver 3. Stuntman, need for speed underground 2, James bond 007 nightfire was also some good quality 3D game port, so i no wonder why this and tomb raider 1 are also possible. GBA is weak but still a 32 bit handheld. Still cool port
to add more updates, -signs and text are being worked on and I made a model for the sign -Luigi is being updated just like Mario, as soon as he can be recovered (shenanigans happened lol) -models for the Koopa the quick and bowser have also been created (by lk64dsh) and are waiting to be added more to come soon
If you haven’t already, you should use the tracker files from the original game instead of having one long compressed audio file. It’d result in better audio quality and will also make seamless transitions (between water ect.) easier.
@@CandiedC The GBA's audio hardware is basically the PSG audio from the original Gameboy plus 2 channels of PCM. I'd imagine that playing tracker files would mean needing to do software mixing, eating away at CPU time, so streaming a gigantic audio sample probably is the most efficient way of doing it (if crunchy sounding). High quality PSG/Game Boy style 8-bit remixes would be pretty cool though and would allow for the instrumentation changes for underwater.
the real hardware's screensize makes the imperfections a lot less noticeable, would genuinely be mindblowing if this game actually came out back in the day
With each update the game not only improves in performance and graphics, but also improves in Gameplay and becomes very similar to the original. But above all, it can be seen that it can run on the original hardware without many problems. this project is getting better and better!
I genuinely have no idea how you've done even an eighth of this. this is absolutely incredible and probably the single most impressive thing that has ever been made for the GBA.
Interestingly, it feels much better to play on real hardware than any emulator I've found, even those with LCD ghosting emulation. The GBA's screen really smooths things out a lot.
@@jsbarrettoexactly what I thought while watching the video, even with the artifacting. The GBA’s smaller screen size makes everything look way smoother, especially when there’s a lot of movement happening on screen!
The screen flicker on the GBA SP can be adjusted with a little potentiometer under the battery. The factory didn't really dial them in at all. The same adjustment is present on the GBA and GBC, as well as the backlit version of the SP, though the backlit screen has such poor response time that the flicker is hardly noticeable regardless.
The Tony Hawk GBA game are just giant pre-rendered 3D images with collision maps on top, but they were still so impressive. The best 3D polygon game on GBA is easily V-Rally 3!
Every now and then you come across a video on RUclips that just make you stop in your tracks and just marvel at something you never thought was even possible... This is one of those videos
This is so cool man. I remember getting Super Mario 64 DS at launch, thinking: "I cannot believe what I'm playing on this handheld!", but to see how you managed to do so much on GBA hardware is amazing.
Money sits pretty low on my list of motivating factors, so you needn't worry. That said, I am looking forward to working on projects that don't have Nintendo breathing down my neck. I've got some ideas for other GBA games.
It's been really cool following the development of this game. It's crazy to see it go from a little red triangle running around to being a fully-modeled Mario with animations and sound effects and music... This project is amazing, and even if it isn't possible to recreate the entire game I'm curious to see how far it can go.
This and OpenLara are the coolest things with GBA homebrew. I would have been going crazy if I had seen this stuff running on a GBA when I was a kid. Excellent work, my dude.
This is coming along amazingly. Hope you're not feeling too much pressure for this project. I really respect how much effort you've been putting into this and sharing it with the community
this is the first I'm ever hearing of this project - this is BEYOND insane. this is like something that we would have jokingly talked about in our childhoods, "hey what if SM64 could run on the GBA??", and here it is, actually existing. wild.
Damn, this game looks more and more impressive in every video. A version of Peach's Castle with mostly working paintings? Enemies? More moves and animations and object mechanics? All this looks incredible, and the fact it somehow runs on the GBA is absolutely mind boggling to me. Great job with the project!
This is, without a doubt, the most impressive feat of Mario-related engineering I've seen in my nearly 30 years upon this Earth. Outrageously fantastic work, man. I wish you the best in this endeavor and look forward to whatever future progress you make regarding it. Parallel universes eat your heart(s) out.
It's incredible that you're still continuing this project, this is without a doubt the most impressive thing I've ever seen running on a GBA, I'm really curious to see where this will go.
amazing, Amazing and once again AMAZING! Everything is well translated to the GBA, I was expecting that the enemies would be just 2D sprites but you went beyond and made everything 3D which is so faithful. Keep up the good work!
The effect you see when filming the gba screen is called moiré, and it's what happens when you try to film something with a fixed repeating pattern, like the pixels of the GBAs LCD. You will get this when filming any kind of screen. But it gets more or less pronounced with distance depending on the resolution of the screen your filming and the resolution of the camera filming. If the screen has a resolution much higher than the video you're recording, this won't happen as much, but since the gba resolution is so low, there is little you can do to prevent it.
The opposite should be true: the resolution of the screen being higher than the camera should produce a Moiré effect due to subsampling artifacts. I don't think this can be fully explained by the Moiré effect alone, although it's definitely a component. Shutter speed / LCD refresh rate are also a factor, I think.
@jsbarretto Moire happens when the two resolutions of both the video and the screen roughly align. You can medigate it by either significantly increasing the resolution of the screen. Or increasing the distance which has the same effect optically. It's possible that it behaves differently depending on the screen type tho. So if you have a GBA yourself then it would be cool if you could test it yourself. I only have high resolution IPS panels at home, so nothing that is even close to the GBA screen unfortunately. Also shutter speed or framerate would cause rolling shutter or flickering respectively. None of which are present. The screen brightness stays about the same even if you go frame by frame, and there is also no broken up flicker, which would be common with a mixture of mismatched shutter speed and rolling shutter. I think what's giving off a similar effect tho is that the GBAs screen seems to have much larger gaps between the individual rows of pixels, causing even more pixels and an even stronger moiré effect. I can't say if this is true because i don't have one anymore. I do distinctly remember that the screen of the GBA had some weird CRT scanline-esque effect to its screen tho, so perhaps that's what's going on here also.
a month is a month, its not that long and lots of stuff can happen in just 2 months, take your time and have fun with it! this stuff is amazing and i'm excited to see whatever you wanna work on in the future!!
seeing it run on a real gba with audio and in real time really changes my entire perspective on the project. when its just emulator footage its easy to go "yea old games are like that with the weird textures n stuff" but when you actually *play* it, it looks more like someone screwed up mario 64 ds and built a ds into a gba sp shell! compared to even the best gba games this level of quality would just be inconceivable to any nintendo employee at the time.
I can not believe how good this looks. I'm sure there's still a lot of work behind the scenes to do, but from what you've shown off it looks pretty complete. Incredible work
I'm really impressed with what I just saw. I've been watching all your progress on this project since the beginning and it's actually incredible to see everything you've achieved so far. And it's actually quite impressive how you've been able to achieve all this on a GBA. So congratulations bro you have amazed and impressed me in a way that I cannot describe in any way👍
oh heck yeah, this homebrew is the reason i decided to mod my GBA w/ an ITA kit and get a flashcart, eager to try this out whenever you can release something!
I don't have the technical knowledge to understand a lot of the things you are talking about, but regardless I am just in awe of this project. That gameplay looked so close to the original! I will pray for your health and work.
Imagine this coming out during the GBA's lifecycle, people's minds would have exploded! Love seeing old gaming hardware being pushed to new limits, and this might be the Pièce de résistance. As a kid I didn't want my Xbox to die out so soon because I knew a lot more could be put out, even though it's not reasonably profitable to do so. What a waste of tech that aren't fully explored. We should be praising game design and programming like this that works around limitations, optimized compression and yet visually astounds more than the next gen which is always going to be expected under Moore's law.
This is INSANE! I’m so excited every time I see a new upload from this channel! Oh and in regards to rendering enemies: would there be a performance improvement if you just made the enemies billboard sprites like in doom? I think that swapping between a front and back sprite for goombas would look pretty good, and be much more resource efficient too
THIS IS AMAZING. I’ve been following since the beginning and seeing it go from silly little project to whole port is insane. I would love to see not only where this goes, but any other projects in the future. It would be amazing to see a port of games like UNDERTALE or yume Nikki to the console, for fun
I keep coming back to see how the project is going and it just keeps getting better. A 3D engine on a Game Boy Advance is not easy. How the hell do you not give up?! This is great work, keep going!
Just know that even if your plans change tomorrow and this project stops forever for any reason, what you made and shown us is a massive achievement that has brought joy and wonder to those who can appreciate it. Thanks.
Retro gaming is so prevalent nowadays I almost forget why it's even nostalgic, but seeing this unlocked a feeling of wow and wonder I haven't felt since I first watched a friend play super mario 64 for the first time.
Seeing this run on real hardware makes me even more impressed! Great job, can’t wait to see more! But of course take your time, please don’t feel rushed or stressed about making videos on this :)
I’ve played through Mario 64 dozens of times in my life and had no idea until today that you could monkey bar under the bridge in BOB. As if this project wasn’t blowing my mind enough! Keep up the good work!
honestly i love how this project is going at this pace, it’s okay if it takes longer sometimes, i mean, you’re remaking an entire game!! which is crazy on it’s own
The CPU is 32-bit, but most memory is on the end of a 16-bit bus. Regardless, the bitness of the machine has nothing to do with the bitness of the audio samples (which are 7-bit, as it happens). That said, the thing you're actually talking about is the sampling frequency, which I've reduced to 8 KHz to save on ROM space and audio processing time.
I think you and kaze emanuar are coincidentally (and maybe inadvertently) proving the exact same point by doing wildly different things. You're proving that the content shown in Mario 64 doesn't require anywhere near as much processing power as one might think, and kaze's project is proving that mario 64 has the room to do so much more than the devs ever thought possible. What a fascinating time for the SM64 community as a whole lol
@@the1whoplayz - Yeah, but this means that the N64 wasn't as needed to pull some of this off. Goes to show that Mario 64 is light-weight enough to be recreated surprisingly faithfully on the GBA. That being said, of COURSE N64 looks better, but it shocks me we didn't get as many 3D games on the handheld...
I'm speechless on how genuinely impressive this demake of a game is. I can only wish you the absolute best of luck in making and motivations with this project!
It's incredible how a demo with just a moving red triangle has evolved in just 7 months to look like an actual playable SM64
7 months is a long time lol
@@mineer-pg5sv no it isnt, not in game development, and especially with a task like this it couldve taken them years to even get to a state like this
@@mineer-pg5svIf you’re 10 years old and waiting for Christmas, then yeah sure 7 months is a long time.
Recreating a game, writing your own rendering and physics engine, as a side project while also having a normal full time job, 7 months is not long at all for this amount of progress
@bawbsmith I've built a very large game. It took me about 500 hours, over a period of 8 months. It depends on the amount of hours he put in
@@practicc my friend I've developed a game as well. It's hard af, 7 months may not seem like much from the third person perspective. But when your the one putting blood, sweat, and tears into it for 100's of hours then yeah, its a long damn time
That almost instantaneous load time when you jump through the painting is genuinely impressive
The game can manage 12 fps while switching to a new stage on every frame.
Sm64 loads stages nearly instantly, they have an artificial load time because instant loading looks bad.
@@jsbarrettoincredible
@@LuigiXHero this is one of the benefits of cartridge games and why nintendo stuck with them for so long (also they're harder to rip)
@@memes_gbc674 It's not a benefit specific to cartridge games, it's because games at the time were stored in ROM
This is probably the most impressive "demake" of a game i've ever seen, among the greats like portal 64 (RIP). Looking forward to seeing where this project goes next, progress has been amazing
You see i dont agree with the portal 64 comparison. The reason is that i think some commercial n64 games are way more impressive than portal 64. However, in this case, theres nothing officially available on gba that comes remotely close.
Imagine Portal GBA though....
The Tomb Raider 2 GBA version is really impressive too
What commercial N64 game comes even close to the physics calculations that Portal 64 does?
@@Refreshment01 I can't think one N64 game with heavier physics calculations than Portal 64.
Can only imagine if something like this was shown off as a tech demo for the GBA in 2001
There were tech demos of Yoshi's Story & Resident Evil 2. But this is on other caliber.
There was a fully 3D Asterix game for the GBA that was programmed by two people
In 2001? Its hard to believe in 2024. I think that most people are not understanding what they are watching. If this is true the guy is smoking a Saturn with a gba.
While is impressive, it’s looks really pixelated. I don’t think it would good enough to be tech demo
Also there is a fully open world 3d game on GBA: Driver 3. Stuntman, need for speed underground 2, James bond 007 nightfire was also some good quality 3D game port, so i no wonder why this and tomb raider 1 are also possible.
GBA is weak but still a 32 bit handheld.
Still cool port
"sorry just a few updates this video"
proceeds to show off a fully playable demo on original hardware lmao
very sick, cannot wait to see more
let's pause and think about the phrase "fully playable demo" lol
@@Yordleton No
to add more updates,
-signs and text are being worked on and I made a model for the sign
-Luigi is being updated just like Mario, as soon as he can be recovered (shenanigans happened lol)
-models for the Koopa the quick and bowser have also been created (by lk64dsh) and are waiting to be added
more to come soon
The Luigi part sold me as, well, kinda obvious by my name
Get well soon Luigi
If you haven’t already, you should use the tracker files from the original game instead of having one long compressed audio file. It’d result in better audio quality and will also make seamless transitions (between water ect.) easier.
@@CandiedC The GBA's audio hardware is basically the PSG audio from the original Gameboy plus 2 channels of PCM. I'd imagine that playing tracker files would mean needing to do software mixing, eating away at CPU time, so streaming a gigantic audio sample probably is the most efficient way of doing it (if crunchy sounding).
High quality PSG/Game Boy style 8-bit remixes would be pretty cool though and would allow for the instrumentation changes for underwater.
@@CandiedC were also working on that, as the compressed music takes up 40-50% of game rn
*Fast Forward 50 years later...*
"And this is how I got CRYSIS running at 4K at 60 FPS on a Magnavox Odyssey..."
I'm afraid this is too complex for now. Well look at this and laugh in a few hundred years
“And this is how I got Cyberpunk 2077 running at 120fps on the Commodore 64”
@@guhthe2ndI got Cyberpunk optimized on the PS4
@@ZookIsStoned commodore 64 is fairly reasonable, but the ps4? no can do.
Speaking seriously maybe PS2 would be the hard limit to port all of the geometry intact with significant visual downgrades.
the real hardware's screensize makes the imperfections a lot less noticeable, would genuinely be mindblowing if this game actually came out back in the day
With each update the game not only improves in performance and graphics, but also improves in Gameplay and becomes very similar to the original.
But above all, it can be seen that it can run on the original hardware without many problems.
this project is getting better and better!
I genuinely have no idea how you've done even an eighth of this. this is absolutely incredible and probably the single most impressive thing that has ever been made for the GBA.
Real hardware performance is surprisingly very good, even at this framerate this looks very playable, amazing work!
Interestingly, it feels much better to play on real hardware than any emulator I've found, even those with LCD ghosting emulation. The GBA's screen really smooths things out a lot.
@@jsbarretto input lag might also be reduced on hardware too, making it feel more responsive as well.
@@jsbarrettoi bet it looks incredible on an actual backlit gba
hello from gbatemp
@@jsbarrettoexactly what I thought while watching the video, even with the artifacting. The GBA’s smaller screen size makes everything look way smoother, especially when there’s a lot of movement happening on screen!
This is actually insane. So impressive. If this dropped in the GBA era it would legitimately be one of the best selling games of all time.
The screen flicker on the GBA SP can be adjusted with a little potentiometer under the battery. The factory didn't really dial them in at all. The same adjustment is present on the GBA and GBC, as well as the backlit version of the SP, though the backlit screen has such poor response time that the flicker is hardly noticeable regardless.
Good to know, I may look into this for future videos. Thanks!
@@jsbarretto important, only turn the potentiometer very little, can be damaged easily
My GBA SP screen flickers really badly to the point it’s hard to look at, thanks for the tip!
still one of my favorite projects to see being made, it's so cool to see the gba of all things run a fully playable 3d game
There were quite a few good 3D games for the GBA! "Fully playable" is a bit more of a challenge though...
@@jsbarretto tony hawk advance really showed what you could do with 3d on the GBA
The Tony Hawk GBA game are just giant pre-rendered 3D images with collision maps on top, but they were still so impressive.
The best 3D polygon game on GBA is easily V-Rally 3!
@@HouseOfFunQM And what about Banjo-Pilot Voxel?
@@HouseOfFunQM I think there was at least one Tony Hawk game for the GBA that did proper 3D, no? I think it was flat shaded.
Every now and then you come across a video on RUclips that just make you stop in your tracks and just marvel at something you never thought was even possible... This is one of those videos
This is so cool man. I remember getting Super Mario 64 DS at launch, thinking: "I cannot believe what I'm playing on this handheld!", but to see how you managed to do so much on GBA hardware is amazing.
i like reluctant youtubers who do banger work just pls dont sell out, just keep this level of editing, its sufficient
Money sits pretty low on my list of motivating factors, so you needn't worry. That said, I am looking forward to working on projects that don't have Nintendo breathing down my neck. I've got some ideas for other GBA games.
@@jsbarretto you should try porting sonic adventure after this lol
@@jsbarretto Your a wizard man keep it up.
@@CherryChrii GBA is really struggling to match the N64 here, DC is way out of its league (specially with Sonic's fast gameplay)
Yeah, just please don't pull of MMX Corruption or Princess Crown.
Take your time though.
This is incredible. Having played the DS version this remake is very close. Super Impressive!
I really love the crunchy sound effects.
theyre so dang charming lmao
YOOOO AWESOME IVE BEEN WAITING FOR AN UPDATE!
me too!
It's been really cool following the development of this game. It's crazy to see it go from a little red triangle running around to being a fully-modeled Mario with animations and sound effects and music... This project is amazing, and even if it isn't possible to recreate the entire game I'm curious to see how far it can go.
this is probably the most genuinely impressive and interesting use of a gba that i could possibly imagine, this is genuinely amazing
It’s honestly so cool you made your own engine for it and everything. Someone could use it to make a super sick homebrew game with it
And I hope they will credit him if people will make this game concept.
This and OpenLara are the coolest things with GBA homebrew. I would have been going crazy if I had seen this stuff running on a GBA when I was a kid. Excellent work, my dude.
This is coming along amazingly. Hope you're not feeling too much pressure for this project. I really respect how much effort you've been putting into this and sharing it with the community
this is the first I'm ever hearing of this project - this is BEYOND insane. this is like something that we would have jokingly talked about in our childhoods, "hey what if SM64 could run on the GBA??", and here it is, actually existing. wild.
Damn, this game looks more and more impressive in every video. A version of Peach's Castle with mostly working paintings? Enemies? More moves and animations and object mechanics? All this looks incredible, and the fact it somehow runs on the GBA is absolutely mind boggling to me.
Great job with the project!
And perhaps, soon, Mario's butt on fire!
This is, without a doubt, the most impressive feat of Mario-related engineering I've seen in my nearly 30 years upon this Earth. Outrageously fantastic work, man. I wish you the best in this endeavor and look forward to whatever future progress you make regarding it. Parallel universes eat your heart(s) out.
the sound effect for mario saying "wa" (when he punches or jumps) sounds especially crunchy and i love it
8 KHz doesn't buy you much, it must be said! Technically the engine supports up to 10 KHz right now, but I'm not taking advantage of it.
This continues to be incredible, even if you're slowing down. (and honestly even this is ridiculously fast)
I'm cheering for you!
I just finished watching all your previous videos on this yesterday. Happy to see this is still in development!
This is absolutely insane!
It's incredible that you're still continuing this project, this is without a doubt the most impressive thing I've ever seen running on a GBA, I'm really curious to see where this will go.
Really appreciate you sharing the source code so others can mess around with what's already been implemented.
amazing, Amazing and once again AMAZING!
Everything is well translated to the GBA, I was expecting that the enemies would be just 2D sprites but you went beyond and made everything 3D which is so faithful.
Keep up the good work!
The effect you see when filming the gba screen is called moiré, and it's what happens when you try to film something with a fixed repeating pattern, like the pixels of the GBAs LCD.
You will get this when filming any kind of screen. But it gets more or less pronounced with distance depending on the resolution of the screen your filming and the resolution of the camera filming. If the screen has a resolution much higher than the video you're recording, this won't happen as much, but since the gba resolution is so low, there is little you can do to prevent it.
The opposite should be true: the resolution of the screen being higher than the camera should produce a Moiré effect due to subsampling artifacts. I don't think this can be fully explained by the Moiré effect alone, although it's definitely a component. Shutter speed / LCD refresh rate are also a factor, I think.
@jsbarretto Moire happens when the two resolutions of both the video and the screen roughly align. You can medigate it by either significantly increasing the resolution of the screen. Or increasing the distance which has the same effect optically.
It's possible that it behaves differently depending on the screen type tho. So if you have a GBA yourself then it would be cool if you could test it yourself. I only have high resolution IPS panels at home, so nothing that is even close to the GBA screen unfortunately.
Also shutter speed or framerate would cause rolling shutter or flickering respectively. None of which are present. The screen brightness stays about the same even if you go frame by frame, and there is also no broken up flicker, which would be common with a mixture of mismatched shutter speed and rolling shutter.
I think what's giving off a similar effect tho is that the GBAs screen seems to have much larger gaps between the individual rows of pixels, causing even more pixels and an even stronger moiré effect. I can't say if this is true because i don't have one anymore. I do distinctly remember that the screen of the GBA had some weird CRT scanline-esque effect to its screen tho, so perhaps that's what's going on here also.
a month is a month, its not that long and lots of stuff can happen in just 2 months, take your time and have fun with it! this stuff is amazing and i'm excited to see whatever you wanna work on in the future!!
Thank you so much for sharing your work with us, this is so cool to me, and I hope you continue
seeing it run on a real gba with audio and in real time really changes my entire perspective on the project. when its just emulator footage its easy to go "yea old games are like that with the weird textures n stuff" but when you actually *play* it, it looks more like someone screwed up mario 64 ds and built a ds into a gba sp shell! compared to even the best gba games this level of quality would just be inconceivable to any nintendo employee at the time.
You always upload these updates while I am on my laptop at McDonald's while slacking off while I'm supposed to be studying for university.
oh my God, now I can expect something like B3313 ported into this
That was all I was thinking about during the whole video.
"Would you imagine how uncanny B3313 would be in the GBA?"
Bruh B3313 would not fit into a fucking GBA rom
We just got goombas, slow down buddy
What is he doing here
Could be remade @@RealSDM2
The truth is that your work is incredible! Keep up the good work! Greetings from Argentina
Greetings from the UK!
My god man, you are awesome, that's some really good dedication, it's really incredible what you have acomplished!!
Hell yeah, progress is progress bro. Hope you're feeling better.
This is crazy as how it went from maps and a triangle to this far, absolutely amazing.
This is by far the most impressive demake I've ever seen
I can not believe how good this looks. I'm sure there's still a lot of work behind the scenes to do, but from what you've shown off it looks pretty complete. Incredible work
Seeing this run on real hardware is so cool. Keep it up, love the laid back editing style
Also known as the "I don't know what I'm doing and change my mind in every video" style 😄
i love how wobbly it is. it takes me back ❤️🖤
I'm really impressed with what I just saw. I've been watching all your progress on this project since the beginning and it's actually incredible to see everything you've achieved so far. And it's actually quite impressive how you've been able to achieve all this on a GBA. So congratulations bro you have amazed and impressed me in a way that I cannot describe in any way👍
when adding the most important move, breakdance
We've not forgotten it!
oh heck yeah, this homebrew is the reason i decided to mod my GBA w/ an ITA kit and get a flashcart, eager to try this out whenever you can release something!
The amount of effort put into this is amazing. I don't even know what to say. 👀✨
So cool! Keep it going man it's a super neat little project and really fun to watch.
I think Velez and Dubail (V.D. Dev) would be proud seeing someone else pushing the GBA to the absolute limits as they once did.
It took me like one whole minute for it to sink in that I was seeing Super Mario 64 on a Game Boy Advance
Exactly. My brain just couldn't comprehend it at first lol, how is this the same hardware that I thought was really impressive for running Golden Sun?
Absolutely incredible work! This is so impressive from so many standpoints! Amazing
The amount of progress made on this project is insane! Honestly didn't think it'd get THIS far! Congrats man :D
It actually looks so good on an actual GBA screen.
3:13 Now that looks solid on real hardware! (Makes the weird texture thingy less noticeable)
From what I've seen last time its way far more than I remember, take your time and do it for fun! The thing is really looks great!
Thanks for the update video. Very cool stuff
Super cool! This is my first vid ive watched of yours going down my daily youtube rabbit hole hehe. But this is so impressive!
There's a playlist of past dev logs if you're interested!
I don't have the technical knowledge to understand a lot of the things you are talking about, but regardless I am just in awe of this project. That gameplay looked so close to the original! I will pray for your health and work.
Imagine this coming out during the GBA's lifecycle, people's minds would have exploded! Love seeing old gaming hardware being pushed to new limits, and this might be the Pièce de résistance. As a kid I didn't want my Xbox to die out so soon because I knew a lot more could be put out, even though it's not reasonably profitable to do so. What a waste of tech that aren't fully explored. We should be praising game design and programming like this that works around limitations, optimized compression and yet visually astounds more than the next gen which is always going to be expected under Moore's law.
You might be interested in the 'permacomputing' movement (I definitely am!)
@@jsbarretto I'm definitely gonna look into it now!
This amazes me so much, I love watching the stuff you can do!
This is INSANE! I’m so excited every time I see a new upload from this channel!
Oh and in regards to rendering enemies: would there be a performance improvement if you just made the enemies billboard sprites like in doom? I think that swapping between a front and back sprite for goombas would look pretty good, and be much more resource efficient too
I like things having that 3D look. I'll likely use billboards for distant objects though.
Every day that passes this becomes more sick and incredible bro🤯
THIS IS AMAZING. I’ve been following since the beginning and seeing it go from silly little project to whole port is insane. I would love to see not only where this goes, but any other projects in the future. It would be amazing to see a port of games like UNDERTALE or yume Nikki to the console, for fun
this is insane you wizard
dude, this whole project is a massive milestone, and i just foundout about it, amazing work
It's amazing what one person can recreate. There are many examples of this with Quake and Open Lara, but it's still breathtaking to see Mario 64 GBA.
I dont think it truly like hit me how awesome this was till I saw it on real hardware.
I keep coming back to see how the project is going and it just keeps getting better. A 3D engine on a Game Boy Advance is not easy. How the hell do you not give up?!
This is great work, keep going!
Wow this is really impressive. I love seeing what people can do with older hardware
Just know that even if your plans change tomorrow and this project stops forever for any reason, what you made and shown us is a massive achievement that has brought joy and wonder to those who can appreciate it. Thanks.
Retro gaming is so prevalent nowadays I almost forget why it's even nostalgic, but seeing this unlocked a feeling of wow and wonder I haven't felt since I first watched a friend play super mario 64 for the first time.
so glad to see updates on this project, your coding skills are wizardry !
Seeing this run on real hardware makes me even more impressed! Great job, can’t wait to see more!
But of course take your time, please don’t feel rushed or stressed about making videos on this :)
I’ve played through Mario 64 dozens of times in my life and had no idea until today that you could monkey bar under the bridge in BOB. As if this project wasn’t blowing my mind enough! Keep up the good work!
This looks so great already, almost like an official port at times
Seeing the footage on a real GBA is so surreal.
"Sorry there wasn't more to show"
*me with my jaw on the floor the entire time* :0
Absolutely stunning! Super impressive
The sheer dopamine hit when I see a new SM64 GBA video in my notifications is monumental. Best ongoing series on yt.
0:11 Men like me wouldn't exist
(But this is not a perfect world)
This is impossible. IMPOSSIBLE.
The definition on Mario's face, and the textures. This shouldn't be happening.
I haven't been this excited for a game release since I was a kid!! Do you have an email sign up to be notified when it's available?
Do you mean the source code? No, but I'll put up a video when it's available.
@jsbarretto ok great. Seriously man, I'm in awe of what you're doing here and can't wait!
Holy smokes man, it's been incredible to see this project evolve! The fact that you even got this far, and can still improve is crazy! Great work
Mario's movement looks solid, also nice to see the game on real hardware :)
honestly i love how this project is going at this pace, it’s okay if it takes longer sometimes, i mean, you’re remaking an entire game!! which is crazy on it’s own
Now we can hear Mario go "Yahoo" in 32 bit.
Is gba 32 bit? I thought it was 16 bit, sorry if I am wrong.
@@maks-i3b Apparently it is 32 bit.
The CPU is 32-bit, but most memory is on the end of a 16-bit bus. Regardless, the bitness of the machine has nothing to do with the bitness of the audio samples (which are 7-bit, as it happens). That said, the thing you're actually talking about is the sampling frequency, which I've reduced to 8 KHz to save on ROM space and audio processing time.
Very impressive! As always, I'm excited to see the progress continue to develop well.
Omg yes a new vid any amount of progress is good and this looks awesome 👏
These kinds of De-make projects are actually so badass, you and everyone else helping out with this are actual legends.
I think you and kaze emanuar are coincidentally (and maybe inadvertently) proving the exact same point by doing wildly different things. You're proving that the content shown in Mario 64 doesn't require anywhere near as much processing power as one might think, and kaze's project is proving that mario 64 has the room to do so much more than the devs ever thought possible. What a fascinating time for the SM64 community as a whole lol
>"Mario 64 doesn't require anywhere near as much processing power as one might think"
this is a DEMAKE. aka not the original Mario 64.
@@the1whoplayz - Yeah, but this means that the N64 wasn't as needed to pull some of this off. Goes to show that Mario 64 is light-weight enough to be recreated surprisingly faithfully on the GBA. That being said, of COURSE N64 looks better, but it shocks me we didn't get as many 3D games on the handheld...
@@the1whoplayz funny how you left the part out where i specifically said the CONTENT of Mario 64
@@TheRogueMaverick exactly this, thank you lol
@@SketchyCosmos except this isn't the content of Mario 64???????
I love seeing these updates. This project is massively impressive and I look forward to seeing more development updates from you!
Those are cool additions!
I'm speechless on how genuinely impressive this demake of a game is. I can only wish you the absolute best of luck in making and motivations with this project!
Looking great as always!
Impressive work so far! I could never even imagine seeing something like this on a GBA of all things. Can't wait to see how far this can go.