How we BEAT the Limitations that defined the N64s Artstyle

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  • Опубликовано: 18 янв 2025

Комментарии • 1 тыс.

  • @3lH4ck3rC0mf0r7
    @3lH4ck3rC0mf0r7 11 месяцев назад +2699

    "Buh mah texture cache memory-"
    Kaze: _S K I L L I S S U E ._

    • @TheGreatFury
      @TheGreatFury 11 месяцев назад +156

      Kaze: "I missed the part where that's my problem."

    • @John_Lee_
      @John_Lee_ 11 месяцев назад +99

      Skill and TIME. The latter is something engineers don't have when trying to bring something profitable and feasible to the market in time and on budget.

    • @LenaYoutube
      @LenaYoutube 11 месяцев назад

      What skill? He didn't do shit. Mario is a nintendo project, the design was made by nintendi, the tools wasn't made by him, the techniques he used aren't his and he's blindly parroting someone else. He has no passion and no desire to do thing by himself. It's like ordering at a restaurant and pretending you're a chef, it doesn't work this way. Typical youtuber attentionwhoring.

    • @KaidenLewis-wy4hd
      @KaidenLewis-wy4hd 11 месяцев назад +1

      What are you even talking about? He literally said in the video that they couldn't possibly have done all this at the time. Why do you feel the need to put words into his mouth? Why do you feel the need to make Kaze sound like a jerk? Why do you feel the need to defame the staff of Nintendo that were visionaries at the time?
      But who am I even talking to... You're just some meme brainers who memed their last brain cells away a long time ago and now are unable to form any kind of original thought without adhering to some sort of meme format.
      See, I wouldn't care if you'd just kept your garbage to yourselves in your discord servers and subreddits or whatever, but I have a problem with it once you start entering the "real world" and spread misinformation and cause trouble to other people with it. Like for example in this case you are implying that Kaze is disrespectful and wants to start beef with Nintendo. Can you imagine what kind of trouble this could create down the line if this type of rumor was spread and attached to Kaze's reputation? No, you don't... because you're incapable of thinking. "It's just a meme, bro!"

    • @lucdubois3927
      @lucdubois3927 11 месяцев назад +7

      *techtures

  • @douglasmurphy3266
    @douglasmurphy3266 11 месяцев назад +565

    Mario 64 had one genius workaround to all of this (except the texture cache): The title screen. High poly, dynamic lighting, pliable vertice Mario greets you and lets you fool around with it, and that visual is imprinted into your brain. That first impression, especially in 1996, carries over into the actual game to where you aren't even seeing Mario's cut down geometry, your brain is drawing high poly Mario onto everything.

    • @arkadyshersky8704
      @arkadyshersky8704 11 месяцев назад +6

      Vertex.

    • @gamesandplanes3984
      @gamesandplanes3984 11 месяцев назад +12

      Nintendo: style over substance

    • @chocov1233
      @chocov1233 11 месяцев назад +40

      ​@@gamesandplanes3984Sounds more like Sega.

    • @ExtremeWreck
      @ExtremeWreck 10 месяцев назад +7

      @@chocov1233 Nah that's the Atari Lynx

    • @connorhayes2711
      @connorhayes2711 8 месяцев назад +17

      Genius observation! I never thought about that before but it’s so true

  • @jamescampbell6728
    @jamescampbell6728 11 месяцев назад +1629

    It's so interesting to see how art is defined by not just necessary limitations, but UNNECESSARY limitations. Awesome video!!! (as usual)

    • @user-vi4xy1jw7e
      @user-vi4xy1jw7e 11 месяцев назад +46

      I love unnecessary limitations

    • @terroriz0r
      @terroriz0r 11 месяцев назад +30

      so that makes kaze's new artstyle the true definitive N64 artstyle!

    • @dougr8646
      @dougr8646 11 месяцев назад +8

      No, no it doesn't

    • @jamescampbell6728
      @jamescampbell6728 11 месяцев назад +6

      @@dougr8646 true

    • @somnia3423
      @somnia3423 11 месяцев назад

      What? ​@@dougr8646

  • @wile123456
    @wile123456 11 месяцев назад +2678

    Can't wait for Kaze to be 80 years old and explaining how you squeeze every drop of performance out of the PS3 or Nintendo wii

    • @JerrySM64
      @JerrySM64 11 месяцев назад +370

      Nah even then he will try to squeeze even more performance out of the N64 with the brand new microcode F3DEX15

    • @wpgamingvids7558
      @wpgamingvids7558 11 месяцев назад +256

      Real time raytracing 4090 performance on N64 😂

    • @tacokoneko
      @tacokoneko 11 месяцев назад +73

      i hope that one day he contributes to MIPS target of Linux kernel

    • @tacokoneko
      @tacokoneko 11 месяцев назад +72

      there is Linux for N64 and yes it is 64 bit and the full multitasking kernel because N64 has an MMU but it is scuffed and barely able to load filling the entire N64 memory just to boot because it's mostly a generic build for MIPS CPU with a super minimal framebuffer console and osk thrown together. i am certain that kaze could easily comment out tons of generic code that isn't needed for the N64 and make a little more room in RAM to do something

    • @i-am-linja
      @i-am-linja 11 месяцев назад +25

      @@tacokoneko Serious question: if such extensive gutting is required, why would you even want to run Linux there? And if there is a build that can run acceptably, could that build still be called "Linux"? It might be about as much effort to write a POSIX-compliant OS with some GNU idiosyncrasies from scratch as it would be to jam one specific OS onto a system that isn't up to running it.

  • @SproingBoing
    @SproingBoing 11 месяцев назад +871

    With the amount of optimizations you've done for your mod alone it honestly looks like an early Gamecube prototype circa Spaceworld 1997, kudos to your talent in transforming the N64 into the Ultra 64

    • @aclstudios
      @aclstudios 11 месяцев назад +16

      There were Gamecube protos that early??

    • @SproingBoing
      @SproingBoing 11 месяцев назад +91

      @@aclstudios Technically. iirc It was more of a tech demo for Super Mario 128 to show off the shiny new graphics and how cluttered the screen could get without the system catching fire
      edit: It was a tech demo for the N64DD that was later reused *_for_* the Gamecube demo, which was why my brain got it confused and thought 1997. Still a pretty neat showcase imo

    • @clouds-rb9xt
      @clouds-rb9xt 11 месяцев назад +6

      @@SproingBoingI'm pretty sure only the name was reused

    • @keaton718
      @keaton718 11 месяцев назад +26

      Kaze could have been a lead developer at Rare back in the day. And with what he managed to pull out of the N64, and presumably he could work similar magic on the Gamecube, maybe Nintendo would have bought Rare just to keep him. Like he would be the icing on the cake on top of the Rare IP that would have made the difference.

    • @costelinha1867
      @costelinha1867 11 месяцев назад

      I don't even want to imagine what will happen if someone give this fucker an N64 DD with some way to load games from an sd card.

  • @chlorobyte_projects
    @chlorobyte_projects 11 месяцев назад +912

    Imagine if Kaze had a Gamecube. He would become unstoppable.

    • @MLWJ1993
      @MLWJ1993 11 месяцев назад +157

      Makes you wonder how much potential a GameCube truly has. Although, the small discs may actually prove to be more of a bottleneck than the actual hardware when it comes to the GameCube.

    • @mrlightwriter
      @mrlightwriter 11 месяцев назад +124

      @@MLWJ1993 Well , the discs hold 1,46GB; I think that's quite a jump from the N64 cartridges...

    • @xdanic3
      @xdanic3 11 месяцев назад +63

      @@mrlightwriter Yeah 1,46Gb is quite a lot and there are methods to compress PNG textures like Zopfli or quantization (indexed 256 color mode, which is more than enough for stilized textures), not sure if that's what the textures are encoded to, maybe that's right for the gamecube, but the N64 might be using raw bitmaps

    • @Slvl710
      @Slvl710 11 месяцев назад +53

      might as well use a wii instead, its really not that big of a jump from the gamecube, nintendo just actually used normal cd's

    • @xdanic3
      @xdanic3 11 месяцев назад +77

      @@Slvl710 In fact the Wii was just an overclocked Gamecube with more/faster memory.

  • @The5lacker
    @The5lacker 11 месяцев назад +1269

    "I 3D Modeled in the hex editor"
    Jesus H. Christ.

    • @kyle5210
      @kyle5210 11 месяцев назад +149

      Actual Matrix vision

    • @RusticRonnie
      @RusticRonnie 11 месяцев назад +27

      Used to be standard

    • @LokiScarletWasHere
      @LokiScarletWasHere 11 месяцев назад +11

      On a motorbike, even

    • @videojuegos9379
      @videojuegos9379 11 месяцев назад +43

      @@RusticRonnie no lol

    • @supra107
      @supra107 11 месяцев назад +36

      If you know how to look into the architecture of N64 to fully harness it's power, you know how to code in Assembly, and you sure as hell know how to model in pure hex code.

  • @ares395
    @ares395 11 месяцев назад +529

    I'd imagine having programming on N64 in your resume with your age bracket must turn some heads

    • @colonthree
      @colonthree 11 месяцев назад +81

      I hire for that. :3c

    • @crakhaed
      @crakhaed 11 месяцев назад +100

      ​@@colonthree love the complete consistency in your username, profile pic, and comment 😂

    • @fungo6631
      @fungo6631 11 месяцев назад +47

      That won't help him out unless he's some sort of minority.
      Modern tech hiring is more about diversity and non skill marketability as is apparent with the sheer unoptimized bloating of the web and people soyfacing in disbelief when someone makes an actual game run at almost 5 digit FPS in 4K thanks to how fast modern computers are.

    • @Ultimaximus
      @Ultimaximus 11 месяцев назад

      @@fungo6631 What are you talking about? Whites & Asians are 68-78% of the US population, but make up 82% of tech jobs, while hispanics and blacks similarly have less percentage in tech compared to the overall population

    • @aliatef7203
      @aliatef7203 11 месяцев назад

      sounds like an excuse to me, hiring tech workers of all people based on diversity first and not skill makes zero business sense@@fungo6631

  • @HyJyncks
    @HyJyncks 11 месяцев назад +513

    "30 years of hindsight and no hard deadlines" That's how, to answer the jeopardy question title.

    • @xGMV
      @xGMV 11 месяцев назад +3

      I'm using DeArrow and instead I had the "Explaining the "N64 art style" and how to push its limitations with optimization" title.

    • @phill6859
      @phill6859 11 месяцев назад +36

      Also, try using a PC from 30 years ago

    • @OhKayEl
      @OhKayEl 9 месяцев назад +5

      Hmm, not necessarily. Like Kaze said in one of his videos, there were a lot of mistakes in the Mario source code that were just straight dumb and could be easily fixed even back in the day.

    • @TiMona42
      @TiMona42 8 месяцев назад +23

      ​@@OhKayEl...those are pretty much exactly the things that hindsight and deadlines affect

    • @OhKayEl
      @OhKayEl 8 месяцев назад +1

      @@TiMona42 No, it's affected by not being FUCKING STUPID.

  • @legoboy7107
    @legoboy7107 11 месяцев назад +299

    I like how, even though you have all the technical advancements to leave the N64 artstyle behind in this and give Mario a more modern-looking design, you're still giving Mario's new model his N64 look design-wise.

    • @2fernandoc1
      @2fernandoc1 Месяц назад +2

      The Mario 64 DS model is actually lower poly than the original model by around 100 or so polygons lmao

    • @legoboy7107
      @legoboy7107 Месяц назад +2

      @@2fernandoc1 That is true lol, it's just better-modelled than the original, though it also doesn't have the same charm and unique iconic look, as it just looks like a lower-poly version of standard modern normal Mario.

  • @soviut303
    @soviut303 11 месяцев назад +180

    The "sausage links" limbs was even an issue for animators for TV. Early 3D shows like Reboot and Beast Wars had to contend with disconnected limbs because they were often using NURBs surfaces and didn't have the skills to patch them all together to make a single surface.

    • @grahamcookson5937
      @grahamcookson5937 11 месяцев назад +18

      I'm very happy to see a Reboot reference in 2024.

    • @Valery0p5
      @Valery0p5 10 месяцев назад +1

      ​@@grahamcookson5937 that isn't the OSP channel

  • @henrique_best686
    @henrique_best686 11 месяцев назад +110

    The footage in the background is SO GOOD, I cannot wait to see the final result, you are basically the n64 magician.

    • @alvallac2171
      @alvallac2171 11 месяцев назад +4

      *The footage
      *GOOD. I
      *result. You
      *basically
      *magician.

    • @henrique_best686
      @henrique_best686 11 месяцев назад +8

      @@alvallac2171 The disrespect.☕

    • @carnage0685
      @carnage0685 11 месяцев назад +5

      It’s crazy because Rare did a lot of what he’s doing, and over 25 years ago, too. He’s basically Rare-ifying a new Super Mario 64 game.

  • @bloxrocks5179
    @bloxrocks5179 11 месяцев назад +39

    Kaze im genuinely concerned about how deep in the N64 rabbit hole you are

  • @dawk7
    @dawk7 11 месяцев назад +102

    "I'm saying everybody else was wrong- crucify me!"
    ...I don't know, chief, by this point you might as well be "The Guy Who Has Tweaked The N64 To Its Limits", I'll believe you.

  • @sonikku997
    @sonikku997 11 месяцев назад +196

    I understand almost none of this and yet I still find these videos incredibly fascinating.

    • @PaperBanjo64
      @PaperBanjo64 11 месяцев назад +9

      I just know when I see footage of games he's made that he's pushing the Nintendo 64 beyond its limits and it appears to run smoothly, something Rare couldn't do after 1998.

    • @JohnLennonisMe
      @JohnLennonisMe 10 месяцев назад +3

      ​@@PaperBanjo64i think it is such a waste of time, yoshi dude could be making his own games and charge money but instead takes the easy way and just learns how to maximize an old console

    • @PaperBanjo64
      @PaperBanjo64 10 месяцев назад +5

      @@JohnLennonisMe he definitely could be an indie dev, maybe he will eventually make his own games.

    • @JohnLennonisMe
      @JohnLennonisMe 10 месяцев назад +3

      @@PaperBanjo64 that would be awesome, sadly most people once they find their obsession it is hard to let go.

    • @lyricjam39
      @lyricjam39 9 месяцев назад +3

      In simple words, stay away from matrices unless you are a math enthusiast, that subject can break your mind.

  • @CaptainReynolds-flyinspace
    @CaptainReynolds-flyinspace 11 месяцев назад +17

    This double texture trick was used all over the place in first Max Payne.
    they use small tiled textures resemble surface of the fabric, concrete wall and wood. And it works good by imitating high resolution details that textures not have.
    its remind me how film grain can give a look of more sharpen and detailed picture for low resolution.

  • @YannickJur
    @YannickJur 11 месяцев назад +338

    It's insane how modders find more capability in the N64 DECADES later. Most devs at Nintendo probably never found out about this!

    • @kakyoindonut3213
      @kakyoindonut3213 11 месяцев назад +99

      they probably would, if only they had time to, I mean after n64 their job force them to jump to the next, better hardware console that is gamecube

    • @mikejameson7678
      @mikejameson7678 11 месяцев назад +31

      Apart from what was said above, it's unlikely that enough, if any N64 developers still exist at Nintendo.

    • @kakyoindonut3213
      @kakyoindonut3213 11 месяцев назад

      @@mikejameson7678 we can check the quality of the switch expansion pack of n64 to see if they're still exist

    • @jc_dogen
      @jc_dogen 11 месяцев назад +8

      did you watch the video lol

    • @borisyeltsin6606
      @borisyeltsin6606 11 месяцев назад +28

      ​@@jc_dogen 130 likes and you're the first person to point out the original comment we're replying to doesn't make any sense. cRAZY How moST DeVs NEveR FouND OUT aBoUt tHiS... As if there's some hidden trick or unlocked discovery. The was a series of niche optimizations, in part modeled off of optimizations that naturally evolved in subsequent hardware generations as the videogame programming industry developed alongside it.
      In short, he didn't watch or understand the video lol

  • @AnonyDave
    @AnonyDave 11 месяцев назад +56

    I would argue a lot of the art being done at a lower polygon count than they could've got away with was also because of the tools of the time. Often people forget just how much things like that have changed in 20-30 years

    • @crestofhonor2349
      @crestofhonor2349 11 месяцев назад +23

      Yup. People forget how much worse tools were then to even do a lot of this stuff. Today's tools are much better

    • @MariadaPenhaRothschild
      @MariadaPenhaRothschild 11 месяцев назад +1

      What tools?

    • @SmileyBMM
      @SmileyBMM 11 месяцев назад +7

      ​@@MariadaPenhaRothschildall of the software needed to make a game, from modeling software all the way to the operating system itself. All of it was harder to use back then compared to today.

    • @MariadaPenhaRothschild
      @MariadaPenhaRothschild 11 месяцев назад +1

      @@SmileyBMM Sure, but I WANT NAMES!!! ⚡

    • @SmileyBMM
      @SmileyBMM 11 месяцев назад +5

      @@MariadaPenhaRothschild N-World is apparently what they used for 3d modeling it seems. Look at that vs what people use today.

  • @TroubledTrooper
    @TroubledTrooper 11 месяцев назад +43

    Honestly I would love for Kaze to make an original game after this with everything he learned these years working on the N64 and the mods for it ! We are in dire need of good 3d platformers in general these days.

    • @sneauxday7002
      @sneauxday7002 4 месяца назад +3

      He could be the one to finish quest64..

    • @craftymulligar
      @craftymulligar 4 месяца назад +1

      He could do crash bandicoot game.

  • @iownu92
    @iownu92 11 месяцев назад +42

    I have a great appreciation for how much you are able to squeeze out of the N64.
    Reminds me of what Andy Gavin was able to accomplish with the Crash Bandicoot games by essentially hacking the PS1.

    • @theblah12
      @theblah12 11 месяцев назад +4

      It’s a shame there isn’t a large homebrew community for the PS1 like there is for the N64. What devs were able to do with the hardware back in the 90’s and early 2000’s was astounding.

    • @fungo6631
      @fungo6631 9 месяцев назад +1

      ​@@theblah12The PS1 is a pretty simple and primitive platform.

  • @cdeardorff8685
    @cdeardorff8685 11 месяцев назад +72

    Kaze in 2030: I managed to recreate RTX shaders on a real N64!

  • @1234_Flux
    @1234_Flux 11 месяцев назад +56

    The rom hack footage is the upcoming "Return to Yoshi's Island" by Kaze and the level is Ghoul Guy Galleon.

    • @phrozenliquidz
      @phrozenliquidz 10 месяцев назад

      Has he been working on this same mod for years, or has he released multiple mods now?

    • @1234_Flux
      @1234_Flux 10 месяцев назад +2

      @@phrozenliquidz Kaze has released a ton of mods for Mario 64. He's one of the best modders around.

  • @gaeel330
    @gaeel330 11 месяцев назад +10

    I appreciate what you said about it being cheaper and easier to halve the polycount and not have to rely on squeezing every last bit of performance out of the machine.
    Mario 64 was developed in under two years (with seven programmers), as one of the launch titles. They didn't have the experience and knowledge we have today, and they had a very strict deadline they had to meet. There's no room for error, playing things safe and making sure you're able to ship a fun game on time is more important than high polycounts and detailed textures!
    That said, I love seeing what you're able to do with this hardware. The modding community gives us a peek into an alternate timeline where consoles continue to get games for 27 years! It's amazing how far you're all able to push this machine! James Lambert's "megatextures" demo blew me away when I first saw it, and your Mario mod looks amazing! Keep up the good work, and thanks for all of your deep dives into the nitty gritty of the N64's inner workings!

  • @cm1guy
    @cm1guy 11 месяцев назад +33

    Wish there was a more in-depth explanation of the SGI's skeletal animation trick, this thing sounds genius enough for its time. Great vid as always

    • @tetsuo3k
      @tetsuo3k 11 месяцев назад +6

      Agreed. I'd love to hear more details on this, although I'm unsure how much of it I would comprehend.

  • @mesmesd
    @mesmesd 11 месяцев назад +53

    Dude, that net in the beginning was amazing

  • @LInksaKk
    @LInksaKk 11 месяцев назад +41

    I have seen that there are several new games that try to look like an N64 game but end up looking like a PS1 game, with videos like these it could help them to have a more N64 like style

    • @CrAzYpotpie
      @CrAzYpotpie 11 месяцев назад +10

      You would have to try harder to make a game look like a PS1 game than an N64 one, so your comment perplexes me.

    • @whaecK
      @whaecK 11 месяцев назад

      With modern tools?, you only have to downscale texture and graphics to make it look like a ps1 game, n64 has a distinctive look tho?
      Dunno, who cares😂

    • @CrAzYpotpie
      @CrAzYpotpie 11 месяцев назад +6

      @@whaecK That isn't true at all, that would not give you the signature PS1 polygon warping, that is why I said it would be more deliberate work to make it look like PS1 than N64.

    • @tinoesroho
      @tinoesroho 11 месяцев назад

      @@CrAzYpotpie there are like a dozen drop-in ready unity plugins that psx-ify vertices, polygon warping, and textures

    • @CrAzYpotpie
      @CrAzYpotpie 11 месяцев назад +4

      @@tinoesroho I know that, which doesnt make sense with what the OP is saying. You would have to purposely do that to achieve a PS1 look. So why would people making games they want to look like N64 games use a PS1 shader?

  • @HawkBreland
    @HawkBreland 11 месяцев назад +12

    you're such a chad, Kaze. awesome to see how much you and your channel has grown over the years and I couldn't be more happy for ya. keep on keeping on brother!

  • @hannesbonet3822
    @hannesbonet3822 11 месяцев назад +1

    Danke!

    • @HydroSnorter3000
      @HydroSnorter3000 9 месяцев назад

      Germans really say “Danke” instead of thank you 😭

  • @CornRecords972
    @CornRecords972 11 месяцев назад +33

    It looks like a gamecube game running on an n64. Like an ungodly interim console from an alternate universe. That's awesome.

  • @Quartis
    @Quartis 11 месяцев назад +13

    I love optimizations and seeing how far you can push the art. These videos are so interesting.

  • @fluffycritter
    @fluffycritter 11 месяцев назад +6

    I'd always assumed that the Bowser-Peach texture fade effect was done by abusing the MIPmapping and trilinear filtering, rather than being two separately-controlled textures. Neat!

  • @DoublemanFM
    @DoublemanFM 11 месяцев назад +7

    Next Kaze video: "I fully converted the Nintendo 64 into the Ultra 64, which can play a PlayStation, Saturn, and Nintendo 64 game natively at the same time with no performance loss. Preorders start at $5"

  • @Medachod
    @Medachod 11 месяцев назад +57

    I also enjoyed that it was the only true 3D of its generation. It is always nice seeing it look perfectly rendered and not wobbly.

    • @xtr.7662
      @xtr.7662 11 месяцев назад +14

      Yes it was the most powerful by raw power polygon coubt wise but ps1 games often looked better because of the significantly better textures

    • @thesenamesaretaken
      @thesenamesaretaken 11 месяцев назад +10

      ​@@xtr.7662eh, you pick your poison. Is it models that vibrate but have higher resolution textures (but they warp when the model moves) or textures that are a smear of colour on models that are stable? And then there's me, who had a Saturn.

    • @mrlightwriter
      @mrlightwriter 11 месяцев назад +5

      @@thesenamesaretaken You too had a Saturn? It may have flopped, but I loved every minute I played of Virtua Fighter and Sega Rally!

  • @Stormkyleis
    @Stormkyleis 11 месяцев назад +6

    You are absolutely NUTS for modelling in a hex editor.
    I can't wait for Return to Yoshi's Island!

  • @ragnarrandom7367
    @ragnarrandom7367 11 месяцев назад +4

    i love listening to your n64 tech breakdowns
    i dont understand any of it but i still feel smarter

  • @uponeric36
    @uponeric36 11 месяцев назад +58

    As a consumer; to artists: chase the imagination, not the actual limitations. The appeal of the N64 isn't it's limited graphics, it's the feeling of magic those limited graphics gave, the same thing can be done with less limits to create a better image for the viewer.

    • @Mattened
      @Mattened 11 месяцев назад +4

      >consumer

    • @humblesophos
      @humblesophos 11 месяцев назад +3

      I’ve found that as graphics have improved stories, character development and originality have all declined. That’s why I think N64 was the GOAT, 3D gameplay that still had a heavy focus on original content, great stories, challenging puzzles and good characters.

    • @alvallac2171
      @alvallac2171 11 месяцев назад +3

      *consumer, to
      *its limited graphics (possessive pronoun)
      it's = contraction of "it is" or "it has"
      All contractions have apostrophes. Possessive pronouns never do.
      *graphics. Its (to fix your comma splice run-on)
      *gave. The (another comma splice)
      *fewer limits (because "limits" is a count noun)

    • @Gatitasecsii
      @Gatitasecsii 11 месяцев назад +3

      Finally someone who makes sense!
      I believe it is possible to make a pretty game with the charm of the N64 without having to make it look awful like N64 games.
      It's all so tainted by nostalgia.

    • @Gatitasecsii
      @Gatitasecsii 11 месяцев назад +1

      @@humblesophos
      Sure, cause Link's personality was so fleshed out back in the day compared to Kratos' in the latest God of War.
      Or if you wanna keep it in the same franchises; Sure, because Kratos' character was so well developed back in the day compared to the latest God of War.
      Or if you wanna keep it realistic; Sure, because Link is so much more developed now than he was back in Ocarina of Time. (diss on nintendo's lack of progress in character development, which for some reason you think has declined.)

  • @anzhel3268
    @anzhel3268 11 месяцев назад +29

    the ship at the end looks cool

  • @toko90s9
    @toko90s9 11 месяцев назад +2

    It's kind of insane how devs barely scratched the surface of what the N64 was capable of back during it's life span. Now this makes me wonder how many other older consoles can be pushed to levels no one thought they were capable of.

  • @golarac6433
    @golarac6433 11 месяцев назад +4

    Great video, this is a really interesting topic. Most all retro systems that have dedicated fanbase will get advanced techniques developed and it's great to see. Very nice breakthrough.

  • @noelleonhart
    @noelleonhart 11 месяцев назад +17

    Kaze casually redefining what "a product of its time" could have been.

  • @Washburnello
    @Washburnello 11 месяцев назад +23

    Every time Kaze releases a video, I understand 25% of it but enjoy 500% of it.

  • @Tashiro64
    @Tashiro64 11 месяцев назад +3

    The N64 really was an impressive console. Devs just didnt know everything about it.
    Thank you so much for all your amazing work over the years. It's mindblowing!

  • @elweegee3575
    @elweegee3575 11 месяцев назад +13

    Whenever I see the current state of Return to Yoshi's Island it just makes me want to play it and it looks amazing, it seems as if SM64 came out for CameCube instead of N64.

  • @nixel1324
    @nixel1324 11 месяцев назад +1

    Incredible video. Also, that barrel groundpound animation is _so_ satisfying. This game is just so full of small touches (and large touches!) that make it so good!

  • @nat_the_gray
    @nat_the_gray 11 месяцев назад +18

    One thing you seem to forget is that the original programmers were developing the game as a job, whereas you are doing it as a hobby. When you do something as a hobby it makes sense to pour everything into it. However, when you're doing something as a job you have to meet deadlines.

    • @KazeN64
      @KazeN64  11 месяцев назад +34

      im not sure about that - i also have a fulltime job as a programmer for a video game and i feel similarly passionate about that work.

    • @MewEcks
      @MewEcks 11 месяцев назад +19

      @@KazeN64 It should also be added that even though by today's standards, the N64 had a quite short lifetime, some developers (well, Rare, at the very least) sank their heart and soul into their games without worrying too much about deadlines as is evident by the fact that games like Conker got completely reimagined. Considering they released a bunch of games over the course of ~5 years with a fraction of the knowledge pooling that is happening today (and in hindsight, no less) with only a handful of people, the results are an amazing feat and testament to their skills. I recommend watching the Conker dev commentary videos found on RUclips somewhere as it shines a light into the Rare N64 development days. It's also full of nice anecdotes along the lines of "I think we had like two meetings in total when working on the game".

    • @ExtremeWreck
      @ExtremeWreck 10 месяцев назад +3

      This comment is also a good reason on why the N64 had some garbage shovelware like Superman 64 & Hercules: The Legendary Journeys.

    • @ryanclemons1
      @ryanclemons1 9 месяцев назад +2

      Ironically deadlines kill games we need to get rid of them.

    • @fungo6631
      @fungo6631 9 месяцев назад

      ​@@ExtremeWreckSuperman 64 was as it was because of the publisher tards.

  • @kevgmei
    @kevgmei 4 месяца назад +2

    30 years later, and the N64 is still the most impressive console ever made! It would be cool if Nintendo paid attention to this stuff and the N64 was still in demand so we could see more N64 games just for the heck of it!

  • @JamesDeColling
    @JamesDeColling 11 месяцев назад +3

    awesome work! im glad you didnt take the way ive seen other youtubers go with saying "n64 / psx devs were lazy, they didnt use these techniques!" kind of clickbait.
    the consoles back then were brand new, cutting edge. most devs didnt have any 3d knowledge, not to mention the tools available. 3d dcc software at the time was incredibly basic too.
    things like detail textures werent even a consideration early on because it just wasnt known.
    great vid!

  • @TurnTheHeatonNow
    @TurnTheHeatonNow 11 месяцев назад +1

    First one of your videos ive come across, thought it was really well presented and fascinating.

  • @RusticYT123
    @RusticYT123 11 месяцев назад +59

    I wonder how far ocarina of time could be pushed on the n64. As that ran at 20fps.

    • @lilox3690
      @lilox3690 11 месяцев назад +6

      There are mods that bring it to 30 and 60 fps on PC emulators but it looks really weird just because having those kinds of FPS on N64 was unheard of

    • @Xbob42
      @Xbob42 11 месяцев назад +18

      @@lilox3690 I play it via Ship of Harkinian at 120+ FPS. I don't think it looks weird at all, I think it looks great since I thought it looked like shit at 15-20 FPS even when I played it on launch day on the N64.
      That said, their question was about how far you could optimize/push the N64 to maximize framerate, like this project. I'd also be curious. I bet it could easily hit 30.

    • @FazanaJ
      @FazanaJ 11 месяцев назад +15

      30 is as easy as disabling anti-aliasing, but oot has the same problem sm64 originally did where the physics are hard tied to framerate so a lot more work would need to be done to fix that.

    • @EVPointMaster
      @EVPointMaster 11 месяцев назад +4

      @@FazanaJ Wasn't OOT decompiled as well? That should make it significantly easier to add support for variable frame rates.

    • @FazanaJ
      @FazanaJ 11 месяцев назад +3

      @@EVPointMaster Easier than borderline impossible, but it'll still be pretty CBT. SM64's a much simpler game and there was a lot of annoying things to deal with when decoupling logic from framerate there.

  • @baronvonherzenberger2473
    @baronvonherzenberger2473 11 месяцев назад +1

    What an awesome video. There aren't many videos with this much quality, congratulations and keep up! Thanks!

  • @ViviBuchlaw
    @ViviBuchlaw 11 месяцев назад +5

    Yes I love these videos, keep them coming!
    I'm a little sad we don't get refined, intentional versions of these art styles, but I guess that's okay 😂

  • @dacueba-games
    @dacueba-games 11 месяцев назад +52

    Coming out soon (2028)

  • @WilliamAncich
    @WilliamAncich 11 месяцев назад +11

    0:00 Introduction
    1:11 Blurry Textures
    5:34 Low Poly
    8:01 Lighting
    11:38 Limbs
    15:58 Conclusion

  • @MattBixler
    @MattBixler 11 месяцев назад +1

    this just makes me think of the huge growth in technical knowledge the NES had during its life. this sort of optimization and love for the potential of hardware really feels like it's gone away these days, and the loss has led to so much waste. REALLY impressive stuff

  • @tigrineTerror
    @tigrineTerror 11 месяцев назад +5

    one of my favorite things about the N64 is that you can obviously tell which games were developed by rareware. rareware game enemies have a distinct look to me

  • @samuelthecamel
    @samuelthecamel 11 месяцев назад +80

    Video game graphics pipeline: State-of-the-art graphics -> decent graphics -> terrible graphics -> somewhat nostalgic -> retro aesthetic

    • @Simchen
      @Simchen 11 месяцев назад +9

      Absolutely true. And it is only a matter of time until somewhat that looks terrible becomes nostalgic and cool again. I'd say ~10 year old graphics are in the terrible department but +20 years old is just nostalgic and cool.

    • @casev799
      @casev799 11 месяцев назад +5

      Also entirely depends on who your market is: older people probably won't care what the state of your graphics is or even love your shitty ones. I know I like it either way

    • @uponeric36
      @uponeric36 11 месяцев назад +25

      I disagree that these graphics ever looked bad, rather the tech we used to view them changed and so did our expectations. If you pop Mario 64 onto a nice CRT, it will have beautiful scan-lines, bright saturated colors, good contrast, and it's soft 240p image will scale much better on CRT than modern monitor.
      Basically, Mario 64 on flat screen monitor/TV via emulator along with many other retro games, look nothing like their originals. These games didn't sell because they're ugly, you can tell from reactions at the time that this was genuinely ground breaking art that challenged established beauty - I'd take a frame of Mario 64 over the Mona Lisa any day.

    • @thesenamesaretaken
      @thesenamesaretaken 11 месяцев назад +3

      ​@@Simchenbesides the odd niche thing like raytraced reflections, are 10 year old graphics even that different from today's graphics?

    • @EnigmaticGentleman
      @EnigmaticGentleman 11 месяцев назад +8

      ​@@thesenamesaretakenI would say that the differences are a bit more than marginal, but fast forward to around the time Red Dead 2 came out and the differences between it and todays graphics are basically nonexistent (in fact lets be real the people still fussing over graphics genuinely want to be able to dissociate from real life).

  • @Jhat
    @Jhat 11 месяцев назад +15

    Kaze, please do a gdc talk on your work and the tactics to overcome hardware limitations. Though it’s outdated in terms of hardware, it’s important for people to see what lengths can be gone to in order to overcome limitations.

  • @Rowlesisgay
    @Rowlesisgay 4 месяца назад +4

    "I 3-D MODELED IN A HEX EDITOR" iconic

  • @Jademalo
    @Jademalo 11 месяцев назад +8

    I always feel like texture filtering is the big thing that differentiated the N64 from the PS1, the vibe between the pixellated textures and the smoothed textures is massively different.
    Also the classic PS1 affine texture mapping(?) and lack of perspective correction thing that made all of the tris wobble constantly

    • @Jademalo
      @Jademalo 11 месяцев назад +5

      @@chikkin.salad.sandwich Absolutely, totally agree with that. There's a reason the whole "x but with the N64 soundfont" video genre is so popular, it has a very distinct feel to it. Obviously the PS1 being CD based just had regular music, so it doesn't have as distinct an identity (admittedly aside from PS1 jungle, which was more of an era thing than a limitation thing)

    • @theblah12
      @theblah12 11 месяцев назад +2

      @@JademaloQuite a few PS1 games had a distinct “sound font” on the PS1, rather then just red book or streamed audio, but they were largely unique to the game itself since you could store as many samples as you wanted on a disc. The Crash Bandicoot sound font is very distinctive, as is the ones used by Squaresoft in their various RPGs. They’re all sourced from largely the same synths and libraries that were popular at the time so there’s a lot of similarities even from games from differing developers.

    • @jsr734
      @jsr734 11 месяцев назад +3

      @@Jademalo There are lots of Ps1 games that used sequenced samples not just streamed audio. For example all the Final Fantasys, Crash Bandicoot, Resident Evil games all they use sequenced audio samples for most of their background music and of course sound effects.

  • @Nigel222
    @Nigel222 11 месяцев назад +1

    I love how there seems to be a lot of cool Zelda OOT fan games coming out in recent times due this increased knowledge of the N64 capabilities.

  • @irgendwer3610
    @irgendwer3610 11 месяцев назад +6

    that's style is also present in PC games of the era when they use the texture filtering instead of software rendering

    • @crestofhonor2349
      @crestofhonor2349 11 месяцев назад +1

      Software rendering was also done entirely on the CPU

  • @etetgg1364
    @etetgg1364 11 месяцев назад +2

    Bro really has a PhD in Nintendo 64. Simply insane.

  • @LILnashamLOL
    @LILnashamLOL 5 месяцев назад +3

    MAN I NEED THIS ROM HACK 3:13

    • @Romanian-Balls
      @Romanian-Balls 4 месяца назад

      does anyone know what it is?

    • @matthew-1710
      @matthew-1710 4 месяца назад +3

      It's his own WIP rom hack called Return to Yoshi's Island, it is not released yet.

  • @JasonAtlas
    @JasonAtlas 4 месяца назад +2

    Optimisation is really an artform.

  • @Nzcade
    @Nzcade 11 месяцев назад +22

    Impressive

  • @TheBreadPirate
    @TheBreadPirate 11 месяцев назад

    Your optimizations are endlessly fascinating. 👏
    Bloody fascinating.

  • @GTXDash
    @GTXDash 11 месяцев назад +20

    Sweet! Another video about some N64 programming/modding goodness.

  • @lloyd011721
    @lloyd011721 11 месяцев назад +1

    "i 3d modeled in a hex editor" thats one of the most insane things ive hear heard.
    also id really love to see kaze crack open pokemon stadium 2 some time

  • @skinwalker69420
    @skinwalker69420 11 месяцев назад +6

    All this effort, then all people ask you for is to do this with ocarina of time

  • @xl73.
    @xl73. 5 месяцев назад +1

    15:20 for a good while there I thought there was dirt on my screen. It took me 10 seconds of scratching on the screen constantly to realize "Wait. That's the video."

  • @glitchyguru6468
    @glitchyguru6468 11 месяцев назад +3

    8:41 amongus

  • @shoolcreates1999
    @shoolcreates1999 5 месяцев назад +2

    8:50 Mario 64 Bubsy 3D Edition 😂😂😂

  • @EvilStevilTheKenevilPEN15
    @EvilStevilTheKenevilPEN15 11 месяцев назад +4

    The small texture cache is enough _now_ with decades of hacking/decompilation resources, years of experience granting encyclopedic knowledge of the hardware, and all of the microcodes released.
    If you were a developer actually trying to develop a game before a deadline back in the 90s? It was just another headache that made your whole team want to release on PS1 instead.

    • @M1XART
      @M1XART 11 месяцев назад

      So they though PS1 2kbit cache to be more desireable then.

    • @Rafa-Silva-Alt
      @Rafa-Silva-Alt 11 месяцев назад +1

      Still it does not detract from the fact that Kaze does a great job. And it's also telling how Nintendo treated game developers with little information or poor tools at the time...

    • @jsr734
      @jsr734 11 месяцев назад

      @@M1XART At least that 2Kbyte cache on Ps1 was not mandatory to use, unlike the N64.

  • @nickfromm5315
    @nickfromm5315 7 месяцев назад +1

    Techniques always evolve over every console's lifespan. The original SMB1 was a simple side scroll, but SMB3 offered X&Y scrolling which was a programing achievement.

  • @devpz
    @devpz 11 месяцев назад +13

    Kaze is best rom hacker ❤👍🍠

  • @selohcin
    @selohcin 10 месяцев назад +1

    I'm so glad there is someone out there doing this stuff. I would love it if he and some friends release an actual game.

  • @d4rkblizz4rd0
    @d4rkblizz4rd0 11 месяцев назад +32

    y he sound like he's edging 24/7 😭

    • @KazeN64
      @KazeN64  11 месяцев назад +56

      ??????????????????????????????????????!!!

    • @YuraSuper2048
      @YuraSuper2048 11 месяцев назад +2

      what

    • @Smalicious
      @Smalicious 11 месяцев назад +10

      That's just because he's German

    • @d4rkblizz4rd0
      @d4rkblizz4rd0 11 месяцев назад +1

      @@KazeN64 i really love your videos i just noticed watching this one. No hate :D and @Smalicious is probably right 👀

    • @acronym.4328
      @acronym.4328 11 месяцев назад +5

      *How would you know what that sounds like?*

  • @drewlincoln8110
    @drewlincoln8110 11 месяцев назад

    although everything went over my head i love how kaze has a passion for this and is able to do this

  • @Kyranyoutubevids
    @Kyranyoutubevids 11 месяцев назад +30

    Nintendo: wait that’s illegal!

    • @Th0maZzzleep
      @Th0maZzzleep 11 месяцев назад +8

      I get it but it isn't true. He has broken no laws in this video. He just makes maps for sm 64. He has his own game dumped to his computer. And emulators aren't illegal. Just illegaly obtained roms are. Obviosly I know that you are joking but I'm making sure everyone knows that this isn't illegal

    • @skinwalker69420
      @skinwalker69420 11 месяцев назад +1

      @@Th0maZzzleep wouldn't stop a Nintendo lawyer but Nintendo realistically doesn't care what one guy does as a rom hack

    • @razorblade413
      @razorblade413 11 месяцев назад +1

      @@Th0maZzzleep very good information. The first thing that comes to my mind is the mario shotgun 64 mod video taken down by nintendo. So if shotgun would use original levels and enemies then the video could have not taken down? (non english speaker, so i don't know if i screwed some verbs here jaja)

    • @KazeN64
      @KazeN64  11 месяцев назад +9

      its very difficult to predict what nintendo takes down. they have taken down even blender tutorials on my channel before (with no usage of Nintendo IP besides a single windwaker texture). they just go after channels periodically when a project gains reach. i fully expecet 10-20 video takedowns when RTYI releases.

    • @razorblade413
      @razorblade413 11 месяцев назад +1

      @@KazeN64 Thanks. I hope other companies aside nintendo, don't make sh*tt* moves like that. I think you should always have a backup for your videos in case they were taken down. But I probably guess you have though already that.

  • @lucasgalarraga8
    @lucasgalarraga8 11 месяцев назад

    This is amazing. Thank you for the video Kaze!

  • @dumpmuch
    @dumpmuch 11 месяцев назад +3

    Is it playable on N64?

    • @KazeN64
      @KazeN64  11 месяцев назад

      yes, thats kinda the point

  • @CharlesVanNoland
    @CharlesVanNoland 11 месяцев назад +1

    Mad props for hex-editing models to stitch them together. Back in the day I would hex-edit EXE files (games) to hack them. I used win32dasm to disassemble the game, then I'd find where it was issuing OpenGL calls, and I'd go and modify the parameters pushed onto the stack as arguments to those calls. I would do all kinds of stuff, modifying game parameters to be usable for different things, etc. Then I'd release process patchers that would write my hex-edits over the loaded EXE file while it was running in memory for other people to enjoy my exploits. I'm glad to see a fellow hex-editing hero do something cool with the ability to manually modify data.

  • @Uhfgood
    @Uhfgood 11 месяцев назад +3

    I never had an n64 -- I don't think I was buying any consoles during this time, and I wasn't really a Nintendo guy anyway. But your videos are very interesting, and makes me want to try out some games.

  • @joshuachittun4747
    @joshuachittun4747 11 месяцев назад

    Appreciate the share, as someone who is still an advent user of the N64 console and its unique and memorable library.

  • @Mel0D
    @Mel0D 11 месяцев назад +7

    with all of this stuff combined, your hack legitimately looks more like something run on a gamecube than an N64. and that's not a bad thing - it's absolutely stellar, impressive as all get out.
    i wish more developers of games on modern engines had an eye to such fine understanding of hardware and optimization. higher level coding is a blessing but developers these days really should learn some low level code, learn what their compilers are actually doing, and apply some discipline when developing more often.

    • @lpfan4491
      @lpfan4491 11 месяцев назад +2

      I once saw a video documenting that a lot of modern games self-bottleneck in a way where user hardware cannot help because they try to render before changes are calculated and applied, so they have to freeze until completion.
      Knowing some tricks and analyzing common problem is always a good idea, too often we are left with companies saying "don't optimize this, technology will strongarm it"...and most of the time, no, technology does not strongarm it because it is held up by designflaws and not power.

  • @backup_account_1
    @backup_account_1 6 месяцев назад +1

    I congratulate you for this excellent analysis. Anyway, I personally LOVE the original aesthetic and art style of the N64, so I don't think it's necessary to "overcome" its limitations. I think it is precisely thanks to these limitations (and not in spite of them) that we have such a unique graphic section with a magic and charm that transmits warmth and makes you feel at home. I leave my like 👍🏻 for the amazing work for this video.

  • @payumayu
    @payumayu 11 месяцев назад +5

    I want to say that I really appreciate how you never stop emphasizing that Nintendo really can't be blamed for not having this back in the day.
    Some aspect that a lot of people often overlook is the aspect of time when it comes to making videogames as a business. The pressure of investors, deadlines and release dates adds a whole new layer to everything. It's not always just the question what a developer *can* do, but also rather what he has time for. Sure, you can spend another year to reeeally optimize the code to squeeze out some more FPS... but do you have the time for that? More often than not, the unfortunate answer simply is: "That'll have to do for now".
    On that note I'd actually be curious if we'd imagine a parallel universe where Mario 64 was wasn't released until 2005 or something to include all these optimizations. Would that universe then end up with overall better graphics by the time of 2024 than our universe? Or would the graphics be worse because everything got postponed in time? Kind of interesting to think about.

  • @joshuabauschke168
    @joshuabauschke168 11 месяцев назад

    Love your work man. Keep doing what you do.

  • @alpacalord
    @alpacalord 11 месяцев назад +7

    What game is the clip from at 0:14 with the big yellow dude?

    • @_gherry
      @_gherry 4 месяца назад +2

      some game for the n64 dd

    • @pjuster2
      @pjuster2 4 месяца назад +7

      Doushin the Giant for the 64dd

  • @mattshu
    @mattshu 11 месяцев назад +2

    2:23 You say "cool blending effect", I call it "first time I remember trauma as a child"

  • @Tocen
    @Tocen 11 месяцев назад +3

    WOW this guy 3d modeled in a hex editor GOATED

  • @KmanZAG
    @KmanZAG 11 месяцев назад +2

    amazing as usual Kaze!

  • @neighbor9672
    @neighbor9672 11 месяцев назад +4

    Kaze is a legend

  • @jlco
    @jlco 11 месяцев назад +2

    14:22 you did WHAT

  • @YuraSuper2048
    @YuraSuper2048 11 месяцев назад +4

    i love you

  • @ryansheldon6046
    @ryansheldon6046 11 месяцев назад

    Amazing stuff. Love the videos, man.

  • @csharpcoffee
    @csharpcoffee 4 месяца назад +1

    Just a random comment to boost your content in the algorithm, because it's great, super interesting and you really know what you're talking about. Keep it up!

  • @Unfiltered_Raven
    @Unfiltered_Raven 11 месяцев назад +1

    you make programing interesting to watch keep it up my man. really helps with people like me who have never made a game.

  • @T26OG.
    @T26OG. 8 месяцев назад

    Man, i wish i had you around in 96 when i was 12. If you would have shown me your work back then, my little mind would have been blown. Way back then, first playing it, I had no idea the legacy it would create and the impact it would have. I was just sittin there, sippin surge and perusing my nintendo power magazines havin no clue.

  • @NowOnAFM
    @NowOnAFM 11 месяцев назад

    Quite fascinating. I’m really impressed how dedicated you are with n64 development and technicalities. Makes me wish that you would release and sell an original IP game that’s developed with n64 limitations in mind. Something that’s sold on the Switch’s eShop. I would support in a heartbeat.