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zamadatix 3 days ago

If you like this port, you may also enjoy this ground-up effort to clone SM64 on the GBA https://youtu.be/nS5rj80L-pk

kibwen 3 days ago | parent | next [-]

Given that this is HN, I'm contractually obligated to mention that the GBA port is written in Rust: https://www.digitec.ch/en/page/the-impossible-port-super-mar...

pmarin 2 days ago | parent [-]

That sound more like a demake than a port. Very cool anyway.

deaddodo 2 days ago | parent [-]

A demake would be a reimagining of a modern game into the style and aesthetics of the time. E.g. taking God of War and turning it into a 2D Shinobi-style platformer for Sega Genesis. Or turning Gran Turismo into a Mode7-style racer on SNES.

In this case, the creator wrote a custom 3D renderer and recreated the models/meshes to get as close of an approximation of the N64 experience onto the GBA.

I wouldn't call it a port necessarily ("recreation" seems more apt), but it's closer to that than a demake.

giancarlostoro 3 days ago | parent | prev | next [-]

Interesting, I'm wondering if the GBA could handle a light version of a Minecraft style game, but the N64 looks like it could be great at it too. I need to get me a SummerCart64 one of these days and experiment with my old N64.

takantri 3 days ago | parent | next [-]

ClassiCube (https://github.com/ClassiCube/ClassiCube) exists, which is an open-source Minecraft Classic reimplementation with an N64 port among dozens of others. HN discussed it two years ago (https://news.ycombinator.com/item?id=37518874).

ClassiCube has a WIP GBA port, but according to commits it only hits 2 FPS as of now and is not listed in its README.

On a related tangent, there's also Fromage, a separate Minecraft Classic clone written for the PS1 (https://chenthread.asie.pl/fromage/).

alexisread 2 days ago | parent [-]

Related to this is the Atari Falcon port of Minecraft using a sparse voxel octree, might work for the GBA seeing as the Quake ports are similar performance-wise:

https://www.youtube.com/watch?v=nHsgdZFk22M

wk_end 2 days ago | parent [-]

Man, that DSP made the Falcon an insane piece of hardware for its time. Shame that it never found any real success.

maximilianburke 3 days ago | parent | prev | next [-]

Probably. There's Tomb Raider for the GBA via OpenLara: https://www.youtube.com/watch?v=_GVSLcqGP7g

lbrito 3 days ago | parent | prev [-]

this guy builds a very similar engine https://www.youtube.com/@3DSage/videos

ddtaylor 3 days ago | parent | prev | next [-]

Does anyone know where the source to this is? It seems to have been nuked.

zesterer 3 days ago | parent [-]

I'm slowly preparing it to be released, I just have a lot of IRL stuff going on!

no_wizard 3 days ago | parent | prev [-]

While this is cool, it is really hard to look at for me.

Still bravo! I know getting it working and complete is the real goal and it is commendable.

throwaway314155 3 days ago | parent [-]

> it is really hard to look at for me.

What were you expecting?

whizzter 3 days ago | parent | next [-]

Affine texture mapping is kinda jarring to look at, especially in this GBA port since there is no fixup with huge ground polygons drifting around.

One of the listed features in the PS1 port in the OP article is tesselation to reduce the issues of the PS1 HW affine texture mapper, on the GBA you have some base cost of doing manual software texture mapping but also oppurtunities to do some minor perspective correction to lessen the worst effects (such as doing perspective correction during the clipping process).

zamadatix 3 days ago | parent | next [-]

The GBA version does actually leverage dynamic polygon splitting in direct reference to how PS1 games used this approach https://www.youtube.com/watch?v=1Oo2CZWbHXw&t=271s

I think the resolution makes it particularly rough though.

whizzter 2 days ago | parent [-]

Almost felt like the second video (despite being older) looked better in terms of texture jumping, looking closer now the wandering textures actually seems more to be more of an clipping issue than directly perspective correction related.

le-mark 3 days ago | parent | prev [-]

I am probably misremembering but wasn’t super Mario 64 “flat shaded” ie no textures just colors?

wk_end 3 days ago | parent | next [-]

You’re misremembering. SM64 was fully textured, outside of specific models.

Also flat shading (vs. say gouraud shading) is isomorphic to the question of texture mapping, and concerns how lighting is calculated across the surface of the polygon. A polygon can be flat shaded and textured, flat shaded and untextured, smoothly shaded and textured, or smoothly shaded and untextured.

wk_end 3 days ago | parent [-]

(Too late to edit but did not mean “isomorphic”, meant “orthogonal”. Wrong smart person word trying to look smart, how embarrassing, sigh.)

mikepurvis 3 days ago | parent | prev [-]

Like a lot of N64 titles, there were many solid colour objects to save on RAM, but lots of things in the environment especially were textured too.

no_wizard 3 days ago | parent | prev [-]

Nothing. I have zero expectations. Giving an honest take on what I saw is all.