"Buh mah texture cache memory-" Kaze: _S K I L L I S S U E ._
@TheGreatFury9 ай бұрын
Kaze: "I missed the part where that's my problem."
@John_Lee_9 ай бұрын
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.
@LenaYoutube9 ай бұрын
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-wy4hd9 ай бұрын
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!"
@lucdubois39279 ай бұрын
*techtures
@jamescampbell67289 ай бұрын
It's so interesting to see how art is defined by not just necessary limitations, but UNNECESSARY limitations. Awesome video!!! (as usual)
@user-vi4xy1jw7e9 ай бұрын
I love unnecessary limitations
@terroriz0r9 ай бұрын
so that makes kaze's new artstyle the true definitive N64 artstyle!
@dougr86469 ай бұрын
No, no it doesn't
@jamescampbell67289 ай бұрын
@@dougr8646 true
@somnia34239 ай бұрын
What? @@dougr8646
@douglasmurphy32669 ай бұрын
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.
@arkadyshersky87049 ай бұрын
Vertex.
@gamesandplanes39849 ай бұрын
Nintendo: style over substance
@chocov12339 ай бұрын
@@gamesandplanes3984Sounds more like Sega.
@ExtremeWreck9 ай бұрын
@@chocov1233 Nah that's the Atari Lynx
@connorhayes27116 ай бұрын
Genius observation! I never thought about that before but it’s so true
@wile1234569 ай бұрын
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
@JerrySM649 ай бұрын
Nah even then he will try to squeeze even more performance out of the N64 with the brand new microcode F3DEX15
@wpgamingvids75589 ай бұрын
Real time raytracing 4090 performance on N64 😂
@tacokoneko9 ай бұрын
i hope that one day he contributes to MIPS target of Linux kernel
@tacokoneko9 ай бұрын
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-linja9 ай бұрын
@@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.
@SproingBoing9 ай бұрын
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
@aclstudios9 ай бұрын
There were Gamecube protos that early??
@SproingBoing9 ай бұрын
@@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-rb9xt9 ай бұрын
@@SproingBoingI'm pretty sure only the name was reused
@keaton7189 ай бұрын
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.
@costelinha18679 ай бұрын
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_projects9 ай бұрын
Imagine if Kaze had a Gamecube. He would become unstoppable.
@MLWJ19939 ай бұрын
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.
@mrlightwriter9 ай бұрын
@@MLWJ1993 Well , the discs hold 1,46GB; I think that's quite a jump from the N64 cartridges...
@xdanic39 ай бұрын
@@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
@Slvl7109 ай бұрын
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
@xdanic39 ай бұрын
@@Slvl710 In fact the Wii was just an overclocked Gamecube with more/faster memory.
@ares3959 ай бұрын
I'd imagine having programming on N64 in your resume with your age bracket must turn some heads
@colonthree9 ай бұрын
I hire for that. :3c
@crakhaed9 ай бұрын
@@colonthree love the complete consistency in your username, profile pic, and comment 😂
@fungo66319 ай бұрын
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.
@Ultimaximus9 ай бұрын
@@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
@aliatef72039 ай бұрын
sounds like an excuse to me, hiring tech workers of all people based on diversity first and not skill makes zero business sense@@fungo6631
@HyJyncks9 ай бұрын
"30 years of hindsight and no hard deadlines" That's how, to answer the jeopardy question title.
@xGMV9 ай бұрын
I'm using DeArrow and instead I had the "Explaining the "N64 art style" and how to push its limitations with optimization" title.
@phill68599 ай бұрын
Also, try using a PC from 30 years ago
@OhKayEl7 ай бұрын
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.
@titanic_monarch7966 ай бұрын
@@OhKayEl...those are pretty much exactly the things that hindsight and deadlines affect
@OhKayEl6 ай бұрын
@@titanic_monarch796 No, it's affected by not being FUCKING STUPID.
@legoboy71079 ай бұрын
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.
@soviut3039 ай бұрын
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.
@grahamcookson59379 ай бұрын
I'm very happy to see a Reboot reference in 2024.
@Valery0p58 ай бұрын
@@grahamcookson5937 that isn't the OSP channel
@The5lacker9 ай бұрын
"I 3D Modeled in the hex editor" Jesus H. Christ.
@kyle52109 ай бұрын
Actual Matrix vision
@RusticRonnie9 ай бұрын
Used to be standard
@LokiScarletWasHere9 ай бұрын
On a motorbike, even
@videojuegos93799 ай бұрын
@@RusticRonnie no lol
@supra1079 ай бұрын
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.
@sonikku9979 ай бұрын
I understand almost none of this and yet I still find these videos incredibly fascinating.
@PaperBanjo649 ай бұрын
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.
@JohnLennonisMe8 ай бұрын
@@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
@PaperBanjo648 ай бұрын
@@JohnLennonisMe he definitely could be an indie dev, maybe he will eventually make his own games.
@JohnLennonisMe8 ай бұрын
@@PaperBanjo64 that would be awesome, sadly most people once they find their obsession it is hard to let go.
@lyricjam397 ай бұрын
In simple words, stay away from matrices unless you are a math enthusiast, that subject can break your mind.
@henrique_best6869 ай бұрын
The footage in the background is SO GOOD, I cannot wait to see the final result, you are basically the n64 magician.
@alvallac21719 ай бұрын
*The footage *GOOD. I *result. You *basically *magician.
@henrique_best6869 ай бұрын
@@alvallac2171 The disrespect.☕
@carnage06859 ай бұрын
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.
@dawk79 ай бұрын
"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.
@CaptainReynolds-flyinspace9 ай бұрын
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.
@YannickJur9 ай бұрын
It's insane how modders find more capability in the N64 DECADES later. Most devs at Nintendo probably never found out about this!
@kakyoindonut32139 ай бұрын
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
@mikejameson76789 ай бұрын
Apart from what was said above, it's unlikely that enough, if any N64 developers still exist at Nintendo.
@kakyoindonut32139 ай бұрын
@@mikejameson7678 we can check the quality of the switch expansion pack of n64 to see if they're still exist
@jc_dogen9 ай бұрын
did you watch the video lol
@borisyeltsin66069 ай бұрын
@@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
@ArchLars9 ай бұрын
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.
@sneauxday70022 ай бұрын
He could be the one to finish quest64..
@craftymulligar2 ай бұрын
He could do crash bandicoot game.
@AnonyDave9 ай бұрын
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
@crestofhonor23499 ай бұрын
Yup. People forget how much worse tools were then to even do a lot of this stuff. Today's tools are much better
@MarsPriest9 ай бұрын
What tools?
@SmileyBMM9 ай бұрын
@@MarsPriestall 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.
@MarsPriest9 ай бұрын
@@SmileyBMM Sure, but I WANT NAMES!!! ⚡
@SmileyBMM9 ай бұрын
@@MarsPriest N-World is apparently what they used for 3d modeling it seems. Look at that vs what people use today.
@iownu929 ай бұрын
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.
@theblah129 ай бұрын
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.
@fungo66317 ай бұрын
@@theblah12The PS1 is a pretty simple and primitive platform.
@1234_Flux9 ай бұрын
The rom hack footage is the upcoming "Return to Yoshi's Island" by Kaze and the level is Ghoul Guy Galleon.
@phrozenliquidz8 ай бұрын
Has he been working on this same mod for years, or has he released multiple mods now?
@1234_Flux8 ай бұрын
@@phrozenliquidz Kaze has released a ton of mods for Mario 64. He's one of the best modders around.
@cm1guy9 ай бұрын
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
@tetsuo3k9 ай бұрын
Agreed. I'd love to hear more details on this, although I'm unsure how much of it I would comprehend.
@mesmesd9 ай бұрын
Dude, that net in the beginning was amazing
@LInksaKk9 ай бұрын
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
@CrAzYpotpie9 ай бұрын
You would have to try harder to make a game look like a PS1 game than an N64 one, so your comment perplexes me.
@whaecK9 ай бұрын
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😂
@CrAzYpotpie9 ай бұрын
@@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.
@tinoesroho9 ай бұрын
@@CrAzYpotpie there are like a dozen drop-in ready unity plugins that psx-ify vertices, polygon warping, and textures
@CrAzYpotpie9 ай бұрын
@@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?
@gaeel3309 ай бұрын
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!
@CornRecords9729 ай бұрын
It looks like a gamecube game running on an n64. Like an ungodly interim console from an alternate universe. That's awesome.
@fluffycritter9 ай бұрын
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!
@Medachod9 ай бұрын
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.76629 ай бұрын
Yes it was the most powerful by raw power polygon coubt wise but ps1 games often looked better because of the significantly better textures
@thesenamesaretaken9 ай бұрын
@@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.
@mrlightwriter9 ай бұрын
@@thesenamesaretaken You too had a Saturn? It may have flopped, but I loved every minute I played of Virtua Fighter and Sega Rally!
@HawkBreland9 ай бұрын
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!
@Quartis9 ай бұрын
I love optimizations and seeing how far you can push the art. These videos are so interesting.
@elweegee35759 ай бұрын
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.
@halyoalex89429 ай бұрын
Super Mario Cube
@cdeardorff86859 ай бұрын
Kaze in 2030: I managed to recreate RTX shaders on a real N64!
You are absolutely NUTS for modelling in a hex editor. I can't wait for Return to Yoshi's Island!
@bloxrocks51799 ай бұрын
Kaze im genuinely concerned about how deep in the N64 rabbit hole you are
@nat_the_gray9 ай бұрын
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.
@KazeN649 ай бұрын
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.
@MewEcks9 ай бұрын
@@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 KZbin 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".
@ExtremeWreck9 ай бұрын
This comment is also a good reason on why the N64 had some garbage shovelware like Superman 64 & Hercules: The Legendary Journeys.
@ryanclemons17 ай бұрын
Ironically deadlines kill games we need to get rid of them.
@fungo66317 ай бұрын
@@ExtremeWreckSuperman 64 was as it was because of the publisher tards.
@tigrineTerror9 ай бұрын
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
@anzhel32689 ай бұрын
the ship at the end looks cool
@ragnarrandom73679 ай бұрын
i love listening to your n64 tech breakdowns i dont understand any of it but i still feel smarter
@Tashiro649 ай бұрын
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!
@golarac64339 ай бұрын
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.
@uponeric369 ай бұрын
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.
@Mattened9 ай бұрын
>consumer
@humblesophos9 ай бұрын
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.
@alvallac21719 ай бұрын
*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)
@Gatitasecsii9 ай бұрын
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.
@Gatitasecsii9 ай бұрын
@@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.)
@JamesDeColling9 ай бұрын
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!
@RusticYT1239 ай бұрын
I wonder how far ocarina of time could be pushed on the n64. As that ran at 20fps.
@lilox36909 ай бұрын
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
@Xbob429 ай бұрын
@@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.
@FazanaJ9 ай бұрын
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.
@EVPointMaster9 ай бұрын
@@FazanaJ Wasn't OOT decompiled as well? That should make it significantly easier to add support for variable frame rates.
@FazanaJ9 ай бұрын
@@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.
@nixel13249 ай бұрын
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!
@noelleonhart9 ай бұрын
Kaze casually redefining what "a product of its time" could have been.
@Jhat9 ай бұрын
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.
@Rafa-Silva-Alt9 ай бұрын
Agreed on that.
@ViviBuchlaw9 ай бұрын
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 😂
@MattBixler9 ай бұрын
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
@DoublemanFM9 ай бұрын
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"
@irgendwer36109 ай бұрын
that's style is also present in PC games of the era when they use the texture filtering instead of software rendering
@crestofhonor23499 ай бұрын
Software rendering was also done entirely on the CPU
@Washburnello9 ай бұрын
Every time Kaze releases a video, I understand 25% of it but enjoy 500% of it.
@baronvonherzenberger24739 ай бұрын
What an awesome video. There aren't many videos with this much quality, congratulations and keep up! Thanks!
@Jademalo9 ай бұрын
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
@Jademalo9 ай бұрын
@@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)
@theblah129 ай бұрын
@@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.
@jsr7349 ай бұрын
@@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.
@xl73.3 ай бұрын
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."
@dacueba-games9 ай бұрын
Coming out soon (2028)
@TurnTheHeatonNow9 ай бұрын
First one of your videos ive come across, thought it was really well presented and fascinating.
@samuelthecamel9 ай бұрын
Video game graphics pipeline: State-of-the-art graphics -> decent graphics -> terrible graphics -> somewhat nostalgic -> retro aesthetic
@Simchen9 ай бұрын
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.
@casev7999 ай бұрын
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
@uponeric369 ай бұрын
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.
@thesenamesaretaken9 ай бұрын
@@Simchenbesides the odd niche thing like raytraced reflections, are 10 year old graphics even that different from today's graphics?
@EnigmaticGentleman9 ай бұрын
@@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).
@Nigel2229 ай бұрын
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.
@GTXDash9 ай бұрын
Sweet! Another video about some N64 programming/modding goodness.
@selohcin9 ай бұрын
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.
@Uhfgood9 ай бұрын
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.
@CharlesVanNoland9 ай бұрын
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.
@skinwalker694209 ай бұрын
All this effort, then all people ask you for is to do this with ocarina of time
@nickfromm53156 ай бұрын
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.
@EvilStevilTheKenevilPEN159 ай бұрын
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.
@M1XART9 ай бұрын
So they though PS1 2kbit cache to be more desireable then.
@Rafa-Silva-Alt9 ай бұрын
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...
@jsr7349 ай бұрын
@@M1XART At least that 2Kbyte cache on Ps1 was not mandatory to use, unlike the N64.
@kevgmei2 ай бұрын
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!
@payumayu9 ай бұрын
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.
@lloyd0117219 ай бұрын
"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
@Mel0D9 ай бұрын
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.
@lpfan44919 ай бұрын
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.
@mindblockandroid9 ай бұрын
I used to do mods for Unreal Tournament 2004. UE2.5 was a polygon monster! It could render absurd amounts of geometric detail even with the crappiest GPUs. But everybody was obsessed with reducing polygons on EVERYTHING, even when it was absolutely unnecessary.
@devpz9 ай бұрын
Kaze is best rom hacker ❤👍🍠
@toko90s99 ай бұрын
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.
@Nzcade9 ай бұрын
Impressive
@NowOnAFM9 ай бұрын
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.
@dumpmuch9 ай бұрын
Is it playable on N64?
@KazeN649 ай бұрын
yes, thats kinda the point
@backup_account_14 ай бұрын
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.
@d4rkblizz4rd09 ай бұрын
y he sound like he's edging 24/7 😭
@KazeN649 ай бұрын
??????????????????????????????????????!!!
@YuraSuper20489 ай бұрын
what
@Smalicious9 ай бұрын
That's just because he's German
@d4rkblizz4rd09 ай бұрын
@@KazeN64 i really love your videos i just noticed watching this one. No hate :D and @Smalicious is probably right 👀
@acronym.43289 ай бұрын
*How would you know what that sounds like?*
@joshuachittun47479 ай бұрын
Appreciate the share, as someone who is still an advent user of the N64 console and its unique and memorable library.
@LILnashamLOL3 ай бұрын
MAN I NEED THIS ROM HACK 3:13
@Romanian-Balls2 ай бұрын
does anyone know what it is?
@matthew-17102 ай бұрын
It's his own WIP rom hack called Return to Yoshi's Island, it is not released yet.
@Unfiltered_Raven9 ай бұрын
you make programing interesting to watch keep it up my man. really helps with people like me who have never made a game.
@Tocen9 ай бұрын
WOW this guy 3d modeled in a hex editor GOATED
@drewlincoln81109 ай бұрын
although everything went over my head i love how kaze has a passion for this and is able to do this
@glitchyguru64689 ай бұрын
8:41 amongus
@QuantumConundrum9 ай бұрын
It really makes you wonder what teams could do if project management didn't just cut budget in half and was forced to deliver ASAP.
@Kyranyoutubevids9 ай бұрын
Nintendo: wait that’s illegal!
@Th0maZzzleep9 ай бұрын
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
@skinwalker694209 ай бұрын
@@Th0maZzzleep wouldn't stop a Nintendo lawyer but Nintendo realistically doesn't care what one guy does as a rom hack
@razorblade4139 ай бұрын
@@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)
@KazeN649 ай бұрын
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.
@razorblade4139 ай бұрын
@@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.
@T26OG.6 ай бұрын
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.
@neighbor96729 ай бұрын
Kaze is a legend
@mattshu9 ай бұрын
2:23 You say "cool blending effect", I call it "first time I remember trauma as a child"
@alpacalord9 ай бұрын
What game is the clip from at 0:14 with the big yellow dude?
@_gherry2 ай бұрын
some game for the n64 dd
@pjuster22 ай бұрын
Doushin the Giant for the 64dd
@thearchergravity9 ай бұрын
An actually good remaster. I'm onboard for this. Shows what happens when there's passion in the project and it's not just a cash grab.
@YuraSuper20489 ай бұрын
i love you
@squidtito85019 ай бұрын
I love you too
@Curlyheart3 ай бұрын
I love you as well
@lucasgalarraga89 ай бұрын
This is amazing. Thank you for the video Kaze!
@1gnore_me.3 ай бұрын
it's also worth considering, that perhaps low poly was done because it was simply easier to make. developers didn't have the same tools we have now. what seems trivial to us, might have been a huge hassle back then.
@TheBreadPirate9 ай бұрын
Your optimizations are endlessly fascinating. 👏 Bloody fascinating.
@JesusBleach7 ай бұрын
the particles and light on the tabern kind map you did is beautiful.
@etetgg13649 ай бұрын
Bro really has a PhD in Nintendo 64. Simply insane.
@thecircusb0y19 ай бұрын
I understand about 25% of this, and am subscribing because I'd love to learn more.
@PaperBanjo649 ай бұрын
I understand even less, but his footage can get the point across.
@hexed87499 ай бұрын
....man.... I wish you would make new n64 games utilizing all the ingenious stuff you know and figured out Kaze... Thank you so much for all your hard work. All of us who had our childhoods in the 90s appreciate everything you've done and are doing brother.
@Zachruff9 ай бұрын
also thanks for making such good videos like this, always appreciate learning new things.
@e-mananimates22749 ай бұрын
It's always insightful to hear your discoveries regarding game improvements.