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My favorite thing about emulated Mario 64 is how awful Mario's far away model looks in high resolution to be honest. On an actual 480i screen it looks fine but when you're rendering the game at a larger internal resolution than 240p things get a bit wonky. Go on a ghost hunt is one of my favorite stars in the game, probably because it feels real nice that the boos in the level all have blue coins. And I have to disagree and say LLL is probably the coolest level in the game due to the shell surfing on the lava being rad as hell.
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# ? Jul 8, 2016 10:02 |
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# ? May 9, 2024 22:49 |
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Mordaedil posted:It puzzles me that we gave a fully functional and superior WiiU-Wii-and-GameCube emulator while the N64 emulators we have are all poo poo. It puzzles me too but from what I hear, N64 emulation is a nightmare. Basically, the N64 is a magical mystery machine and getting games to run on it requires either baked-in game-specific hacks to be applied upon launch, or a sizable amount of game configuration to be done and applied to a game-specific .ini file. For example, in Majora's Mask, if you don't want the in-game numerical timers (for minigames and stuff, not the actual 3-day cycle clock) to not run at twice the speed, you have to go into the game configuration files and set some "Vi Refresh Rate" option to a specific value in order to best emulate proper seconds. And even then it's ever so slightly off sync but it's good enough. (The minigame timer actually controls how fast things move in the minigames too. Try doing the shooting galleries with everything going double-speed...) And that's just getting actual N64 games to work. Most people here probably know about romhacking and well, romhacks of SM64 are pretty common these days. In my experience though, getting them to actually function in an emulator feels like a crapshoot. Usually SM64's original settings are enough to get them working if you're lucky, but sometimes you have to enable the Expansion Pak in the settings or other weird functions. Sometimes the .ppf patches they use to distribute hacks don't even seem to work! Ah well. At least SM64 on its own is generally pretty good through emulation. Artix is lucky he doesn't have to deal with getting romhacks to work on top of the weirdness the base game already presents on occasion.
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# ? Jul 8, 2016 16:26 |
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FPzero posted:Ah well. At least SM64 on its own is generally pretty good through emulation. Artix is lucky he doesn't have to deal with getting romhacks to work on top of the weirdness the base game already presents on occasion. Yeah, it'd be a real pain if he decided to mix in some romhacks to show them off.
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# ? Jul 8, 2016 17:38 |
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FoolyCharged posted:Yeah, it'd be a real pain if he decided to mix in some romhacks to show them off. Using romhacks cheapens the experience.
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# ? Jul 8, 2016 18:45 |
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FoolyCharged posted:Yeah, it'd be a real pain if he decided to mix in some romhacks to show them off. if I'm feeling really saucy I might show off a romhack or two toward the end of the game, but like FP said, they come with a whole host of problems. Just from loving around with them in the past (see my Super DK64 series as an example), not only does that require the expansion pack to be added, it also brings up a whole host of other mechanical issues. To pick on Super DK64 a bit, the ability to swing on vines is a big thing in that game, and when they ported it over to the Mario 64 engine, that mechanic was lost entirely. So now you have to climb, circle around, and aim with a camera that desperately needs to calm the gently caress down, which is absolute clusterfuck. And that's just from a game that actually exists and was just being ported over! You can imagine how much worse it can get when you're dealing with completely original
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# ? Jul 8, 2016 18:47 |
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FPzero posted:It puzzles me too but from what I hear, N64 emulation is a nightmare. Basically, the N64 is a magical mystery machine and getting games to run on it requires either baked-in game-specific hacks to be applied upon launch, or a sizable amount of game configuration to be done and applied to a game-specific .ini file. Does anybody have any good articles / blogs / ??? about this?
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# ? Jul 8, 2016 20:02 |
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fritz posted:Does anybody have any good articles / blogs / ??? about this? This wiki is a good place to start, I think. It briefly goes over the quirks of the N64's hardware, although it doesn't get too in depth. This one has a bit more information about specific emulators and their quirks.
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# ? Jul 9, 2016 14:00 |
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Aw man, the lava bouncing made sure that Lethal Lava Land was always one of my favourites, although I swear it was bigger when I was a kid. But I suppose everything seems bigger to a kid.
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# ? Jul 9, 2016 18:59 |
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I spent several years convinced that it was impossible to catch that rabbit.
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# ? Jul 9, 2016 19:12 |
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KieranWalker posted:This wiki is a good place to start, I think. It briefly goes over the quirks of the N64's hardware, although it doesn't get too in depth. This one has a bit more information about specific emulators and their quirks. Thanks!
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# ? Jul 10, 2016 22:25 |
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Part 5: Hazy Maze Cave and Shifting Sand Land Sorry about that delay, but we're back! Today I'm joined by Nine-Gear Crow as we tackle the rest of the main basement levels.
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# ? Jul 22, 2016 16:15 |
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I really do like the pyramid slide's aesthetic. When I played the game for the first time at probably 8 or 9 years old I didn't realize that it was all a reference to SMB3's desert tileset. It wasn't until a few years later after playing through SMB3 entirely that I had that realization.
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# ? Jul 22, 2016 16:55 |
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So thread, what's your theories about what kind of liquid is in the pool you jump into to reach the Hazy Maze Cave?
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# ? Jul 22, 2016 19:28 |
Liquid mercury?
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# ? Jul 23, 2016 00:52 |
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I for one loved the slides in Mario 64, and wish there were more of them in the later Mario games.
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# ? Jul 23, 2016 03:24 |
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The Tall Tall Mountain slide is definitely some bullshit, both from a design standpoint as well as the fact that you have to schlepp all the way up there without grabbing too many coins so that the 100 coin star doesn't spawn in the middle of it. I like the Castle slide and the Cool Cool Mountain slide, though.
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# ? Jul 23, 2016 05:06 |
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Part 6: Dire Dire Docks and Bowser in the Fire Sea Chaos Argate joins me as we finish up the basement. Next time, we're off to the upper floors!
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# ? Jul 29, 2016 21:32 |
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There actually is a Metal Cap texture for the Wing Cap wings, which is the only extra texture the game really needs, and it functions perfectly fine*, but for whatever reason combining caps is only Metal/Vanish. *Actually, I'm completely guessing here. I'm trying to find a video of someone using both caps via hacking and I am failing miserably
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# ? Jul 29, 2016 21:54 |
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Kirby 64 is still pretty dang good looking imo, thanks to the colors and simplicity of the polygons I guess you could use the combined Metal/Wing caps to fly through a tunnel of fire or something silly
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# ? Jul 30, 2016 06:57 |
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# ? May 9, 2024 22:49 |
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gently caress you, Shadows of the Empire is a beautiful N64 game and I have the LP to prove it.
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# ? Jul 30, 2016 07:11 |