Your work here looks beyond incredible! Good job mulching the polygons and pixels into something that could fit in a gba while still looking stunning, 10/10
If you took these techniques back in time to when GBA games were being actively developed you'd probably be considered the best developer who ever lived.
I seem to recall retro games being produced up to last year. Don't remember if the latest was for Sega console or one of the Gameboy. Point being there's no need to time travel. I even feel that fan made games are sometimes superior to the triple A titles being produced today.
@@larrykoopa64dshacker64 I'm not big into playing SM64 hacks or mods, but it existing will definitely put a smile on my face, only if you'd want to though.
that polygon subdivision, while not perfect, just single handedly changed this from looking like a mess to really looking good. thank you so much, this is even more amazing now!
@@MaxOakland i mean it is very noticable, but its definitely at a point where you can ignore it if you dont look at it too hard. also that approach is impressive
It looks more mass appealing now, and probably better for long-term playing, but idk something about the way it looked before still captivated me. I felt nostalgic looking at it for some reason.
I know some people are disappointed you can't post the game anywhere, but honestly it's just really cool to see someone work this hard and do something that seems impossible.
Was looking for this comment. It’s such a neat but hilariously niche and random playable character to add - and the fact he refused to acknowledge them made it so much better. It's as if someone made a Sonic game with 3 playable characters with one of them consisting of Bean the Dynamite. Like I'd be glad he was there, but why lmao.
@@20000dino Larry's there because of me, lol. I can see the "SM64GBA lore reason" for him being playable being that it's an au where Mario decides he will help Larry with his plight (talk to Bowser, since Larry, despite his respect and admiration for Bowser, does what he says because he's scared and doesn't wanna be scolded and is not smart enough to know Bowser's work is voluntary, so from his perspective, he's stuck between a rock and a hard place when it comes to Bowser's orders and thinks he has no choice despite not wanting to do the bad stuff like stirring up random trouble or fighting Mario, all too much hassle and he doesn't feel like doing the work and pointless when Mario is so much stronger than him, he doesn't understand how that's gonna work) but Mario will do that if Larry joins in restoring the castle stars. That's my silly idea I made up anyway.
I think the TH-cam algorithm likes this guy. I wasn’t even subscribed before today, yet all of his videos on this project have popped up in my recommended as they’ve released
@@sawyerr1335 Thanks! Yeah, I added Bowser in the Dark World (the stage, entirely on my own) and added the Snow Mountain music, the Dire Dire Docks music and the Koopa's Road music entirely on my own (added as in also copy-pasted stuff in the code to get those in the code). I also added Larry's voice clips (but I didn't know how to make it change voices depending on the figure, so Joshua did that, Joshua is pretty much the only one doing coding, I just copy paste sometimes to add stuff since I can compile it and play around with the source code, lol) And Larry's model, of course I made that one, hahah! I really need to get LarryDS Chapter 1 out though, for LarryDS, been focusing on story important scripts and I pretty much wrote all that, just need it voiced now then I can storyboard the story important stuff and then get back to focusing on Chapter 1 with the story important moments out of my system...
Amazing considering that all of the GBA's sampled sound is CPU driven and I never expected any sort of better texture mapping to be implemented. I really thought that all the music would be PSG Game Boy-style chiptunes and the sound effects would be samples. I also really enjoy how Larry Koopa is apparently playable, as well as Yoshi from SM64DS
You'd be surprised what some of these guys can do. Check out a rom hack of Aria of Sorrow called Serenade of the night. It straight up uses the ps1 music and the quality is immaculate.
From what I understand, the GBA can output directly to two PCM channels with minimal performance penalty- as seen here- but the main issue is when devs try to do software mixing to get around that limitation: playing multiple sound effects and instruments at the same time, and then combining them into a single channel on the fly. That chews up a lot of CPU time, and it gets worse as more sounds are added or higher quality audio is used. Making a recording of the N64 music and effectively "streaming" it (breaking it into chunks, or samples, and playing through those in order) ensures that the music only takes one channel. If one channel is used for music, and one is used for sounds, then no soft mixing is needed. The downside is that the music will take up a ton of space, as the GBA can't effectively handle good audio compression (or at least not without taxing the CPU hard)! See also: F-Zero X. The N64 had similar issues around audio, and FZX's streamed music (mono ADPCM) was very fast to play back, leaving more time for the RSP to push thousands of polygons around at 60fps.
Cool to follow this project and seeing how much more complete and polished it becomes with each update. The character models especially are impressive to see. Most official 3D GBA games (even the impressive VD-Dev ones like Asterix) usually opted for sprites on characters/objects.
Damn, this game just looks better and better with every update. It's gone from an impressive but clearly limited tech demo to something close enough to Mario 64 DS that we're genuinely surprised it even runs on the GBA. Sorta curious what the extra character models were about though, they reminded me of certain Mario 64 DS mods, especially the Larry Koopa one. Great work with the game so far!
@larrykoopa64dshacker64 That's probably the silliest thing I've read in a while, but in the best way lmao. Did Larry get duped by Kyuubei into making a wish?
Whenever an update comes out I think this project couldn't possibly look better, yet here you are, improving it so much every time. Keep up the great work!
this is absolutely insane. sm64ds was considered mindblowing, but this is on hardware 5 years older and made by a team probably a hundredth of the size. with the texture warping problem solved, this really looks just like something nintendo wouldve released back in the day. i assume you're running all this on an emulator, so it would be really cool to see this running on an actual GBA. again, it's amazing seeing super mario 64 running on GBA, keep up the good work :)
Yep, it all runs on real hardware. Running it on an emulator makes for faster testing and debugging though. Every few days I put it on my flashcart just to check that the real hardware still likes it though.
@@jsbarretto that's so cool! :O like, obviously it'd still be ridiculously impressive even if it only ran on emulator, but knowing this can run entirely on original hardware makes it just that much cooler. if/when you release a ROM for this and I can play it on my actual GBA I think I'll lose my mind. seriously, you're doing amazing stuff here
Woah dude, looks awesome. Iggy Koopa is a REALLY cool concept. I loved the koopas in Mario 3 but they never really went anywhere. Good to see ur having fun!
This project might take years to be done, but I'm gonna be here all the way through! The progress you're making is absolutely amazing and, for me, learning some coding of the GBA is gonna be great!
Iggy being a playable character was *NOT* on my bingo card. I've been watching each of these videos in order. The gradual evolution from a small, red triangle to a fully playable Mario with accompanying animations for various actions is impeccable.
I've seen so much improvement since the first video and its absolutely amazing! That idea with dividing the triangles as they get closer is really smart.
That idea is used in pretty much all 3D ps1 and saturn games, and many software rendered PC-DOS games as well... Some of the few 3D games released for GBA did it too.
@@buzinaocara Cool to know that. I tried making my own 3d engine in JavaScript last year, and I had a similar problem with triangle sorting. Would’ve been good to know when I was making it.
Knowing how a lot of CPU power is required to keep the buffer full and make best use of the GBA's sound hardware, I had my doubts that this little experiment was ever going to have concurrent voice clips and music while also doing yet-improved 3D rendering, but by god you've done it. Hats off to you.
Just found this and am amazed by this project. Excellent work! As a side note: It saddens me to see people in the comments not know what Koopaling that is. It's clearly Larry due to the spiked up blue hair.
As well as his face, he's got the blue eyes and the kitty smile shaped mouth. His mohawk looks specifically like a chicken cockscomb and his shell is blue.
This is genuinely one of the most incredible ongoing projects I’ve ever seen, it amazes me not only that you manage to make the project technically functional, but also that you clearly know what you’re doing when it comes to the finer details, like how smooth and satisfying the camera is and how well optimized the controls already look for the GBA’s d-pad. You even taught me something I did not know about how games on my favorite console, the ps1, render their graphics, which is a great bonus! Awesome vid and amazing project, can’t wait for what comes next.
YES!!! I've been so eager for the next update vid, SM64: GBA is such an amazing project. Even if I'll never play it myself, it's just cool to see that this exists. I hope it doesnt get leaked, or stopped by Nintendo, I wanna see this thing continue to evolve and keep blowing my mind.
you are an actual wizard. the way you explain your work makes the whole process much more understandable. not only have you made a piece of art, you've built heavily upon it and made something that nintendo literally thought was impossible...
The fact that you included Yoshi in this video progress of SM64 for GBA made me think: would you also in the future try to bring some things from SM64DS? Just wondering. Keep your awesome work. ❤
Really awesome project, and great progress in a really short period of time. Would be cool to see a GBA version of the SM64 sound font playing the background music!
at this speed, we'll have a fully functional demo by the end of the year... seriously man, amazing job you're doing ! every update video of yours brings a smile to my face.
Fantastic! The textures look great! Like you said, before, the warping near the camera was a major eyesore, but now you've got it reduced to something easily tolerable and even a little charming. A texture that's obviously supposed to be a nice grid, like the tiled floor in the castle, still stands out as looking obviously wrong. But that's a minor nitpick, and easily resolved by just giving the floor a different texture that's less of a perfect grid.
I didn't think the project could be pushed to such incredible levels! It's already almost like a low-res version of the original sm64 ds + ps1-like artifacts that are totally bearable. Excellent job Joshua! Keep up the good work! Looking forward to the next update!
Ti ho trovato !!! 😁 Volevo avvisarti che grazie a te ora siamo ufficialmente entrambe possessori di un autentico pezzo di storia ! Ho suggerito al nostro buon amico Joshua di non inserire più oggetti di quanto il motore grafico non riesca a gestire. Ed è assurdo quanto abbia migliorato il codice e QUANTO sia riuscito a ricreare del gioco originale usando solo una manciata di MB 🤯 Non so se riuscirà mai a ricreare l'intero Super Mario 64 sul GBA, ma anche se dovesse riuscire a ricostruire "solo" un livello per porta/portale sarebbe una gran figata. Accidenti, in effetti anche semplicemente tutto ciò che ha fatto fino ad adesso è un miracolo !
In one of the previous videos, I stupidly suggested dropping most of the textures, to help with the warping. Turns out you found probably the least compute-intensive way to make the effect mostly unnoticeable. Amazing work.
if you add coins goombas and bob-ombs and try to make the king bob-omb boss fight and first working stars, that will be the first major improvement so far for casual viewers.
This is impressively optimized. Been loosely following the whole project when Mario was simply a shape. Now look at it. As a kid with a GBA, I wouldn't even think this was possible.
Yep, exactly. ~1000 is few enough that skipping through the empty ones isn't a huge performance hog, but also high enough that draw order irregularities are pretty rare. Another advantage of subdivision that I didn't mention in the video is that subdivision occurs before depth sorting, so the subdivided triangles end up getting sorted into the depth bins independently, resulting in even fewer depth issues.
@@jsbarrettoI thought that psx only sorts z by bin? Inside each bin Sony uses a linked list, which would be pretty slow to sort. The easy structure of a z buffer makes it fast. Even a hierarchical buffer doesn’t need malloc. Would be interesting to benchmark it at this low resolution. Correction: quicksort works well on a linked list. As separating value start with the middle of the bin. Needs to be double linked or seek for center first? We need links anyway for the triangle structure. Still sorting array of z:id sounds faster to me
Super impressive. For me, this is right up there with the best projects that came out the golden age of PSP homebrew. Other consoles have totally had their share of cool stuff too, but this stuff is on a whole different level of cool.
Even if I don’t understand everything here, the work you’ve put in is amazing and the technical skill is mindblowing. I appreciate the explanation of texture correct; very interesting and good luck on this amazing project
Best thing in gaming tech is seeing modern techniques applied to older consoles. Cant stop thinking how things would be if there could be an alternative reality with such tech and developing knowlegde in the time of the original launch date of a console
hey two contributors that's me and lk64dsh! :DDD 5:47
*yes i know i'm credited in the description but some people are too lazy to read that shi so i'm putting it here just in case
Your work here looks beyond incredible! Good job mulching the polygons and pixels into something that could fit in a gba while still looking stunning, 10/10
Great work!
hello pack64
ZOMG ITS SACK 64
If you took these techniques back in time to when GBA games were being actively developed you'd probably be considered the best developer who ever lived.
Look up Asterix and Obelix XXL on the GBA, it came out in its lifespan :D
Check out Super Monkey Ball Jr.
I saw an impressive 3d racer for the GBA at ECTS, but I don't think it was released.
Asterix & Obelix XXL was a pretty good try!
It's pretty similar graphically to Smashing Drive's port, except for the use of textures.
I seem to recall retro games being produced up to last year. Don't remember if the latest was for Sega console or one of the Gameboy. Point being there's no need to time travel. I even feel that fan made games are sometimes superior to the triple A titles being produced today.
The fact now we can hear "Wahoo" and Peach's Castle in the GBA is awsome
Still waiting on the "bing bing"
why so many likes LOL
1:14 he mentions it’s sample-based instead of soundfont playback. Looking forward to the implementation of that later on!
@@retroworldfrom90s because bing bing wahoo
So long...
I like how Mario is constantly interrupting your voice over with a "YAAHOOOOOW" like a dog begging for a treat while his owner is in conversation
Thanks now I can't focus on what he's talking about anymore 😂
''YAHOOOO''
''Mario want-a pasta''
''....''
''YAHOOOO YAHOOOO YAHOOOO YAHOOOO YAHOOOO YAHOOOO YAHOOOO YAHOOOO''
Yea
he'd look so good on his knees, waiting for that treat... 😉
someone give that mario a treat
This will be the definitive version of SM64, for the simple fact that Iggy is playable.
Jokes aside, amazing work dude.
erm aktually it's larry 🤓
@@Pack64 Lol sorry
Should I make Iggy playable? Since I can compile the game as well and make changes to it, I can add Iggy if you'd like, lol.
@@larrykoopa64dshacker64 larry but pride month
@@larrykoopa64dshacker64 I'm not big into playing SM64 hacks or mods, but it existing will definitely put a smile on my face, only if you'd want to though.
It's incredible the work you've continued to put into this!
Aint you Nathaniel B? Yo but fr this is sick!!! 🔥
hol up? Ain't that Nathaniel B? 🗣🔥🔥‼️💯
Damn, Nathaniel B still lives on 💀💀💀
He's been chatting here during the development of this demake.
if and when this gets finished you gotta beat the entire game
that polygon subdivision, while not perfect, just single handedly changed this from looking like a mess to really looking good.
thank you so much, this is even more amazing now!
I totally agree. You can still see some warping if you pay attention but it's subtle enough that it's not an issue. I'm floored
@@MaxOakland i mean it is very noticable, but its definitely at a point where you can ignore it if you dont look at it too hard.
also that approach is impressive
It looks more mass appealing now, and probably better for long-term playing, but idk something about the way it looked before still captivated me. I felt nostalgic looking at it for some reason.
@@gipadonimus It looks a ton better now
This project came a really long way in the past 3 months.
For me it's almost done
Hell the fact this much got done in _3 months_ alone is insane
@@HandlesAreReallyBad yeah, since this type of projects only progress a bit in two or three years and then they die forever
I know some people are disappointed you can't post the game anywhere, but honestly it's just really cool to see someone work this hard and do something that seems impossible.
I'm disappointed too. If you send me a private message I can send you a personal copy of the ROM though.
@@jsbarrettohow may we send you a personal message?
@@jsbarretto Hey! I'm interested. Where can I send you a PM?
@@jsbarretto hi ! Where i can send u a personal mensaje?
@@jsbarrettocan a random joe ask for the rom too 👉👈 im moreso interested if it could work on open agb firm for the 3ds
4:58 Just casually switches into Larry without saying a word
Was looking for this comment. It’s such a neat but hilariously niche and random playable character to add - and the fact he refused to acknowledge them made it so much better. It's as if someone made a Sonic game with 3 playable characters with one of them consisting of Bean the Dynamite. Like I'd be glad he was there, but why lmao.
@@20000dino Larry's there because of me, lol. I can see the "SM64GBA lore reason" for him being playable being that it's an au where Mario decides he will help Larry with his plight (talk to Bowser, since Larry, despite his respect and admiration for Bowser, does what he says because he's scared and doesn't wanna be scolded and is not smart enough to know Bowser's work is voluntary, so from his perspective, he's stuck between a rock and a hard place when it comes to Bowser's orders and thinks he has no choice despite not wanting to do the bad stuff like stirring up random trouble or fighting Mario, all too much hassle and he doesn't feel like doing the work and pointless when Mario is so much stronger than him, he doesn't understand how that's gonna work) but Mario will do that if Larry joins in restoring the castle stars. That's my silly idea I made up anyway.
@@20000dinolmao exactly
@larrykoopa64dshacker64 Oh ok, neat!
@@larrykoopa64dshacker64and how did you convince him to put your character in the game??
I think the TH-cam algorithm likes this guy. I wasn’t even subscribed before today, yet all of his videos on this project have popped up in my recommended as they’ve released
Folks seem to really like this project and it seems like the algorithm has figured that out. Nothing I've done before has got much attention.
@@jsbarretto well it's incredible so the attention is well-deserved :D
I'm happy to have contributed to this project!
lol i knew it was you right away as soon as i saw larry koopa before checking the description
Thats why Larry Koopa is there
Nice work! I was not expecting you to show up in this project, but when I saw Larry appear on screen, I knew something was up
Oh that's why the Larry Koopa model looked so familiar to me...
@@sawyerr1335 Thanks! Yeah, I added Bowser in the Dark World (the stage, entirely on my own) and added the Snow Mountain music, the Dire Dire Docks music and the Koopa's Road music entirely on my own (added as in also copy-pasted stuff in the code to get those in the code). I also added Larry's voice clips (but I didn't know how to make it change voices depending on the figure, so Joshua did that, Joshua is pretty much the only one doing coding, I just copy paste sometimes to add stuff since I can compile it and play around with the source code, lol)
And Larry's model, of course I made that one, hahah!
I really need to get LarryDS Chapter 1 out though, for LarryDS, been focusing on story important scripts and I pretty much wrote all that, just need it voiced now then I can storyboard the story important stuff and then get back to focusing on Chapter 1 with the story important moments out of my system...
Dude, this is really unbelivable
Amazing considering that all of the GBA's sampled sound is CPU driven and I never expected any sort of better texture mapping to be implemented. I really thought that all the music would be PSG Game Boy-style chiptunes and the sound effects would be samples. I also really enjoy how Larry Koopa is apparently playable, as well as Yoshi from SM64DS
Unbelievable work you’re doing! Basically fulfilling the dream of my 13 year old self!
You'd be surprised what some of these guys can do. Check out a rom hack of Aria of Sorrow called Serenade of the night. It straight up uses the ps1 music and the quality is immaculate.
Nintendo really fucked up not providing proper audio hardware.
From what I understand, the GBA can output directly to two PCM channels with minimal performance penalty- as seen here- but the main issue is when devs try to do software mixing to get around that limitation: playing multiple sound effects and instruments at the same time, and then combining them into a single channel on the fly. That chews up a lot of CPU time, and it gets worse as more sounds are added or higher quality audio is used.
Making a recording of the N64 music and effectively "streaming" it (breaking it into chunks, or samples, and playing through those in order) ensures that the music only takes one channel. If one channel is used for music, and one is used for sounds, then no soft mixing is needed. The downside is that the music will take up a ton of space, as the GBA can't effectively handle good audio compression (or at least not without taxing the CPU hard)!
See also: F-Zero X. The N64 had similar issues around audio, and FZX's streamed music (mono ADPCM) was very fast to play back, leaving more time for the RSP to push thousands of polygons around at 60fps.
I can't believe the video of a moving triangle turned into this!!!
we went from 🔺 to the single-handedly coolest technological advancement for the gameboy advance
Cool to follow this project and seeing how much more complete and polished it becomes with each update.
The character models especially are impressive to see. Most official 3D GBA games (even the impressive VD-Dev ones like Asterix) usually opted for sprites on characters/objects.
Him: explaining the programming
What i can hear: *bitcrushed wahoo*
Joshua: *talking about sfx*
Mario: YAH WAH YAHOO YAHOO YAHOO YIPPEE HOO!!!!
Who cares about the texture warping, Larry Koopa is playable, best SM64 version 11/10
Damn, this game just looks better and better with every update. It's gone from an impressive but clearly limited tech demo to something close enough to Mario 64 DS that we're genuinely surprised it even runs on the GBA. Sorta curious what the extra character models were about though, they reminded me of certain Mario 64 DS mods, especially the Larry Koopa one.
Great work with the game so far!
The Larry model was created by the person that created those DS mods, I believe, @lksm64dsh
@@jsbarretto Yeah, I'm the one who created the Larry Koopa SM64DS mod, with Larry meeting Madoka Magica characters, hahah!
I made the yoshi model for an npc but the yoshi rig fit Mario’s rig perfectly so I decided to make it playable
@larrykoopa64dshacker64 That's probably the silliest thing I've read in a while, but in the best way lmao. Did Larry get duped by Kyuubei into making a wish?
This is absolutely mindblowing
Whenever an update comes out I think this project couldn't possibly look better, yet here you are, improving it so much every time. Keep up the great work!
In your last video i asked about audio, you said it seemed far off but I can see you have been making strides brother!
It was easier than I anticipated, it turns out.
It's really impressive how much this evolved and perfected, really crazy stuff
this is absolutely insane. sm64ds was considered mindblowing, but this is on hardware 5 years older and made by a team probably a hundredth of the size. with the texture warping problem solved, this really looks just like something nintendo wouldve released back in the day. i assume you're running all this on an emulator, so it would be really cool to see this running on an actual GBA. again, it's amazing seeing super mario 64 running on GBA, keep up the good work :)
No, he's running this on an actual GBA. He shows it in one of the previous videos. It can really run on the actual hardware!
Yep, it all runs on real hardware. Running it on an emulator makes for faster testing and debugging though. Every few days I put it on my flashcart just to check that the real hardware still likes it though.
@@jsbarretto that's so cool! :O
like, obviously it'd still be ridiculously impressive even if it only ran on emulator, but knowing this can run entirely on original hardware makes it just that much cooler. if/when you release a ROM for this and I can play it on my actual GBA I think I'll lose my mind. seriously, you're doing amazing stuff here
The fact your models, textures, and audio samples are running this well on gba hardware is genuinely amazing and a feat to behold
Woah dude, looks awesome. Iggy Koopa is a REALLY cool concept. I loved the koopas in Mario 3 but they never really went anywhere. Good to see ur having fun!
The extra player models are the work of @Pack64 and @LK64DSH, not me!
That was Larry...
@@michaelcarlton1484I bet you also know who his mother is
@@dannyboots Miyamoto-san?
This project might take years to be done, but I'm gonna be here all the way through! The progress you're making is absolutely amazing and, for me, learning some coding of the GBA is gonna be great!
Iggy being a playable character was *NOT* on my bingo card.
I've been watching each of these videos in order. The gradual evolution from a small, red triangle to a fully playable Mario with accompanying animations for various actions is impeccable.
I've seen so much improvement since the first video and its absolutely amazing! That idea with dividing the triangles as they get closer is really smart.
That idea is used in pretty much all 3D ps1 and saturn games, and many software rendered PC-DOS games as well... Some of the few 3D games released for GBA did it too.
@@buzinaocara Cool to know that. I tried making my own 3d engine in JavaScript last year, and I had a similar problem with triangle sorting. Would’ve been good to know when I was making it.
Knowing how a lot of CPU power is required to keep the buffer full and make best use of the GBA's sound hardware, I had my doubts that this little experiment was ever going to have concurrent voice clips and music while also doing yet-improved 3D rendering, but by god you've done it. Hats off to you.
This is genuinely great, the dedication you put into maximizing the GBA advance is wonderful to watch.
Just found this and am amazed by this project. Excellent work!
As a side note: It saddens me to see people in the comments not know what Koopaling that is. It's clearly Larry due to the spiked up blue hair.
As well as his face, he's got the blue eyes and the kitty smile shaped mouth. His mohawk looks specifically like a chicken cockscomb and his shell is blue.
It makes you sad that some people don't recognise a cartoon turtle?
@@RootVegetabIe no no no, its a KOOPALING
not a turtle
silly commenter
I want to thank you for the heads up about the flashing images around 5:30 since i have epilepsy.
Is it not suggested to epileptics to try and refrain from computer screens anyway?
@@haken7016 No, it's ok.
So now it's basically a PlayStation renderer in software on a GBA, that's awesome!
Yep!
A PS1 version should look miles better.
AUDIO!!
fiv e freddy
Fred dee fazb air
Dang. This continues to be an insane feat. Reminds me of playing old software mode games on my family's first PC as a kid.
Estoy muy feliz de que exista gente como tú,❤❤🎉🎉
This is genuinely one of the most incredible ongoing projects I’ve ever seen, it amazes me not only that you manage to make the project technically functional, but also that you clearly know what you’re doing when it comes to the finer details, like how smooth and satisfying the camera is and how well optimized the controls already look for the GBA’s d-pad. You even taught me something I did not know about how games on my favorite console, the ps1, render their graphics, which is a great bonus! Awesome vid and amazing project, can’t wait for what comes next.
I am amazed by the speed of this progress
The homebrew community never ceases to amaze me. Kudos to everyone involved.
Wow at how much you've gotten that texture warping improved. And nice depth checks!
This is amazing work. The amount of processing power we left on the table after each generational jump is astounding.
YES!!! I've been so eager for the next update vid, SM64: GBA is such an amazing project. Even if I'll never play it myself, it's just cool to see that this exists. I hope it doesnt get leaked, or stopped by Nintendo, I wanna see this thing continue to evolve and keep blowing my mind.
It's wild that this is possible at all and insanely impressive that you've managed to take it this far.
So amazing 😍🤩😍 thank you so much! Please keep going this is incredible!!! Beats that driver game dude you're amazing! 💪
knowing how much processing and space streamed music requires, i’m excited to hear the sound font renditions!
Ahh fantastic progress. I'm amazed by every update!!
you are an actual wizard. the way you explain your work makes the whole process much more understandable. not only have you made a piece of art, you've built heavily upon it and made something that nintendo literally thought was impossible...
The fact that you included Yoshi in this video progress of SM64 for GBA made me think: would you also in the future try to bring some things from SM64DS? Just wondering. Keep your awesome work. ❤
No idea, I don't have a long-term plan.
Although I can't wrap my brain around how you did this, I know it took WORK! Keep it up 👍
Did not expect Larry.
Next is Curly and Moe
This is so impressive holy shit
Wait, there's more characters? 5:00 he switches to a Koopaling!
He Hearted It Your Right! Im Love this project tbh its insane
Lemmy
Larry actually. You can tell by the spiked up blue hair.@@FGGAMER7899
Always great to see more Koopaling appreciation!
@@FGGAMER7899 That's Larry, Lemmy has rainbow hair. :P
Talk about every copy of mario being personalized jesus this is amazing. And the GBA was never a console made for 3D graphics. Bravo 👏🏼
You're doing an amazing job with this as usual
I love this and especially the looks
It kinda looks like ps1 graphics but even more retro
I love it
Really awesome project, and great progress in a really short period of time. Would be cool to see a GBA version of the SM64 sound font playing the background music!
Yes. I need to do some reading on exactly how MIDI mixers are designed before implementing one.
I didn't have high expectations and its amazing how much things have improved!
me is very happy of this project
Its a great work, keep it up!
This is actually incredible, it blows my mind how fast you are progressing through this project
Dude, that realtime subdivision algorithm is SICK! Major props!!! This is super impressive!
at this speed, we'll have a fully functional demo by the end of the year... seriously man, amazing job you're doing ! every update video of yours brings a smile to my face.
This is probably the most impressive thing I've ever seen running on GBA hardware, you're doing an incredible job so far.
I didnt think this project would get very far, now Im pretty sure the full game will eventually be playable
Absolutely insane. Imagine if you could go back and time and sell it. People would love it!
So amazing, if this would have released on the actual gba it would have blown peoples minds
It's 2024 and this is by far the most impressive project in gaming right now. Unbelievable!👏👏👏
Huge improvement and love the characters. Keep up the fantastic work.
Fantastic! The textures look great! Like you said, before, the warping near the camera was a major eyesore, but now you've got it reduced to something easily tolerable and even a little charming.
A texture that's obviously supposed to be a nice grid, like the tiled floor in the castle, still stands out as looking obviously wrong. But that's a minor nitpick, and easily resolved by just giving the floor a different texture that's less of a perfect grid.
I didn't think the project could be pushed to such incredible levels!
It's already almost like a low-res version of the original sm64 ds + ps1-like artifacts that are totally bearable.
Excellent job Joshua! Keep up the good work! Looking forward to the next update!
Ti ho trovato !!! 😁
Volevo avvisarti che grazie a te ora siamo ufficialmente entrambe possessori di un autentico pezzo di storia !
Ho suggerito al nostro buon amico Joshua di non inserire più oggetti di quanto il motore grafico non riesca a gestire.
Ed è assurdo quanto abbia migliorato il codice e QUANTO sia riuscito a ricreare del gioco originale usando solo una manciata di MB 🤯
Non so se riuscirà mai a ricreare l'intero Super Mario 64 sul GBA, ma anche se dovesse riuscire a ricostruire "solo" un livello per porta/portale sarebbe una gran figata.
Accidenti, in effetti anche semplicemente tutto ciò che ha fatto fino ad adesso è un miracolo !
Your work is just incredible!!!
Great work
You’re doing what Nintendo never thought was possible.
This is amazing stuff!
Keep going on your project! 😁
these videos look alot better when you zoom out as far as you can so its around the size of an actual gba
This is so nuts! Makes you wonder what else could be demade into GBA games!
Absolutely amazing
I would guess that simplifying the textures would help with the grainy look of it. Great work on this, it's a wild project.
HYPE!!!
you continue to do the impossible! :D
this gets increasingly more surprising each time, and it was already a lot the first time I saw it!
what an achievement, keep up the good work
Your work on this never ceases to astound me!
Quite incredible considering the GBA has 288KB of main ram and 96KB of VRAM.
EDIT: changed from MB to KB.
Every update looks more and more incredible.
Congrat, look really amazing😃👍🏻👋🏻
In one of the previous videos, I stupidly suggested dropping most of the textures, to help with the warping. Turns out you found probably the least compute-intensive way to make the effect mostly unnoticeable. Amazing work.
Dude this amazing
Dude, that is so cool! Really looking forward to your next update. I am anxious to see how far you can push this port! 😮
if you add coins goombas and bob-ombs and try to make the king bob-omb boss fight and first working stars, that will be the first major improvement so far for casual viewers.
This is impressively optimized. Been loosely following the whole project when Mario was simply a shape. Now look at it. As a kid with a GBA, I wouldn't even think this was possible.
PlayStation 1 used fixed size bins, which are faster. Variable size needs a tree search. Can do quicksort in the same time. 2:40
Yep, exactly. ~1000 is few enough that skipping through the empty ones isn't a huge performance hog, but also high enough that draw order irregularities are pretty rare.
Another advantage of subdivision that I didn't mention in the video is that subdivision occurs before depth sorting, so the subdivided triangles end up getting sorted into the depth bins independently, resulting in even fewer depth issues.
@@jsbarrettoI thought that psx only sorts z by bin? Inside each bin Sony uses a linked list, which would be pretty slow to sort. The easy structure of a z buffer makes it fast. Even a hierarchical buffer doesn’t need malloc. Would be interesting to benchmark it at this low resolution.
Correction: quicksort works well on a linked list. As separating value start with the middle of the bin. Needs to be double linked or seek for center first? We need links anyway for the triangle structure. Still sorting array of z:id sounds faster to me
Super impressive. For me, this is right up there with the best projects that came out the golden age of PSP homebrew.
Other consoles have totally had their share of cool stuff too, but this stuff is on a whole different level of cool.
FONALLY
Watching this grow and grow and grow even bigger, makes me so happy, the people who contributed and you are the best dude
Remember this all begin by a red triangle
Even if I don’t understand everything here, the work you’ve put in is amazing and the technical skill is mindblowing. I appreciate the explanation of texture correct; very interesting and good luck on this amazing project
Finally, super Mario advance 5
I can't wait for the Super Mario Advance 6: Mario Sunshine released in 2032
cant wait for super mario advance 7: Mario Galaxy released in 2037
Best thing in gaming tech is seeing modern techniques applied to older consoles.
Cant stop thinking how things would be if there could be an alternative reality with such tech and developing knowlegde in the time of the original launch date of a console
Cant wait for a public demo
I think he said he wouldnt be releasing it but maybe he will change his mind
Hes not releasing it. (Cringe I know)
@@ReeceTheTroll I'm not releasing it publicly. That doesn't mean I'm not going to send you a ROM if you send me a message though.
@@ReeceTheTroll Oh I thought He said he wouldn't release the assets and you would need to compile it yourself
@@ReeceTheTroll Darn then this project is even more useless than I thought