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I'm in the process of remaking the entire SM64 source code to be more efficient on N64. Check out my other videos and patreon to find out more or support this endeavor!www.patreon.com/Kazestuff
Did you change your name to emanuar cause Americans can’t pronounce emanuel?
man! I know this is gonna sound strange, but how well do you think you could get OOT running? Honestly, out of everyone I trust that you'd be able to get it running really well! Especially considering that the Decomp is finished, minus documentation. Absolutely stunning work!
@steveburnside I think these videos are ads for job recruiters somewhere
@Mask the irrigated horny turntable I wasn't talking about him. I was talking about Nintendo. What I mean is Nintendo doesn't need to make a remake of Mario 64 from the ground up because it's perfect and iconic the way it is.
@M64bros he wont remake the game from the ground up wdym he'll prob just optimize the already leaked src
you're like another rareware at this point with how much you're able to optimize for the n64. truly amazing
Yeah, except this time he wasn’t bought out by Microsoft.
Reminds me of the dev from Traveller's Tales who did Sonic 3D Blast. He's a wizard with these kinds of optimisations
@honeycrisp right? he literally refactored the code to make it more efficient, increasing the fps of the game lol
@๖ۣۜ♥๖̶tacokitten๖̶ hes literally right modifying code is leagues easier than making code from scratch
@๖ۣۜ♥๖̶tacokitten๖̶ you literally learn about time complexity/order of complexity in introductory data structures courses (literally what these optimizations are predicated on) and further explore memory, c, and assembly in systems programming. but okay, sure!
This is insane. The fact that you were able to to run it that well and and make so many improvements is very impressive. Also I can't beleive nintendo didn't mirror the eye texture.
@Jim BimBum they optimized a lot the game, but remember the second bowser stages water area? Just before you could get to the ship, speed runners and others had to position their camera slightly away from the whole tunnel leading out to the ship because if they didn’t, the lag would’ve been pretty bad.Ya they could’ve definitely had someone look into optimizing their games but when MetalJesusRocks found the only existing NTSC version of the N64DD, he saw that it was copyright labeled from 2005 to 2006 unlike the rest of the consoles which were licensed in 2006 to 2007, so there was just about as much work put in on these N64 games as there was with making the first iPhone, cause Steve Jobs first ever stage unveiling of the iPhone was about showing off the future of phones that he planned 2 and a half years to someday show the world, the only existing NTSC version of the N64DD was earlier copyrighted back at least 2 years before Nintendo was going to build the N64 itself…A lot of companies want projects to only planned for a maximum of at least 2 years, they hate waiting longer like 3 years unless it’s bound to be promising what some company is going to give to the world.You can say as much as everyone else can that they could’ve removed all the oversights, glitches, bugs and such, but that would’ve required having people to play these games before they were released as side helpers or people who’d get the early access into these things because they could’ve told Nintendos staff what they like, what they found that’s bad about the games, but we got to know for a long time, that Nintendo doesn’t want to reinstate the past, even if their a lot smarter now with now to make games perfect for good, they’re refusing to restore the year of the N64’s birth because of its contract being up for when it would be that they’d close production for that console and move onto GameCubes, Nintendo DS’s etc.. and the fact they found out the add-on really took a heavy fall leaving only a mere 20 to 30 thousand consoles estimated to ever be made.On Google, if you looked up the earths population of humans in these times, Nintendo didn’t then and now have even 1% of those add-ones to fill the world with, so it became futile sadly :(
@StickFiguresMaster yeah but it's not like the game needed a rushed development. They could've hired someone to check out what can be optimized and have them optimize it.
@StickFiguresMaster yeah, yeah. But, mirroring textures is like the most basic thing to do to save some space on a console as limited as the n64They already had to do it for almost all their nes and snes gamesWhile I can agree with you on some other aspects of the game, this one is simply and purely an oversightThey prolly just had bigger fishes to catch while making a genre defining game
They were just constructing 3D games for the N64 for the first time, it was a whole new jump into the future of gaming, so they were going to have to use a lot of time, even sacrifice some content like Luigi so that we had more areas.Kaze has shown how Nintendo scripted their N64 games, and they scripted it kind of odd, I wondered why they were all stacked with bunch of binary values, the way they could’ve fixed these things wasn’t going to be possible until someday later when programming languages would be so much better understood with how to create games, you’ve got to give Miamoto credit, he made one of the best titles for Nintendo in their companies history by pushing out Mario forward with future dreams to mold him with more of a life in many games.With the failure to launch the N64DD in the US and with that of so many N64DD’s we’re made in Japan, it was sad to see that they somehow flunked in giving the N64 a add-on with more memory, more uses.We could although get together and give them back the stuff like the Nintendo mouse, keyboard, developer units, programming cartridges, they’d sadly however still today, decline on reviving the N64 because their in a pool of money now with the Switch, dozens of other game consoles, the Switch is moving towards 100 million units being sold, that’s going to make all the Nintendo’s flip with excitement and sadly though, they’ll figure it’s time to still keep going on with more and more to give it, so they’ve long term recycle binned the N64’s console for to see into the future…
imagine if all the assets were optimized, this game would be incredible.
Yeah! I really wish in future that Kaze Emanuar complete and share a rom hack of Super Mario 64 just the original but with all the optimizations and improvements maybe also widescreen 60 FPS. That would be the best version of Mario 64 running on real hardware so far!
If I may make a suggestion, the original eye gave the impression of the whole blue oval going up and then down at the border, while your newer HD version is missing that curve that goes back down. That (along with the dark part now being tilted) kind of merges both eyes into one big circle for me, Duskull style.Overall though, impressive work as always. I never liked how sectioned the original model was and the yellow skin, so it's interesting to see this.
Yeah I can definitely see what your saying and needs to be fixed. I’m also not sure if based on the original texture of the eye, but it seems it need to be just slightly wider.
@joel trammell It's a slight feel, mind you, but it does look like that to me when you make the close up. Maybe if you remove the shines it's easier to notice.but of course, it's not something that you're going to notice during gameplay, specially with the low resolution of the n64. It's a nitpick but in the context of giving constructive opinion.
@joel trammell look at the Thumbnail
i have no idea how you see that. i went back and paused the video and stared at the comparison. his new one looks way better and not like duskull.
@I'm Abokai nightmariosh*
The eyes look crossed; there needs to be a line of blue pixels next to the pupils. Currently, the pupil is pressed right up against the inside of the eye, looking crossed. The huge model improvements though are incredible imo
Yeah I agree. It's a bit too much inward.
I think they are just a tiny bit further apart from each other
This is beautiful. It just sounds impossible, because better quality could not possible run better, right? Amazing
Poor quality is always the result of overlooking better ways to do things. You should always expect better quality to run better.
@Brxnni This is on a Nintendo 64, where you are limited to 4 KB of texture data. Kaze used an approach that uses the same amount of data (32x64 16 bit instead of 32x32 32 bit). The N64's framebuffer is 16 bit anyway, so 32 bit textures are completely pointless.
@Benedani and higher vram usage can mean less performance because you have to get rid of garbage more often
@JC over 100 less vertices as well.
Model is lower poly 2:30
This is amazing. Since you mentioned you're reading trough the source code, have you considered optimizing the vanilla mario 64 game?
@Kaze Emanuar Would love to see it some day after those major hacks are done, but yeah, not now, that is so much on your plate I don't know how you even do it!
if i had the time to do so, i would. but i have 3 major hacks to work on. there is no free time in my life right now.
This man is out here remastering SM64 better than an entire team of Nintendo engineers ever could.
@AeroDynamo "They knew they'd make that money back 10 fold" Normally making millions of dollars for little effort is what gets applauded, as opposed to spending hours upon hours of your time on something that won't earn you much more than kudos and a marginal paycheck from the goodwill of a niche audience.
Nintendo dev's made the game from scratch with 90's hardware, knowledge and limited time im pretty sure they had to come up with alot of stuff this guy is using 2021 tech and built up knowledge to modify a game that came out 25ish years ago very different.
@ChuRa Oh, no... I know that, I don't intend to be hostile either. It's more of a general message to the users above. Excuse me beforehand.
@Victor Ford uhh.... that wasn’t me dude ????
@ChuRa "You've been stretching out your points", "man, must be tiresome to make those all those mental gymnastics".Rather than avoiding any debunk while avoiding to provide an argument, why doesn't anybody bring something new to the table? I know people that had solid arguments supporting developers behind 3D All-Stars, such as the fact that Sunshine never recieved an official port or whatsoever, and despite running on a similar architecture than Wii, it was hard to make a precise performance in so little time, thus justifying all the lag and sound effect bugs that occured in 3D All-Stars. Or maybe how Super Mario 64 crashed on exit, yet that only occured to people whose Switches were hacked.
I'd like to think that if Nintendo actually made ''Mario 64 2'' back in the day it would had been something like this, lol. amazing work!
Your devotion to real hardware is admirable. Ive played plenty of 64 on emulator but it never feels as natural as with an everdrive. The full release of this is one of my most anticipated games.
Loving this work. By the time you are finished you will have the most optimised engine that could be used to make so many original games that aren't even Mario ones.
This is VERY interesting. In a world where CPU Cycles are wasted you perfecting the engine in modern times for the official N64 is INSANE! Keep it up man!
This rom hack you're working on is starting to really look like a true sequel to Mario 64, like if Nintendo worked on a Mario 64 2 some time near the end of the N64's life and were much much more efficient with coding and art style, kinda like the difference visually between Banjo Kazooie and Banjo Tooie, but coded to run super efficiently. It's the kind of thing that can only be accomplished by someone who's just a hobbyist who has no obligation to finish a game within a few years so it can be out by Christmas and is deeply passionate about their work! Great job and I'm very much looking forward to playing the full version when it's finally released!
i still have self imposed deadlines. That doesn't mean i won't try to make it the best game i can within that time.
Perfected until you find more ways to perfect it, and knowing you, that might _just_ be a thing that happens again some day.
This is absolutely incredibleIf only Nintendo had someone like you on their team when creating this game in the first place
i don't know if this sounds douche-y but i think perfecting and optimizing models like this is a lost art on newer, faster hardware. like, they don't need to do this anymore but it's really, really impressive to put this much effort in every little corner of the game
Console development back in the days was an art form when done right
Doesn't sound douchey and it really is true. Feels like optimization isn't even an afterthought nowadays.
Can't wait to see more models in the game optimized like this.Great work!
i do this to every model i use! well i usually leave textures untouched and only optimize the limbs and bone counts. (that usually reduces their processing requirements by 30% to 60% )i have a video about the birds for example up on my kazeclips channel!th-cam.com/video/9ieLW58wuCE/w-d-xo.html&ab_channel=KazeClips
Amazing! But then you have to give Nintendo some credit it was 1996 the old model probably wowed as many people as the new one but still, impressive
@FUTURE10S yeah 3d game development and animation were still quite new back in those days. If you go back and look at Shrek, which was stunning at the time, you'll see how the art form was still evolving. And Shrek was bigger budget and made after this game.I do remember the intro to 64 being a big deal at the time, though. We'd never seen anything like it.
@FUTURE10S fair enough
Remember, we've got 25 years of reverse engineering and research that Nintendo didn't have, plus, we have no deadlines. Granted, Nintendo knows a lot about the N64 considering it's their console, but they didn't know every last trick at the time.
Love this! I do question a couple things like the hue change for the shading, but overall these techniques are very interesting to learn about and see how they benefit the game as well as how they work overall!
Love the content, keep it coming. Would like to see you give Turok 3 a facelift seeing how impressive the realtime cutscenes and facial animations were back in the day but it always felt a bit unfinished to me.
Hello, you've probably answered this plenty of times but are there instructions I can find how to implement your optimizations on the rom file? I'd like to play your version on an emulator :)
Kaze, you've done an amazing job! As a graphic designer, let me simplify your process. Take the Mario texture set and run it through the upscaler Remini (iPhone app). It isn't perfect, so you clean it up using vectors. Import the upscale in to Inkscape and trace over the top, adjusting the layer you are working on to 60% opacity, so you can see through. Start with the skin colour as a square, then deduct the ellipse from it to give the white of Mario's eyes. Then add a blue ellipse as a layer below (handles the overlap). Then a black ellipse. Then a white circle. Finally, after the easy stuff is complete add the eye brow, which will be a 4 node drawing, making the two middle nodes curved and adjusting the curve to match the raster image behind it. I think Remini + Inkscape should hopefully reduce the difficulty of upscaling for ya. Seriously loving the stuff you're doing. Very fun to be following allow watching your progress!
Man, I love to see the progress on this kind of small details, keep them coming!
I would LOVE to see a Conker model, even if just analyzing it, I love that model and l the amazing animations they accomplished with it
All this effort put into optimizing SM64 and Nintendo would just go "pIrAcY"
Holy shit dude. That video at the beginning with the jungle looks like an entirely different game. Insane, amazing work.
If Nintendo's Mario model looked like this in 1996, the game would be even more mind blowing!
I'm amazed how you made the character design for Mario look so much better! I Also love the color pattern with the new blue and red shades, for some reason I really like those new shades you made for Mario. It's sad that you can only abuse the vertex and buffers with the N64. But still, Good Job Kaze!
You are the first person I have so far seen talk about the weird "camera-angle-dependent shading" used in Mario 64. It's been driving me crazy that seemingly nobody is wondering why they implemented the shading in such a strange way. It's almost like they have a bug in their light transformation code (very common rookie OpenGL programmer bug), where the light rotates with the camera.
Great job.Actually Rare used similar methods when they created less blocky looking characters for Perfect Dark while using reduced amount of polygons on them than Goldeneye 007. I understand your will to learn more about Mario 64 source code. But if you want to outperform all other N64 games, you really should eventually study how Indiana Jones And The Infernal Machine 64 works.
I’d love to see a video on how the animations work under the hood! I would guess there is key frame data for every animation. Do the animations blend at all? Doesn’t seem that they all do - ledge grabs and dives seem to snap into the pose immediately - but jumps and running seems to have interpolation between states. Would be curious to learn how it works. Tibia also probably isn’t something you’d be able to decipher from the code but I wonder how they did the original animations, what software they used etc. Keep up the great work
@Kaze Emanuar Cool thanks for the response! Wow it is super impressive then how smooth things look when Mario is jumping, landing, changing directions etc. I guess having animations for "Standard Jump Land" "Triple Jump Land" etc. allows them to not need to blend and still get good results.
that's exactly what it is! the game simply has 30 keyframes per second. there are transitional animations, but no blending. my engine runs 60fps, so i calculate extra inbetweens. something like that could be done to blend animatinos into each other, but imo you'd lose too much snappiness doing that.
I am starting to get curious how fast the original Mario 64 game would run with all your optimizations especially with the original having less complex levels.
How about we all just empty our bank accounts so that Kaze can just make us all the best new N64 game ever made 👍
This looks, fucking awesome. It's like you made a Majora's Mask HD texture or System shock 2 object replacement
absolutely STUNNING! I wonder how much better sm64 would run if all the character models were optimized like this, because WOW, you really ascended to the ninth dimension of IQ with this :0
Imagine if kaze had been on the original dev team for mario 64 and other n64 games. Insanely talented.
Love these optimizations videos that are well explained for people who don’t really mess with this stuff. Keep it up man
This looks great Kaze, my man is finally going to fit in with his fancy emulator environment. Great job, thank you!
im sure my brain will get used to his new waist eventually 😅
Wow, that’s really cool! I kinda wish the 3D All-Stars version did stuff like this.
Way to go, pal!😎😎😎 This was one of the best optimizations I've ever seen in your channel history. I can't await when the system could handle it with full 60fps. 😁😁 But just take your time in order to make sure to get the best results in your development. Keep going. We love your work. 👍👍🏻👍🏿
I really like this New Model tho, Looks Smoother as well as it Works Smoother, Huge Improvement without changing it too much, Great Job 😎✨
I like the blue colors of the new model. The new model is really pleasing.
Congratulations man, the Optimizations resulted super cool.Thank you for sharing your knowledge 😄👍🏻
My friend, I wish you nothing but the best. I look forward to seeing how your work progresses.
Can't wait to play with this model someday
Thanks for the in-depth explanation this stuff is super cool! More videos like this please!
Nintendo should just hire this man to do N64 Switch Online, he can do way better than they ever cared to do.
I'm in love with his brighter color scheme! It really fits the world you've shown off too!
It's possible that Kaze is the single most skilled N64 coder out there, and possibly one of the few people left in the world who is completely proficient in it's inner workings. Absolutely astounded with everything you do Kaze.
Great work brother. Thanks for explaining everything I love to listen and watch. Peace!
I already knew how you made it less polygonal at first because the og used seperate models for each part of arm. Its cool how you made good joints on n64
I absolutely love and admire your work, truly inspiring. Thanks Kaze.
Wow, this is super interesting, not to mention impressive! Good job!
Is it wrong to ask if you're able to perhaps develop your own 3D Platformer on N64 using Mario 64 as a basis and not modding it? Apologies if that came off rude, big fan of your work since the early days and hope to keep seeing you grow
Therapist: Dreamcast Mario isn't real, it can't hurt youDreamcast Mario:
In find your work fascinating. I wonder now how well goldeneye could have run on the old N64
Watching you rework every part of this game is insane, great stuff!!
Its so surreal see that you keep doing mario 64 hacks cause youre like my childhood hero you know, thank you for everthing man
I love optimisation so much, this is so cool :D
you deserve a lot more credit than you've gotten, especially because i see a lot of shit talk on discord
Nice video Kaze :) I approve of everything except the change to a lighter, less deeper blue for Mario's overall's color. I don't like it... All the rest is interesting & impressive!
Looks beautiful, great job dude!!
Each updates makes clear the original still has a lot left to be desired.Good luck in the future, love the progress.
When the world needed him the most, he came back
I like the different red and blue shades on Mario's model. It reminds me a little of DK's model in DK64
I'd love to see this Mario model running in the 3DS port.
This is awesome! Could you do a patch for Mario 64 that only replaces the model? Maybe for the EU Version too? But the Hi-Res Textures will not work anymore right?
So... Sometime you'll end up with a perfectly optimized sm64 rom/game ?I wonder if that'll be playable on a calculator or not
I love these deep dives and explanations of how things work in older videogames. Thanks, Kaze!
I really hope one time you make a BPS file for this model so I can actually have a decent Mario model while playing OG Mario 64
1:08 i am guessing it wasnt mirrored because of the unused eyes looking in other directions
@Kaze Emanuar Yeah, and honestly even if from a game dev standpoint it was less efficient, it ended up unintentionally being really good for machinimists down the line because it allows us to do way more complex facial expressions like raised eyebrows, pissed twitching eyelids, looking left and right, etc, in just the vanilla game without locking them behind some more advanced modding not all of us can do. It's good you've made this change for your game but I'm also very glad Nintendo happened to not do it for the original.
that would be a really good theory!
he should just remake mario 64 with all of his enhancements and higher quality textures across the entire game for a refreshed feel
please put out an updated demo this is too cool
I'd love to see a video about your optimizations of the SM64 source code!
Overall I think it was better to keep the eyes as close as to the originalThe other pitches looked fine but didn't fit the N64 model's original style and chibi aesthetic
Man, I wanna play this so bad!
Your skill are so amazingI've never really seen you dive into other n64 games which i'd be amazed to see if you can even mod those
I've made 3 other mods!Ocarina of Time - The missing Link (this is a great 2 hour long game, 1 dungeon, probably my favourite romhack ive made)Kirby 64 - double speed mod (just the game with kirby walking faster)Dk64 - switch kong anywhere mod
This is really cool! Where can I find the source code of this?
This is so impressive, and really inspiring!
You know...You've come a long way with your designs.Why don't you make a Mario model from scratch in your style.I would love to see your creation.
I don't know how to be put this but this is so insane it genuinely feels like he's wasting his talents on SM64
"You know when Nintendo made this amazing and critically acclaimed game that people still play to this day? That was BABY GARBAGE compared to what I'm doing."
Imagine Nintendo Hiring this guy for emulation optimization projects instead of trying to copyright and shut down indie projects
you are such a super N64 dev at this point. even if its only just for Mario64, its still beyond impressive.
I think the most genius part is being able to explain this all to a dummy like me, and very quickly
Yeah, you finally perfected it. Even the eyes finally work for me. Fantastic job.
You’re a beast your work is unmatched!
I bet Mario's model would've had a lot of improvement like that if SM642 was made, just like Link and Banjo in their sequels.
Now this is amazing stuff!I love it 👍
These optimization videos are my favourite.
I didn't want to say it when you first showed the model, but since you said you'd understand it being more of a preference, I do think the color of the pants looks a bit weird in some of the darker parts. That's my only complaint though. Everything else is great.
@Kaze Emanuar It reminds me of Star Road, which made Mario paler for some reason.
yeah that's fair. it'd be an easy adjustment to fix if i should change my mind luckily.
Part of me feels like this video should say "optimized" or "enhanced" instead of "perfected" but let's be real, from one TH-camr to another, that wouldn't have gotten as many views, lmao.Amazing work tho! All I'd say is Mario's eyebrows are a liiitle funky, maybe they should've been more line-like instead of crescent shapes and the eyes could have been rounded a bit more but it looks more like you we're going more for staying closer to true to the original which I can appreciate tbh. Considering this was the first N64 Mario and how Mario looks in much later N64 Mario games like Mario Party, I'm really curious how much better Mario could have looked had it been made later. I guess that's why we got SM64DS, lol
The perfect Mario 64 model doesn’t exi-
Could all these changes be appled on the PC port? It would be great running super mario 64 at retina framerate.
The fact that the optimize is more than perfected on an n64, could you make a video playing the optimize
Absolutely incredible Kaze.
How do you find the time to do all this? You are amazing!
i mean he took 2 years
kaze really out here singlehandedly making n64 compatible romhacks that actually run well
I thought there were limits to how based one man can be