How are toon shading and dynamic shadows possible on the N64?

แชร์
ฝัง
  • เผยแพร่เมื่อ 22 พ.ย. 2022
  • This is my team's entry to this year's N64 Brew game jam. We had a ton of fun and are really happy with the result.
    Where to download the game for free
    jtn191.itch.io/styx
    Caitlin G Cooke
    caitlingcooke.art/
    Jeff Nichter @jtn191
    / jtn191
    N64 Homebrew Resources
    / discord
    n64.dev/#community
    If you want to code using the official N64 SDK
    crashoveride95.github.io/n64h...
    lIf you want to use an open source SDK
    libdragon.dev/
  • วิทยาศาสตร์และเทคโนโลยี

ความคิดเห็น • 183

  • @Sauraen
    @Sauraen ปีที่แล้ว +500

    Hi! You said that cel shading was not used in any N64 *games*, which is true AFAIK, but we used it in Triforce% OoT ACE Showcase for BotW Link and Zelda. It is a completely different technique which does not require an 8-bit or color index framebuffer. Custom microcode moves the light intensity from shade color to shade alpha, and then alpha compare is used to draw or not draw the pixels based on whether the light level is above or below a threshold. Triangles are drawn once per cel level, and the combiner is used to tint the cel levels differently for the lighting and to invert the shade alpha if needed.
    glank and I developed this cel shading implementation in October 2021, before your video, but we didn't release it until July 2022 along with Triforce%, so you did publish first. Wiseguy also developed a completely different cel shading implementation around the same time, but never released it. It uses textures and CPU modification of ST coordinates which is much less flexible and efficient.

    • @Sauraen
      @Sauraen ปีที่แล้ว +40

      Here is a video of the cel shading from December 2021: youtu . be/dbRklrBvzXM
      Here is the main Triforce% video: youtu . be/2x_pqyrf9lA

    • @orangehatmusic225
      @orangehatmusic225 ปีที่แล้ว

      Inverse matrices for the win.

    • @ETXAlienRobot201
      @ETXAlienRobot201 ปีที่แล้ว

      i was curious how exactly those microcode patches actually worked!

    • @dialog_box
      @dialog_box ปีที่แล้ว

      @@Sauraen oh that's a smart way to get around youtube's url suppression. just put it a reply instead of the main comment

    • @ZanaGBYT
      @ZanaGBYT ปีที่แล้ว +3

      Honestly it would have been a great showcase if y'all did not lie about what it was until the very end. Being honest hurts nobody. lying to an audience of millions about what the "restored content" is until the end of the run, on the other hand...

  • @pleaserespond3984
    @pleaserespond3984 ปีที่แล้ว +150

    "Doesn't work on emulator" is a sure sign you're doing something really cool with the hardware.

    • @flintfrommother3gaming
      @flintfrommother3gaming 11 หลายเดือนก่อน +27

      Or maybe it's that Project64 is an emulator stitched together by game only pathces.

    • @xdanic3
      @xdanic3 8 หลายเดือนก่อน

      @@flintfrommother3gaming I wonder if it could work with a graphic engine that uses software renderer

    • @ikannunaplays
      @ikannunaplays 8 หลายเดือนก่อน +6

      @@flintfrommother3gaming That's correct, it doesn't emulate hardware it emulates the result of the code. The N64 emulators that were attempting to emulate actual hardware have died off due to the popularity of the former.

    • @MelodyGoad
      @MelodyGoad 7 หลายเดือนก่อน +4

      @@ikannunaplays Not entirely. Right now, the most accurate n64 emulator is neither mupen64plus nor project64, but instead another emulator, called ares. ares's n64 core was started by the late Near, known for also creating bsnes. ares is FAR more accurate than any other n64 emulator out there, to the point that it's the only n64 emulator that can emulate n64 linux. not even cen64 can do that lol

    • @ikannunaplays
      @ikannunaplays 7 หลายเดือนก่อน

      @@MelodyGoadI was unaware of Ares, but good to know. It does seem very promising, but as with the high accuracy of emulating hardware vs emulation of the effects of the code comes high computational requirements. The reviews say there are many games that slow down very badly, but that's to be expected as emulating hardware would require a machine 1000x more powerful than the original machine itself. Though in around 2008 there were many N64 emulators attempting to emulate the hardware that performed equally as well and this tells me that Ares may not be using the multi-threaded approach as the clock speeds on PC's then is about on par with PC's now and thus the the performance would be about the same. It's still an early development but I would hope using the multiple cores of modern CPU's would be implemented as that's the only way to get performance gains though it seems they've adopted the single threaded linear approach for now.

  • @-mw.
    @-mw. ปีที่แล้ว +304

    I love the jank on pixel lighting by just repeating the values 3 times. That's the best way to game jam.

    • @C.I...
      @C.I... ปีที่แล้ว +21

      It's not jank if it works :D

    • @thezipcreator
      @thezipcreator ปีที่แล้ว +20

      @@C.I... I think it's possible for things to be jank and work at the same time

    • @jackthehacker05
      @jackthehacker05 ปีที่แล้ว +7

      @@thezipcreator I'm pretty janky and I work almost just fine.

    • @ReyndOut
      @ReyndOut ปีที่แล้ว +9

      Well, didn’t stop Super Mario 64 😂

  • @Art1stical
    @Art1stical ปีที่แล้ว +169

    You say lighting on the player is so subtle is not noticeable.
    Believe me, it's noticeable. As an environment artist myself, those subtle details that you think nobody notices, are exactly the ones that ground a scene together. If you don't have those subtleties, something would feel off and people would notice, even if they don't know exactly what's missing.
    So, you taking the time to do it is wonderful. Fantastic video!

    • @renakunisaki
      @renakunisaki ปีที่แล้ว +14

      I draw character art with vector graphics. Sometimes I'll add a shadow or light and then blur it so heavily, you can barely even tell it's there. But if you delete it, the difference is night and day. Sometimes the things you think you can't even notice are very important.

    • @inthefade
      @inthefade ปีที่แล้ว +8

      As a painter who gets lots of compliments on my rendering, I agree 100%. Some people can render well enough, but often won't go the extra mile to include these kinds of "barely noticeable" lighting effects, & everything ends up looking disconnected.

  • @sporks5000
    @sporks5000 ปีที่แล้ว +27

    "You probably didn't even notice the effect on the player..."
    THE FIRST thing I noticed and WAS BLOWN AWAY BY was the shadows on the player. HOLY WOW, dude.

    • @OLDmanBOB
      @OLDmanBOB 8 หลายเดือนก่อน

      i know, it was the first thing i noticed.

  • @GavinandthePiano
    @GavinandthePiano ปีที่แล้ว +80

    Underrated as hell, you’ve got some excellent chops as a programmer and it’s so cool to see someone push n64 like this with really creative ideas

  • @meetsys
    @meetsys ปีที่แล้ว +55

    so cool to see a n64 can handle toon shading + shadows while keeping the frame rate higher than 0

    • @3of12
      @3of12 ปีที่แล้ว +4

      Yeah the more I learn about the subject the more its becoming apperent the programming that was used back in the day was very inefficient and there is so much potential for improved performance on old consoles. There is a project on TH-cam about making Mario 64 run at 60 fps on original hardware.

    • @Aeduo
      @Aeduo ปีที่แล้ว +3

      @@3of12 The game production industry seems rather harsh, and it was probably no better back then. Just get everything done as quickly as possible. Obviously plenty of great games came out of it, but it's neat what people can make given a genuine passion for it.

    • @LeadHeadBOD
      @LeadHeadBOD 3 หลายเดือนก่อน +1

      ​​@@3of12 admittedly, all of this is being done with 20 years of hindsight and time to experiment. The original developers probably could have done something very similar, but the reality is they had to publish something RIGHT NOW. Additionally, while the original developers had access to N64 documentation, it was basically up to themselves to create something from nothing. Information access these days is so much more widespread, not to mention that we have access to code from different studios with unique approaches.
      Even exceptionally good programmers like John Carmack have gone on to point out deficiencies in their code multiple years later with the notion of "I have no idea why I did this, it can be done way more efficiently like that".

  • @UltimatePerfection
    @UltimatePerfection ปีที่แล้ว +16

    Actually, I have read somewhere that SM64 originally was to have dynamic shadows, but the players found jumping confusing so a decision was made to remove dynamic shadows and light everything from the top, having the "blob" shadow under Mario to help aim the jumps.

    •  ปีที่แล้ว +7

      The newer Mario games most definitely do have dynamic lighting, but they keep an extra shadow exactly below Mario for jumping purposes.
      It's interesting how in Mario Galaxy, this shadow's calculations are part of the whole gravity calculations because where Mario will land is affected by gravity.

  • @PixelPipes
    @PixelPipes ปีที่แล้ว +17

    Really really cool! This looks so unlike anything else on the N64 (including the unfiltered textures) that it sort of mentally registers as something else entirely.

  • @DanielSavageOnGooglePlus
    @DanielSavageOnGooglePlus ปีที่แล้ว +40

    I feel as though every idea for a N64 game I think up has a moment where I coldly ask myself “will the fillrate be okay?”

  • @someoneelse1534
    @someoneelse1534 ปีที่แล้ว +7

    Really impressive that this was one of the only "finished" games in the jam, as well as pioneering new techniques.

  • @YourIdeologyIsDelusional
    @YourIdeologyIsDelusional ปีที่แล้ว +3

    The lighting on the player was one of the first things I noticed because I don't remember seeing that in any N64 game I played growing up. Your lighting makes the game look more like it's a PC game from that era.

  • @darkowl9
    @darkowl9 ปีที่แล้ว +3

    I'm not sure if cel shading wasn't done as much because of technical limitations so much as no-one really tried it. IIRC, Jet Set Radio on the Dreamcast was one of the first, if not the first, games to use cel shading as a style, at least as we see it today. I think there were a few earlier PS games but not to the same graphical extreme as JSR.

  • @harrydsgn
    @harrydsgn ปีที่แล้ว +3

    Wish we had gotten more late era N64 stuff that looked like this! Definitely reminds me of a much more technically impressive Doubutsu no Mori

  • @VoonNBuddies
    @VoonNBuddies ปีที่แล้ว +2

    What a creative solution given the limitations! It's kind of crazy that this look (which is beautiful by the way) was possible on the N64 but just, like, hadn't been invented yet. Like this was just complicated enough that no one thought to do it but is still possible if you already know what the end goal is.

  • @takacsadam2850
    @takacsadam2850 ปีที่แล้ว +8

    i like the art style, much better than *slap a random generic toon shader on top of everything* since yours has character and everything. it never looks off and the character light is also a nice touch

  • @williamist
    @williamist ปีที่แล้ว +28

    yay more n64 videos! always love your stuff :D

  • @JoSilverNG
    @JoSilverNG ปีที่แล้ว +1

    Ahhhhh, bullying hardware/software in to doing things it wasnt meant to do, honestly my favorite passtime.

  • @C.I...
    @C.I... ปีที่แล้ว +9

    Love the video and what you're doing on the ol' 64.
    I couldn't help but notice the interlaced comb artifacts on the footage, though. I imagine you could get rid of those by de-interlacing the footage and rendering at 60fps, then it would look even better!

  • @mrhs5220
    @mrhs5220 ปีที่แล้ว +2

    It's so exciting to see the advances that are being made in the N64 homebrew scene. I hope that someday we will see some brand-new limit-pushing games like we have on the Genesis now.

  • @sadierobotics
    @sadierobotics 11 หลายเดือนก่อน

    The first thing I noticed was the shadows on the player, and they look amazing! This whole game looks amazing!

  • @phirenz
    @phirenz ปีที่แล้ว +14

    Interesting, not the technique I was expecting.
    I was expecting a threshold lookup texture and a modified microcode to feed the result of lighting calculation into the UV coordinates.
    It's a shame 2cycle mode doesn't let you specify two sets of UV coords, then you could use one set for the toon shading lookup texture, and the other for actual texture data and multiply them. Means this lookup technique can't use texturing, unless you do multiple passes.

  • @kylespevak6781
    @kylespevak6781 ปีที่แล้ว +3

    The game looks like a PS1 Wind Waker, if that makes sense

  • @DommoDommo
    @DommoDommo ปีที่แล้ว +7

    Game looks cute as hell, you all did a fantastic job.

  • @MCgranat999
    @MCgranat999 ปีที่แล้ว

    The player shadows are super important.
    The first thing I've checked, looks great!

  • @danieleguercia6483
    @danieleguercia6483 ปีที่แล้ว

    Riders on the storm!! This is incredible! Subscribed

  • @JuanesChiwirosky
    @JuanesChiwirosky ปีที่แล้ว +2

    Thank you very much for sharing those techniches, it is really awesome to see that kind of stuff running on the beloved N64

  • @DougSalad
    @DougSalad ปีที่แล้ว +9

    Amazing work, I'll definitely be popping this one in the everdrive! :)

  • @command-tab
    @command-tab ปีที่แล้ว

    This was really cool, informative, and well explained. Excellent work!!

  • @kenh6096
    @kenh6096 ปีที่แล้ว +1

    Great work, Loving seeing what you are getting out of the N64.

  • @loganmahoney2284
    @loganmahoney2284 ปีที่แล้ว

    Man this is amazing. Good work.

  • @lamenwatch1877
    @lamenwatch1877 ปีที่แล้ว +2

    Beautiful. Just beautiful.

  • @tslim250
    @tslim250 ปีที่แล้ว

    Fantastic work. the world needs your genius for so much more too. Keep doing great interesting things!

  • @stephencooper3067
    @stephencooper3067 11 หลายเดือนก่อน +1

    I'd love to see a full platformer from this. The animations look incredibly smooth and and full. You say the shadow on the player was subtle but i think i was drawn to how good the character looked moving and i think the shadows played a large part in that even if it was subconsciously. It may be a small piece on its own but without it the larger whole would be incomplete, or at least thats my take!

  • @PhillipsAlbright
    @PhillipsAlbright ปีที่แล้ว

    Hey, I saw yall's game shown off at the Oak City indie games event and now i see this recommended to me on youtube. Really cool stuff and I had a great time trying out your games, the Telelocation one also being super fun.
    Edit: Just realized you are the portal n64 guy, I've been following you for a while and didn't realize you were local, small world.

  • @davidpyne6414
    @davidpyne6414 ปีที่แล้ว

    You are a god! this is amazing, keep up the amazing work you do. thank you so much!! :D

  • @dyscotopia
    @dyscotopia ปีที่แล้ว

    And this is how you get lit at a game jam

  • @mantax55
    @mantax55 ปีที่แล้ว +2

    I wish Quake’s (in GLQuake at least) original shadows were updated to your technique. (enabled by using r_shadows 1)

  • @Fixaah
    @Fixaah ปีที่แล้ว +4

    FightAgainstTheAlgorithm

  • @orangehatmusic225
    @orangehatmusic225 ปีที่แล้ว +1

    Inverse matrices for the win.

  • @xneoken
    @xneoken ปีที่แล้ว

    Very informative video! I hope to see more!

  • @TylerjWebb
    @TylerjWebb ปีที่แล้ว

    I love how this looks

  • @numberoneappgames
    @numberoneappgames ปีที่แล้ว

    Loved your work on the N64.

  • @sebastiangudino9377
    @sebastiangudino9377 9 หลายเดือนก่อน

    The shadows on the player effect are indeed so subtle that most games actually ignore them! Two famous examples are Wind Waker HD and Genshing Impact. Those games run in hardware that would make shading the character trivial. And yet they do not! They do REACT to lighting. But they only change the color pallet, they dont really cast the corresponding shadow on the player model. The resason is not only to save the unecesary computation during rendering, but the fact that in general ignoring shading produces a more appealing result! Of course thar doenst mean the effect should ALWAYS be ignored. Zelda BOTW does cast shadows on Link! And the result is quite nice. But is also ignores shadows in some other entities for stylistic purposes. Deciding what to shader and what not to shade is always a very intresting question. And i feel like in a game that is pretty much an excuse to showcase a bunch of cool lighthing methods and hacks in hardware that did not support it, then doing the shading was absolutely the right call!

  • @Visleaf
    @Visleaf ปีที่แล้ว +6

    Very impressive!!

  • @Hito_kun
    @Hito_kun ปีที่แล้ว +1

    Could Mega Man 64 be considered toon shaded ? It immediately came to my mind when talking of N64 with "cartoon" graphics.
    Still, this is on a league of it's own. Amazing work.

  • @Aeduo
    @Aeduo ปีที่แล้ว

    Neat to see what could've been on the N64 had something been given as much time as it needed. Although modern tools and techniques seem to help too. This almost looks like something that could've been on Dreamcast or something.

  • @gky93
    @gky93 ปีที่แล้ว

    Hi, thanks for your video ! I managed to use the Dynamic shadows technique, that you used for your game, on a casio graphical calculator.

  • @Timmzy27
    @Timmzy27 ปีที่แล้ว +2

    Great work my man 😊

  • @m.s7839
    @m.s7839 ปีที่แล้ว

    This is really impressive.

  • @kairon156
    @kairon156 ปีที่แล้ว

    I think it's very neat that your able to make N64 games today.

  • @axelguizar1
    @axelguizar1 ปีที่แล้ว +3

    quality content, thank you

  • @thrashvictim6591
    @thrashvictim6591 11 หลายเดือนก่อน

    What a time to be alive as a huge n64 fan

  • @Keyspot
    @Keyspot ปีที่แล้ว

    This is incredible

  • @becausemexico149
    @becausemexico149 ปีที่แล้ว +1

    Awesome, really enjoyed de video.

  • @Fuuntag
    @Fuuntag ปีที่แล้ว

    Very good work!

  • @DanielTRBeats
    @DanielTRBeats ปีที่แล้ว +3

    Esse vídeo vai ser histórico, e estou marcando a minha presença aqui

  • @ndavid42
    @ndavid42 7 หลายเดือนก่อน

    The game looks fun! Reminds me of Wilmot's Warehouse feat. Overcooked :)

  • @D_VAULTZ
    @D_VAULTZ ปีที่แล้ว

    i noticed it straight away, sick.

  • @NoReverse77
    @NoReverse77 ปีที่แล้ว +1

    One of my favorite racing games is pixel shaded and I love it.

  • @pastiesandagstring
    @pastiesandagstring ปีที่แล้ว

    Hello. Recently found your channel. I’m so excited about the portal 64 game. It looks so great. Better than the ds version which was pretty great version as well. Im lazy and don’t want to compile it right now though lol. Least not til it’s more complete. I checked this out in the mean time. I have it running on provenance for iOS which uses mupen for its core. It seems to work but I just wanted to know is the first level supposed to be black and white? Or is this a glitch with the emulator?

  • @Myako
    @Myako ปีที่แล้ว +6

    Looks incredible, great job! 👏🏻👏🏻👏🏻💪🏻💪🏻💪🏻

  • @sirp0p0
    @sirp0p0 ปีที่แล้ว

    Funny enough, it looks like a DS game with those effects. Pretty neat.

  • @adamgreenhill110
    @adamgreenhill110 ปีที่แล้ว

    The player is fully lit... And your videos are Fully Lit too (sorry I had to)

  • @danielboigenzahn9565
    @danielboigenzahn9565 ปีที่แล้ว

    Loved the tutorial man this thing is legit 100% !! althogh i wish if theres a way you can do it on computer

  • @l-l
    @l-l ปีที่แล้ว +1

    Awesome!

  • @MoonSarito
    @MoonSarito ปีที่แล้ว

    This looks pretty awesome for the N64 hardware.

  • @skeleton_craftGaming
    @skeleton_craftGaming ปีที่แล้ว

    You my friend our wizard

  • @KrakenCasting
    @KrakenCasting ปีที่แล้ว +1

    What a clever work around! While that was a fun diversion, I'm excited for more Portal videos.

  • @asmithgames5926
    @asmithgames5926 ปีที่แล้ว

    Impressive!

  • @ManecoSonic
    @ManecoSonic 7 หลายเดือนก่อน

    Please give the Sega Dreamcast some love too!❤

  • @Kenbomp
    @Kenbomp ปีที่แล้ว

    U should label the lit and unlit columns in diagram to make more clear . Great job. In that's the great thing about games you can develop on anything and it's not wrong.

  • @MapSpawn
    @MapSpawn ปีที่แล้ว

    I'm a Half-Life modder and the word "Lambert" in these terms meant full bright lighting, no shadows.

  • @josiahjack455
    @josiahjack455 7 หลายเดือนก่อน

    This video is lit. Err....shaded, whatever, it's cool

  • @sophiad4297
    @sophiad4297 ปีที่แล้ว

    It's work! Thx u so much

  • @coloringontheline
    @coloringontheline ปีที่แล้ว

    Incredible as always! I'm so stocked for more updates on Portal 64.
    If I wanted to check out the game. What does one recommended I do to play it on n64?

    • @pix06pix06
      @pix06pix06 ปีที่แล้ว +1

      You'd wanna grab an everdrive cartridge

  • @CYON4D
    @CYON4D ปีที่แล้ว

    Awesome.

  • @krmu7068
    @krmu7068 ปีที่แล้ว

    Neat!

  • @Ficehdulah
    @Ficehdulah ปีที่แล้ว

    Hey is there a similar scene for GameCube? Very interested in what people can pull off on that console as well.

  • @brandonlunchbag
    @brandonlunchbag ปีที่แล้ว

    no that subtlety helps sell it. good call

  • @MasterNinjaKF
    @MasterNinjaKF ปีที่แล้ว

    Awesome! I want develop games for N64 too

  • @redfoxbennaton
    @redfoxbennaton 4 หลายเดือนก่อน

    Toon shading was possible on N64. It was available on Toy Story 2 level selections and should have been more available.

  • @kez963
    @kez963 ปีที่แล้ว +1

    How long time did you spend making this game? :D

  • @omarcortes88
    @omarcortes88 ปีที่แล้ว +3

    Neat

  • @irkandcrew
    @irkandcrew ปีที่แล้ว +9

    But how'd ya do on the contest?

    • @VariaPrime
      @VariaPrime ปีที่แล้ว +8

      their team got first place!

    • @irkandcrew
      @irkandcrew ปีที่แล้ว +2

      @@VariaPrime oh sick!

  • @RADkate
    @RADkate ปีที่แล้ว +2

    might aswell go all the way and implement pbr next haha

  • @madmax2069
    @madmax2069 ปีที่แล้ว

    1:52 that crack probably doesn't help.....
    Joking aside, well done, you're doing what once was thought impossible possible.

  • @WannabeMarysue
    @WannabeMarysue ปีที่แล้ว

    cute looking game

  • @JamesTDG
    @JamesTDG ปีที่แล้ว

    Tbh, once portal 64 is made, we need half life 64 next

  • @valentinorubio703
    @valentinorubio703 ปีที่แล้ว

    can't stop noticing that the stone tables are using the bedrock texture from Minecraft

  • @fantasmashy
    @fantasmashy ปีที่แล้ว

    the snowman in paper mario 64 used cellshading

  • @galaxygod9262
    @galaxygod9262 11 หลายเดือนก่อน

    I did a speedrun for this game a few months ago, it’s 13 minutes flat so anyone else who wants to try just know it’s not a long run at all!

  • @jtn191
    @jtn191 ปีที่แล้ว

    Woo!

  • @Xale007
    @Xale007 ปีที่แล้ว

    Black Magician here

  • @ivonnatrolue6747
    @ivonnatrolue6747 ปีที่แล้ว

    I clicked on this video because I'm pretty high at this moment. I wouldn't click on it otherwise. But I just want to say I appreciate when people get into their niche interests. Cool shit.

  • @emptyedits.
    @emptyedits. ปีที่แล้ว

    Hey if possible could you link me to resources for learning about development for the n64?

  • @terrordisco2944
    @terrordisco2944 ปีที่แล้ว

    You did the programming in InDesign?

  • @NoVIcE_Source
    @NoVIcE_Source ปีที่แล้ว

    woah

  • @toasterenthusiast6188
    @toasterenthusiast6188 ปีที่แล้ว

    Lit 👌

  • @llcoolgames
    @llcoolgames ปีที่แล้ว

    dope