Well there's also COPS : recruit i had the game as an kid and it's actually a full 3d GTA on the DS It's incredible. There's lot of games that pushed the limits of the DS same goes for the GBA but never we saw a real 3d game this huge on a GBA (Except for the unofficial port of tomb Raider) Congrat to the developper it's amazing
Mario Kart DS, Hotel Dusk, Last Window, COP The Recruit, Moon DS, Metroid Prime, Solatorobo are a few of the technical showcases of what the Nintendo DS is capable of.
@@fco64 the wii struggles on a fundamental level as the N64 runs off of a 64 bit integer for some computations. While the wii only runs in 32 bits. Which wouldn't mean much except some things actually run incorrectly because of that discrepancy. And while the wii is leagues faster. It has to loosely approximate the values necessary to run on the system. Causing inaccuracies thanks to having less bits in the pipeline.
@@Sinistar1983 i don't suspect its actually needed to run sm64 in the same way (sans glitches that abuse this aspect), but it would definitely require huge refactors of the code to do. a lot of work for little gain, but i'm sure someone will do it eventually. they have for doom
What about doom, doom 2, cars mater national championship, monkey ball jr, asterix and obelix xxl, driver 2 and 3, james bond, and tony hawk downhill jam!
@@linkthehero8431 The OG GB is a good story that has probably drawn some people to the museum. In reality the internals was probably swapped out before it was put on display. The shell is so deformed and scorched there is not a chance the components inside would've survived a blast
Very impressive work. I think I actually prefer the "no stage textures" look. It looks much cleaner and greatly cuts down on the visual distortion that the more detailed textures introduce.
yeah it looks better because of less distortion. Perhaps you can reduce the detail of the textures to reach a midpoint. adding details as minimal as possible and use that extra power on characters.
@@jsbarrettothe way the perspective is being rendered might be distorting the textures. Of there was a way to lock the texture perspective it might keep that from happening, but I eat crayons so
@@ImperatorZed It's less about precision and more that texture rendering is using fast-but-wrong affine texture mapping. As textures become larger and approach grazing angles, the difference between affine and perspective-correct texture mapping becomes greater.
@@Frustratedartist2You very obviously never grew up with Nintendi back in the 2000s. The same Nintendo that just nonchalantly announces a Metroid Prime game as a headliner game for their newrst handheld. The same madlads who would remake Mario 64 for a device without a dpad and actually put effort into it.
That the GBA can do this at ALL and get so close to the real deal while being playable/holding a stable framerate is genuinely impressive, especially since it wasnt even designed with 3D in mind. And TBH, I actually think it looks better with flat shaded polys. Loss of texture is worth it if it means better gameplay. It almost looks like Star Fox SNES, but as a platformer that way! I can't wait to see future updates!
Honestly, the moveset wasn't too bad. I've been writing games for quite a few years now so there's nothing hugely complex in there. I did have a few annoying collision bugs to fix that made falling through the floor a frequent problem though. Those are broadly fixed now though.
It honestly looks soooooo much better when you disable the textures imo as the shapes of the environments and the differently lit surfaces do enough to add some visual variety. Not to mention the performance improvement it yields. Affine texture mapping gives me a headache honestly haha. But either way, this is such an incredible achievement you've made here! I cant wait to see where this goes!!!
This is insane! It's got the main functionality of mario 64, it's incredible to see how far this project has come, from a red triangle to fully functional movement, I can't wait for this to be complete!
wow, this is really starting to come to life already! one idea: when you switched between textures and solid colors, it made it very apparent that the severe texture warping puts some strain on the eyes. turning off textures almost felt like a relief. unless you can mitigate the issue, i wonder if you should use textures somewhat sparingly, primarily for important details or where they dont warp as intensely. also, for similar colored triangles over a larger area (for example grass), vary the color a bit. it would also help with performance, so a win-win of that and feeling a bit better. i would still include full textures as an option, but mostly just for it being cool and impressive, not practical.
the texture warping is called affine transformation in Playstation, and this is common issue for playstation games. the partital solution is by subdiving triangles, but this effect dosen't remove it completely.
A idea to optimize performance is to draw textures that are close to you and leave objects further out to be untextured. So that way you won't need to waste time on rendering anything further than necessary.
Using vertex colors for the ground would probably be an improvement, ground textures look uglier than the rest because they suffer from the most distortion.
As triangles get further from the camera, the proportion of their render time that gets taken up by actual texture mapping gets smaller. This means that the benefits of skipping texture mapping get increasingly small too. @genderrender I've already implemented mipmapping, which helps with this. Maybe I should just add an extra mipmapping level to really smooth things out in the distance.
@JoshuaBarretto another improvement could be cull some of the geometry outside the view? For example, in the slide in cool cool mountain i saw part of the room where you need to do some wall kicks to get the star.
Incredible optimization work, it is really surprising what can be done on such old hardware, it really cannot move objects in 3D and you have to perform tricks to do it, all the support for the project to continue 👍
@@Random64_ Exactly the same as it does here. Emulators that do higher resolution only work for consoles that pass off graphical work to the hardware (i.e: the emulator runtime). That's not applicable here because everything happens in software.
the fact this runs better than randy's quake port blows my mind. we'll see how it gets when more of the game is finished, but this is fantastic work dude
Perspective correct mapping is a bitch computation wise as it requires division, which ARM didn't have until Cortex A7. Affine texture mapping doesn't require any divide operation. It's why the PS1 GPU uses it, division logic takes up lots of die space.
Absolutely love the progress and minimal appearance of the game with the stage textures off. So much accomplished in so little time. Cannot wait to one day play it.
Dude, what you're doing is precious... don't let it become a bad experience for you, please let yourself enjoy your own work, and please do not break yourself under the pressure.
I'm so glad that you added an option to enable/disable stage texturing! Ofcourse everything else you've been working on has been amazing too. Keep it up!
Incredible is an understatement. In just 1 month of development?! By now, the most impressive tech demo I've ever seen on GBA. And trust me, I've seen a lot of them!
It's just incredible that this looks like Mario and plays like Mario. And the customization features are a really good addition. People could play it the way they want.
The progress youve made in a month is honestly jaw dropping, i hope you continue this project to completion! Even if you dont this is still an impressive display of what the GBAs primitive hardware can do
Going back 2 decades ago from today to 2004, I think it would've been so dope if there was an alternate timeline where Super Mario 64 Advance was co-developed alongside Super Mario 64 DS! Then, if this had happened back in the days when the Nintendo DS was way more relevant than it still is at all (let alone the GBA's relevance), it would've felt very intriguing to have 2 re-iterations of Super Mario 64 inserted into one single gaming device, being a Phat Nintendo DS with SM64DS on Top (Slot 1) and SM64A on Bottom (Slot 2). By the way, I'm gonna make sure not to jinx what I think that could happen to this project, as I really want & need it to succeed for as long as it can survive! Keep up the great work, man!
1:45 ... Honestly, I kinda like the look of this with the textures turned off. There's a certain old-school charm to it. Almost feels like something I could imagine Nintendo having released. There were a few GBA games that really tried to push 3D graphics (primarily FPS titles like _Ecks vs. Sever)_ and they worked surprisingly decently.
@@qar_ty7732I have Spider-Man 2 for GBA and it has a 3d city to swing in. (It looks terrible, worse than this) And it also does weird things with textures.
I agree. The textures sliding around give it a dreamlike/hallucinatory effect that's more disorienting than worth it (especially at this resolution). Flat colors are less busy.
Yoo this is dope. Thought the colors seem to be much darker then the bright vibrant colors on N64. Man the texture warping, if only it could be fixed as the ground can be so hard to see and give depth to the models.
The colour grading is due to the emulator applying a filter that attempts to mimic the GBA's screen colours. I might try to correct for them in software.
This is beyond impresive!!!! I hope you will finish this project because it is pure joy to see so advanced graphics on a GBA (Hope this inspires more projcets like openlara)
This is looking really sick, I have a suggestions: I actually quite like the no textured look, the world seems more understandable at a low res than the noisy textures, and the framerate is way higher, Id suggest some sort of depth shading, similar to how doom does it, where further away objects will appear darker (or bluer if you want to fit in with the skybox), and thats gonna give you a perception of depth wich is the only thing u really loose with removing the textures. No textures also help reduce how noticable texture wobble is Also, saving performance on textures might allow us to have a higher resolution or framerate, wich imo is way more important than textures for the playability of this port
The GBA is so underpowered that even distance fog represents a pretty substantial performance hit, sadly (at a guess, I'd say it's likely to cave the framerate in half).
@@jsbarretto oh wow, that sucks then I guess lol Not quite sure how else to give a sense of depth without textures then, but I still find the terrain way more readable without textures
this is freaking insane also i want to warn you while i was watching i started to feel sick i think the texture warping was the cause maybe this game needs a warning for that idk
please do not take this the wrong way, I absolutely and completely ADORE the top and sides rows of pixels being all melty and rendered differently. Its like I'm looking down into some sort of pool or gourd of liquid, seeing an alternate, mystical universe that has fuzzy or hazy edges. A pool of liquid wisdom? Other comments here have said that the "solid coloring" of triangles looks really cool, and that gave me an idea. A secondary performance mode or texturing setting for the game world could be like a triangle by triangle yes texture or no texture mode that makes: bridges a solid color of brown, stone pillars and small stone blocks and all steel or metal beams a solid color of dark grey, grass triangles being solidly colored dark green with subtle color variation between each unique triangle, with everything else textured normally. Almost like a "halfway" option between using textures and not using them, though I have no idea how much performance would be impacted (positively?).
I can’t believe how much this project has progressed in so little time! I’m perpetually intrigued by any kind of 3D graphics on the GBA, so I’m really excited that you’re making this a reality. Keep up the amazing work!
This is something magical here Still needs some work about Mario's animations, pacing and timing in his movements, but so far this all is amazing work, only one fully working level and castle is already will be enough to show how GBA can kicks, and this all already was possible on a little handheld!
This is amazing! At this rate you could probably make a full port of the first level with enough time. Even just rendering the enemies as 2D sprites would be cool enough imo
0:07 THERE I AM GARY THERE I AM
OMG1!1!1
and hi pack
Nice work
model looks amazing, great work dude
Your model rocks
My questions began with "why", they're now at "how is that even possible??"
Insane optimization at work here!
I'm still figuring out the 'why' tbh
@@jsbarretto because it's COOL
@@jsbarrettomario
Project like this is an artform itself. So the answer for "why" is "because it's beautiful".
@@jsbarrettothe question is, "why not?"
Bro is just gonna make the whole game at this point
bandy
Haha funny checkmark
How's Bathaniel Nandy?
He'll have to make an original character and story first, that way they won't come after him
Hol' up, ain't you Nathaniel B?
The new model is crazy, there’s been so much improvement since Mario was just a triangle!
Kai :D
Don't say that name dude, or you will invoke Nintendo's lawyers!!!!
🔻 Mario in the Resistance confirmed
They grow up so fast 😢
Tbh he still looks gormless
The fact super mario 64 DS is considered a showcase of what the ds could do just shows how insane this is.
SM64DS really shouldn't be considered a showcase of what the DS can do. It doesn't even scratch the surface.
@@poudink5791what's a game that does?
@@poudink5791 it does actually. it and metroid prime hunters are really the only games with fully 3 dimensional navigation on the ds
Well there's also COPS : recruit i had the game as an kid and it's actually a full 3d GTA on the DS It's incredible.
There's lot of games that pushed the limits of the DS same goes for the GBA but never we saw a real 3d game this huge on a GBA (Except for the unofficial port of tomb Raider)
Congrat to the developper it's amazing
Mario Kart DS, Hotel Dusk, Last Window, COP The Recruit, Moon DS, Metroid Prime, Solatorobo are a few of the technical showcases of what the Nintendo DS is capable of.
This is honestly the most amazing homebrew I've seen for GBA, great work!
check out fan made Tomb Raider port, it’s even closer to the console version
@@protocetid Sounds rad, will do!
@@russmarrs2
Also check out Quake on the GBA.
th-cam.com/video/aPewP3LF4EA/w-d-xo.html
@@russmarrs2 quake 1 gba port is also damn impressive! th-cam.com/video/R43k-p9XdIk/w-d-xo.html
"Mario 64 can't run correctly in Wii"
Mario 64 running in GBA:
i mean tbf this is a port made specifically for the GBA, whereas the Wii was trying to emulate Mario 64
wdym the wii emulation works perfectly
@@fco64 I think he's talking about the mario 64 decomp port for wii???
@@fco64 the wii struggles on a fundamental level as the N64 runs off of a 64 bit integer for some computations. While the wii only runs in 32 bits. Which wouldn't mean much except some things actually run incorrectly because of that discrepancy. And while the wii is leagues faster. It has to loosely approximate the values necessary to run on the system. Causing inaccuracies thanks to having less bits in the pipeline.
@@Sinistar1983 i don't suspect its actually needed to run sm64 in the same way (sans glitches that abuse this aspect), but it would definitely require huge refactors of the code to do. a lot of work for little gain, but i'm sure someone will do it eventually. they have for doom
The fact that there were almost no official 3D GBA games released says tons about this project. Keep it up!
007 nightfire was one I had and that controlled horribly
I think there was an Asterix licensed game that was Europe only and somehow did 3D on the GBA.
What about Super Monkey Ball Jr.?
@@iammaybeabro4598 Asterix & Obelix XXL for GBA is indeed a 3D platformer on the GBA, and it's pretty cool!
What about doom, doom 2, cars mater national championship, monkey ball jr, asterix and obelix xxl, driver 2 and 3, james bond, and tony hawk downhill jam!
This is what I envision Mario 64 would look like if your N64 was horribly burned in a fire but miraculously still kind of worked.
Your comment reminded me of the OG Game Boy that survived a bombing during Desert Storm and is now having Tetris continually going in a museum.
And almost every asset is either gone or corrupted
@@linkthehero8431 The OG GB is a good story that has probably drawn some people to the museum. In reality the internals was probably swapped out before it was put on display.
The shell is so deformed and scorched there is not a chance the components inside would've survived a blast
Very impressive work. I think I actually prefer the "no stage textures" look. It looks much cleaner and greatly cuts down on the visual distortion that the more detailed textures introduce.
A lot of people have been saying that.
yeah it looks better because of less distortion.
Perhaps you can reduce the detail of the textures to reach a midpoint. adding details as minimal as possible and use that extra power on characters.
@@jsbarrettothe way the perspective is being rendered might be distorting the textures. Of there was a way to lock the texture perspective it might keep that from happening, but I eat crayons so
@@corrupted_realmthis runs fast because it uses faster calculation methods for rendering that are not very precise
@@ImperatorZed It's less about precision and more that texture rendering is using fast-but-wrong affine texture mapping. As textures become larger and approach grazing angles, the difference between affine and perspective-correct texture mapping becomes greater.
dont burn out man we will be here even if you take a break
nice new model. doesnt look like an eldrich demon now
You’d be horrified what the very first model was
(It only has 3 sides!!!!)
no longer does he look like paper
@@traxter2001(ILLUMIN4TI CONFIRMED???)
Impressive how smooth this runs
as this project progresses It looks more like a planned port Nintendo would have made before the DS came out
Actually, it looks exactly like what a devoted fan would do, not Nintendo. The sad collection for the Switch is what Nintendo actually does.
@@Frustratedartist2You very obviously never grew up with Nintendi back in the 2000s.
The same Nintendo that just nonchalantly announces a Metroid Prime game as a headliner game for their newrst handheld. The same madlads who would remake Mario 64 for a device without a dpad and actually put effort into it.
@REALMARCHINADER
Back then vs now
Still make good games but have always had insanely anti-consumer business practices
That the GBA can do this at ALL and get so close to the real deal while being playable/holding a stable framerate is genuinely impressive, especially since it wasnt even designed with 3D in mind. And TBH, I actually think it looks better with flat shaded polys. Loss of texture is worth it if it means better gameplay. It almost looks like Star Fox SNES, but as a platformer that way! I can't wait to see future updates!
Well GBA does have a lot of impressive 3D games.
OMG you have an outstanding knowledge on how the GBA engine works, well done!
Actually, this is my first serious project on the GBA. I've spent a lot of time asking questions of folks that know more than me about it.
@@jsbarrettosmart move brother
Flat textures look incredible in some parts
I can't believe you were able to recreate his moveset. Models are one thing, but I'm sure getting the physics to cooperate was no small task. Amazing.
Honestly, the moveset wasn't too bad. I've been writing games for quite a few years now so there's nothing hugely complex in there. I did have a few annoying collision bugs to fix that made falling through the floor a frequent problem though. Those are broadly fixed now though.
It honestly looks soooooo much better when you disable the textures imo as the shapes of the environments and the differently lit surfaces do enough to add some visual variety. Not to mention the performance improvement it yields. Affine texture mapping gives me a headache honestly haha. But either way, this is such an incredible achievement you've made here! I cant wait to see where this goes!!!
it's like if bubsy 3D's levels actually knew what they were doing
Bro, this actually looks like a game that you could sit down and play for both fun and realsies when you're bored at this point. That's crazy.
This is looking so good now, such a big jump from last video
This looks simply AMAZING, I never thought something similar could run on a GBA, these animations look really spot on
the jump from last video to this is INSANE, this is such a god damn cool project, best of wishes for its progress
Wow that low poly without textures looked awesome! Better than with textures.
This is insane! It's got the main functionality of mario 64, it's incredible to see how far this project has come, from a red triangle to fully functional movement, I can't wait for this to be complete!
3:08 thats so cool..plus WTF?! you listened to me and changed the grass in Bob-omb battlefield! Thanks for listening to me im humbled
I did, yes. I also thought it was a bad colour choice on Nintendo's part.
wow, this is really starting to come to life already! one idea: when you switched between textures and solid colors, it made it very apparent that the severe texture warping puts some strain on the eyes. turning off textures almost felt like a relief. unless you can mitigate the issue, i wonder if you should use textures somewhat sparingly, primarily for important details or where they dont warp as intensely. also, for similar colored triangles over a larger area (for example grass), vary the color a bit. it would also help with performance, so a win-win of that and feeling a bit better. i would still include full textures as an option, but mostly just for it being cool and impressive, not practical.
I've some ideas in the pipeline for improving the state of texture warping, stay tuned!
the texture warping is called affine transformation in Playstation, and this is common issue for playstation games. the partital solution is by subdiving triangles, but this effect dosen't remove it completely.
@@gerioSB im fully aware of affine texture mapping and use subdivision of tris to mitigate major warping
As long as one of those ideas is const-z perspective correct texture mapping... @JoshuaBarretto
@@gerioSB Thanks for explaining this. I figured there was a term for what we are seeing.
This is unreal, I'm so glad i get to see every step of this
A idea to optimize performance is to draw textures that are close to you and leave objects further out to be untextured. So that way you won't need to waste time on rendering anything further than necessary.
Using vertex colors for the ground would probably be an improvement, ground textures look uglier than the rest because they suffer from the most distortion.
would help with moire, there's a lot even at 160p
As triangles get further from the camera, the proportion of their render time that gets taken up by actual texture mapping gets smaller. This means that the benefits of skipping texture mapping get increasingly small too.
@genderrender I've already implemented mipmapping, which helps with this. Maybe I should just add an extra mipmapping level to really smooth things out in the distance.
@JoshuaBarretto another improvement could be cull some of the geometry outside the view?
For example, in the slide in cool cool mountain i saw part of the room where you need to do some wall kicks to get the star.
@@jsbarretto at 5:51 i can see below the floor where mario slide, instead of not rendering that whole part.
Now I call this SM64 advanced
Incredible optimization work, it is really surprising what can be done on such old hardware, it really cannot move objects in 3D and you have to perform tricks to do it, all the support for the project to continue 👍
I remember first stumbling upon this project and dismissing it as simply a cute tech demo. This is getting incredibly cool. Awesome work!
Still just a cute tech demo, in fairness.
@JoshuaBarretto What does this look like on an emulator with higher resolution?
@@Random64_ Exactly the same as it does here. Emulators that do higher resolution only work for consoles that pass off graphical work to the hardware (i.e: the emulator runtime). That's not applicable here because everything happens in software.
This is exactly the kind of GBA homebrew I've been waiting for.
the fact this runs better than randy's quake port blows my mind. we'll see how it gets when more of the game is finished, but this is fantastic work dude
Perspective correct mapping is a bitch computation wise as it requires division, which ARM didn't have until Cortex A7. Affine texture mapping doesn't require any divide operation. It's why the PS1 GPU uses it, division logic takes up lots of die space.
Man, that might be more impressive than any official 3D game for GBA. Even than smashing drive and that tony hawk game
Asterix and Obelix 3D for the GBA its pretty impressive too
@@jonlima9897 Yea, I forgot to mention it
Cars Mater-National, tho.
@@gpoop23 Nah, this still is more impressive
Absolutely love the progress and minimal appearance of the game with the stage textures off. So much accomplished in so little time. Cannot wait to one day play it.
Def the coolest GBA homebrew project active RN enjoying following the updates. Suprised how solid the mario model and backflips look at all considered
One of the most impressive pieces of homebrew i have ever seen
i love the textureless version. more fps and less texture missplace, is a good idea. and has this snes-md virtua racing , starfox feel.
I really can’t wait to see this in a finished state, this is so impressive, keep up the grand work
I saw an article about this then found your channel. This is awesome. I'm a subscriber now.
I am really here for how much work you spent to make the movement and Mario himself feel so great and fluid
Dude, what you're doing is precious... don't let it become a bad experience for you, please let yourself enjoy your own work, and please do not break yourself under the pressure.
Always wanted to see someone do this, crazy good work dude
I'm so glad that you added an option to enable/disable stage texturing! Ofcourse everything else you've been working on has been amazing too. Keep it up!
I honestly can't believe how far this project has gotten! Keep it up!!
Every copy of SM64 gba is amazing
Incredible is an understatement. In just 1 month of development?! By now, the most impressive tech demo I've ever seen on GBA. And trust me, I've seen a lot of them!
That's impressive, you polished it so much since the last vid
Holy crap this is absolutely incredible! I am so impressed! Thank you so much for sharing your work
This is insane, best of luck with your project going forward!
This is such a mind blowing project keep it up!
It's just incredible that this looks like Mario and plays like Mario.
And the customization features are a really good addition. People could play it the way they want.
i swear this feels like walking through a dream. everything warping as you go by. hella impressive for the gba.
speedruns for this are gonna go CRAZY
Not least because of the sheer number of wall clips due to corner-cutting in the physics code.
Once stars and enemies are added it's gonna be so good. This is already so impressive I can't wait to see where it goes
The progress youve made in a month is honestly jaw dropping, i hope you continue this project to completion! Even if you dont this is still an impressive display of what the GBAs primitive hardware can do
I can't wait to hear the music and how well or unwell it will adapt.. Good luck on this project!
It's only been over a week. This rate of these changes are unreal.
This is very cool, I can only imagine how much work you've poured in to this passion project!! ❤
Is a me, How is this possible 64
This kinda stuff is possible when you squize the game to the nearest and push the hardware capabilities to the farest
Going back 2 decades ago from today to 2004, I think it would've been so dope if there was an alternate timeline where Super Mario 64 Advance was co-developed alongside Super Mario 64 DS! Then, if this had happened back in the days when the Nintendo DS was way more relevant than it still is at all (let alone the GBA's relevance), it would've felt very intriguing to have 2 re-iterations of Super Mario 64 inserted into one single gaming device, being a Phat Nintendo DS with SM64DS on Top (Slot 1) and SM64A on Bottom (Slot 2). By the way, I'm gonna make sure not to jinx what I think that could happen to this project, as I really want & need it to succeed for as long as it can survive! Keep up the great work, man!
I am both impressed and nauseated. Great work.
1:45 ... Honestly, I kinda like the look of this with the textures turned off. There's a certain old-school charm to it. Almost feels like something I could imagine Nintendo having released. There were a few GBA games that really tried to push 3D graphics (primarily FPS titles like _Ecks vs. Sever)_ and they worked surprisingly decently.
This is wild, great work. Excited to see how this develops!
You mad man!!
Ahahaha! I love I've watched your updates every week and you're here now. Absolute mad man!!!
I prefer the look of stage textures turned off, very smooth! Amazing work!
wonder if thats just a side effect of not seeing it at the scale of an actual gameboy
@@qar_ty7732I have Spider-Man 2 for GBA and it has a 3d city to swing in. (It looks terrible, worse than this)
And it also does weird things with textures.
@@qar_ty7732It's the effect of not looking at affine texture mapping lol
At least I don't look like someone who's going through LSD because of a gameboy
I agree. The textures sliding around give it a dreamlike/hallucinatory effect that's more disorienting than worth it (especially at this resolution). Flat colors are less busy.
Yoo this is dope. Thought the colors seem to be much darker then the bright vibrant colors on N64.
Man the texture warping, if only it could be fixed as the ground can be so hard to see and give depth to the models.
The colour grading is due to the emulator applying a filter that attempts to mimic the GBA's screen colours. I might try to correct for them in software.
I love developers like yourself! Amazing. And I will always adore the GBA. So excited about progress!
This is beyond impresive!!!!
I hope you will finish this project because it is pure joy to see so advanced graphics on a GBA
(Hope this inspires more projcets like openlara)
Witnessing history here
Yo... this is getting beautiful! And unique. I'm so happy with the direction this last update as taken.
This is looking really sick, I have a suggestions:
I actually quite like the no textured look, the world seems more understandable at a low res than the noisy textures, and the framerate is way higher, Id suggest some sort of depth shading, similar to how doom does it, where further away objects will appear darker (or bluer if you want to fit in with the skybox), and thats gonna give you a perception of depth wich is the only thing u really loose with removing the textures. No textures also help reduce how noticable texture wobble is
Also, saving performance on textures might allow us to have a higher resolution or framerate, wich imo is way more important than textures for the playability of this port
The GBA is so underpowered that even distance fog represents a pretty substantial performance hit, sadly (at a guess, I'd say it's likely to cave the framerate in half).
@@jsbarretto oh wow, that sucks then I guess lol
Not quite sure how else to give a sense of depth without textures then, but I still find the terrain way more readable without textures
@@jsbarretto what if you shaded based on the orientation of the triangle, and put it with the level data.
@@ghasttastic1912 That's already being done.
this gotta be one of the most ambicious projects in gaming community ever, keep up the work
This is just outright amazing! I wonder how the GBA is making use of the resources available to pull this off.
RISC running on its private RAM. And I think that writing to VRAM is fire and forget. So: no slow down .
The shifting textures make this look like a dream 😵💫. Jokes aside, this is mind-blowing work
this is freaking insane also i want to warn you while i was watching i started to feel sick i think the texture warping was the cause maybe this game needs a warning for that idk
Yep, the warping isn't great. I've some potential solutions in the pipeline.
This is coming along amazing, can't wait to see new stages and full missions ported over
Considering that you're doing this in one month is impressive
It's crazy seeing what could have been had mario 64 stayed on the super nintendo
Nintendo about to give you the "award in excellence" for your amazing work on this project.
or dmca who knows anymore lol
Who says there's a difference?
I love that you're pushing the boundaries of a GBA thats insane
please do not take this the wrong way, I absolutely and completely ADORE the top and sides rows of pixels being all melty and rendered differently. Its like I'm looking down into some sort of pool or gourd of liquid, seeing an alternate, mystical universe that has fuzzy or hazy edges. A pool of liquid wisdom?
Other comments here have said that the "solid coloring" of triangles looks really cool, and that gave me an idea. A secondary performance mode or texturing setting for the game world could be like a triangle by triangle yes texture or no texture mode that makes: bridges a solid color of brown, stone pillars and small stone blocks and all steel or metal beams a solid color of dark grey, grass triangles being solidly colored dark green with subtle color variation between each unique triangle, with everything else textured normally. Almost like a "halfway" option between using textures and not using them, though I have no idea how much performance would be impacted (positively?).
Things are really coming together. This is an exciting project.
This is gonna sound weird, but I think I like it better with textures off. Btw, nice improvements. Looks good!
A lot of folks have said that. I'll try to keep it as an option.
This is incredible! I'm so glad to see all this improvement, and I hope one day we'll all get to play this. It looks like it could be a lot of fun :D
This is fucking insane. Keep it up!!
didn’t expect to see the Saturn guy here heh
This is bonkers and it's amazing that this is possible. Probably just a testament to some really really hard work from this dev.
2:23 when shiz gets SO real
I can’t believe how much this project has progressed in so little time! I’m perpetually intrigued by any kind of 3D graphics on the GBA, so I’m really excited that you’re making this a reality. Keep up the amazing work!
With textures off looks like how they might've done the snes version on FX chip
This is absolutely amazing!! Thanks for the hard work you're putting into this project
Mario 64 advance
Saw a guy couple years ago smugly say this wasnt possible
Every update makes me so happy to see him wrong
It's always impossible until it isn't
It is very cool to see the results of what must be very challenging work! I bet it is a great learning experience too.
You're insane man, idk how you did this but I'm amazed
This is something magical here
Still needs some work about Mario's animations, pacing and timing in his movements, but so far this all is amazing work, only one fully working level and castle is already will be enough to show how GBA can kicks, and this all already was possible on a little handheld!
This is amazing! At this rate you could probably make a full port of the first level with enough time. Even just rendering the enemies as 2D sprites would be cool enough imo
The animations are so good that makes me forget it is a gameboy advance port, damn this project is so cool
I saw the original first video and had no idea this was actually being worked on further. This is simply epic.