What allowed this to be possible? Because I thought the difficulty was one couldn't easily know this a priory?
It's magical. Feels like if MM really did originally come out on PCI can't decide wether to jump in now or wait for RT. How solid is this first build?
Whelp. I guess I can play it twice.It's magical. Feels like if MM really did originally come out on PC
I think he means that the recomp's code isn't readable in that it doesn't immediately tell you what a piece of code does. You can't just look at what a function's name is and glean what its purpose was or what a specific variable might have stored. The reason the MM decomp was so helpful for the recomp was that there was documentation and examples of what the code did while being a match for the recomp's structure.Nerrel
3 minutes in the video, you mention that the recomps code is not readable, so having a fully reverse engineered source code is very helpful for modding & patching.
So is it even possible to make mods for a recomps version (without having access to PC port like Mario 64 or OOT)?
I'm really out of my depth here, so maybe you already mentioned it in your video. To me it sounds like adding gyro, for instance (as you mention at the start of your video) is only possible because that work had already been done. Or am I misunderstanding?
Wow! This is mind-blowing, I would love to see Wave Race 64 using this.
Edit: Just tried Majora's Mask and I have to say that I love the more simplistic approach with fewer options, it's so plug and play. Simply fantastic!
Ah so it's still possible to make mods, but it's (much) more difficult than if you can easily see what the code does?I think he means that the recomp's code isn't readable in that it doesn't immediately tell you what a piece of code does. You can't just look at what a function's name is and glean what its purpose was or what a specific variable might have stored. The reason the MM decomp was so helpful for the recomp was that there was documentation and examples of what the code did while being a match for the recomp's structure.
Yes, with or without a decomp, recomp will give you C code that you can edit. But with a decompilation, you get said C code to have function and variable names that make sense. So it saves time.Ah so it's still possible to make mods, but it's (much) more difficult than if you can easily see what the code does?
Got it. Thanks both!Yes, with or without a decomp, recomp will give you C code that you can edit. But with a decompilation, you get said C code to have function and variable names that make sense. So it saves time.
I actually thought this as well, so I really don't know.What allowed this to be possible? Because I thought the difficulty was one couldn't easily know this a priory?
You tried looking at the controller mappings options within the Settings menu?anyone got this to work with a NSO 64 pad?
no matter what I do one C button won't work, steam input didn't help either
Be really interested to see how WR64 functions at higher frame rates, I can see the water physics beinf tied to the games native frame rate. That's complete speculation tho
I could have misunderstood, but I thought Nerrel had said in his video that RT64 works in a way that the game logic actually only ever sees the original frames (and other data) that the game originally produces, and that's why (while I'm sure there are some edge cases and conditions that need to be specifically accounted for) it doesn't matter what output framerate you specify the game to run at, or even if you were to swap out any of the assets that the game will draw with, internally the game only sees the original version of the game and that's why everything continues to workBe really interested to see how WR64 functions at higher frame rates, I can see the water physics beinf tied to the games native frame rate. That's complete speculation tho
yeah like two different physical buttons always show up as a duplicateYou tried looking at the controller mappings options within the Settings menu?
anyone got this to work with a NSO 64 pad?
no matter what I do one C button won't work, steam input didn't help either
It should be possible (IIRC it just worked without doing anything in SoH) but yeah it probably requires some extra work per portYeah I hope they could somehow get native NSO 64 pad and GC USB support.
Alternatively, I could invest in a N64 -> USB adapter. Now is probably the time if we're gonna see all these PC ports of N64 games.
Yeah I hope they could somehow get native NSO 64 pad and GC USB support.
Alternatively, I could invest in a N64 -> USB adapter. Now is probably the time if we're gonna see all these PC ports of N64 games.
Have you tried SM64 Plus? It was a fairly simple install process for me, and the game comes with a ton of cool extra features you can toggle.This is pretty incredible news. I *might* wait for the Ship of Harkinian release to play Majora's Mask, the QoL features it adds are excellent and I want to use them for the game (plus the possibility of a OoT/MM native PC randomiser), but I'll give it a shot for other games for sure. Mario 64 PC with minimal effort would be great, the current version just fails to compile for me and it's a lot more work to do than the OoT one.
Do we know if that is similar behavior to the original game running on original hardware?I'm playing with a controller and I feel like rotation is handled rather poorly. For instance if I rotate the analog stick I expect Link to run in small circles but even at rather slow speeds the circle is broken. Other than that it's really great feeling.
Not sure but it's the same in SoH Ocarina of Time with the same controller. I'm just used to doing smaller circles in games now I guess.Do we know if that is similar behavior to the original game running on original hardware?
I reported that to Wiseguy during testing, he wants to fix it but didn't want to screw around with the controls so close to launchanyone got this to work with a NSO 64 pad?
no matter what I do one C button won't work, steam input didn't help either
I know that Battle for Naboo and Indiana Jones and the Infernal Machine do, and MM used it for it's point lighting system. Wiseguy actually has a listing of games that used one particular microcode on his github: https://github.com/Mr-Wiseguy/f3dex2
Glad to hear that you want to use the textures, but I'm probably going to redo at least the first 1/4 of the game before releasing the pack again. The early textures were not great and I also plan to revise the whole thing to account for the RT lighting, since I had a lot of baked in shadows and reflections that won't make sense anymore.I gave this a try just now and I'm already completely enamored at seeing this game run in widescreen and 144fps on my PC. I really can't decide if I wanna play this right now or wait until analog camera and HD textures are out, it's gonna be a painful wait but it'll be so worth it :')
Glad to hear that you want to use the textures, but I'm probably going to redo at least the first 1/4 of the game before releasing the pack again. The early textures were not great and I also plan to revise the whole thing to account for the RT lighting, since I had a lot of baked in shadows and reflections that won't make sense anymore.
I reported that to Wiseguy during testing, he wants to fix it but didn't want to screw around with the controls so close to launch
I know that Battle for Naboo and Indiana Jones and the Infernal Machine do, and MM used it for it's point lighting system. Wiseguy actually has a listing of games that used one particular microcode on his github: https://github.com/Mr-Wiseguy/f3dex2
Glad to hear that you want to use the textures, but I'm probably going to redo at least the first 1/4 of the game before releasing the pack again. The early textures were not great and I also plan to revise the whole thing to account for the RT lighting, since I had a lot of baked in shadows and reflections that won't make sense anymore.
There may also be a material map system later, which I've already started on since Citra got support for universal normal maps before it was shut down. So I say play it now
It uses the same basic idea as emulation. What happened to enable this is the decomps have allowed most of the major micro codes to be understood and now that code has been integrated into N64 recomp allowing quick but dirty ports since you can do static recompilation using the same basic mapping done in JIT emulation fort the whole executable at once creating a native executable. Basically this doesn't exist if we didn't have things like the Mario 64 decomp, ocarina of time decomp, and more than decade of JIT emulators.What allowed this to be possible? Because I thought the difficulty was one couldn't easily know this a priory?
I want this to happen for all of the platforms. Let me fire up something for SoTN with widescreen baked in.Happy for the N64 faithfuls.
God do I wish there was Saturn equivalent.
I did just for the arwing models, I thought it would be a cool demo example but I wasn't doing the whole game:That'd be amazing.
Maybe I misremember, but didn't you toy with the idea of normal maps with Star Fox 64 3D a few years ago ? ( I can't recall if it was you or someone else)
I did just for the arwing models, I thought it would be a cool demo example but I wasn't doing the whole game:
View: https://streamable.com/x84xmo
Thanks for the video, and on top of everything else for going in to the audio accuracy enhancements, which are a much-neglected part of emulation and ports.Wiseguy has released the tool so technically you could make your own recomps with it, but they might be in rough shape by default. You'd have to spend at least a few days patching issues up, as he did for MM and Superman. And the RT64 enhancements also won't work as well as they do in MM without hands-on tweaks for the animations and other things
I've heard the AI thing before, but never that I'm a zoomer who spends all day on tiktok, that's hilarious. I'd rather have a flat, neutral voice than do the up and down roller coaster inflection a lot of youtubers do.
Narration is the most arduous and unrewarding part of making videos by far- the recordings for this eleven minute video totaled an hour and fifty minutes (and these are trimmed down to remove gaps / throat clearings / etc):
So you know... try to show a little respect