Writing An Open-World Engine For The Nintendo 64

Anyone who has ever played Nintendo 64 games is probably familiar with the ways that large worlds in these games got split up, with many loading zones. Another noticeable aspect is that of the limited drawing distance, which is why even a large open area such as in Ocarina of Time‘s Hyrule Field has many features that limit how far you can actually see, such as hills and a big farming homestead in the center. Yet as [James Lambert] demonstrates in a recent video, it’s actually possible to create an open world on the N64, including large drawing distances.

As explained in the video, the drawing distance is something that the developer controls, and thus may want to restrict to hit certain performance goals. In effect he developer sets where the far clipping plane is set, beyond which items are no longer rendered. Of course, there are issues with just ramping up the distance to the far clipping plane, as the N64 only has a 15-bit Z-buffer, after which you get ‘Z fighting’, where render order becomes an issue as it’s no longer clear what is in front of what.

One fix is to push the near clipping plane further away from the player, but this comes with its own share of issues. Ergo [James] fixed it by doing two render passes: first all the far-away objects with Z-buffer disabled, and then all the nearby objects. These far-away objects can be rendered back-to-front with low level-of-detail (LoD), so this is relatively fast and also saves a lot of RAM, as the N64 is scraping by in this department at the best of times.

In the video the full details of this rendering approach, as well as a new fog rendering method, are explained, with the code and such available on GitHub for those who wish to tinker with it themselves. [James] and friends intend to develop a full game using this engine as well, so that’s definitely something to look forward to.

Continue reading “Writing An Open-World Engine For The Nintendo 64”

How Resident Evil 2 For The N64 Kept Its FMV Cutscenes

Originally released for the Sony PlayStation in 1998, Resident Evil 2 came on two CDs and used 1.2 GB in total. Of this, full-motion video (FMV) cutscenes took up most of the space, as was rather common for PlayStation games. This posed a bit of a challenge when ported to the Nintendo 64 with its paltry 64 MB of cartridge-based storage. Somehow the developers managed to do the impossible and retain the FMVs, as detailed in a recent video by [LorD of Nerds]. Toggle the English subtitles if German isn’t among your installed natural language parsers.

Instead of dropping the FMVs and replacing them with static screens, a technological improvement was picked. Because of the N64’s rather beefy hardware, it was possible to apply video compression that massively reduced the storage requirements, but this required repurposing the hardware for tasks it was never designed for.

The people behind this feat were developers at Angel Studios, who had 12 months to make it work. Ultimately they achieved a compression ratio of 165:1, with software decoding handling the decompressing and the Reality Signal Processor (RSP) that’s normally part of the graphics pipeline used for both audio tasks and things like upscaling.

Continue reading “How Resident Evil 2 For The N64 Kept Its FMV Cutscenes”

Super Mario 64, Now With Microtransactions

Besides being a fun way to pass time, video gaming is a surprisingly affordable hobby per unit time. A console or budget PC might only cost a few hundred dollars, and modern games like Hollowknight: Silksong can provide 40-60 hours of experience for only around $20 USD. This value proposition wasn’t really there in the 80s, where arcade cabinets like Gauntlet might have cost an inflation-adjusted $8 per hour in quarters. This paradigm shift is great for gamers, but hasn’t been great for arcade owners. [PrintAndPanic] wanted to bring some of that old coin munching vibe into console gaming, and so added a credit system to Super Mario 64.

The project is a fork of a decompilation of Super Mario 64, which converts the original machine code into a human-friendly format so bugs can be fixed and other modern features added. With the code available, essentially anyone can add features into the game that weren’t there already. In this case, [PrintAndPanic] is using a Raspberry Pi connected to a coin slot, so when coins are put into the game like an old arcade machine, the Raspberry Pi can tell the modified version of Super Mario 64 to add credits. These credits allow the player to run and jump, and when the credits run out Mario becomes extremely limited and barely able to outrun even the slowest Bombombs and Goombas.

With some debugging out of the way and the custom game working, [PrintAndPanic] built a custom enclosure for the game and the coin slot to turn it into a more self-contained arcade-style machine. The modified code for this project is available on the project’s GitHub page for those who want to play a tedious version of a favorite video game that costs more money than it should.

There are plenty of other modifications for this classic as well, most of which involve improving the game instead of adding a modern microtransaction-based system.

Continue reading Super Mario 64, Now With Microtransactions”

The Nintendo 64DD, an N64 add-on released only in Japan in 1999.

Exploring Nintendo 64DD Code Remnants In Ocarina Of Time

What if you took a Nintendo 64 cartridge-based game and allowed it to also use a large capacity magnetic disc format alongside it? This was the premise of the Nintendo 64DD peripheral, and the topic of a recent video by [Skawo] in which an archaeological code dig is performed to see what traces of the abandoned product may remain.

The 64DD slots into the bottom of the console where the peripheral connector is located, following which the console can read and write the magnetic discs of the 64DD. At 64 MB it matched the cartridge in storage capacity, while also being writable unlike cartridges or CDs. It followed on previous formats like the Famicom Disk System.

For 1998’s Game of the Year title The Legend of Zelda: Ocarina of Time such a 64DD-based expansion was worked on for a while before being cancelled along with the 64DD. With this Zelda game now decompiled, its source code has shown to be still full of 64DD-related code that [Skawo] takes us through in the video.

Continue reading “Exploring Nintendo 64DD Code Remnants In Ocarina Of Time

Why Super Mario 64 Wastes So Much Memory

The Nintendo 64 was an amazing video game console, and alongside consoles like the Sony PlayStation, helped herald in the era of 3D games. That said, it was new hardware, with new development tools, and thus creating those early N64 games was a daunting task. In an in-depth review of Super Mario 64’s code, [Kaze Emanuar] goes over the curious and wasteful memory usage, mostly due to unused memory map sections, unoptimized math look-up tables, and greedy asset loading.

The game as delivered in the Japanese and North-American markets also seems to have been a debug build, with unneeded code everywhere. That said, within the context of the three-year development cycle, it’s not bad at all — with twenty months spent by seven programmers on actual development for a system whose hardware and tooling were still being finalized, with few examples available of how to do aspects like level management, a virtual camera, etc. Over the years [Kaze] has probably spent more time combing over SM64‘s code than the original developers, as evidenced by his other videos.

As noted in the video, later N64 games like Legend of Zelda: Ocarina of Time are massively more optimized and streamlined, as lessons were learned and tooling improved. For the SM64 developers, however, they had a gargantuan 4 MB of fast RDRAM to work with, so optimization and memory management likely got kicked down to the bottom on the priority list. Considering the absolute smash hit that SM64 became, it seems that these priorities were indeed correct.

Continue reading “Why Super Mario 64 Wastes So Much Memory”

Static Recompilation Brings New Life To N64 Games

Over the past few years a number of teams have been putting a lot of effort into taking beloved Nintendo 64 games, decompiling them, and lovingly crafting them into highly portable C code. This allows for these games to not only run natively on PCs, but also for improvements to be made to the rendering engine and other components.

Yet this artisan approach to porting these games means a massive time investment, something which static binary translation (static recompilation) may conceivably speed up. Enter the N64: Recompiled project, which provides a binary translation tool to ease the translation of the N64’s binaries into C code.

This is effectively quite similar to what an emulator does in real-time, just with the goal of creating a permanent copy of the translated instructions. After this static binary translation, the C code can be compiled again, but as noted by the project’s documentation, a suitable runtime is needed to get a functional game. An example of this is the Zelda 64: Recompiled project, which uses the N64: Recompiled project at its core, while providing the necessary scaffolding and wrappers to create a working copy of The Legend of Zelda: Majora’s Mask as output.

In the video below, [Modern Vintage Gamer] takes the software for a test drive and comes away very excited about the potential it has to completely change the state of N64 emulation. To be clear, this isn’t a one-button-press solution — it still requires capable developers to roll up their sleeves and get the plumbing in. It’s going to take some time before you favorite game is supported, but the idea of breathing new life into some of the best games from the 1990s and early 2000s certainly has us eager to see where this technology goes

Continue reading “Static Recompilation Brings New Life To N64 Games”

Implementing MegaTextures On Real Nintendo 64 Hardware

As amazing and groundbreaking as the Nintendo 64 was, over the years it has also become synonymous with blurry textures and liberal use of Gouraud shading as its most strongly defining visual features. In a recent video, [James Lambert] covers how the system’s minuscule 4 kB texture memory (TMEM) can be circumvented using mipmapping. By loading progressively more detailed textures (each in 4 kB chunks) in a level-of-detail (LoD), the visual fidelity can be maximized while keeping rendering speeds relatively zippy, as the real-time demo proves.

Determining which textures are visible to the player.

This project was made for the N64brew 2023, with the source code available on [James]’s GitHub account. Although impressive, it bears noting that mipmapping was not an unknown approach in 1996, and many approaches were used to work around the N64’s physical limitations.

In the case of mipmapping, [James]’s demo perfectly demonstrates the problematic nature of mipmapping, as it dramatically increases the storage requirements for the textures, hitting 40 MB just for this one single room, for a system that supports up to 64 MB cartridges.

Ultimately, this shows that the 4 kB TMEM was not the only issue with the N64, with the limited (and expensive) mask ROMs for the cartridges proving to be an insurmountable obstacle that systems like Sony’s PlayStation largely did not have to contend with. With roomy 650 MB+ optical storage, the PS1 got instead tripped up by the glacial access and loading speeds of optical media and its soggy-potato-powered GPU.

Seeing demonstrations like these manage to wonderfully highlight the bottlenecks in these old consoles, and makes one wonder about what could have been, even in an era before 1 TB solid-state drives and direct resource streaming between GPU and said storage.

Continue reading “Implementing MegaTextures On Real Nintendo 64 Hardware”