Mario 64 on GBA

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This isn't a 'port mario 64 on the gba', it's just a proof of concept with everything made from the ground up. So the comment definitely still applies, and for good reasons.

If anything, check the DSi port. Hydr8gon made an incredible amount of effort to make it even work on DSi, and we know that DSi is significantly more powerful than a GBA.
 
This isn't a 'port mario 64 on the gba', it's just a proof of concept with everything made from the ground up. So the comment definitely still applies, and for good reasons.

If anything, check the DSi port. Hydr8gon made an incredible amount of effort to make it even work on DSi, and we know that DSi is significantly more powerful than a GBA.
Are we gatekeeping language now? Doom for the snes is still widely considered a port despite being made with a custom engine from the ground up without source code reference

and I have to say, nintendo did a fantastic job getting mario 64 running on the original ds back in 64
 
Are we gatekeeping language now? Doom for the snes is still widely considered a port despite being made with a custom engine from the ground up without source code reference

and I have to say, nintendo did a fantastic job getting mario 64 running on the original ds back in 64
What do you mean? 🤔
 
This isn't a 'port mario 64 on the gba', it's just a proof of concept with everything made from the ground up. So the comment definitely still applies, and for good reasons.

If anything, check the DSi port. Hydr8gon made an incredible amount of effort to make it even work on DSi, and we know that DSi is significantly more powerful than a GBA.
That port is amazing but need to be polished. :-/
 
We have seen tomb raider on the GBA. Amazing work, wow.

Is it possible with magic and the star aligning to port mario 64 on the gba and if yes should we dare to do so or is it a better idea to keep pandoras box closed.
The Nintendo DS is a better platform for such a feat. I'd love a 1:1 port, but it'd probably be a heck of a lot easier to just mod the retail DS version to mirror the N64 release.
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the dream is true


The way the graphics distort heavily near the camera is a no-go... If they fix that ugly mess it'd be a lot better. Not sure why they added that, it didn't have it originally.
 
Yeah, it is possible but graphic would be horrible, akin to potato mode.

It is fun experiment. :)
 
I really don't like that the floor distorts so badly close to the camera now. It never used to do that, and I wish the dev would change that back.
There is a performance reason for this quirk.
Affine transformation would take too much CPU time to compute so this is the best that could be done for the time being.
I believe it will be improved further eventually, the older versions looked much worse than that.
 
I really don't like that the floor distorts so badly close to the camera now. It never used to do that, and I wish the dev would change that back.
It did, though? In fact it used to be worse early on, before he fixed some issues.
It's the same limitation the PS1 has, lacking hardware for 3D rendering and lack of raw power to do it in software. Though the effect is a lot more exaggerated on the GBA, not sure if it's just due to the lower resolution or there are some issues with it that could still be improved.
Interestingly, the N64 didn't share this same limitation as the PSX, which resulted in it being closely associated with the PSX and these days is often referred to as the "PSX effect"
 
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It did, though? In fact it used to be worse early on, before he fixed some issues.
It's the same limitation the PS1 has, lacking hardware for 3D rendering and lack of raw power to do it in software. Though the effect is a lot more exaggerated on the GBA, not sure if it's just due to the lower resolution or there are some issues with it that could still be improved.
Indeed, the low resolution exaggerates the jaggy effect, the only reason why it may have looked better before was from using flat textures for testing maps in earlier builds.

It could be improved but that would cost too much to compute every frame, so the best is to work around it or accept a small amount of distortion, I think the dev mentioned having searched for a solution and wasn't entirely satisfied still so I would expect this to be fixed in a newer version, if it could be helped further that is.
 

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