ROM Hack Super Mario 64 GBA?

OldNewComputers

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Do you think the GBA could have done a Super Mario 64 remake/demake (I'd call it "Super Mario 32")? I'm guessing it couldn't have done texture-mapped 3D polygons like SM64/DS and flat shaded Starfox-style polygons (such as in "Star X") would not be preferable, but what about a quasi-3D solution like an idea I have below:

Render individual polygons (triangles) based on their rotation - pitch and yaw and then treat them as sprites, scaling textures to fit on these polygons, and then scaling the sprite-polygons based on their Z coordinate (similar to "Iridon 3D"). I think it would work on a 16Mhz ARM7 processor, but I'll have to do real world testing to see.

Also, even if it did work, would it look anything like Super Mario 64, or have a decent framerate?
 
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FAST6191

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"demake"
Aren't most demakes something aiming to be recognisably that game (or maybe franchise) but within the limitations of a given piece of hardware, or general notions of hardware of that era?
If that is all you want to do then I don't see why not.

Crowbarring some kind of 3d platformer engine, especially of the Mario style of things. That is a harder one. The GBA did have various flavours of 3d in software and what it had by way of hardware (payback, monkey ball, possibly crash bandicoot, many isometric games but go with max payne if you want a search term, any number of doom era doom clone ports and wholly original games which were mostly bad...). None of those particularly lend themselves to Mario 64's movement and speeds and finesse in controls though.

I would probably first start with the older resident evil approach of fixed camera and pre rendered. It would likely fail before getting too far but that is where I would start.
 

OldNewComputers

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"demake"
Aren't most demakes something aiming to be recognisably that game (or maybe franchise) but within the limitations of a given piece of hardware, or general notions of hardware of that era?
If that is all you want to do then I don't see why not.

Crowbarring some kind of 3d platformer engine, especially of the Mario style of things. That is a harder one. The GBA did have various flavours of 3d in software and what it had by way of hardware (payback, monkey ball, possibly crash bandicoot, many isometric games but go with max payne if you want a search term, any number of doom era doom clone ports and wholly original games which were mostly bad...). None of those particularly lend themselves to Mario 64's movement and speeds and finesse in controls though.

I would probably first start with the older resident evil approach of fixed camera and pre rendered. It would likely fail before getting too far but that is where I would start.
Yeah, I agree that a Doom game or Doom clone wouldn't work for SM64 as they are 2D, raycasted into pseudo 3D. However, actual 3D polygon graphics were on the GBA. I took a look at Resident Evil and it seemed interesting and looked great, but it doesn't look like actual 3D, just prerendered 3D sprites moving in a 2D plane like you said. An isometric perspective game (especially with a rotatable camera) could be fun, but I'd rather do true 3D, like I suggested in the top post.
 

Thedge

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oh i would assume if they did try something like that it would just end up similar to the banjo kazooie game on the GBA. that would have probably fit best i guess.
 
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OldNewComputers

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oh i would assume if they did try something like that it would just end up similar to the banjo kazooie game on the GBA. that would have probably fit best i guess.
Sort of, but Banjo Kazooie GBA only allowed movement on the X and Y axis. A "Super Mario 32" would allow Z-axis movement just like SM64 and other 3D Mario games.
 
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