Nintendo right now: Get Boeing on the line
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Nintendo's execs calling Boeing's execs: "Hey, can you refer us to your.....fixers? You know.......rhymes with shmassassin.....yeah you know, those guys."
"You're asking about our Garbage Men?"
"No, I mean... Wait, actually maybe..."
Nintendo could have raked in millions by doing it themselves, but they prefer their closed ecosystem.
The quality of what the community is doing vs what they shipped with NSO especially on launch is laughable.
Native OoT and MM on the switch would have been really sick. Instead they went with 90s level of emulator quality.
I was actually going to pay for NSO solely to be able to play OoT on the Switch. Then I saw that it was a pile of emulated muddied crap.
Video: “Even Superman64 -a direct affront to God- has a port”
lol
I wouldn't call it an affront.
More of a proof that a god doesn't exist
Nintendos already preparing their ninjas
Here before Nintendo files a cease&desist for daring to make a way better service than their shitty phoned-in subscription emulation service
a comment on that site really condescendingly claims this is how he would have handled it and that a script could be written in half a day to do the work.
my understanding is that an emulator effectively recreates the hardware's different components in software so that from the game's "perspective" it's running on a real machine more or less.
This process instead decompiles the game code and recompiles for a new target machine.
I suspect one can't just pump out a script in an afternoon to do this, but I am curious what is the complexity here?
For graphics, the problem to be solved is that the N64 compiled code is expecting that if it puts value X at memory address Y it will draw a particular pixel in a particular way.
Emulators solve this problem by having a virtual CPU execute the game code (kinda difficult), and then emulator code reads the virtual memory space the game code is interacting with (easy), interprets those values (stupid crazy hard), and replicates the graphical effects using custom code/modern graphics API (kinda difficult).
This program is decompiling the N64 code (easy), searches for known function calls that interact with the N64 GPU (easy), swaps them with known valid modern graphics API calls (easy), then compiles for local machine (easy). Knowing what function signatures to look for and what to replace them with in the general case is basically downright impossible, but because a lot of N64 games used common code, if you go through the laborious process for one game, you get a bunch extra for free or way less effort.
As one of my favorite engineering phrases goes: the devil is in the details
Someone fucking message me when we have a working Battle for Naboo ROM.
IIRC, the original cartridge had an extra chip in it that emulation hasn't been able to use. I'm not sure if any progress has been made on this and a few other games that used these.
Saw the twitter post yesterday, good thing they waited until it was basically ready to go before showing off, now even a C&D can't stop it.
I don't think there's grounds for a C&D here anyway. I don't think it uses any copywritten material. It transcodes the game into C I think, and that's all. It does not rely on anything Nintendo created.
Nintendo makes it as hard as possible to use their computers generically.
Nintendo fanboys: "Thankyou, sir, may I have another?"
I'm wondering how much this will help the handheld scene. N64 emulation is pretty notoriously shitty on many handhelds.
Will be interesting to see if this is useful for non-PC platforms as well; I've got a Myioo Mini Plus (basically an ARM SBC in a GameBoy-esque case designed to run RetroArch) - it's not really powerful enough to run a N64 emulator, but if I could recompile the games in my PC and run them natively then maybe that'll work better?
When Conker’s Bad Fur Day is available with unlocked resolution and widescreen, let me know.
I wonder if online multiplayer mods could be made for multiplayer games.
That would be awesome. My guess is yes but it would probably take a lot of work. Can you imagine N64 Smash online multiplayer that actually works?
Nintendo is preparing to sue the proper technologies out of existence. Anyway, what did you say the researchers last names were? First names too if you got them. Nintendo would love an address and possible information on their whereabouts around lunch time. It's all for the benefit of all players out there!
Higher FPS? Classical Ninendo games don't use FPS as timer?
According to the video, game logic is still opperating at 20hz and the GPU uses frame interpolation to tripple the FPS.
Fuckin finally, I been waiting years to play Quest 64 in HD!
Ok, any info on how that's being done? It sure sounds like Wiseguy figured how to compile the code that was meant for the specific VR4300 (RISC) N64's CPU for typical x86-64 architecture
Has anyone been able to get this working? I was able to compile it for zelda but nothing else. https://github.com/Mr-Wiseguy/N64Recomp
Not sure how to get the elf files, heres an issue: https://github.com/Mr-Wiseguy/N64Recomp/issues/21
This is how far people have gotten: https://github.com/Mr-Wiseguy/N64Recomp/issues/17
Nice try Nintendo lawyer.
When I saw this post yesterday I just thought "Ha, suck it dumb corporations who don't know how to make their own IP work."
But now that I'm seeing it again I just had the realization "HOL UP, raytracing? N64 Raytracing?"