Taken from the video description, the hack can be downloaded here. That may be something on my end settings wise of course, whatever the case Mupen worked like a dream. The former worked fine until saving after collecting a star, at which point it'd crash every time. In terms of emulators,I tried it on the two N64 cores on Retroarch: Parrallel and Mupen64plus. It's been a good week for high frame rate 3D platformers between this and Crash N.Sane on PC! If that is the case, I guess it's not a frame rate bump in every sense but it's still a massive improvement nonetheless. If I've understood what he's said (and please correct me if I'm wrong), game logic still advances at 30fps but interpolation is used to still give the visual benefits of 60. Unbelievably, near the end of the video it's stated that with more optimisation this may even be achievable on original hardware! My hating having to program in a high level language, and having to put up with stuff like compilers, kind of keeps me from getting into game dev stuff too.Gave it a go just now to get a few stars and oh my lord it's wonderful <3 Only issues I've had are title screen playing too fast and one or two animation phases still being half rate, in other words very minor things.
I'd like to do game dev stuff some day, but I still need to find a game I'd like to work on.
"The Super Mario 64 scene is more active than ever before" Do you have any plans to take your skills into professional game development, or indie game development, or do you prefer to keep ROM hacking as a pastime? There are at least two hack releases every week right now. I'd say the Super Mario 64 scene is more active than ever before. Since my and “ simpleflips'” (funny guy that plays hacks) channel have both grown much bigger, the ROM hacking community has grown too. How would you describe the health of the ROM hacking community - both those who also create their own ROM hacks, and players who are interested in consuming them? Is it alive and thriving or a dedicated niche?
I guess I shouldn't have released Super Mario 64 Online just before Super Mario Odyssey released. Super Mario 64 Online had all my videos on my YouTube removed and I haven't been able to keep developing it since then. Last Impact only got DMCA’d, about a month after release, and after someone reuploaded and I linked to that reupload, they didn't do anything about it, so it was rather inconsequential. Two projects of mine have been taken down by Nintendo so far - Last Impact and Super Mario 64 Online. What interactions have you had with Nintendo, and have you had to change or alter any of your projects as a result of them? Nintendo is infamously skittish about fan-made games using its properties.
You have to shift stuff around a lot and you always need to allocate space for any code you'd put into the game.
I guess hacking modern PC games has the advantage of having a file system, while here our ROM is just one giant number. How does the process of ROM hacking, especially with early 3D systems such as the Nintendo 64, differ from that of more traditional modding of PC games? What unique challenges do you encounter, and what unique skills do you develop to tackle them? "There are few secrets left in the ROM and that allows me to do whatever is on my mind with relative ease"
I'd imagine the game could run a lot smoother, if they had used a proper one. One sad thing about Super Mario 64’s code is that they've used a very bad and unoptimised compiler. I've basically only hacked Super Mario 64, so it's hard for me to tell whether that's a generic thing all games do, or something Nintendo decided to do specifically in this game. What have you discovered about the way Nintendo games are made from creating these projects? Are there any development tricks or reoccurring methods that you've noticed to be interesting or unique? There are few secrets left in the ROM and that allows me to do whatever is on my mind with relative ease.
ModDB: What is it about Super Mario 64 that keeps bringing you back to that title as the subject of your mods and ROM hacks?Įmanuar: I really like the physics of Super Mario 64 and I've learned so much about Super Mario 64’s engine, that it makes it very easy to hack it. We spoke with Emanuar about his highly specific passion for modding this game, and compiled a list of some of his most impressive work that you should check out, below. The creator of numerous smaller hacks for the 1996 Nintendo 64 launch title, as well as massive crossover projects that seem like entirely new games unto themselves, Emanuar has pushed the practice of ROM hacking, as well as what’s possible with Super Mario 64, into new territory. German ROM hacker Kaze Emanuar is one of the most prominent figures in the Super Mario 64 modding community.