ClassiCube has a WIP GBA port, but according to commits it only hits 2 FPS as of now and is not listed in its README.
On a related tangent, there's also Fromage, a separate Minecraft Classic clone written for the PS1 (https://chenthread.asie.pl/fromage/).
Still bravo! I know getting it working and complete is the real goal and it is commendable.
I still remember gasping when I first saw the basically unattainable (for me) Japanese‑import N64 running Mario 64.
Such an interesting and varied gaming landscape back then; for example, the Wipeout experience on PSX was beyond the N64 port in that particular niche, for its own set of reasons.
In typical fanboyism, I viewed the main SGI systems are the superior systems to the N64.. but they were for the office.. not the home. The other was Panasonic M2.
Of course.. either the N64 was released in the UK or not far away, I remember walking into PC World (a cool computer shop at the time) with a demo of Tomb Raider. I believe it was running a Voodoo1 card and the realisation kicked in. The N64 is already surpassed.
Wasn't long before we had a Voodoo2 card and the first game we played was a demo of Turok:Dinosaur Hunter. It was much better than the N64 version (which I owned)
Once I started playing GLQuake it was a PC master race.
It was at this point I snapped out being a Nintendo 'fanboy' and accept that hardware gets you so far... its the games that make a console.
I still think the N64 was a great console. Goldeneye, Ocarina of Time, etc. Great memories. Also got a Gamecube, Wii, and Switch.
As I got older and snapped out of the fanboyism, I realised the Playstation was a good console. I am on the fence with the Cartridge vs CD argument. There are cases for both. If we look at Mario 64, many aspects worked well on Cartridge. I guess faster load times and transition of music. With CD.. you have CD quality music and more variation of textures and level design (generally speaking)
Putting all the aside, Playstation is just as much capable of doing a good Super Mario 64 port despite the (many like) PS1 jaggy polygons.
From the videos I've watched there is still insane amounts of affine transformation texture warping, is that because it's not enable or because 2x is not enough?
I guess they will need to also redo all level geometry to be more amenable to tesselation... I guess that's why many ps1 games had blocky looking levels.
this is also necessary to fix the occasional stretched textures, as texture coordinates are also limited to a smaller range per polygon on PS1
[1]: https://github.com/spicyjpeg/ps1-bare-metal/blob/main/src/08... - bit of a shameless plug, but notice how the Z coordinates are never sent to the GPU in this example.
Unless I'm mistaken, the PS1 just plain doesn't support perspective correction. All texture mapping is done in hardware using a very not-programmable GPU; there'd be no way to do perspective correction, decent frame rate or not, outside of software rendering the whole thing (which would be beyond intractable).
The common workaround for this was, as suggested, tessellation - smaller polygons are going to suffer less from affine textures. Of course that does up your poly count.
Maybe it just needs more tessellation or something else is going on, because you're right - even as someone who grew up on the PS1 and is accustomed to early 3D jank, it looks painfully janky.
https://github.com/CharlotteCross1998/awesome-game-decompila...
I just saw techtips Linus interview Linus Torvalds and the constant manboying and bad jokes was just embarrassing and badly hurt the interview. I really wish people like this would turn it way, way down. I think we all love some levity and whimsy, but now those gimmicks are bigger and louder than the actual content.
The first comment is pretty funny:
> Finally, Super Mario 32.
I did not expect it to happen so soon.
https://www.youtube.com/watch?v=oZcbgNdWL7w - Mario 64 wastes SO MUCH MEMORY
I wonder what someone who has PS1 knowledge equivalent to Kaze's N64 knowledge could do on that console---perhaps using Mario 32 as the benchmark.
(Mario 32 = Mario 64 on PS1.)
That said, there is an argument to be made against matching decompilations: while their nature guarantees that they will replicate the exact behavior of the original code, getting them to match often involves fighting the entropy of a 20-to-30-year-old proprietary toolchain, hacks of the "add an empty asm() block exactly here" variety and in some cases fuzzing or even decompiling the compiler itself to better understand how e.g. the linking order is determined. This can be a huge amount of effort that in many cases would be better spent further cleaning up, optimizing and/or documenting the code, particularly if the end goal is to port the game to other platforms.
edit: whoever did the gameplay video is really good at mario n64. They were playing to and reacting to stuff that had rendered very late, if at all.