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CoryOndrejka 21 hours ago [-]
Very cool. In 1998 (oof) we built Road Rash 64 which was accidentally open world -- even though you had race on a particular road, with a start and finish line, you could drive anywhere, see traffic all over the map, jump off of mountains, etc. The r4k plus reality coprocessor was quite potent -- we got to over 750k shaded triangles per second in optimized testing -- though finicky because you had to manage audio during vblank, etc. Plus, the reality coprocessor fog had a brutal hardware bug that made it really tricky to use.
jdironman 18 hours ago [-]
if you were on the development team of that game I send my biggest thanks out to you. it was one of the few things me and my (hard to bond with) father bonded over growing up. We would play I think ..course 2 or 3 with the insanity level bikes ALL night trying to get out times down to something like 1 1/2 minutes. within ms of each other's times. run after run. so thanks.
CoryOndrejka 15 hours ago [-]
Thank you! I’m cracking up because that’s something we all did while building it, too. It’s part of how the insanity bikes ended up so hilariously overpowered.
x0re4x 18 hours ago [-]
There is a nice video by Kaze Emanuar demonstrating N64 easily pushing 300k shaded triangles per second without special optimizations in a game engine:
Road Rash 64 is a really underrated game. As you say, the environment is alive, and nearly every race has a lot of potential for wacky slapstick fun. The driving feels really nice and is rewarding to learn.
anthk 42 minutes ago [-]
The PSX one was open world too (Road Rash 3D?). There were tracks but you could go anywhere, it was and it's still amazing. If you play then under an emulator with just bigger rendering and a bilinear filter the game looks chilling enough modulo for the background with doesn't 'fade/blend' visually as well as it did under old 14" CRT TV sets.
someperson 6 hours ago [-]
Physics of jumping off vehicles is really fun and great
CoryOndrejka 15 hours ago [-]
Thank you! We had an absolute blast building it and we just kept playing it. I need to look up the full unlock cheat code.
jmkni 21 hours ago [-]
Comments like this are why I just love Hacker News
dd_xplore 18 hours ago [-]
I just loved road rash, I had the demo version initially, I used to call it demo rash. Once in a race I accidentally jumped on a building, it was first open world experience for me!
CoryOndrejka 15 hours ago [-]
The THQ testers figured out you could launch bikes out to the sailboats, too
ErroneousBosh 19 hours ago [-]
> Plus, the reality coprocessor fog had a brutal hardware bug that made it really tricky to use.
What was the bug?
CoryOndrejka 15 hours ago [-]
Well, in deeply technical terms, it didn’t work at all and just had like one setting that almost worked. The hardware engineers working on the ASIC tried to slam it in at the last minute and they almost pulled it off. Except the didn’t.
amlib 11 hours ago [-]
Does that means that every n64 game that uses fog (which I guess is.. most of them?) are relying on an almost fully broken feature? Or was there alternatives that didn't rely on the fixed function hardware?
ErroneousBosh 15 hours ago [-]
Aaah, the worst kind of bug. The "better to have just not bothered" kind.
muggesmuds 18 hours ago [-]
Massive fan, would love to hear some details about the culture in the office at that time!
CoryOndrejka 15 hours ago [-]
We were subleasing from 3Dfx at the time, working on JetMoto, RR64, and Nuke Strike at the same time. It was old school game development — dumb hours, too much coffee, grabbing tubes of Oreos from the 3Dfx micro kitchen, late night In N’ Out runs for animal style and fries well done. Mix of ex-EA, ex-arcade, and all of us thinking how smart we were to not be leaving games to go to Internet startups. Oops.
azertify 1 days ago [-]
In case anyone is interested, this creator built a remake of Portal for the N64, uploading a really cool set of videos describing the work that went into building it.
He's since stopped to work on his own IP, I believe that the issue was that Valve couldn't allow it because they'd never get Nintendo to agree to it. Something along those lines, anyway.
Frenchgeek 24 hours ago [-]
I think the main issue was he used Nintendo owned tools and libraries to make his game instead of the GPL ones, making the release of the port dependent on Nintendo's approval too. I guess even Valve didn't want to deal with their lawyers.
throwawayk7h 21 hours ago [-]
In principle he could use alternative tools, like libdragon, but he said even if he did that it was unlikely Valve would permit it, as Nintendo would still be antagonized somehow. And Valve it seems wants to improve their relationship with Nintendo (See: Valve blocked Dolphin on steam, and took down a video showing yuzu installed on the steam deck).
fc417fc802 16 hours ago [-]
The emulator thing is less "improve relationship" more "avoid appearing complicit" just basic avoidance of liability.
tertle950 16 hours ago [-]
If I recall correctly, there was also the issue that a Nintendo 64 ROM of their game would be fundamentally incompatible with Steam, which (as many forget) is technically their DRM solution. I could be wrong, of course.
anthk 40 minutes ago [-]
You are free to publish any ROM to any system, it's a basic right against both monopolies and freedom of speech restrictions. What you can't do is to ilegally pull propietary dependencies without permission.
pezezin 14 hours ago [-]
How so? There are several recent Steam releases (Demons of Asteborg, Astebros, Earthion) that are just a Megadrive ROM wrapped in an emulator.
ErroneousBosh 19 hours ago [-]
> And Valve it seems wants to improve their relationship with Nintendo
Valve are the 200kg gorilla of the gaming industry and can throw their weight around.
However Nintendo are a 250kg gorilla.
asno3030 10 hours ago [-]
Nintendo is more like the chihuahua, instead of growling and biting it sicks its lawyers on anything that threatens it (everything and anything).
komali2 9 hours ago [-]
> However Nintendo are a 250kg gorilla.
It's an interesting question of comparison actually. Valve run the world's biggest videogame ecommerce platform, for PCs only (including handheld PCs like steam deck). Nintendo run a comparably large videogame ecommerce platform, but only for their two hardware platforms: switch and switch 2. Just roughly based on hardware sales, seems to be roundabout the same audience size. Nintendo maybe comes ahead because they're well established in the hardware space (Valve is trying to close the distance), and of course far, far away in terms of 1st party game development - Valve has, what, 8 games? All phenomenal, but nothing compared to Nintendo's library.
Forgeties79 16 hours ago [-]
A very vindictive, petty 250kg gorilla at that
LarsDu88 22 hours ago [-]
I actually used similar camera draw distance trick in my game Rogue Stargun.
The real way to optimize this stuff really well is for the artist to spend a lot of time making LODS for the distant objects. For the really distant objects, esp for a platform like n64, you can replace the distant objects with billboard imposters which are basically just flat poster textures that swap perspectives at certain angles.
GTA V does this extremely well with many manually made LODs and its very costly
vertexmachina 21 hours ago [-]
They have a very complicated and robust pipeline that generates all of those LODs automatically. The artists aren't manually creating them.
LarsDu88 14 hours ago [-]
Artists did generate a lot of those lods. At the very least they had to hand tune a lot of them. Look at the sheer quality of some of these:
Another game that I find has very impressive draw distance is Just Cause 2. You can see objects very far away when flying etc, but they look very detailed and do not change when moving closer. Definitely blew me away the first time playing it.
gryfft 1 days ago [-]
I watched this on YouTube the other day. Another beautiful example of the creative power yielded from building within constraints.
msephton 1 days ago [-]
Such a clever way to approach the problem! I'd say only possible with a detailed understanding of the N64 constraints.
01HNNWZ0MV43FF 8 hours ago [-]
Just like Superman 64
nguyendinhdoan 4 hours ago [-]
The RSP microcode angle is what makes this genuinely impressive. Most N64 homebrew either relies on Nintendo's official microcode (which limits what you can do with the geometry pipeline) or uses libdragon's fast3d-compatible paths. Writing your own microcode to feed the RDP differently — especially for streaming open-world geometry — is a completely different level of problem.
Curious whether he's handling the geometry culling purely on the main MIPS CPU or if he offloaded any of that to the RSP as well. The RSP at 62MHz with its vector unit is actually quite capable for this kind of spatial partitioning work, and keeping the CPU free for game logic seems like it'd be worth the microcode complexity.
user____name 1 days ago [-]
This is really cool. Kaze Emanuar[0] seems to be able to hit 60hz consistently with his Mario 64 rework, I wonder if such perf is achievable for these wide open landscapes.
Iirc Shadow of the Collosus rendered distant geometry into the skybox, which always struck me as a neat trick.
I emailed him the video from OP and he mentioned they’ve done some collaboration. I’m assuming there’s a retro programming discord that I’m not worthy of.
It's RAM that is notoriously slow. VRAM is fast, but there's only 4K...
charcircuit 15 hours ago [-]
That 4K buffer is not VRAM. The 4/8MB of RAM is also used as VRAM.
01HNNWZ0MV43FF 23 hours ago [-]
Yeah I remember hearing that SOTC's "SuperLow" LOD was a 2D image. Trespasser also did that, but only for trees and props, not for terrain objects. Trespasser being basically a heightmap with dinosaurs dropped in
dcrazy 21 hours ago [-]
Even modern games replace distant geometry with billboards. Simplygon is one middleware that does this. The Remedy folks talked about how Alan Wake 2 used it at GDC last year or the year before.
estebank 22 hours ago [-]
Hey! It also had a barely working physics engine.
Then again the dinosaurs were physics entities, so maybe you already mentioned it. :)
amelius 24 hours ago [-]
The first comment:
> "The N64 is very memory bound"
> Aren't we all these days?
TomatoCo 23 hours ago [-]
This reminds me of Magicore Anomala, a side scrolling game being made for the 1985 Atari. I wish there was a way to know how people contemporary to the release of the Atari or the N64 would react to seeing these modern engines.
egypturnash 17 hours ago [-]
Magicore Anomala seems to actually be a sideview non-scrolling bullet hell game for the Amiga, which came out in 1985. Teen me owned one of the first Amigas in my city and the in-progress videos I can find of Magicore don't feel too out of place with the games I was seeing on it by the early nineties. It's moving around a couple of sprites and rendering a single-bitplane image of projectiles, and has some basic copper list tricks to get a 3-plane background image to have more than eight colors, which was pretty normal for the Amiga.
Magicore is generally a bit zippier than most Amiga games, so many of them were kind of chunky and sluggish when I look back at them. Also the dev notes on using modern compression schemes that use what would be apocalyptic amounts of RAM and CPU by 1990 standards to crunch the data are amusing, but it's not like 1990 me wasn't used to chilling out for a few minutes between levels for a disc load, it was still worlds faster than the horrible load times of the C64 that was my first computer.
ErroneousBosh 19 hours ago [-]
You know that 1985 was when 50-year-olds were starting high school right?
christophilus 14 hours ago [-]
I think he meant: “How people at the time would have reacted.”
MegaDeKay 11 hours ago [-]
If you like this kind of thing, check out Coding Secrets on YouTube. He goes further back in time to show how they pulled off seemingly impossible effects on a really old console: the Sega Genesis.
The same guy, James Lambert, also implemented texture streaming (which would not be invented until two console generations later) in an N64 demo. The textures look uncharacteristically high res: https://youtube.com/watch?v=Sf036fO-ZUk
LarsDu88 22 hours ago [-]
Like in id softwares RAGE?
cubefox 21 hours ago [-]
Yes, id invented it, but I think they published one slightly earlier game which also had texture streaming. The technique (virtual textures) would not become ubiquitous in most engines until the PS4 era though.
Narishma 20 hours ago [-]
Enemy Territory: Quake Wars used an earlier version of it but only for the terrain. I think Rage was the first to use it for everything.
cubefox 20 hours ago [-]
Unfortunately nowadays id Software doesn't seem to be at the cutting edge of engine technology anymore. Most interesting new developments now come from Unreal Engine as far as I can tell. Like virtual geometry (Nanite) or efficient ray traced direct illumination (MegaLights).
LarsDu88 15 hours ago [-]
Doom the Dark Ages uses some pretty advanced (and performance intense) illumination techniques which i believe are comparable ro megalights.
They ripped our Carmacks texture streaming stuff outta the engine years,ago though
cubefox 8 hours ago [-]
No, they are only using ray traced global illumination, which Unreal Engine already had several years prior (Lumen). They are not second place either, because several other engines also had it before id Tech.
> They ripped our Carmacks texture streaming stuff outta the engine years,ago though
I'm pretty sure they are still using texture streaming. There is no alternative to that.
dmead 3 hours ago [-]
Nice telescope
Hekkova 14 hours ago [-]
That is awesome! Imagine having that in the 90s. Would have blown peoples' minds.
DarthCeltic85 13 hours ago [-]
My inner 12 year old is losing it.
AdmiralAsshat 1 days ago [-]
Somewhat annoyingly, the actual homebrew z64 seems to crash both of the N64 cores that RetroArch supports. :(
x0re4x 22 hours ago [-]
It might be because he is not using nintendo's sdk anymore, particularly the "microcode" for RSP "coprocessor". Most N64 emulators usually do not emulate RSP properly, but detect which specific nintendo's microcode is used and then emulate it's behavior.
b00ty4breakfast 24 hours ago [-]
At the end of the video he says it needs real hardware or a "highly accurate emulator like Ares".
my-next-account 16 hours ago [-]
Does anyone know what it means for something to be a "multi-core emulator" like Ares is? Like, is there some underlying benefit to developing emulators for multiple systems under the same name? Is there some shared code or what?
Narishma 20 hours ago [-]
That means they are not accurate cores since it works fine on real hardware.
giovannibajo1 18 hours ago [-]
Correct, both of them are really really old, accuracy wise. N64 emulation has improved a lot in the past 4-5 years, but old emulators haven’t caught up
snvzz 20 minutes ago [-]
N64 is (still) poorly understood.
Traditionally, emulators relied heavily on HLE. Low-level efforts are recent and not mature.
The miSTer core for N64 (and ModRetro's M64 core effort by the same person) and Ares N64 support are the only two serious efforts I am aware of. They tend to share compatibility issues, and advance together when understanding of the platform grows.
flykespice 15 hours ago [-]
Don't use retroarch, his project lead is a terrible person who leeches off from donations without repassing to the core contributors that does the actual work.
Use decent emulators that are actually accurate.
ill_ion 24 hours ago [-]
This is awesome!
ryguz 20 hours ago [-]
[dead]
kennywinker 20 hours ago [-]
A super impressive feat, but also the games art style is like having bleach poured into my eyes. Am I just the wrong age for this specific retro nostalgia? Probably.
https://www.youtube.com/watch?v=GC_jLsxZ7nw
What was the bug?
He's since stopped to work on his own IP, I believe that the issue was that Valve couldn't allow it because they'd never get Nintendo to agree to it. Something along those lines, anyway.
Valve are the 200kg gorilla of the gaming industry and can throw their weight around.
However Nintendo are a 250kg gorilla.
It's an interesting question of comparison actually. Valve run the world's biggest videogame ecommerce platform, for PCs only (including handheld PCs like steam deck). Nintendo run a comparably large videogame ecommerce platform, but only for their two hardware platforms: switch and switch 2. Just roughly based on hardware sales, seems to be roundabout the same audience size. Nintendo maybe comes ahead because they're well established in the hardware space (Valve is trying to close the distance), and of course far, far away in terms of 1st party game development - Valve has, what, 8 games? All phenomenal, but nothing compared to Nintendo's library.
The real way to optimize this stuff really well is for the artist to spend a lot of time making LODS for the distant objects. For the really distant objects, esp for a platform like n64, you can replace the distant objects with billboard imposters which are basically just flat poster textures that swap perspectives at certain angles.
GTA V does this extremely well with many manually made LODs and its very costly
https://www.adriancourreges.com/blog/2015/11/02/gta-v-graphi...
Curious whether he's handling the geometry culling purely on the main MIPS CPU or if he offloaded any of that to the RSP as well. The RSP at 62MHz with its vector unit is actually quite capable for this kind of spatial partitioning work, and keeping the CPU free for game logic seems like it'd be worth the microcode complexity.
[0] http://www.youtube.com/@KazeN64
I emailed him the video from OP and he mentioned they’ve done some collaboration. I’m assuming there’s a retro programming discord that I’m not worthy of.
Then again the dinosaurs were physics entities, so maybe you already mentioned it. :)
> "The N64 is very memory bound"
> Aren't we all these days?
Here's a dissection of the title screen of Shadow Of The Beast (1989), for instance: https://codetapper.com/amiga/sprite-tricks/shadow-of-the-bea... - you can find a ton of video of this game very easily, go have a look.
Magicore is generally a bit zippier than most Amiga games, so many of them were kind of chunky and sluggish when I look back at them. Also the dev notes on using modern compression schemes that use what would be apocalyptic amounts of RAM and CPU by 1990 standards to crunch the data are amusing, but it's not like 1990 me wasn't used to chilling out for a few minutes between levels for a disc load, it was still worlds faster than the horrible load times of the C64 that was my first computer.
https://www.youtube.com/@codingsecrets
They ripped our Carmacks texture streaming stuff outta the engine years,ago though
> They ripped our Carmacks texture streaming stuff outta the engine years,ago though
I'm pretty sure they are still using texture streaming. There is no alternative to that.
Traditionally, emulators relied heavily on HLE. Low-level efforts are recent and not mature.
The miSTer core for N64 (and ModRetro's M64 core effort by the same person) and Ares N64 support are the only two serious efforts I am aware of. They tend to share compatibility issues, and advance together when understanding of the platform grows.
Use decent emulators that are actually accurate.