The developers of Golden Eye saying "We fixed all glitches that didn't occur on our N64" shows that they genuinely cared about providing a faithful reproduction. It reminds me of an "emulator bug" that is sometimes being reported for Dolphin, stating that there are weird graphics artifacts in F-Zero GX. Closed as "happens on console too"
@@oglostingaming No, I mean a specific bug about certain vertices getting "stuck" and cars stretching across the map. It's a rare bug, but happens on consoles as well
Remember when decompiling to remove AP code in a game was considered a slow and tedious one-by-one process? How far we have come... Having universal recompilers could make software preservation a lot easier in the future
This tool produces some very low-level code, though, which would not *necessarily* be any easier to find AP checks in than the original assembly. However, I'm hopeful that AI tools will eventually be able to improve decompilers and help generate good high-level code.
it's good however as a programmer i can confirm that "full decompilation and manual handwritten PC port" is a little bit more powerful than static recompilation; because of that, Mario 64 and Ocarina of Time have advanced examples of these types of mods that static recompilation games can basically still only have in assembly: - design and import custom levels directly from blender - custom items - custom movesets - multiple types of multiplayer mods (splitscreen, online, coop, pvp, assist, etc) - object spawner - custom Fast3D materials (for non-raytracing rendering effects) - custom physics - import the main character into DIFFERENT GAME ENGINES as a playable character (libsm64) People who want to make the above mods possible without a genius assembly programmer will still continue to make "full decompilations" of individual games.
of course for those who would like a very pure vanilla gameplay experience without invasive mods like Randomizers and increased difficulty, but just want full HD, ultrawide and high quality textures and models, static recompilation and full decompilation + handwritten PC port serve pretty much the same purpose
@@lolmao500 the last thing Nintendo should ever ever ever do is do anything that Sony is doing they've been dead in Japan for 20 years and you want Nintendo to be like Sony😂😂😂😂😂😂
Back in 1999-2000, there was a Nintendo 64 emulator named "Corn" which used static recompilation to run the games. People had success running Super Mario 64 on a Pentium MMX.
>N64 recompiler named "Corn" >There's an independent platformer named "Corn Kidz 64" that emulates subtleties most 'throwback' platformers neglect What is it with 'corn' and 'Nintendo 64'?
Corn, Connectix Virtual Game Station, Nesticle and Genecyst were too ahead of their times, running games from current generations on "current" pc hardware flawlessly.
They should take care with the license and watermark any generated code. Do not let them freeload on the community effort when they are so toxic to the community themselves
@@Melonposting except when you learn that nintendo has also been caught directly selling repackaged ROMs, with watermarks from a scene group found in the hex code of one in particular
The autosave can really do some weird stuff in this game. I got softlocked in Great Bay Temple, so I quitted the game and started back at the start of the temple. The dungeon "restarted itself", its chests not being opened anymore, but I still had the cmap, compass and stray fairies. I had 21/15 fairies after having beaten the boss
@@zachtwilightwindwaker596 Being brought back to the start of the dungeon forced me to get everything to this point twice, including the 6 fairies I already got
I expect that copyright will be more of an issue. Unless users are running the recompiler themselves on original roms, this means distributing recompiled binaries. This is distinct from other decompilation projects which reverse engineer the code and then separately reimplement the code from scratch, from a specification that isn't copyright encumbered. The binaries here are direct translations of the original binary code and almost certainly still carry it's copyrights. You might not be distributing a complete game (no art assets) but you are distributing code of the game which is equally covered by copyright. This is a huge potential liability.
@@mattb4805The code wouldn’t violate copyright unless it is copied exactly which this doesn’t do. This is the equivalent of clean room design if you’re unfamiliar with. Even copying exactly wouldn’t necessarily be an issue unless a novel technique is copied. After all, x = 1+1 isn’t something you can copyright.
@@mattb4805 if this was true a tool like Wine/Proton on Linux would be against microsofts copyright, what wine and proton do is take windows binaries and translates them to something Linux can understand, and proton is backed by Valve, Valve is the same company that took down Portal64 (a demake of portal for the N64) out of fear Nintendo MAY take some legal action, Valve is VERY careful with copyright law yet they make proton, which does this, it directly translates binares Microsoft owns the copyright of, if Valves lawyers are confident proton wont get them sued, then recompilation is also fine
The same logic can be applied to art assets. You can't copyright a red pixel, but you can copyright a bunch of pixels that include a red pixel. Copyright is about an expression of an idea, and code falls under copyright. That's why code licenses exist - someone is licensing you the ability to use their copyrighted code.
Woah you showed Duke Nukem: Zero Hour. I feel like nobody knows how good that Duke game is. It's my hope that it is one of the early games that gets the recomp treatment. I looked into it myself and saw it was quite a bit out of my wheelhouse.
Duke Nukem Zero Hour is def an underrated gem. IMO it could be made even better with mouse & keyboard controls (I got it working on an emulator back in the day and did a play through that way which was cool). would love to see a recomp that allows mouse and keyboard controls as an option. Would be really cool for some other shooter games as well as RTS games like the Command & Conquer 64 port as well as Starcraft64. everyone is thinking higher FPS and Resolutions which is cool, but more control options is also a great opportunity here as well
played it first time a couple years ago and was blown away by how fun it was. Only drawback was i played it on original hardware and didnt have save states, some of the harder levels are really punishing thanks to starting from the beginning! Also looks great on an emulator, so given a sort of Doom 64 EX style remaster would be awesome.
@ORLY911 yeah no checkpoints was rough for that game. I was stuck on the first two levels for a very long time as a kid. Between no checkpoints and no memory card, I didn't make and progress for a long time.
It's ironic that with model swapping, and raytracing, a N64 wrestling game will be able to take the models from the 2K games, and be the best looking wrestling game in existence, for free.
@@manashieldworld The reality is Nintendo probably will make use of the open source tools at some point and won't come down too hard where it's not legally obligated to do so. There's no way Nintendo could justify internally the cost to re-develop every game they'd like to repackage and sell. This is a benefit to them as well. N64 hardware is too unique that if nothing like this ever were done, all those games would die on the system and stay there forever.
Ooh! How about F-Zero X, with the expansion kit, and the ability to add your own track decorations or change race options to create 20, 50, or 100 lap endurance races! (Of course the option to change retiring on fall out or power loss to a time penalty would make such a long race actually possible.)
I really can’t get over how terrific the ergonomics of the MM recompilation are. There are AAA games don’t handle window resizing, gfx mode changing and controller mapping as well as it does. I have a laptop with switchable GPUs and didn’t even realize I was using the integrated one for a few hours. It’s insane.
@@Dracossaint it is explain in the video of @Nerrel that frames are generated to keep the logic working at 20 FPS while showing a desire target of FPS.
Man you are straight up one of my favorite creators on UA-cam! I'm not a programmer by any means but I'm truly fascinated and intrigued by everything you share with us! Bless you MVG, here's to many more years of prosperity! 🍻
Decomp projects such as OoT or Mario 64 are very important because they allow us to do modding / rom-hack with an incredible level of customization (like Indigo for OoT, truly an amazing project). Those rom-hack projects are built to be n64 binary, so I think that this tool will allow us to mod and then port it to a PC experience with ease, which is amazing in order to allow people to experience those mods.
The way Nerell made it seem was "this turns any N64 game into a .exe instantly for you to play", or at least thats how I took it. I knew that was a misconception on my front lmao.
I didn't have the actual recomp tool while testing MM and I'm too dumb about programming to have made use of it anyway, so I settled for a more scant overview of how it works. I'm glad MVG was able to fill that part of the process in with more depth
@@user-yk1cw8im4h unfortunately it's not that easy either. for the recomp to work, each game will be different with what you need to feed it. gui or not, you'll still need the relevant information for each game and that needs to be found manually. however, when it comes to actually using n64recomp as an end-user, the gui is for pushing your own ROM into it as well as doing stuff like changing settings, which otherwise would also have to be manually done.
The first time I heard of this, I said out loud "f***ing what?!" But yeah, makes sense. Even getting the static recompiling right alone, with all the source code available, is quite an undertaking on its own, but this is also a bunch of reverse-engineering on top of that. Marvellous stuff. (Programmer over here) This being C makes me extra happy, being my preferred language, and this can also serve as a great learning resource for budding game programmers and modders. Awesome stuff all around.
C is also what N64 games were written in originally. Not that it'd matter too much, but it makes the most sense for decomp project trying to target the N64 again, like SM64 romhacks, which can essentially use the same compiler that Nintendo did to get working N64 roms.
@@KyleDavis328 oh, didn't know that. Then again, it makes sense. Back then, depending on exact time, you either had the choice of assembler for the console's chip, or also C.
@@Kknewkles Yeah, the oldest actual version of C++ that even might have been used didn't release until 1998, so I doubt Nintendo would have been very interested in writing a compiler for it halfway through the N64's lifecycle, if at all.
Would love it if Factor 5's Indiana Jones and the Infernal Machine could receive this treatment, but them using their own microcode could prove a challenge
I've got some bad news then. Factor 5 were legit development wizards, and a lot of the games they created saw them also introduce their own microcode (which replaces the logic implementing the instruction sequencing in the processor with its own custom implementation), which the N64 supported. Unfortunately this recomp tool does not have the ability to deal with microcode other than Nintendo's standard microcode shipped with the console as far as I am aware at this time. Another way to think of this were if someone created a SNES recomp tool, you wouldn't just be able to point it at StarFox and expect success, because you would also need to introduce support for the SuperFX chip in order to work properly.
"I can see a market for N64 markets coming to modern hardware" i'll stop your coping there, Nintendo will never do this, they will never use a 3rd party open source tool to make their games function better and natively instead under a shitty emulator they developed. Although this can open the door for some amazing projects, like BK and BT cross game randomizers on PC. I know the Majora's mask decomp was already really far in, so this will just speed it up a bit, I know the OOTPC crew is working on it, so hopefully once that's done they'll add the randomizer options into it like OOT PC, and hopefully they'll do what the emulator can do currently and make a OOT+MM randomizer, currently only on Emulator, but I really want it to come to the PC ports.
Correct, they will pretend recompilation does not exist and keep using their garbo emulators. Japanese seniors cannot stand the thought that some random dudes in their basement are more competent
This is really awesome to see. I'm excited to see what comes from this project. It'll look really cool to see several different native ports on my steam deck with custom artwork and such. To the developers: keep up the amazing work. I can't speak for everyone, but I definitely appreciate all the hard work that you do to let me easily relive my childhood gaming days on modern technology. And thank you, MVG for bringing this project to my attention.
this is honestly groundbreaking technology. I wouldn't be surprised if we saw this for other consoles down the line as well, we're looking at the start of a whole new way to play retro games. like, imagine this but for SNES games ... imagine playing super mario world at 120 fps.
I'm really pumped for this tool. I see many N64 classics getting new life on PC with this. Goldeneye, the WCW/WWF games. So much good stuff! Well done video MVG!
As a silver mentioned it'll be a native application as well. It won't take an emulator running underneath it to do anything. It'll be 99% as if it was developed for pc to begin with
@@silverwah Should also be said that the renderer used for the recomps is also coming to emulators via a plugin. So even games yet to get ported will eventually reap similar benefits with the same features.
I was playing the Majora's Mask recomp at 1440p and 170fps (my monitor's specs), with the way that frame interpolation is set up (which will very much depend on the game having one implemented by the recomp maintainers) there's really no limit to what it can do.
Wont this kind of break some N64 games we all grew up loving? Like I’m imagining some n64 games running at 60 frames that were normally running at like 20 lol. It would be kinda weird hahaha
And someone said a looooong time ago that N64 emulation would be never possible. This is the third evoltution since emulatores popped up, from CPU -> interpreter CPU -> dynarec CPU -> C++ What a blast!
@@cassianomartin2699 yes did look at the repo and the code there. And no a C++ compiler is not a good C compiler. C has different pointer mechanics that are just so slightly different effects than C++ that you are really shooting yourself in the foot without realising as the differences are quite nasty. Also C has a keyword C++ doesn't recognise: restrict. C also has a few wild things that it allows that a C++ compiler will think illegal. Did you know, before I told you, that C++ cannot always compile C code and that even when it does, it isn't accurate?
@@cassianomartin2699 It seems youtube removed my comment for no reason. The short recap of the deleted comment is that C allows things that are illegal in C++ (for good reasons, but still the C++ will fail here), C has the restrict keyword but not C++, C has slightly different pointer mechanics (which will compile in C++ but can have catastrophic effects).
@@doigt6590 Stuff like this is why I generally prefer emitting LLVM IR directly since the compiler can get a lot more specific on what the optimizer is allowed to do with it.
MVG is just being modest, it looks fantastic! I've never seen games look this sharp and crisp. If that weren't enough the UI makes it very easy to get up and running. I had some issues with mapping controls to my N64 controller that is outfitted with a usb connector so I just used a PS3 joystick and did my best at mapping that to the N64 layout. N64 emulation may have plateaued with this one.
Was waiting on this video, immediately thought of you when I heard the announcement. It's really a remarkable piece of kit and should really make things interesting in the near future.
This looks so dope. In my head I'm thinking "hey, I'm a software dev, I bet I could figure out how to work it!" And then I remember that I still have to Google the syntax for C# switch statements half the time so this is very likely above my pay grade hahaha.
I guess I am old fashioned but I reckon that men should not shave below the neck (women can if they want). I mean, people can do what they want obviously, but that is just my philosophy: masculine = hairy body; feminine = hair on top of head but (optionally) less hair elsewhere
A few weeks ago I bumped into this while surfing. There is already a Mario 64 and a Zelda 64 (OOT) Floating around and I read that someone was working on Majora's Mask. This is really good news. It opens so many doors for playing games we all love on the platform we all love.
I really hope it will be even easier to make compilations of games sooner rather than later now that the source code to make this stuff is out, because *damn,* as someone who has no knowledge in N64 programming, let alone PC programming in general, this is a huge bummer. I'd ask for a more extensive and in-depth tutorial on how to make them yourself, but I'm sure that by then most games will already have decomps available, or at least I think they would. Hopefully within another year we can see packages for all of the most popular games. Conker's Bad Fur Day is a good example of a game I want to try in a native format.
I love how developers figured out a way to use copyrighted material without distributing copyrighted material to avoid nintendo from being able to issue DMCAs. Nintendo must be going bald from stress thanks to this newer innovation.
They will hook onto the open source solution that others developed for them for free and eventually use the same or comparable tech to sell the games. Sure they want control, but lacking that they can still profit off the work.
i feel like this method could be useful for all kinds of things, because you don't even need the source code, you just need to look at what the origin cpu can do, find the closest equivalent in the target hardware, patch anything that doesn't match, add some useful insertion points for additions and modifications, and you're basically good, rather than reverse engineering a whole code base, and it works for pretty much anything compiled onto the origin hardware
Holy smokes MVG I can't believe you tested this on Duke Nukem Zero Hour! I made the cheevo list for that game over on Retro Achievements I love that game!
static recomp: from MIPS ISA -> C -> X86 ISA, using the ubershaders. I still remember when Dolphin-emu devs were flabbergasted that the ubershaders could even work. The generated ubershader code is so massive, you can't view it in a normal text editor if you would try so.
@@zackwumpus9364 So few people understand this type of thing it's insane. Not one bit of the program is Nintendo code; and you need to provided your own rom. Meanwhile the latest big profile thing were the Garry's mod Nintendo takedowns most of which were literal model and texture rips straight from Nintendo games. There is no reason to think Nintendo will take this down.
@@abdullahnadeem1823You'd be better off playing the PS1 version of the first Gex 3D. The N64 port isn't great, especially the camera Deep Cover was a better port, but the PS1 version is still the one Crystal Dynamics made directly
@@klimisioannidis i mean yeah, the code could definitly be reused, but i feel like they should just use a different codebase with reused code if they want to extend to ps1, ps2 and psp, because all of them are completely different consoles other then the processor.
This project has the benefit of more complete decomp projects to reference than any other console. Wouldn't be impossible, but probably would require more time to figure out all the quirks of the target platform than any skilled engineer could reasonably throw at it.
the amount of effort developers have put into nintendo games in their spare time over the years is insane. all without a whisper of appreciation/respect/recognition from nintendo (unless theyre looking to C&D or sue of course)
Man, I need a Rogue Squadron N64 port now, the PC version is stuck to using weird pc menus and old graphic API's. It's such a pain to get setup correctly, and the N64 version feels way more polished.
This was something I always imagined doing! I was tempted to do it with NES, I looked at what this tool is doing and OMFG it's WAY deeper than I had considered. I tried making a tool for this for just 6502 emulation, but it was beyond me at the time I did it many years ago.
@foreversable in Theory yes, but they will claim you 'KNOW' something, something,something, about the architecture, engine, etc , protected by law yadayadayada.. but at this point they should just give up.
@foreversableSadly, that does not matter for nintendo. They simply sue you, and even if you are right, they know damn well you don't have enough money to fight it in court.
Like i already wrote under another video, i hope this tool for the recomp gets so easy to use soon enough that everybode can make a port like the MM in Zelda64 just because i KNOW i don't want people to be "forced" to recomp games for me that usually nobody would ever care about doing or trying. But on the other hand if it does NOT work out like i want or hope it to be then i would love for the handful of people that know how to use it to like, i dunno, maybe oofer their services. I would even pay like 20 bucks for 10 or so games so that would be 2 Dollars per game. (although it seems like a low number remember the dev said this tool ALREADY works really well but only for people that understand coding well enough)
3:55 Small correction, I believe it was possible to do high refresh 16:9 Mario 64 emulation at that time. I remember Nerrel did a video about Mario 3D All Stars at the time and mentioned it I think. He's pretty reputable when it comes to emulation type stuff.
He should license his code with the F*** Nintendo license. Anyone and everyone can use the code for any reason, except Nintendo who can’t use it at all
Good summery and well explained! Looking forward to see how this develops and so many games I would like to play in a more stable way with higher framerates and resolutions. :)
@@llSuperSnivyll huge install base of Switch didn't help it one bit to be a better legacy platform. It's only up to players to appreciate the unprecedented freedom of choice Steamdeck provides. Or continue to stuck with Nintendo's greed, restrictions and lazyness.
Original model steam deck, refurbished, with a microSD card would come out to the same cost as a Nintendo Switch, and can easily run games up to Gamecube, PS2, and Wii with enhancements, and can run Wii U and Switch Games at their native resolution. Also, if you're in the steam ecosystem, you get access to steam sales. This opens up some of the best games on the PC for less than 10$ a pop. Stone cold classics like Portal 2, Fallout: New Vegas, Resident Evil remake, Batman Arkham series, and DOOM for just a few bucks each. There's also a shitton of indies you can get on deep discount or even for free, like the Deltarune games. The deck at its absolute rock bottom cheapest completely smokes switch in the current year. The only thing that could make Nintendo's walled garden more appealing is a successor with backwards compatibility that includes increased performance out of the box
@@Sly2Cooper I exclusively talked about the availability. Where I live in I cannot get a Steam Deck, for instance, as there are no places that sell them nor you can order one through the Steam page. You either have to get a Switch or pray your Steam Deck does not have any issues because who's gonna fix them?
Ever since I first heard about this project I was hyped as hell that we can finally get PC ports of our favorite N64 games that arent just the popular games everybody plays or emulates often. Before you asked and wonder about the Nintendo ninjas being summoned I heard this program is totally legal as long you supply with your own rom due to the fact this isnt ripped from a nintendo console and using 100% open source programs used to build the program unlike yuzu whiched rumored to used nintendo code. I hope someday months that some people will be able to develop pc/steam deck ports of your favorite N64 titles even the ones that our obscure without waiting months or even years of work to do.
@ModernVintageGamer , this video reminds me that there was an old N64 emulator called "Corn". It used assembly language and Static Recompilation to emulate N64 games and was very fast, even faster than UltraHLE in some cases. My AMD K6-2 500 MHz and Voodoo Banshee ran Super Mario 64 at full speed. But the problem is that compatibility was very low, only Super Mario 64 was playable until the end on that emulator.
Imagine incorporating online lobbies into games like Mario Kart or Smash Bros. Then it would be wonderful if this new technology could be transferred to consoles that are difficult to emulate, such as the PS2 and PS3, or consoles that use an API similar to that of the PC, such as the Xbox family of consoles.
the problem with the ps3 is that it had all this processing units that were doing specialized stuff on parallele. its not exactly like a multicore cpu and so instruction can't easily be mapped one to one for a x64 architecture. even if they did manage it, a multicore cpu is not really like those units and won't perfom as well so it woumd'nt really work
This method could be gold for Nintendo, being able to make ports to consoles that are both inexpensive, while also being able to show clear value over emulated versions.
This feels like the atom just got split for the first time for N64 games, Im beyond excited to see the entire library potentially preserved forever in this manner!
Its interesting. A little more than a decade ago general static recompilation was seen as a pipe dream. Many said it would never be possible. Yet here we are.
I’m so excited by the prospect of this! I just hope enough N64 fans with coding ability (such as yourself) find out about this tool and learn how to use it because your average fan boy (such as myself) still won’t really understand how to use it. I’d love to replay some of my 64-bit favourites like pilot wings, blast corps and wave race.
One of the coolest parts with this is that you can run N64 games at 1000 FPS, but still won't ruin the gameplay. Microsoft did something similar with Xbox 360 backwards compatibility on Xbox One.
@@javi994 Yes. Then there were all these free 4K/60 upgrades for Xbox 360 and Xbox 2001 games. In fact Microsoft even replaced the Xbox 360 assets with PC assets in "Splinter Cell Blacklist" and is why it's 9.GB larger than the original.
This is pretty cool. I wish I knew how to do all this, I'd test it with Quest 64 and Harvest Moon 64. Hopefully there'll be something like this for the PS1 in the near future.
This along with OpenGOAL(For the Jak and Daxter gamies) has been huge. As with the Jak games, specifically Precursor Legacy, people have made entire new levels with insane detail and thought that it feels apart of the game. Hell, people have dropped in entire levels from other games and threw on basic collision and it just (kinda) works. Legend of Zelda and SM64 are definitely gonna get the same treatment here.
This will snowball into mods as insane as we've seen for the Mario 64 pc port. Imagine a total conversion of Majora's Mask that adds all the models from the 3DS version, or just general graphical overhauls. Exciting
Thanks for making this detailed breakdown of existing problems and of this approach and its limitations. As I was watching I admit I was about to start searching for other videos, but you anticipated and answered my questions. 3:30 Arguably if the developer had the original source code, perhaps with time and materials they could do better; but likely it is cost-prohibitive to do so.
I was wondering when you were going to talk about this. This is a total breakthrough worthy of the press. I cannot believe we finally after all these years get an upgrade after like 20 years of little advancements. I’m stoked for conkers bad fur day. This is all quite literally a dream come true
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o k
Do we even know what games they're going to port next?
Mario 64?
Ocarina of Time?
@@anonanonymous9670 these already have decomps/native PC ports
Times are hard lol
@TuxedoMaskMusic There's nothing illegal abot this
SUPERMAN 64 4K 60 FPS WITH RAYTRACING LETS GO
If you watch Nerrel's video the creator of this tool has already done a recomp of Superman 64, lol
I can't decide if this is a madman or a revolutionary visionary
TITUS
*LEX WINS*
And there's no time to waste
The developers of Golden Eye saying "We fixed all glitches that didn't occur on our N64" shows that they genuinely cared about providing a faithful reproduction.
It reminds me of an "emulator bug" that is sometimes being reported for Dolphin, stating that there are weird graphics artifacts in F-Zero GX. Closed as "happens on console too"
The Super Mario Sunshine graphics do NOT happen on console
But hell, I still feel lucky to play it in the first place without my old gamecube hehe
I remember that i played a bugged copy of F-Zero GX on my Wii and the custom cars weren't loading properly
@@ZeranZeran that is a GPU issue, not a Dolphin issue
@@saricubra2867 by bugged he probably means pirated
@@oglostingaming No, I mean a specific bug about certain vertices getting "stuck" and cars stretching across the map. It's a rare bug, but happens on consoles as well
Remember when decompiling to remove AP code in a game was considered a slow and tedious one-by-one process?
How far we have come... Having universal recompilers could make software preservation a lot easier in the future
This tool produces some very low-level code, though, which would not *necessarily* be any easier to find AP checks in than the original assembly.
However, I'm hopeful that AI tools will eventually be able to improve decompilers and help generate good high-level code.
@@NoxiousNinjayeah this is what i’m expecting to help with this stuff
it's good however as a programmer i can confirm that "full decompilation and manual handwritten PC port" is a little bit more powerful than static recompilation; because of that, Mario 64 and Ocarina of Time have advanced examples of these types of mods that static recompilation games can basically still only have in assembly:
- design and import custom levels directly from blender
- custom items
- custom movesets
- multiple types of multiplayer mods (splitscreen, online, coop, pvp, assist, etc)
- object spawner
- custom Fast3D materials (for non-raytracing rendering effects)
- custom physics
- import the main character into DIFFERENT GAME ENGINES as a playable character (libsm64)
People who want to make the above mods possible without a genius assembly programmer will still continue to make "full decompilations" of individual games.
of course for those who would like a very pure vanilla gameplay experience without invasive mods like Randomizers and increased difficulty, but just want full HD, ultrawide and high quality textures and models, static recompilation and full decompilation + handwritten PC port serve pretty much the same purpose
AI is very good at reading and analyzing code to find vulnerabilities
the fans do what Nintendon't
The fans are neurotic obsessed manchildren who can't move on from their childhoods. Arrested development is sad to see.
Nintendo hate their own customers... Nintendo could learn a lot from sony... even if sony arent perfect either...
@@lolmao500 the last thing Nintendo should ever ever ever do is do anything that Sony is doing they've been dead in Japan for 20 years and you want Nintendo to be like Sony😂😂😂😂😂😂
Nintendo still has the original source code don’t they? Nintendo doesn’t need this tool
@@dawne2780 so why didn't they make any improvements to Mario 64 in the all star collection? 🤔
Back in 1999-2000, there was a Nintendo 64 emulator named "Corn" which used static recompilation to run the games. People had success running Super Mario 64 on a Pentium MMX.
Holy shit, you awoke a memory I forgot I had
>N64 recompiler named "Corn"
>There's an independent platformer named "Corn Kidz 64" that emulates subtleties most 'throwback' platformers neglect
What is it with 'corn' and 'Nintendo 64'?
Corn, Connectix Virtual Game Station, Nesticle and Genecyst were too ahead of their times, running games from current generations on "current" pc hardware flawlessly.
When did Nesticle come out? I ran that in the late 90's but NES was from a decade prior. @@Elratauru
@@realizedvisions1997
Nintendo just downloaded this decompiler and is about to sell us every single N64 game on Switch 2.
They should take care with the license and watermark any generated code. Do not let them freeload on the community effort when they are so toxic to the community themselves
I honestly wouldn't put it passed them as Rockstar was caught using a homemade cracked exe to make a game work and sold it on Steam 😄
@@caiocc12THIS. I heard something to the effect of "Nintendo may use this" and my heart sank. Keep them away from this at all costs omg PLEASE.
@@richard-davies”I wouldn’t be surprised if Company A did Thing B since Company C did Thing D”
???
@@Melonposting except when you learn that nintendo has also been caught directly selling repackaged ROMs, with watermarks from a scene group found in the hex code of one in particular
The autosave can really do some weird stuff in this game. I got softlocked in Great Bay Temple, so I quitted the game and started back at the start of the temple. The dungeon "restarted itself", its chests not being opened anymore, but I still had the cmap, compass and stray fairies.
I had 21/15 fairies after having beaten the boss
That got fixed in 1.0.1 that came out a few days ago.
@@samothethief thanks, I've been playing the same version since it came out
That's why I'm waiting for it to mature a bit before trying it out.
How do you have 21 out of 15 fairies?
@@zachtwilightwindwaker596 Being brought back to the start of the dungeon forced me to get everything to this point twice, including the 6 fairies I already got
The next generation of emulating: Porting the entire thing to your device
At that point, it ain't even emulating
I expect that copyright will be more of an issue. Unless users are running the recompiler themselves on original roms, this means distributing recompiled binaries. This is distinct from other decompilation projects which reverse engineer the code and then separately reimplement the code from scratch, from a specification that isn't copyright encumbered. The binaries here are direct translations of the original binary code and almost certainly still carry it's copyrights. You might not be distributing a complete game (no art assets) but you are distributing code of the game which is equally covered by copyright. This is a huge potential liability.
@@mattb4805The code wouldn’t violate copyright unless it is copied exactly which this doesn’t do.
This is the equivalent of clean room design if you’re unfamiliar with.
Even copying exactly wouldn’t necessarily be an issue unless a novel technique is copied. After all, x = 1+1 isn’t something you can copyright.
@@mattb4805 if this was true a tool like Wine/Proton on Linux would be against microsofts copyright, what wine and proton do is take windows binaries and translates them to something Linux can understand, and proton is backed by Valve, Valve is the same company that took down Portal64 (a demake of portal for the N64) out of fear Nintendo MAY take some legal action, Valve is VERY careful with copyright law yet they make proton, which does this, it directly translates binares Microsoft owns the copyright of, if Valves lawyers are confident proton wont get them sued, then recompilation is also fine
The same logic can be applied to art assets. You can't copyright a red pixel, but you can copyright a bunch of pixels that include a red pixel. Copyright is about an expression of an idea, and code falls under copyright. That's why code licenses exist - someone is licensing you the ability to use their copyrighted code.
Woah you showed Duke Nukem: Zero Hour. I feel like nobody knows how good that Duke game is. It's my hope that it is one of the early games that gets the recomp treatment. I looked into it myself and saw it was quite a bit out of my wheelhouse.
Duke Nukem Zero Hour is def an underrated gem. IMO it could be made even better with mouse & keyboard controls (I got it working on an emulator back in the day and did a play through that way which was cool). would love to see a recomp that allows mouse and keyboard controls as an option. Would be really cool for some other shooter games as well as RTS games like the Command & Conquer 64 port as well as Starcraft64. everyone is thinking higher FPS and Resolutions which is cool, but more control options is also a great opportunity here as well
played it first time a couple years ago and was blown away by how fun it was. Only drawback was i played it on original hardware and didnt have save states, some of the harder levels are really punishing thanks to starting from the beginning! Also looks great on an emulator, so given a sort of Doom 64 EX style remaster would be awesome.
@ORLY911 yeah no checkpoints was rough for that game. I was stuck on the first two levels for a very long time as a kid. Between no checkpoints and no memory card, I didn't make and progress for a long time.
Come on Conker's Bad Fur Day! We need a port of it!!!!!!!
Not before Daikatana.
F-Zero X with the DD Expansion Kit
majoras mask and ocarnia of time are far more imporant
@@unguidedone there's already pc ports of those two
@@hyperlinguist5284 im aware its by zelda64recomp
The N64 mini has surely come a step closer now.
yup exactly
But who will release it ?
I wouldn't blame them.
Nintendo has to sue the competition first lol
and then steal their code
I think Nintendo is done with mini consoles
WWF No Mercy in widescreen and 4K with actual FMV videos and high quality audio for the entrances would be awesome!
It's ironic that with model swapping, and raytracing, a N64 wrestling game will be able to take the models from the 2K games, and be the best looking wrestling game in existence, for free.
All the AKI wrestling games are worth remasters, especially the Japanese only Virtual Pro Wrestling series
I feel like I'm the only person who hates the idea of modernized n64 games and the legal hellhole it'll open for Nintendo to go ballistic.
OH HELL YEAH!
@@manashieldworld The reality is Nintendo probably will make use of the open source tools at some point and won't come down too hard where it's not legally obligated to do so. There's no way Nintendo could justify internally the cost to re-develop every game they'd like to repackage and sell. This is a benefit to them as well. N64 hardware is too unique that if nothing like this ever were done, all those games would die on the system and stay there forever.
i bet the sm64 decomp guys wouldve liked this
Referencing decomps helps this tool for development even more. Also, a full decomp is still better overall, as a result both programs can co-exist.
soo will be able to use this on a home brewed ps 3 / 4 or no ?
the code would be a garbled mess
Not really. The code produced by the recomp isn't easily readable
@@gorilla_gorl For sure, but they would use it to see how the code functions for sm64, saving them a lot of time
Wow, what a game changer! The widescreen HD Zelda looks incredible!
* Game _recompiler._
it looks way better than bad breath and tears, thats for sure.
@@newbsagehaha?
I'm excited for a Star Fox 64 PC port one day!
YES!!!
OMG, can't wait for that to happen. With how beloved it is, I hope it's in the works already
4K 60FPS 16:9, new models, new voice lines, new textures and we have a new Star Fox game
@@Chalepastel I would love 21:9 support as well
@@Chalepastel Then port that into VR with cockpit mode and I'll have a field day
@@Chalepastel 4k60 is 10 years ago.
Arbitrary resolution and framerate is the target.
Ooh! How about F-Zero X, with the expansion kit, and the ability to add your own track decorations or change race options to create 20, 50, or 100 lap endurance races! (Of course the option to change retiring on fall out or power loss to a time penalty would make such a long race actually possible.)
Dude...with how shitty online games these days are i would not be suprised if this blows up big...
I myself will go for nba hangtime first
I really can’t get over how terrific the ergonomics of the MM recompilation are. There are AAA games don’t handle window resizing, gfx mode changing and controller mapping as well as it does. I have a laptop with switchable GPUs and didn’t even realize I was using the integrated one for a few hours. It’s insane.
Though more obscure I’d love to see project around C&C 64 and BodyHarvest.
Cnc performance wise and bodyharvest texture and lighting wise.
Wow man. I didn't know recompilation meant this. Can't wait to recomp Wipeout 64, bumping up the framerate and resolution.
F-Zero too
Some game physics break. If the framerate gets too high
Do it with the Shindou edition! It's the superior one.
@@Dracossaint
it is explain in the video of @Nerrel that frames are generated to keep the logic working at 20 FPS while showing a desire target of FPS.
PS1 Wipeout already has a widescreen uncapped FPS/resolution PC port
you better have a damn podcast for tech stuff, i could listen to you all day. kudos for making me fractionally less depressed.
Man you are straight up one of my favorite creators on UA-cam! I'm not a programmer by any means but I'm truly fascinated and intrigued by everything you share with us! Bless you MVG, here's to many more years of prosperity! 🍻
Killer Instinct Gold needs this treatment
That title theme song fkn rocks!
We need 4k assets for this game. The pre-rendered graphics will look blocky... But yes excellent game.
Decomp projects such as OoT or Mario 64 are very important because they allow us to do modding / rom-hack with an incredible level of customization (like Indigo for OoT, truly an amazing project).
Those rom-hack projects are built to be n64 binary, so I think that this tool will allow us to mod and then port it to a PC experience with ease, which is amazing in order to allow people to experience those mods.
This will be extensively applied to WCW/nWo Revenge, WWF no mercy and Virtual Pro Wrestling 2
Cant wait
This is what I'm waiting on.
The way Nerell made it seem was "this turns any N64 game into a .exe instantly for you to play", or at least thats how I took it. I knew that was a misconception on my front lmao.
so did i, think a lot of people thought it was like that.
I didn't have the actual recomp tool while testing MM and I'm too dumb about programming to have made use of it anyway, so I settled for a more scant overview of how it works. I'm glad MVG was able to fill that part of the process in with more depth
@@Nerrel bless up
Just need someone to write a gui to make it easy
@@user-yk1cw8im4h unfortunately it's not that easy either. for the recomp to work, each game will be different with what you need to feed it. gui or not, you'll still need the relevant information for each game and that needs to be found manually.
however, when it comes to actually using n64recomp as an end-user, the gui is for pushing your own ROM into it as well as doing stuff like changing settings, which otherwise would also have to be manually done.
Imagine something similar for PSX. Or even Saturn. This is an achievement tho for sure.
Panzer dragoon saga recompiler 🤤
I know it's unlikely, but imagine Gamecube games recompiled.
@@Dad_Shoes yes please i want to play wind waker in a not crappy way :D
@@zeross39wwhd is super easy to emulate if you dont mind all the changes they made
The first time I heard of this, I said out loud "f***ing what?!" But yeah, makes sense. Even getting the static recompiling right alone, with all the source code available, is quite an undertaking on its own, but this is also a bunch of reverse-engineering on top of that. Marvellous stuff. (Programmer over here)
This being C makes me extra happy, being my preferred language, and this can also serve as a great learning resource for budding game programmers and modders. Awesome stuff all around.
C is also what N64 games were written in originally. Not that it'd matter too much, but it makes the most sense for decomp project trying to target the N64 again, like SM64 romhacks, which can essentially use the same compiler that Nintendo did to get working N64 roms.
@@KyleDavis328 oh, didn't know that. Then again, it makes sense. Back then, depending on exact time, you either had the choice of assembler for the console's chip, or also C.
@@Kknewkles Yeah, the oldest actual version of C++ that even might have been used didn't release until 1998, so I doubt Nintendo would have been very interested in writing a compiler for it halfway through the N64's lifecycle, if at all.
Would love it if Factor 5's Indiana Jones and the Infernal Machine could receive this treatment, but them using their own microcode could prove a challenge
I've got some bad news then. Factor 5 were legit development wizards, and a lot of the games they created saw them also introduce their own microcode (which replaces the logic implementing the instruction sequencing in the processor with its own custom implementation), which the N64 supported. Unfortunately this recomp tool does not have the ability to deal with microcode other than Nintendo's standard microcode shipped with the console as far as I am aware at this time.
Another way to think of this were if someone created a SNES recomp tool, you wouldn't just be able to point it at StarFox and expect success, because you would also need to introduce support for the SuperFX chip in order to work properly.
"I can see a market for N64 markets coming to modern hardware"
i'll stop your coping there, Nintendo will never do this, they will never use a 3rd party open source tool to make their games function better and natively instead under a shitty emulator they developed.
Although this can open the door for some amazing projects, like BK and BT cross game randomizers on PC.
I know the Majora's mask decomp was already really far in, so this will just speed it up a bit, I know the OOTPC crew is working on it, so hopefully once that's done they'll add the randomizer options into it like OOT PC, and hopefully they'll do what the emulator can do currently and make a OOT+MM randomizer, currently only on Emulator, but I really want it to come to the PC ports.
other developers who lost source code could
Correct, they will pretend recompilation does not exist and keep using their garbo emulators.
Japanese seniors cannot stand the thought that some random dudes in their basement are more competent
This is really awesome to see. I'm excited to see what comes from this project. It'll look really cool to see several different native ports on my steam deck with custom artwork and such. To the developers: keep up the amazing work. I can't speak for everyone, but I definitely appreciate all the hard work that you do to let me easily relive my childhood gaming days on modern technology. And thank you, MVG for bringing this project to my attention.
this is honestly groundbreaking technology. I wouldn't be surprised if we saw this for other consoles down the line as well, we're looking at the start of a whole new way to play retro games.
like, imagine this but for SNES games ... imagine playing super mario world at 120 fps.
I'm really pumped for this tool. I see many N64 classics getting new life on PC with this. Goldeneye, the WCW/WWF games. So much good stuff! Well done video MVG!
So as a complete casual, for me this means we can get lots of n64 titles with 4k 60fps and other cool features 😊
Higher fps targets too.
This makes it a native pc application so the limits are through the roof.
As a silver mentioned it'll be a native application as well. It won't take an emulator running underneath it to do anything. It'll be 99% as if it was developed for pc to begin with
@@silverwah Should also be said that the renderer used for the recomps is also coming to emulators via a plugin. So even games yet to get ported will eventually reap similar benefits with the same features.
I was playing the Majora's Mask recomp at 1440p and 170fps (my monitor's specs), with the way that frame interpolation is set up (which will very much depend on the game having one implemented by the recomp maintainers) there's really no limit to what it can do.
Wont this kind of break some N64 games we all grew up loving? Like I’m imagining some n64 games running at 60 frames that were normally running at like 20 lol. It would be kinda weird hahaha
1:02 not one I’ve heard you say before
And someone said a looooong time ago that N64 emulation would be never possible. This is the third evoltution since emulatores popped up, from
CPU -> interpreter
CPU -> dynarec
CPU -> C++
What a blast!
Not C++, it's C, didn't you watch the video?
@@doigt6590 did you read the code? Do you know C code can be compiled by a C++ compiler?
@@cassianomartin2699 yes did look at the repo and the code there. And no a C++ compiler is not a good C compiler. C has different pointer mechanics that are just so slightly different effects than C++ that you are really shooting yourself in the foot without realising as the differences are quite nasty. Also C has a keyword C++ doesn't recognise: restrict. C also has a few wild things that it allows that a C++ compiler will think illegal.
Did you know, before I told you, that C++ cannot always compile C code and that even when it does, it isn't accurate?
@@cassianomartin2699 It seems youtube removed my comment for no reason. The short recap of the deleted comment is that C allows things that are illegal in C++ (for good reasons, but still the C++ will fail here), C has the restrict keyword but not C++, C has slightly different pointer mechanics (which will compile in C++ but can have catastrophic effects).
@@doigt6590 Stuff like this is why I generally prefer emitting LLVM IR directly since the compiler can get a lot more specific on what the optimizer is allowed to do with it.
MVG is just being modest, it looks fantastic! I've never seen games look this sharp and crisp. If that weren't enough the UI makes it very easy to get up and running. I had some issues with mapping controls to my N64 controller that is outfitted with a usb connector so I just used a PS3 joystick and did my best at mapping that to the N64 layout. N64 emulation may have plateaued with this one.
This is such a great explanation of how the tool works and what is needed. Amazing work!👏
I think Body Harvest will greatly benefit from this. Would love to give that a play through at 60fps/ultrawide
Rgt needs them AKI wrestling n64 games. Gotta get going on them.
I need em too
Would really love to see Wave Race 64 at 60fps+
That would be very nice!!
Im playing through the Majoras mask recomp. Just beautiful
Where is your stream of the game? I don't see it on your channel.
@@R10_da_Chini I don't get it.
@@crystalwater505 they never said they were streaming it
@@majicktek5051 Wtf.
Was waiting on this video, immediately thought of you when I heard the announcement. It's really a remarkable piece of kit and should really make things interesting in the near future.
Perfect dark with more than 8 fps! Can't wait
Perfect Dark already has a PC port you can DL.
This looks so dope. In my head I'm thinking "hey, I'm a software dev, I bet I could figure out how to work it!" And then I remember that I still have to Google the syntax for C# switch statements half the time so this is very likely above my pay grade hahaha.
PC is the preservation of games platform.
This is truly incredible. I hope we can do this for every retro console and get full de-comps of every game in history!
The mental image of my favourite big UA-camrs shaving their ⚾⚾ will never not be funny to me
I really hate when UA-camrs get that sponsor. Just gross.
A man has to live. And shave the balls. Stop complaining
@@Leahi84 It's not like they're sending you pics of them shaving their C&B. Who cares?
It's as natural as going to the toilet. Everyone does it, so calm yourselves
I guess I am old fashioned but I reckon that men should not shave below the neck (women can if they want).
I mean, people can do what they want obviously, but that is just my philosophy: masculine = hairy body; feminine = hair on top of head but (optionally) less hair elsewhere
A few weeks ago I bumped into this while surfing. There is already a Mario 64 and a Zelda 64 (OOT) Floating around and I read that someone was working on Majora's Mask. This is really good news. It opens so many doors for playing games we all love on the platform we all love.
Honestly, the Banjo games are probably what I'm looking forward to most with this.
same. i never played them on actual hardware and n64 emulators are so jank i never even bothered trying to play that way.
loved the recompile of SM64 on switch. So much better than the collection nintendo did themselves.
Thats with the decomp not recomp lol
I really hope it will be even easier to make compilations of games sooner rather than later now that the source code to make this stuff is out, because *damn,* as someone who has no knowledge in N64 programming, let alone PC programming in general, this is a huge bummer. I'd ask for a more extensive and in-depth tutorial on how to make them yourself, but I'm sure that by then most games will already have decomps available, or at least I think they would. Hopefully within another year we can see packages for all of the most popular games. Conker's Bad Fur Day is a good example of a game I want to try in a native format.
I love how developers figured out a way to use copyrighted material without distributing copyrighted material to avoid nintendo from being able to issue DMCAs.
Nintendo must be going bald from stress thanks to this newer innovation.
They will hook onto the open source solution that others developed for them for free and eventually use the same or comparable tech to sell the games. Sure they want control, but lacking that they can still profit off the work.
i feel like this method could be useful for all kinds of things, because you don't even need the source code, you just need to look at what the origin cpu can do, find the closest equivalent in the target hardware, patch anything that doesn't match, add some useful insertion points for additions and modifications, and you're basically good, rather than reverse engineering a whole code base, and it works for pretty much anything compiled onto the origin hardware
Holy smokes MVG I can't believe you tested this on Duke Nukem Zero Hour! I made the cheevo list for that game over on Retro Achievements I love that game!
static recomp: from MIPS ISA -> C -> X86 ISA, using the ubershaders.
I still remember when Dolphin-emu devs were flabbergasted that the ubershaders could even work.
The generated ubershader code is so massive, you can't view it in a normal text editor if you would try so.
hopefully something similar happens to other emulator's especially ps2-4 xb360
For sure. We need PS2!
You finally did a better "Bye for now" that doesn't look like you're about to punch me. I can't believe it.
dimitris? i saw a lot of videos from this channel in the past but never knew your name xD
Looking forward to seeing a decomp of Donkey Kong 64
Nintendo to lawyer : Wait! Let them cook. We attack when its almost complete.
this is a clean room RE project. Meaning they arent allowed to do anything about it.
@@zackwumpus9364 So few people understand this type of thing it's insane. Not one bit of the program is Nintendo code; and you need to provided your own rom. Meanwhile the latest big profile thing were the Garry's mod Nintendo takedowns most of which were literal model and texture rips straight from Nintendo games. There is no reason to think Nintendo will take this down.
Wow, Majora's Mask at 60fps looks amazing!
Can't wait till we get a Superman 64 decompilation
It's already in the works.
Gex64
not even thst would be good
It’s coming
@@abdullahnadeem1823You'd be better off playing the PS1 version of the first Gex 3D. The N64 port isn't great, especially the camera
Deep Cover was a better port, but the PS1 version is still the one Crystal Dynamics made directly
Since it's based on MIPS code reverse engineering, what about extending the scope to PS1, PS2 and PSP? I wonder if it's considered.
even though they share the same processor, They are very different devices. Different GPUs/PPU, BIOS everything is different.
@@zackwumpus9364 I know that but the tool used shares the same opcodes etc. I bet that atleast 90% of the instructions is shared.
@@klimisioannidis i mean yeah, the code could definitly be reused, but i feel like they should just use a different codebase with reused code if they want to extend to ps1, ps2 and psp, because all of them are completely different consoles other then the processor.
This project has the benefit of more complete decomp projects to reference than any other console. Wouldn't be impossible, but probably would require more time to figure out all the quirks of the target platform than any skilled engineer could reasonably throw at it.
the amount of effort developers have put into nintendo games in their spare time over the years is insane. all without a whisper of appreciation/respect/recognition from nintendo (unless theyre looking to C&D or sue of course)
Man, I need a Rogue Squadron N64 port now, the PC version is stuck to using weird pc menus and old graphic API's. It's such a pain to get setup correctly, and the N64 version feels way more polished.
This was something I always imagined doing! I was tempted to do it with NES, I looked at what this tool is doing and OMFG it's WAY deeper than I had considered.
I tried making a tool for this for just 6502 emulation, but it was beyond me at the time I did it many years ago.
Nintendo's lawyers just entered the chat**
they are watching while stretching their fingers..
@@migovas1483 their fingers and their definitions of copyright law
@@jonpatchmodular yep, they keep finding loopholes, or ways to pressure..
@foreversable in Theory yes, but they will claim you 'KNOW' something, something,something, about the architecture, engine, etc , protected by law yadayadayada.. but at this point they should just give up.
@foreversableSadly, that does not matter for nintendo. They simply sue you, and even if you are right, they know damn well you don't have enough money to fight it in court.
Like i already wrote under another video, i hope this tool for the recomp gets so easy to use soon enough that everybode can make a port like the MM in Zelda64 just because i KNOW i don't want people to be "forced" to recomp games for me that usually nobody would ever care about doing or trying. But on the other hand if it does NOT work out like i want or hope it to be then i would love for the handful of people that know how to use it to like, i dunno, maybe oofer their services. I would even pay like 20 bucks for 10 or so games so that would be 2 Dollars per game. (although it seems like a low number remember the dev said this tool ALREADY works really well but only for people that understand coding well enough)
Dude, not only do you look like Kratos, you are Greek as well. This is kinda awesome. 🙂
Haha, he's Australian, but most likely has Greek ancestry.
3:55 Small correction, I believe it was possible to do high refresh 16:9 Mario 64 emulation at that time. I remember Nerrel did a video about Mario 3D All Stars at the time and mentioned it I think. He's pretty reputable when it comes to emulation type stuff.
He should license his code with the F*** Nintendo license. Anyone and everyone can use the code for any reason, except Nintendo who can’t use it at all
Perfect timeline.
"We love open source, except when it comes to X company"
nintendo has there own inhouse emulation team whenever they need anything related to that. They dont use custom emulators, they use custom roms tho.
Yeah that'll show em!!! 😂😂😂😂😂
Pfft… acting like Nintendo would even use good technology
Good summery and well explained! Looking forward to see how this develops and so many games I would like to play in a more stable way with higher framerates and resolutions. :)
Steam Deck continues to be a better Nintendo game-playing handheld than the Switch...
Lol sure
Unfortunately its availability is more limited.
@@llSuperSnivyll huge install base of Switch didn't help it one bit to be a better legacy platform. It's only up to players to appreciate the unprecedented freedom of choice Steamdeck provides. Or continue to stuck with Nintendo's greed, restrictions and lazyness.
Original model steam deck, refurbished, with a microSD card would come out to the same cost as a Nintendo Switch, and can easily run games up to Gamecube, PS2, and Wii with enhancements, and can run Wii U and Switch Games at their native resolution.
Also, if you're in the steam ecosystem, you get access to steam sales. This opens up some of the best games on the PC for less than 10$ a pop. Stone cold classics like Portal 2, Fallout: New Vegas, Resident Evil remake, Batman Arkham series, and DOOM for just a few bucks each. There's also a shitton of indies you can get on deep discount or even for free, like the Deltarune games.
The deck at its absolute rock bottom cheapest completely smokes switch in the current year. The only thing that could make Nintendo's walled garden more appealing is a successor with backwards compatibility that includes increased performance out of the box
@@Sly2Cooper I exclusively talked about the availability. Where I live in I cannot get a Steam Deck, for instance, as there are no places that sell them nor you can order one through the Steam page. You either have to get a Switch or pray your Steam Deck does not have any issues because who's gonna fix them?
Ever since I first heard about this project I was hyped as hell that we can finally get PC ports of our favorite N64 games that arent just the popular games everybody plays or emulates often. Before you asked and wonder about the Nintendo ninjas being summoned I heard this program is totally legal as long you supply with your own rom due to the fact this isnt ripped from a nintendo console and using 100% open source programs used to build the program unlike yuzu whiched rumored to used nintendo code. I hope someday months that some people will be able to develop pc/steam deck ports of your favorite N64 titles even the ones that our obscure without waiting months or even years of work to do.
Dude these guys really need to work on the Xbox 360 XEX recompiler for Windows
@ModernVintageGamer , this video reminds me that there was an old N64 emulator called "Corn". It used assembly language and Static Recompilation to emulate N64 games and was very fast, even faster than UltraHLE in some cases. My AMD K6-2 500 MHz and Voodoo Banshee ran Super Mario 64 at full speed. But the problem is that compatibility was very low, only Super Mario 64 was playable until the end on that emulator.
Imagine incorporating online lobbies into games like Mario Kart or Smash Bros.
Then it would be wonderful if this new technology could be transferred to consoles that are difficult to emulate, such as the PS2 and PS3, or consoles that use an API similar to that of the PC, such as the Xbox family of consoles.
the problem with the ps3 is that it had all this processing units that were doing specialized stuff on parallele. its not exactly like a multicore cpu and so instruction can't easily be mapped one to one for a x64 architecture. even if they did manage it, a multicore cpu is not really like those units and won't perfom as well so it woumd'nt really work
This method could be gold for Nintendo, being able to make ports to consoles that are both inexpensive, while also being able to show clear value over emulated versions.
Nintendo hears about it: Aaand, it's gone.
The best part is, they can't do a thing.
This feels like the atom just got split for the first time for N64 games, Im beyond excited to see the entire library potentially preserved forever in this manner!
I'm too dumdum to code so I'll wait for the heroes to recompile "Beetle Adventure Racing"
Of all the emulation I've been into, the N64 was the one that was most interesting. It's fantastic to see this.
This stuff just keeps amazing me! I love the modding & hacking community
They have the most leverage in the video game community they make big companies better
Its interesting. A little more than a decade ago general static recompilation was seen as a pipe dream. Many said it would never be possible. Yet here we are.
I can’t wait for this to get so advanced that you can just download these finished recompilations off the internet just like downloading a rom haha
I wonder if this will make playing N64 games on the 3DS more feasible.
Right now most emulated games are too slow to actually be playable.
I’m so excited by the prospect of this! I just hope enough N64 fans with coding ability (such as yourself) find out about this tool and learn how to use it because your average fan boy (such as myself) still won’t really understand how to use it. I’d love to replay some of my 64-bit favourites like pilot wings, blast corps and wave race.
When I first saw this, I was hoping it would be more of a drag and drop experience. It’s still pretty amazing and the Majora’s Mask recomp is great!
The quality of this video is so crisp that I thought I accidentally switched tabs to github at 8:58
The N64 Renaissance has arrived. I can’t wait to see what Perfect Dark’s PC port turns into
One of the coolest parts with this is that you can run N64 games at 1000 FPS, but still won't ruin the gameplay.
Microsoft did something similar with Xbox 360 backwards compatibility on Xbox One.
The Banjo and Perfect Dark ports were super good
@@javi994 Yes. Then there were all these free 4K/60 upgrades for Xbox 360 and Xbox 2001 games.
In fact Microsoft even replaced the Xbox 360 assets with PC assets in "Splinter Cell Blacklist" and is why it's 9.GB larger than the original.
This is pretty cool. I wish I knew how to do all this, I'd test it with Quest 64 and Harvest Moon 64. Hopefully there'll be something like this for the PS1 in the near future.
This along with OpenGOAL(For the Jak and Daxter gamies) has been huge. As with the Jak games, specifically Precursor Legacy, people have made entire new levels with insane detail and thought that it feels apart of the game. Hell, people have dropped in entire levels from other games and threw on basic collision and it just (kinda) works.
Legend of Zelda and SM64 are definitely gonna get the same treatment here.
This will snowball into mods as insane as we've seen for the Mario 64 pc port. Imagine a total conversion of Majora's Mask that adds all the models from the 3DS version, or just general graphical overhauls.
Exciting
I’ve been enjoying the Super Mario 64 decomp port on my homebrewed PSP. Hopefully this opens the door to more of those ports making it over there!
This is going to be a new golden age of N64 emulation, I can feel it. I already set up a dedicated section of N64 PC ports in my game server.
Thanks for making this detailed breakdown of existing problems and of this approach and its limitations. As I was watching I admit I was about to start searching for other videos, but you anticipated and answered my questions.
3:30 Arguably if the developer had the original source code, perhaps with time and materials they could do better; but likely it is cost-prohibitive to do so.
Would pay for Diddy Kong Racing at 60fps with extra bells and whistles.
I was wondering when you were going to talk about this. This is a total breakthrough worthy of the press. I cannot believe we finally after all these years get an upgrade after like 20 years of little advancements. I’m stoked for conkers bad fur day. This is all quite literally a dream come true