SamSuka
Kazestuff
Kazestuff

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Some Updates!

I just realized I haven't updated you guys in a LONG time!
So let me give you updates on the current progress.

RTYI is currently in course 14 out of 15 and both of these are already halfway done. I believe I can finish all the main courses by the end of the year!

I plan to release another demo, of just the first level, some time soon. It'll feature all the new engine improvements and the reworked course 1 so you can REALLY see how far the game has come since the first demo release. I'm very excited for people to try it.

Course 14 features many cool lighting effects, such as normal/reflection maps (or whatever you want to call them). I attached an early video of course 14! This effect takes less than 3 microseconds to render.

The SM64 x Banjo project has 120 stars done and I'm currently in the process of porting all the enemies to SM64. It's taking a bit. There's also 20 more overworld stars planned and I want to port it back to the RTYI engine.

Some Updates!

Comments

that game was made in 2016. Our mario 64 modding tools were broken with original hardware until 2018. unfortunately, anything made before that date just won't run on console.

Kaze Emanuar

Hi Kaze, I tried to run Mario 64: The Last Impact a few months ago on original Hardware. Unfortunately, it just worked with an emulator. The game turned black immediately, when booting with my Everdrive. Any solutions?

Videogame Analyse

They likely will and it'll suck for my youtube channel, but realistically it's not possible to stop people from playing the game. And even then, there is still the asset swap route I could take.

Kaze Emanuar

Aren't you worried Nintendo is gonna take down the whole project?

Jhoenly lopez santos

I do have both an X5 and X7 cartridge, plus an HDMI mod and capture device. So when you're ready for playtesting, you'd better believe I'm qu's up to go. My email id Jortan.Andrew.Scherr@Gmail.com when you're ready for testers.

Jordan Andrew Scherr

I may ask for betatesters from time to time, especially for the new demo of course 1 coming out soon. not sure if it'll be on patreon though or if it's going to be on one of my discords

Kaze Emanuar

That's good enough for me bro! What would it take to become a beta tester when the time comes? I know that it involves jumping into walls and finding glitches and stuff

Major

longer than that... i'm still missing a few courses and then all the betatesting. i'm not really comfortable giving out a release date yet though as the scope of this project kept changing throughout development.

Kaze Emanuar

Hey Kaze, I just received my everdrive x7 that I purchased just for RTYI because its looking amazing! With no intentions on rushing or anything of the sort, what's your general guesstimate of the release of your game? (6 months for example?)

Major

I will wait for the reviews before I make up my mind, but for the HDMI video alone is worth it for me. I have been thinking about the UltraHDMI mod for some time, but I am afraid I'll break my console if I try to do that myself.

Patrick

Honestly i'm not convinced on the analogue 3d yet. i don't really see the upside over just using an emulator or real console.

Kaze Emanuar

Analogue3d with everdrive 64 x7 then, but I understand that last part needs to be handled manually but myself. I have both euro and jap versions of the N64, but HDMI output rather than composite is preferred to get it to work on modern tvs. I have a tiny crt, and I love it, but if I get it to work on my flat screen HD tv without any input lag then that's just as good imho.

Patrick

I'm not sure if the analogue is accurate enough to play my mods unfortunately. I can't distribute cartridges, but the analogue3d may be a way to play it! Another way to play it is to get an n64 with an everdrive, which is slightly cheaper and will be on the actual real hardware.

Kaze Emanuar

Hi Kaze, I've been following your work for quite some time, along with everyone else, and I'm really excited about the release of both your games, RTYI and SM64 x Banjo. I’ve been wondering, though, how these games could be played on the original hardware. Is it something you would handle, like offering them on cartridges that we can purchase and get shipped, or is it something we could do ourselves? If it's possible for us to do it, would you be able to share some guidance on how? With the recent announcement of the Analogue 3D—a modern N64 console—it seems like the perfect match for your games. The thought of playing them on this new console feels like a throwback to Christmas morning in 1996, and I'd love to experience that nostalgia with this combo! For anyone interested, the console is announced at analogue.co/3d.

Patrick

i had to simplify the light a bit to come from one source instead of the actual light in the scene. that makes it a bit inaccurate the further you move on the X axis. other than that, it's a simple computation that just maximizes the light when angle in = angle out to bounce the light back into the camera.

Kaze Emanuar

This is so cool to see on the n64! Though, I'm wondering-- are you sure the directions of the lighting/normals/reflection/all that is being computed all correctly? Watching the video, the growing and diminishing of intensity of light bouncing off the styrofoam doesn't quite make sense to me from all angles, relative to the placement of the sun in this scene. Is it possible that the realistic shading from the normal map is clashing with *non* realistic lighting on the geometry itself?

wilm0x42

It's both bump and normal mapping.

Zach Owen

Amazing work, very keen to try this on hardware. So exciting to have new things to play on the n64

Gurd

Great mods SM64 démo you upscaling texteur ? possible port other game N64 mission impossible, 007. The major game N64 action ?

Cine You Tube

3 side levels and the overworld. and of course lots of testing/bugfixing!

Kaze Emanuar

After the main courses on RTYI are finished, what remains to be done?

extremepayne

The terminology I'm familiar with is something like this: Light maps = pre-baked, flat maps, not per-pixel Specular map = runtime, per-pixel, has "gloss" information, but no depth information Bump map = runtime, per-pixel depth information for the surface Normal map = runtime, per-pixel, maps surface normals for determining the direction of reflection

Micah Talkiewicz

It's per texel and dynamic! You can see the light change as the camera turns to reflect the light from the desk lamp.

Kaze Emanuar

Holy cow, that's amazing! Thank you!

Adam Atom Ant

YES! This level here even runs nearly perfect 60fps on real hardware!

Kaze Emanuar

With these add-ons, will it still play on original hardware if we have a flash cart?

Adam Atom Ant

Can't wait Kaze. An active bump map would have per-pixel lighting response. The fact that it's baked makes it behave more like a specular map. Bump map is accurate.

Nebulon


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