![]() ![]() Nope, with ASM, you can do whatever you want. And are there any aspects you couldn’t get working/decided to cut out? ![]() ![]() What’s your favourite level in the hack so far? Why? it was a full hack with 122 stars that I’ve finished within 2 weeks and it really tells from the games design. it was more like a playground for testing what the tools can do. My first hack is actually called “sm64: madness”. What was it like developing Organ of Matrias? It was pretty cool to see that people made custom levels in SM64 and since I always liked inventing games I thought it’d be fun. I first got interested when I saw star road. How about Mario 64 ROM hacks now? How did you get interested in those? I’m a math student in Germany, have been hacking Mario 64 for 4 years, no prior experience in programming. Can you tell us a bit about your background? So, a quick personal question to start off. Responsible for ASM hacks involving everything from a rideable Yoshi to a Fire Flower power up and the sole creator of Super Mario 64 Last Impact, he’s seen as one of the most accomplished modders in the entire community.Īnd now, he’s discussing his works with us on Gaming Reinvented! So here it is, our exclusive interview with Super Mario 64 ROM hack Kaze Emanuar! 1. It's too late.When it comes to Super Mario 64 ROM hacking, pretty much everyone knows Kaze Emanuar (or Kazeshin as he’s known on SMW Central). And because of this you could potentially see SM64 ported to ANY device with enough hardware specifications to run the game, much like the original doom. It's not a fan project that they can just snip late development, it's not a single source distribution cycle, this article fails to cover what I sent to them in email in that not only has the source code for the game been compiled completely, but the nintendo64 SDK its self had been leaked resulting in not only this being able to be ported to PC, but the fact is that now in this circumstance SM64 is open source regardless of Nintendo's might. There's no amount of legal pressure in the world over capable of stopping this from happening further. This isn't a rom, this isn't an emulator, this isn't in development, this is done, floating around, and finalized. It’s a single executable <25 megabyte file that is already complete. Outputting a higher quality cideo signal destroys the effect and water starts to look like plain white lines on a plain blue background. Most famously, transparency effects on the sega genesis/mega drive were a trick of composite video. Both the way CRT’s scanned the imagine onto the screen, and the fuzziness of composite video signals textured and softened the image in ways that many designers intentionally used to alter the visuals of the game, hide flaws, and create new effects not inherent to the console hardware. The sharp, hard, crude square pixel look we know from emulators today and retro styled games like Shovel Knight is not at all what these games were designed to look like. If you are young enough to have never played a lot of these older games as they were played at the time, on CRT tv’s with low quality analog signals, that’s low quality even for analog signals, then you aren’t very aware of what these games actually looked like as modern emulation and releases are nothing like how these gamees were originally presented. “The Bob-omb boss looks like a 3D sphere on original hardware, but stretched to a high resolution the illusion is broken.”Īn inherent problem of important old programs to new formats. Losing 4-6 frames of input lag makes the game borderline unplayable at any serious level of execution. This is why speedrunners play on a CRT on original equipment. If we set together and I watched you play the original NES Mega Man spit out in 240p and upscaled by your tv, I could point out every time you died that wasn’t your fault but a side effect of the hardware you’re playing on. Games that were designed to be run on CRT tv’s that have zero inherent lag because they have no processing at all, having to be upscaled first (usually being misinterpreted as 480i on top of it), then being drawn on a comparatively slower screen *wildly* changes the experience. This is why you get FPGA consoles that run NES and SNES games and output 1080p, modern televisions have a hell of a time processing a 240p image. If you’re outputting to your tv, a signal that already runs on your tv’s native resolution will produce less input lag than if the TV had to process and upscale the image first. If you’re just running it in an emulator on your PC? No. Depending on what you’re doing with it, it makes a lot of sense. ![]()
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