j1mp4ck Posted March 7, 2021 Share Posted March 7, 2021 Hi, if the source code of SM64 is pseudo Open, why not try port to jaguar? 1 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted March 7, 2021 Share Posted March 7, 2021 I don't think that will run on the Jaguar at all. 1 Quote Link to comment Share on other sites More sharing options...
Zerosquare Posted March 8, 2021 Share Posted March 8, 2021 Why settle for Super Mario 64, when DooM 3's source code is open-source? It should be even easier to port, since Doom already exists for the Jaguar. 2 16 Quote Link to comment Share on other sites More sharing options...
ls650 Posted March 8, 2021 Share Posted March 8, 2021 7 hours ago, j1mp4ck said: Hi, if the source code of SM64 is pseudo Open, why not try port to jaguar? I have a better idea: why not play SM64 on an N64, and instead put the effort towards developing an all-new game for the Jaguar..? 7 Quote Link to comment Share on other sites More sharing options...
swapd0 Posted March 8, 2021 Share Posted March 8, 2021 11 hours ago, j1mp4ck said: Hi, if the source code of SM64 is pseudo Open, why not try port to jaguar? N64 uses floating point for 3D Maths, Jaguar, PSX & Saturn uses fixed point, at first I want to see if someone has enough time to convert all code and assets to fixed point and port it to ps1. 2 Quote Link to comment Share on other sites More sharing options...
LordKraken Posted March 8, 2021 Share Posted March 8, 2021 (edited) 11 hours ago, j1mp4ck said: the source code of SM64 is pseudo Open Ok i don't know why I'm writing this but there are literally dozen of reasons why this will never happen, and the first of them is actually in your question. The code is "pseudo" open source. Well actually it isn't. It's a hack and it's illegal to even look at it. Now there is also a second very good reason: Why anyone would spend an insane amount of time just to get killed by Nintendo ass soon as the project is announced on a forum somewhere... And last but not least, let's be honest, even the best 3d games on the jag have a polycount that is at best a fourth of what Mario 64 shows. So even with a real good 3d engine, one would have to redo all the 3d assets. Edited March 8, 2021 by LordKraken 8 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted March 8, 2021 Share Posted March 8, 2021 1 hour ago, LordKraken said: And last but not least..... ... it's not Sonic 1 Quote Link to comment Share on other sites More sharing options...
LordKraken Posted March 8, 2021 Share Posted March 8, 2021 Can raptor handle Sonic, that is the question @CyranoJ Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted March 8, 2021 Share Posted March 8, 2021 1 minute ago, LordKraken said: Can raptor handle Sonic, that is the question @CyranoJ Sonic can't keep up with RAPTOR, not even with Blast Processing. 5 Quote Link to comment Share on other sites More sharing options...
roots.genoa Posted March 8, 2021 Share Posted March 8, 2021 3 hours ago, LordKraken said: Why anyone would spend an insane amount of time just to get killed by Nintendo ass soon as the project is announced on a forum somewhere... And yet, we see that kind of projects pop up on a regular basis... ? 4 1 Quote Link to comment Share on other sites More sharing options...
JagChris Posted March 8, 2021 Share Posted March 8, 2021 Maybe but I don't think anyone tries to sell them. 1 Quote Link to comment Share on other sites More sharing options...
pacman000 Posted March 10, 2021 Share Posted March 10, 2021 On 3/8/2021 at 2:24 AM, LordKraken said: And last but not least, let's be honest, even the best 3d games on the jag have a polycount that is at best a fourth of what Mario 64 shows. So even with a real good 3d engine, one would have to redo all the 3d assets. Or have the game run at 1/4th the frame rate. (Probably taking your statement too literally.) 1 Quote Link to comment Share on other sites More sharing options...
j1mp4ck Posted March 28, 2021 Author Share Posted March 28, 2021 On 7/3/2021 at 21:04, Zerosquare said: ¿Por qué conformarse con Super Mario 64, cuando el código fuente de DooM 3 es de código abierto? Debería ser aún más fácil de babor, ya que Doom ya existe para el Jaguar. is like a Wolfenstein 3D for Atari 8 bits? XD Quote Link to comment Share on other sites More sharing options...
j1mp4ck Posted April 25, 2021 Author Share Posted April 25, 2021 1 1 Quote Link to comment Share on other sites More sharing options...
pacman000 Posted April 25, 2021 Share Posted April 25, 2021 ^ What’s that? Quote Link to comment Share on other sites More sharing options...
JazGaming Posted May 28, 2021 Share Posted May 28, 2021 I'm not sure why everyone wants to see advanced 3d games on the Jag, when it's EXTREMELY difficult to program 3d games for the system. I think it would be cooler to see a highly detailed 2d game like SOTN or something. Also it's a huge undertaking to make a big game on the Jaguar, and there's not much money in it. You pretty much gotta be in it for the love of the game or learning experience. And if you are to make a game, you probably wouldn't want to see all that hard work go down the drain because you're using a licensed brand. 1 Quote Link to comment Share on other sites More sharing options...
JazGaming Posted May 28, 2021 Share Posted May 28, 2021 (edited) On 4/25/2021 at 4:32 PM, j1mp4ck said: did a reverse image search and couldn't find anything about this. It looks very nice, did you make it? Edited May 28, 2021 by JazGaming Quote Link to comment Share on other sites More sharing options...
ArneCRosenfeldt Posted March 23, 2022 Share Posted March 23, 2022 On 5/28/2021 at 9:45 AM, JazGaming said: I'm not sure why everyone wants to see advanced 3d games on the Jag, when it's EXTREMELY difficult to program 3d games for the system. I think it would be cooler to see a highly detailed 2d game like SOTN or something. Also it's a huge undertaking to make a big game on the Jaguar, and there's not much money in it. You pretty much gotta be in it for the love of the game or learning experience. And if you are to make a game, you probably wouldn't want to see all that hard work go down the drain because you're using a licensed brand. Mario64 has almost no texture. And the Jag is very fast at Gouraud shading ( for Mario ). I don't even know why we discuss the flat shaded image above. And even then you could bake in the lightning. Mario64 on the N64 was an unoptimized debug build which ran some calculations twice because -- I dunno -- the devkit was so bad at profiling or that calculation was cheap. 1 1 Quote Link to comment Share on other sites More sharing options...
Zerosquare Posted March 23, 2022 Share Posted March 23, 2022 3 hours ago, ArneCRosenfeldt said: And the Jag is very fast at Gouraud shading ( for Mario ). It is? That's news to me. 3 Quote Link to comment Share on other sites More sharing options...
phoboz Posted March 23, 2022 Share Posted March 23, 2022 3 hours ago, ArneCRosenfeldt said: Mario64 on the N64 was an unoptimized debug build which ran some calculations twice Now that's safety, you do the same calculation twice and then (if the result differs) you select the result you like best ? 6 Quote Link to comment Share on other sites More sharing options...
OVERRiDE Posted March 24, 2022 Share Posted March 24, 2022 I dont think the legality really matters, of course no one who would be willing to try to port this to the Jag would ever consider trying to sell it. The main issue, regardless of fixed point or floating point, is that the Jag is not good at rendering triangles, point blank. The official Atari 3D renderer is doing 15 fps on a scene with 382 triangles Granted this renderer can be optimized as it is doing real-time per-vertex lighting calculations as well near-z clipping on every vertex transformed, that code is running on the GPU which does not seem to be the bottleneck considering 4 triangles can tank down to 30 fps if they are large enough on-screen... I believe the blitter is just not well suited for triangle rasterization. I would love to be proven wrong though! 6 Quote Link to comment Share on other sites More sharing options...
Atariboy Posted March 24, 2022 Share Posted March 24, 2022 (edited) On 3/8/2021 at 3:24 AM, LordKraken said: Ok i don't know why I'm writing this but there are literally dozen of reasons why this will never happen, and the first of them is actually in your question. The code is "pseudo" open source. Well actually it isn't. It's a hack and it's illegal to even look at it. No, it's reverse engineered source code built from scratch that doesn't infringe on any of Nintendo's copyrights. It's why it hasn't been killed yet. It's also why to compile it you need to provide your own Super Mario 64 rom to extract the copyrighted assets necessary to turn it into a playable port of Super Mario 64. It's the finished effort that's illegal to distribute, not the source code that was independently created that doesn't infringe on any Nintendo copyright. Same concept with this new Ocarina of Time port. Edited March 24, 2022 by Atariboy 2 Quote Link to comment Share on other sites More sharing options...
j1mp4ck Posted March 24, 2022 Author Share Posted March 24, 2022 Hi! this link is a Mario64´s minimalist mod, may be a near concept about Jaguar port. The music and SFX make the spirit game. https://www.youtube.com/watch?v=JmrgEYkxzGM 1 Quote Link to comment Share on other sites More sharing options...
JagChris Posted March 24, 2022 Share Posted March 24, 2022 37 minutes ago, j1mp4ck said: Hi! this link is a Mario64´s minimalist mod, may be a near concept about Jaguar port. The music and SFX make the spirit game. https://www.youtube.com/watch?v=JmrgEYkxzGM That looks interesting. Would be fun to see on the Jag. 1 Quote Link to comment Share on other sites More sharing options...
philipj Posted March 24, 2022 Share Posted March 24, 2022 2 hours ago, OVERRiDE said: I dont think the legality really matters, of course no one who would be willing to try to port this to the Jag would ever consider trying to sell it. The main issue, regardless of fixed point or floating point, is that the Jag is not good at rendering triangles, point blank. The official Atari 3D renderer is doing 15 fps on a scene with 382 triangles Granted this renderer can be optimized as it is doing real-time per-vertex lighting calculations as well near-z clipping on every vertex transformed, that code is running on the GPU which does not seem to be the bottleneck considering 4 triangles can tank down to 30 fps if they are large enough on-screen... I believe the blitter is just not well suited for triangle rasterization. I would love to be proven wrong though! Very cool stuff... 1 Quote Link to comment Share on other sites More sharing options...
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