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Super Mario 64 ported to the GBA [video]
- rightbyte 2y agoInteresting work. Funny. I kinda remember this feel of like... polygons moving in the wrong direction? From some old games. Is that some artifact from some sort of math shortcut maybe? Edit: The game looks way better without textures like shown in the video. I guess the author could maybe mix textures and no-textures to remove some of the "wrong way"-ness. I believe the original SM64 smeared textures silly big on e.g. grass on bigger maps to hide the limitations of the platform, making a nice cartoonish look.
- _joel 2y agoMaybe. Here's doom running on different values of pi (it was ever so slightly incorrect in the original version) https://www.youtube.com/watch?v=_ZSFRWJCUY4 https://www.youtube.com/watch?v=_ZSFRWJCUY4
- ClassyJacket 2y agoIsn't pi always slightly incorrect in a computer?
- chungy 2y agoits exact value can expressed pretty simply: π
- ClassyJacket 2y agoOkay, now go do calculations for a game's rendering using that. Show me the code.
- _joel 2y agoyes, you can only represent it to a certain number of decimal points I guess, for speed. This was typed in incorrectly though.
- glimshe 2y agoYes, but not necessarily enough for the error to cross pixel boundaries, or at least more than a pixel. So while incorrect, it would be hardly, if at all, noticed.
- mysterydip 2y agolooks like affine texture mapping, which tends to warp at edges especially. It's a linear interpolation without factoring in perspective, so it's faster but often wrong.
- ClassyJacket 2y agoIt's from the affine texture mapping and lack of floating point maths in the GBA. Same problems as the original PlayStation.
- deleted 2y ago[deleted]