Did Nintendo really forget to Optimize Super Mario 64 ? | MVG

Sdílet
Vložit
  • čas přidán 2. 02. 2020
  • A recent discovery from the N64 Super Mario 64 De-Compilation Project appears to show that Super Mario 64 USA release for the Nintendo 64 was not optimized and was released as a debug version. However things are not that cut and dry. In this episode we take a deep dive in to what went on with development of Nintendo 64 games in 1996 and how this theory may not be accurate.
    N64 Footage was captured with an UltraHDMI and trdrop was used for framerate analysts. Big thanks to SpawnWaveMedia for the N64 captures.
    ► Consider supporting me - / modernvintagegamer
    Links:
    ► MattKC Nintendo's big mistake that made Super Mario 64 Super Slow - • Nintendo's big mistake...
    ► Ghidra Reverse Engineering Tool - ghidra-sre.org/
    ► N64 Decompiling Guide - www.retroreversing.com/n64-de...
    ► N64 DevKit Manual - n64devkit.square7.ch/
    ► Super Mario 64 Decompilation - github.com/n64decomp/sm64
    Social Media Links :
    ► Facebook : / modernvintagegamer
    ► Twitter : / modernvintageg
    ► IG: / modernvintagegamer
    ► BandCamp : modernvintagegamer.bandcamp.com/
    ► The Real MVP Podcast : player.fm/series/the-real-mvp
    #Nintendo #Mario64 #Optimization
  • Hry

Komentáře • 2,1K

  • @dsproductions19
    @dsproductions19 Před 3 lety +786

    There was a reply on the original video about the -02 thing by Kaze Emanuar, who is a very knowledgeable Mario 64 hacker and modder. According to him, most of the slowdown in Dire Dire Dock is from the submarine's collision being dynamic, instead of static like most every other object in the game, and he even fixes it in his SM64 Multiplayer mod.

    • @ABVW92
      @ABVW92 Před 2 lety +42

      I wonder if the submarine collision was just an oversight by the dev team, or if they actually had a reason for it being dynamic.
      Perhaps time constraints and cut content?

    • @Kaleidio
      @Kaleidio Před 2 lety +97

      @@ABVW92 They probably thought it needed to be dynamic since the submarine eventually disappears.

    • @ABVW92
      @ABVW92 Před 2 lety +8

      @@Kaleidio I genuinely hadn't even thought about that.
      Interesting :p

    • @scottmjohnson1980
      @scottmjohnson1980 Před 2 lety +1

      YOU'RE dynamic

    • @nottoofast
      @nottoofast Před 2 lety +8

      @@scottmjohnson1980 What a hilarious and witty comment. Thank you, Scott Johnson, the artist famous for his promotional art made for Marvel comics, specifically his drawings of Spider-Man that could be found on all sorts of merchandise throughout the 2000s and early 2010s.

  • @the_kovic
    @the_kovic Před 4 lety +539

    So the answer is, they didn't "forget" out of some negligence or incompetence, it was a safety decision. But there is no denial the game runs better with -O2, and not insignificantly! 1 or 2 frame difference is a lot when you are in a

    • @johneymute
      @johneymute Před 3 lety +25

      So true so this video turned almost to be just a (f) waste of time,almost.

    • @ABVW92
      @ABVW92 Před 2 lety +57

      @@johneymute I wouldn't say it was a waste of time at all, it finally puts to bed any question of Nintendo not optimising sm64

    • @Poever
      @Poever Před 2 lety +3

      Safety from what?

    • @ABVW92
      @ABVW92 Před 2 lety +35

      @@Poever
      It was safety against an unplayable mess of a game.
      Whilst the game may run better with further optimisation, it may cause unintended stress on the hardware over time, or have other unknown effects on the game itself, that preliminary testing didn't find.
      So for safety, they used a less Intrusive optimisation, trading a few frames for a more stable experience.

    • @RJARRRPCGP
      @RJARRRPCGP Před 2 lety

      @@ABVW92 Well, it may just need more cooling, likened to using AVX on recent PC processors. Like when Intel reportedly has a lower frequency, when AVX instructions are being used. Still not noticeably slow like Goldeneye is in spots on a real Nintendo 64.

  • @Mobius14
    @Mobius14 Před 4 lety +1692

    You're glossing over a lot of facts and several incorrect statements were made in this video.
    1. We did not use Ghidra. We only sometimes used our own custom decompiler (mips_to_c) but most of the work was completely handwritten from static analysis. We were able to do this since the unoptimized code basically read literally out directly to C mannerisms with few exceptions.
    2. It's not actually certain O2 "caused" issues. We are only certain of the compiler for US/JP: IDO 5.3 (IRIS Development Option) with -g for the main game code. Why Nintendo either left it in or deliberately used it is unknown but we do have a few hypothesizes, some of them match the accidental side and some of them are the on purpose side. What we do know also is that since the collision routine slowed down by -g causes the major DDD sub lab being an indicator of the flag also means the Spaceworld 1995 build is unoptimized. If that ever leaks out, decompiling that would be easy pickings for us. (Please get out!)
    3. Compiling US/JP builds with O2 (as-is, no AVOID_UB) they can complete 0 star and 120 star TASes respectively. Since inputs arent accepted on lag frames, they can pass these since it appears the functionality is identical. Hell, I even tried modern gcc, and they *still pass,* but only if we define AVOID_UB. gcc actually makes a ROM that crashes the n64 if we don't. IDO doesn't seem to care.
    4. The mulmul bug was patched way before the N64's release, and I believe before SW95's showcasing. This was patched at the assembler level by SGI which that patch is IDO 5.3 only, made default in 7.1 (released in November 1996 after sm64's release) and gcc got its own version of the fix with gcc 2.8.x (2.7.x builds that had it were available by Cygnus and the N64 SDK.)
    It is possible though earlier builds with O2 spooked them into not using it, but it either had to have been before or after sw95 [Spaceworld 1995] (which would mean it was originally -g but they tried O2 to see if they could). There's a bug in the Disk Drive version that crashes Wiggler's room which is caused by an out of bounds read for a float value. This crashes real N64 hardware because that value just so happens to be a denorm on the O2 build (but we arent sure if O2 shifted it into place) but not the original US/JP releases which just so happen to read a valid float and dont crash.
    This was miles better than the other video, but I do wish it dived deeper into how we actually figured out it was IDO 5.3.

    • @PablosCorner
      @PablosCorner Před 4 lety +70

      MVG gotta see this comment.

    • @Skazzy3YT
      @Skazzy3YT Před 4 lety +8

      Hey thanks Revo.
      Also hi Pablo c:

    • @denisskenderovic3707
      @denisskenderovic3707 Před 4 lety +176

      I stumbled upon this video and comment by accident and ngl it's like I am reading some ancient alien language.

    • @jak3w
      @jak3w Před 4 lety +163

      First off I appreciate your hard work and it is truly fascinating, however this comment sort of makes you come off as a dick. Just as you took the information given and interpreted it he did the same thing. Instead of accusing him of not diving deep.enough or comparing him to that other asshat help him understand and get the correct info out.

    • @amnottabs
      @amnottabs Před 4 lety +38

      so in the end mistakes were made...

  • @justsomeperson5110
    @justsomeperson5110 Před 3 lety +192

    It's actually kind of funny to see Nintendo intentionally disabled optimizations, as around the same time I was writing completely different software and our team found a compiler bug that forced us to release unoptimized code for a while until Microsoft fixed their bug. I guess it was just a thing to do that year. LOL

    • @Azlehria
      @Azlehria Před 3 lety +16

      My assumption was similar: a codegen issue that only occurred with optimization enabled so they hand-optimized during development, and then not wanting to risk "breaking the build" even after the issue was fixed.

  • @Orbitthemaster
    @Orbitthemaster Před 4 lety +794

    This topic makes me wonder about other games like Donkey Kong 64 that crashes randomly on the console and requires a expansion pak to work.

    • @ExceedSC2
      @ExceedSC2 Před 4 lety +477

      From what I remember, it has a memory leak and will eventually crash due to running out of RAM, they made the expansion pak required to increase the amount of time before the crash to 8 hours by basically just give it more RAM to leak to, it didn’t actually need that memory for anything else

    • @KuroAno
      @KuroAno Před 4 lety +247

      The problem with DK64 is a memory leak and it was "fixed" with the expansion pak because more memory meant the leak took more time to crash the console.

    • @ShaunDreclin
      @ShaunDreclin Před 4 lety +265

      I was livid when I found out about that. I was so convinced that the expansion pak was some magical thing that made the n64 more powerful. Damn marketing 😂

    • @Orbitthemaster
      @Orbitthemaster Před 4 lety +113

      @@KuroAno I know that but this was never really well documented on any channel on CZcams whatsoever, the memory leak problem has never been explained properly here, just the "it's a memory leak lol".

    • @DarktheEagle
      @DarktheEagle Před 4 lety +112

      @@ShaunDreclin I mean, technically it did, but not by much. It doubled the RAM from 4mb to 8mb. It just wasn't something that would affect games not designed around it.

  • @SetnaroX
    @SetnaroX Před 4 lety +613

    >"mistakes werent made"
    >"werent" missing an apostrophe
    A mistake was made!

    • @Skul1ManEXE
      @Skul1ManEXE Před 4 lety +12

      Mistakes were indeed made after all.

    • @ninja_raven256
      @ninja_raven256 Před 4 lety +8

      the irony...

    • @madhoney2766
      @madhoney2766 Před 4 lety +3

      This phrase has no mistaeks

    • @palanthis
      @palanthis Před 4 lety +1

      Thank you. I am glad I didn't have to be the one to point out both the error and the irony.

    • @oaktree2406
      @oaktree2406 Před 4 lety

      Profound!

  • @boris3320
    @boris3320 Před 3 lety +117

    The real question is why was - O2 enabled on the pal version

    • @torst3in
      @torst3in Před 3 lety +51

      Released 5 months later in EU.

    • @LonelySpaceDetective
      @LonelySpaceDetective Před 3 lety +38

      I think the better question is why they never put out an revision built with -O2 for USA. I mean, they had to print new cartridges at some point; why not toss in an optimized ROM now that you know it doesn't break anything?
      Perhaps I'm just unfamiliar with the logistics of cartridge manufacturing.

    • @williamdrum9899
      @williamdrum9899 Před 3 lety +17

      @@LonelySpaceDetective Sometimes when you fix one bug you end up creating more

    • @thewhitefalcon8539
      @thewhitefalcon8539 Před 3 lety +5

      Maybe something to do with PAL versions only getting 25 FPS instead of 30 to begin with.
      It's pretty strange to get variable framerates on a console actually. Usually at the end of a frame a console game waits for the next frame, so if it takes longer than one frame to process one frame, when it waits for the frame to end it's actually waiting for the next one, and it ends up taking whole 2 frames total, therefore (assuming it started at 30 FPS) getting 20 FPS (3 frames per frame) or 15 (4 frames per frame) instead of 30 (2). IDK how you can get 27 FPS that way.

    • @RyoLeo
      @RyoLeo Před 3 lety

      @@thewhitefalcon8539 would the drop in frame rate be because it didn’t process the information soon enough? And by information I mean both gameplay variables and graphics rendering.
      My biggest question is how does it ensure that the tv still drawls “perfect” images with variable frame rates. My best guess is that it will hold a frame until the next screen reset. But I have yet heard anyone mention that before. Also there the issue, which I think you were trying to get at, of frame buffering stacking. But eh

  • @LongPeter
    @LongPeter Před 4 lety +164

    For real frame rate slowdowns, see Goldeneye 64 or Perfect Dark multiplayer with grenade launchers. We really, REALLY didn't mind as much back then.

    • @lancepate
      @lancepate Před rokem +7

      Even more recently with games like Dark Souls. I don't remember seeing a lot of hate for the console framerates until PTDE came out.

    • @Alucard54s
      @Alucard54s Před rokem +13

      I think anything involving explosions can be excused for dropping frames as long as the damage done is appropriately powerful. It gives the grenade launcher a feeling of "ah crap, that is a lot of hurt, give the machine a moment"

    • @intron9
      @intron9 Před 10 měsíci +1

      You can feel when there's not enough frames, it feels worse.
      The multiplayer modes of those games weren't intended to be the most common mode, so it's better to just have it than remove it. Same thing happens in for example, Mario kart Wii, on 3 and 4 player mode, it locks to 30fps instead of 60.

    • @LongPeter
      @LongPeter Před 10 měsíci +12

      @@intron9 I'm not talking about 30 fps. I'm talking about 1fps. Those explosions just ate the whole system if they filled the screen.

  • @MarcoGPUtuber
    @MarcoGPUtuber Před 4 lety +1898

    Mistakes WEREN'T made?
    My world is shattered. The cake is a lie.

    • @joesshows6793
      @joesshows6793 Před 4 lety +18

      Marco your response is much better than what I had in mind 👍

    • @MarcoGPUtuber
      @MarcoGPUtuber Před 4 lety +7

      @@joesshows6793 I appreciate it. Thank you!
      But feel free to make your comment anyways! All comments help MVG.

    • @davkdavk
      @davkdavk Před 4 lety +3

      Is it to do with the 60hz/50hz region differences?

    • @MarcoGPUtuber
      @MarcoGPUtuber Před 4 lety +3

      @@davkdavk No. Thumbnail.

    • @joesshows6793
      @joesshows6793 Před 4 lety +1

      davkdavk thats what I was thinking but then why would it work in one region and not another?

  • @mychannelisdiedbyyoutube9632

    "the game was criticized for its camera"
    aren't they all though?

    • @hotpotatodude3473
      @hotpotatodude3473 Před 4 lety +11

      Not really I really like Sunshine's and oddiseys camera

    • @kilowatt8401
      @kilowatt8401 Před 3 lety +26

      joão prudencio I think he’s talking about 3D games of the mid to late 90s.

    • @rac1equalsbestgame853
      @rac1equalsbestgame853 Před 3 lety +21

      DanROW All 3d games in that era had some type of camera annoyance

    • @r-ea
      @r-ea Před 3 lety +8

      I quite like the Mario 64 camera

    • @luisjogos821
      @luisjogos821 Před 3 lety +11

      @@r-ea hahaha just play Tick Tock Clock and you will """love""" the camera even more

  • @deanmoncaster
    @deanmoncaster Před 4 lety +442

    If ghidra wasn't open source, I'd use ghidra to decompile it and release the source.

    • @agnel47
      @agnel47 Před 4 lety +93

      Hacking 100

    • @y00d
      @y00d Před 4 lety +44

      h a c k e r m a n

    • @skrubbed
      @skrubbed Před 3 lety +56

      there wouldnt be any reason to not make it open source. if it wasnt open source, ofc people would decompile it with itself.

    • @deanmoncaster
      @deanmoncaster Před 3 lety +37

      @@skrubbed that's what I said

    • @skrubbed
      @skrubbed Před 3 lety +5

      @@deanmoncaster no i was just saying how there would be no point in it not being open source

  • @DeenHoward
    @DeenHoward Před 4 lety +86

    Decompilation of Panzer Dragoon Saga for the Sega Saturn would be interesting, considering that the original source code is lost.

    • @TheXev
      @TheXev Před 4 lety +21

      This actually amazes me, as Sega generally keeps very good track of it's source code.

    • @polycube868
      @polycube868 Před 4 měsíci +2

      ​@@TheXevNights into Dreams was also lost.

  • @Xilefian
    @Xilefian Před 4 lety +234

    5:01 "As someone who is a C program" Holy shit I knew it.

    • @bigstar66
      @bigstar66 Před 4 lety +23

      I've never understood why black people and the British hate the letter R so much

    • @nxxxxzn
      @nxxxxzn Před 4 lety +3

      @@bigstar66 [’prəugræmə] r is ə, no hate at all

    • @oelschlegel
      @oelschlegel Před 4 lety

      except he uses pico

    • @shiningwhiffle
      @shiningwhiffle Před 4 lety +6

      ​@@bigstar66 Nothing to do with hate, just normal language change. Consonants tend to weaken over time, especially at the end of words. What you're noticing are just dialects where the "R" sound has weakened or disappeared more than usual.

    • @bigstar66
      @bigstar66 Před 4 lety

      James Jensen yes, but they don’t usually this much this quickly. I think the British and African American spurned the letter r for the same reasons - they didn’t want to sound like white Americans.

  • @kris-wj3wj
    @kris-wj3wj Před 4 lety +24

    That lag while swimming will always be a part of the game for me lol.

  • @HenrikoMagnifico
    @HenrikoMagnifico Před 4 lety +153

    I think they didn't want to risk releasing the game with potential critical bugs caused by -02 optimization since it was a launch title and it was crucial that it was polished to show off the N64

    • @Anon.G
      @Anon.G Před 3 lety +2

      But if they did it with eu then that's not right

    • @CounterFlow64
      @CounterFlow64 Před 3 lety +43

      @@Anon.G I think it released maybe a bit later in EU, so they tested more and started to feel comfortable with it.

    • @yanm8633
      @yanm8633 Před 2 lety +24

      @@CounterFlow64 Quite a bit later indeed! US, in September 1996 and in Europe, March 1997. So yeah.

    • @awii.neocities
      @awii.neocities Před rokem +6

      @@Anon.G The EU release came out 6 months later.

    • @polycube868
      @polycube868 Před 4 měsíci

      Is the shindou version-02 optimized?

  • @B10KPlaysGames
    @B10KPlaysGames Před 4 lety +643

    23 years later:
    *_Did Nintendo really forget to Optimize Zelda Link's Awakening for Nintendo Switch?_*

    • @litjellyfish
      @litjellyfish Před 4 lety +27

      B10K PlaysGames 23 years later:
      is people that never worked on an released a AAA title themselves still arrogant to use their spare time to draw quick assumptions without thinking before claiming “I could have done it better”

    • @akj7
      @akj7 Před 4 lety +16

      Haha nice one. Remembering that swamp area in the game.

    • @tbtb66
      @tbtb66 Před 4 lety +58

      Actually yes, the homebrew community has already figured that
      It seems to be a problem with the engine Grezzo made for loading stuff in, rerouting the game to load files off the SD card significantly speeds up the game

    • @NathanChisholm041
      @NathanChisholm041 Před 4 lety +2

      @@akj7 Yeah the swamp had bad frame rate drops!

    • @howmanyshrimps
      @howmanyshrimps Před 4 lety +15

      Minecraft was made in Java and thus was horribly optimized.

  • @metroid031993
    @metroid031993 Před 4 lety +6

    One thing to add: the sm64 project was started before ghidra was released, and it wasn't the method used, at the very least for most of the development. The reason they got such accuracy that they could produce a byte-for-byte identical ROM was the compiler test-casing that was done. The exact IDO compiler version that was used was found based on testing a set of specific code until the correct patterns were found, until enough version-specific behavior was found to be sure of the exact compiler used. Once that was known, different ways of representing effectively the same algorithm with slightly different tweaks was used in order to figure out the way the original code was likely written, based on the compiler output. Eventually you can do something like making your own pattern matcher which can output likely C-code that was started with originally. Pretty cool details, imo. In any case, nice video, glad someone covered this topic with the proper measured approach :)

  • @siphillis
    @siphillis Před 4 lety +187

    Sort of reminds me of FF7's development: basically they toyed with the release candidate for a while until it finally ran from beginning to end, then they were too afraid to make adjustments.

    • @TheSwillMan
      @TheSwillMan Před 4 lety +23

      if it ain't broke...

    • @ooo-oq3bn
      @ooo-oq3bn Před 4 lety +10

      @@TheSwillMan fix it (dont)

    • @charliericker274
      @charliericker274 Před 4 lety +5

      Hi from the future FF7 remake is out and it is GLORIOUS

    • @PowerPandaMods
      @PowerPandaMods Před 3 lety +30

      FF7 is held together with duct tape and prayers. :D I am in the FF6 modding scene, and even that game had 180+ separate bugs when the first battle system disassembly was made. Like the fact that evasion is never checked, or that the Genji Glove doesn't reduce your attack stat to 80% like it should. Ah, the things we didn't notice as kids....

    • @kuraiwolf4047
      @kuraiwolf4047 Před 3 lety +4

      Like a jenga tower where you are too afraid to pull that one block because it may fall apart.

  • @ErraticPT
    @ErraticPT Před 4 lety +316

    I remember seeing SM64 for the first time and it was jaw dropping even for me who is no Nintendo fan.

    • @ValensBellator
      @ValensBellator Před 3 lety +19

      Yup I remember playing it either in a Best Buy or a blockbuster or something and fighting King Bobomb. I’d only seen it in a commercial to that point and just never wanted to leave the store 😂

    • @marcowulliampopirers2216
      @marcowulliampopirers2216 Před 3 lety +1

      @Franky Padilla what??? the nintendo 64 was released in 1996

    • @xanderdoesnt
      @xanderdoesnt Před 3 lety +4

      @Sadist Fake Bootleg Tiki Nice bait wee man, try a bit harder next time though:)

    • @AliceC993
      @AliceC993 Před 3 lety +3

      @Sadist Fake Bootleg Tiki so how's middle school going?

    • @susu5331
      @susu5331 Před 3 lety +2

      Same thing when I first played Zelda BOTW a few years ago, I became a fan boy after that and brought 3DS WiiU Switch Switch Lite to enrich my collection over the years.

  • @bubby-fi9mc
    @bubby-fi9mc Před 4 lety +41

    Usually in almost all game development cases, accusing companies of not doing something out of "laziness" is almost never correct. There's almost ALWAYS more to the story, and laziness should always be the last resort for deciding why something happened the way it did. Good work!

    • @ConanVictor
      @ConanVictor Před 8 měsíci +6

      lazy comment
      0/10

    • @keiyakins
      @keiyakins Před měsícem

      And when there isn't a "good" reason, there's usually a "shit we only have three days left it works get on to the next task!" reason.

  • @ophello
    @ophello Před 4 lety +20

    “Piqued my interest” is the proper phrase.

    • @PantsYT
      @PantsYT Před 2 lety +2

      it's not "peaked"? my life is a lie

  • @lukehero
    @lukehero Před 4 lety +83

    4 player Perfect Dark with all bots enabled. The ultimate lagfest.

    • @LonelySpaceDetective
      @LonelySpaceDetective Před 4 lety +22

      Turn hi-res mode on and put it in 16:9 too for """""""""best""""""""" effect.

    • @justiny.1773
      @justiny.1773 Před 4 lety +3

      Luke Hero can’t believe I use to love playing that

    • @dbadgones
      @dbadgones Před 4 lety

      Hahahahah

  • @DaveVoyles
    @DaveVoyles Před 4 lety +15

    I love that you dive into great detail, while at the same time can explain complex subjects in a manner which is easy to understand.

  • @ValensBellator
    @ValensBellator Před 4 lety +61

    I actually remember liking slowdown in many games... it often coincided with explosions and action and felt epic and was occasionally helpful lol; heck, I’d try to make it happen as much as possible in Goldeneye

    • @ant777live
      @ant777live Před 2 lety +1

      It happens in "real" life also, during important events time can slow down

    • @Arigal3
      @Arigal3 Před 2 lety +4

      yeah, i actually thought that the slowdowns were intended, like a bullet time mechanic to give you a little wiggle room to operate in case of overwhelming odds

    • @ant777live
      @ant777live Před 2 lety

      @@Arigal3 It's evidence that we live in a simulation ; )

    • @mulletsquirrel
      @mulletsquirrel Před 2 lety

      I immediately thought of Goldeneye too, when explosions were happening, it could slow down to like 1 FPS lol! I had no idea what was happening as a kid.

  • @MrMario2011
    @MrMario2011 Před 4 lety +86

    I'm a bit surprised this flag wasn't added and recompiled in a later release of the game, such as for the Player's Choice version. It looks like it would have been worth revisiting with the newer tools available!

  • @SkyCharger001
    @SkyCharger001 Před 4 lety +20

    There may be another reason: I've seen some games written to work reasonably well on NTSC and then put through optimization to run at comparable speed on PAL.

    • @DenniWintyr
      @DenniWintyr Před 4 lety +2

      & then you get the opposite, like Rare on Goldeneye & Perfect Dark. Both written & optimised for PAL, & duly running far worse in the NTSC versions

    • @ragnevi
      @ragnevi Před 3 lety

      I was thinking the same thing.

  • @ME3WarrantyVoider
    @ME3WarrantyVoider Před 4 lety +65

    Hey there, thanks for showing my N64 plugin at 1:48 :D

  • @EvilRSA
    @EvilRSA Před 4 lety +2

    Loved that you used the File Menu music at the end. I used to just leave that playing as background music in my room when I was a kid.

  • @AbdAbdAbdAbd
    @AbdAbdAbdAbd Před 4 lety +196

    It's so nice of you to credit MattKC instead of stealing the idea.

    • @ModernVintageGamer
      @ModernVintageGamer  Před 4 lety +67

      of course. his video is excellent

    • @joshsadowski8869
      @joshsadowski8869 Před 4 lety +4

      MattKC has been making great videos. He has just recently getting into vintage videogames but worth a view.... Just don't go back to far or there is a bunch of cringy eye liner videos lol.

    • @USSMariner
      @USSMariner Před 4 lety +11

      @@joshsadowski8869 everyone starts somewhere
      Besides, one poorly-researched video (which was more a failure of his knowledge of consoles, and knowing where to look in order to verify the actual tools used for development) isn't going to wipe away his work on preserving Lego Island for modern systems.
      Figuring out how the game handles audio *by himself* and releasing a free tool to update the game with the uncovered full-quality audio tapes is still commendable.

    • @Marsunpentu
      @Marsunpentu Před 4 lety

      @@VirtuousLiberty me 2

    • @MybeautifulandamazingPrincess
      @MybeautifulandamazingPrincess Před 4 lety

      Stealing his idea?
      What's next I'm stealing other people who came before me for being alive?

  • @MinisterSandman
    @MinisterSandman Před 4 lety +275

    the short answer is basically, "no, they did not" - it was a different time.
    the long answer is everything else in the video. haha

    • @MarcoGPUtuber
      @MarcoGPUtuber Před 4 lety +5

      I'm amused that, on my account, your comment is beside mine.

    • @MinisterSandman
      @MinisterSandman Před 4 lety +1

      @@MarcoGPUtuber sweet irony. we just need one more commenter to make this a "beetlejuice" xD

    • @MarcoGPUtuber
      @MarcoGPUtuber Před 4 lety +1

      @@MinisterSandman lmao. Are there any more Marcos in the 300000 or so MVG subscribers? May the real Marcos please stand up!

    • @MinisterSandman
      @MinisterSandman Před 4 lety +1

      @@MarcoGPUtuber i second this statement. Lol!!!

    • @ABaumstumpf
      @ABaumstumpf Před 4 lety +2

      The correct answer is:
      "They did not forget but have actually written code so sloppily that it relied on undefined behaviour left and right and the compiler - rightfully - would screw that up"

  • @paddyblack-exe
    @paddyblack-exe Před 2 lety +8

    What an amazing gem. Still have my N64 and a copy of SM64. I think I remember having access to a family PC back then, and early 3D games. Many 3D games were really quite poor in execution compared to SM64.

  • @Abyssoft
    @Abyssoft Před 2 lety +3

    Have you seen Kaze Emanuar's recent video where he optimized the game to 60fps?

  • @ryancoke777
    @ryancoke777 Před 4 lety +10

    I'd like to see how various retail games would run with all the optimizations changed to O3

    • @JethroRose
      @JethroRose Před 4 lety +7

      those that don’t already use it would break. otherwise they would have used it.

  • @PaulMeranda
    @PaulMeranda Před 4 lety +148

    *"Mistakes Weren't Made"* hahaha, i love that

    • @PaulMeranda
      @PaulMeranda Před 4 lety +1

      aah, quite a different meaning once you've been through the video. great upload 💙 i always learn so much here

    • @Gfreak250
      @Gfreak250 Před 4 lety +1

      @@PaulMeranda *werent, they left out the apostrophe which was a really clever joke.

  • @justmoritz
    @justmoritz Před 3 lety +1

    I love that your channel is both comprehensible to just listen to because you break it down so easily, but also provides screenshots and references to c code if you want to know more.

  • @ZachAttackIsBack
    @ZachAttackIsBack Před 4 lety +4

    2:59 The dragon logo for Ghidra is freaking awesome.

  • @duxnihilo
    @duxnihilo Před 4 lety +28

    5:00 I've just now noticed that canvas with the health/oxygen indicator is supposed to be Mario's profile. It's 2020 and I played this at launch.

    • @dougr.8653
      @dougr.8653 Před 4 lety +5

      I still have my copy bought in November 1996 together with the console. All with their boxes.

    • @RageUnchained
      @RageUnchained Před 4 lety +4

      Isn't it fascinating how we can see a film, or play a game and miss a detail until revisiting years later?

    • @andersgale9544
      @andersgale9544 Před 4 lety +2

      Lol u must be blind

    • @PokeDude1995
      @PokeDude1995 Před 4 lety +4

      Better late than never I guess

    • @renakunisaki
      @renakunisaki Před 4 lety +1

      I noticed it while hacking the game and thought I'd accidentally enabled an Easter egg.

  • @duuqnd
    @duuqnd Před 4 lety +41

    As far as I know, Ghidra wasn't used for the decomp project at all. It was mostly done by hand.

    • @Rainchus
      @Rainchus Před 4 lety +18

      This is true, the project started way before ghidra was released to the public

    • @leonidas6682
      @leonidas6682 Před 4 lety +11

      Amazing.. these guys are wizards wasting their talent on meaningless things like this. Like saints of the programming world utilising their talents so youtubers can make bank with clickbait videos for a week

    • @RoadrunnerWMC
      @RoadrunnerWMC Před 4 lety +28

      Yes, this was my main reaction upon seeing this video. Claiming that Ghidra did most of the work is really selling the decompilation team short -- tools like that are nice in general, but are close to useless if you're aiming for perfect byte-for-byte accuracy. This project was mostly done manually, which no doubt took _tons_ of time and effort.

    • @pian-0g445
      @pian-0g445 Před 4 lety +6

      Victoria Meets World those people did it for fun because they love video games. It’s their passion for their community and also most CZcamsr like these guys make very little bucks unlike those who cash in millions, also, how is this clickbait. These you tubers are like those guys who did it, they love gaming and want to help it.

    • @leonidas6682
      @leonidas6682 Před 4 lety +1

      @@pian-0g445 it's click Bait because of U watch the video he rushed or our and didn't do he research and on turn disrespected the talents and the assumptions of those who put in the hard work. He was in a rush to make money while the topic was hot and he substitute d his opinion as facts rather then just going over and looking at the project and ppl that worked on it

  • @omgitsbees
    @omgitsbees Před 4 lety +2

    As always, thank you so much on your work on these videos! You provide a very unique perspective and recorded history of vintage games that can't be seen anywhere else. This was a really interesting video and was well done.

  • @rebow2568
    @rebow2568 Před 3 lety +2

    Celebrating 25 years of Nintendo 64 and Super Mario 64 in this year!
    👏🏼👏🏼👏🏼👏🏼👏🏼 🥳🎉🎊🍾 🎮

  • @dannowell269
    @dannowell269 Před 4 lety +3

    One area I think MVG really puts effort in , but is subtle is the audio, the audio and sfx are really well mixed in every vid

  • @hypnovertigo7200
    @hypnovertigo7200 Před 4 lety +53

    This is the shit that makes my monday worth waking up for

    • @frostbite1991
      @frostbite1991 Před 4 lety

      just got off a 12 hr shift on 3.5 hr's of sleep and it was still worth it lol

    • @Iliek
      @Iliek Před 4 lety +4

      Wow. Truly dire times we live in.

  • @DrFearCo
    @DrFearCo Před 4 lety +15

    Man I love modern strongly typed languages! However, a few years ago when we had a client crazy enough to want us to use Swift Beta 1 for their project, we would frequently run into issues where compiler optimization would optimize away entire classes that were being used. So in the early days we had to turn it off.

    • @ChristopherGray00
      @ChristopherGray00 Před rokem

      What time was this? Around the early 90s?

    • @an2thea514
      @an2thea514 Před 9 měsíci

      @@ChristopherGray00 I doubt that Swift, a language released 2014 was worked on 20 years prior.

  • @alesta2212
    @alesta2212 Před 3 lety +3

    When MVG's thumbnail says Mistakes _weren't_ made:
    **Confused Screaming**

  • @joeykeilholz925
    @joeykeilholz925 Před 4 lety +109

    I was shocked when I heard there was an "easy fix" improving performance..

    • @FrankHarwald
      @FrankHarwald Před 4 lety +6

      Up to a certain level - the speed differences often aren't that groundbreaking & limited to a couple of percent points. Beyond that thinking about using different algorithms & data structures as well as different game logic is more fruitful.

    • @litjellyfish
      @litjellyfish Před 4 lety +2

      Well usually the “easy” fix is not that easy in a real world scenario.

    • @vyor8837
      @vyor8837 Před 4 lety +1

      @@litjellyfish as stated by the reverse engineering team... No, it really is that easy.

    • @litjellyfish
      @litjellyfish Před 4 lety +2

      Vyor and again yout forgot to read “real world scenario” so sorry no it’s not that easy.
      Technically it’s that easy. Nintendo is not that stupid. Risk wise it’s not that easy all. So Nintendo took the right decision and not go for the optimizations. Nintendo are not stupid.
      Nintendo have of course more skill, experience and resources than this reverse engineering team. Also what indeed IS easy is to conclude this about the optimization now many years later with emulators time and more.

    • @vyor8837
      @vyor8837 Před 4 lety +2

      @@litjellyfish Nintendo is stuffed to the brim with shit coders, worse leadership, and a terrible track record of technically competent design.
      Just look at smash ultimate: broken and buggy. BOTW: laggy as shit. Sword and Shield: incomplete rush job. Mario 64: too many bugs to count and horrid optimization.

  • @summer_xo
    @summer_xo Před 4 lety +195

    mvg is such a brilliant channel:
    interesting and relevant topics,
    technical but well explained,
    aussie accent

    • @phr33z10
      @phr33z10 Před 4 lety +18

      Shane holy shit I’ve never considered the fact that he sounds more Australian than Australians
      I am Australian
      He has the perfect “radio” or “TV” voice

    • @mrniceguy7168
      @mrniceguy7168 Před 4 lety +5

      Emphasis on Aussie accent

    • @squishmastah4682
      @squishmastah4682 Před 4 lety

      @@phr33z10 Bye for now

    • @phr33z10
      @phr33z10 Před 4 lety

      Squish Mastah ?

    • @Unregistered007
      @Unregistered007 Před 4 lety

      He fucking copied the material off others... bald bitch...

  • @shankthebat8654
    @shankthebat8654 Před 4 lety +16

    In the initial makefile, there's a conditional that specifies 02 optimization if a version condition is met. I assume this is part of the reverse engineering and not something from Nintendo's original code?

    • @OpenKeith
      @OpenKeith Před 4 lety +15

      The EU version wasn't released at the same time as the US and JP ones, so somewhere in between the releases, Nintendo enabled O2. The condition in the Makefile is the reverse engineering team's way of replicating that.

  • @BrianJChagnon
    @BrianJChagnon Před 4 lety +13

    This video made me realize I optimized my first child, and then figured the second one would be just fine so I didn’t bother.

    • @RyoLeo
      @RyoLeo Před 3 lety

      Normally its the other way around spending years trying to debug the first child while the second tends to be programed better.

  • @LuigiVN
    @LuigiVN Před 4 lety +12

    Props for getting Dylan Cuthberg on the show! Man started my most favorite Nintendo franchise (Star Fox)

  • @jlucasp25
    @jlucasp25 Před 4 lety +49

    Having MVG talk about O2 and Makefiles sure is amazing.. Hope we get more videos like that..
    Quick Question: Why not compile it with O3?

    • @ModernVintageGamer
      @ModernVintageGamer  Před 4 lety +73

      I compiled with O3. The game crashes at random

    • @surrodox
      @surrodox Před 4 lety +18

      gcc -O3 is pretty unreliable as mattkc says

    • @user-ro1cc8tz6d
      @user-ro1cc8tz6d Před 4 lety +9

      @@surrodox it doesn't really. if you're using latest gcc and on x86 it will work fine %90 of time. Its suprised me that -03 made it crash.
      Also it do make sense that nintendo didn't push optimisation to everything since compiler are came a long way too. in early 2000's maybe the compiler wasn't as good as of today.

    • @jlucasp25
      @jlucasp25 Před 4 lety +15

      @@user-ro1cc8tz6dHe needs to compile using Nintendo's compiler that is really old, he's not using gcc

    • @AngDavies
      @AngDavies Před 4 lety +6

      @@user-ro1cc8tz6ddon't the -03 optimisations all have some kind of space/speed tradeoff and thus tend to increase memory usage/size of the resulting binary? If you're already running at redline for memory at points I could see it pushing you over and crashing the system due to running out of memory.
      I doubt the developers were leaving much memory on the table for a dedicated device like a games console not designed for multitasking, and rather to run one application at a time.
      Today, on a modern multitasking operating system memory is by necessity comparatively more available and that's less of an issue

  • @skywolfbat
    @skywolfbat Před 4 lety +2

    This is indeed an interesting little bit of gaming history. Granted, it doesn't change my view of one of my favorite childhood games, it does bring to light some little things I'm slowly learning as I start entering more and more into the programming world. Thanks for taking the time to do this, MVG.

  • @RetroHQ
    @RetroHQ Před 4 lety +10

    I’m pretty sure I remember the release version of Croc: Legend of the Gobbos was without C compiler optimisation. I don’t think there was anything intentional about this, but as mentioned, a lot of code back then was hand optimised in assembler, so the gains to be had with C optimisation is less drastic. And I certainly remember bugs being introduced by optimisation back at that time period. Tools are much more stable now... :)

    • @MattGodbolt
      @MattGodbolt Před 4 lety +2

      Not the PC version, for sure (I worked on that); and I'd be very surprised on the PS version too

    • @RetroHQ
      @RetroHQ Před 4 lety +2

      @@MattGodbolt This was PS. I have memory of Tony discovering this while getting stuck into Croc2. It may be a false memory, of course, it was a while ago... ;)

    • @MattGodbolt
      @MattGodbolt Před 4 lety +2

      @@RetroHQ hahaha cool! It's entirely feasible it was fixed up pre PC! By the time we got it (ahem) when porting I'm pretty sure the nmake file had O2 hardcoded

  • @Henderburn
    @Henderburn Před 4 lety +58

    When I saw the original video, my main thought was “this is cool but I need MVG to confirm.”

    • @Iliek
      @Iliek Před 4 lety +5

      MVG is like your pastor.

    • @litjellyfish
      @litjellyfish Před 4 lety

      When I saw the original video I came to the same same normal conclusion as this video...

  • @WellBadPanda
    @WellBadPanda Před 4 lety +47

    The tortured soul of Lara Croft appears to be trapped inside the Silver Play Button on your wall

    • @Ronan34753
      @Ronan34753 Před 4 lety +1

      Fitting, considering the first Tomb Raider came out around the same time as Mario 64.

  • @jamesmumby-croft3861
    @jamesmumby-croft3861 Před 3 lety +3

    I might be mistaken, I remember hearing back in the day that NTSC games used to run slightly faster than PAL due to the screen refresh difference. Could that account for the optimization difference between the versions, to produce a more consistent final product?

  • @ctrlaltrees
    @ctrlaltrees Před 4 lety +1

    As a fellow developer and retro gamer yours has to be one of my favourite channels on CZcams. Really thorough explanation of the situation as always. Keep up the good work!

  • @captainnintendo
    @captainnintendo Před 4 lety +16

    Was there any additional optimizations or changes to the code done to the Super Mario 64 Shindou Edition?

    • @joshm264
      @joshm264 Před 4 lety +1

      The only big one is patching out BLJ, and in Japanese SM64, when you got a key, it would turn into a star

    • @joshuashoup4261
      @joshuashoup4261 Před 4 lety +4

      Shindou is not supported yet by the decompilation, but afaik the optimizations were just change to the second level of optimizations.
      Regarding changes, those are a bit more complicated. They updated their audio and main libultra files and added rumble support. They also did patch BLJ's, but there are likely other unknown fixes to the base. For example, we only recently discovered they patched a bug that allowed bullies to clip OOB if hit in lava while burning. In a few months, we will likely have a full answer to this question.

  • @JonBlanton
    @JonBlanton Před 4 lety +2

    Excellent video, love your perspective and commentary on this issue. Long time viewer, now a subscriber

  • @charliericker274
    @charliericker274 Před 4 lety +8

    "Redefine the platforming genre." As a clip shows mario falling from a platform while trying to simply walk across a short bridge.
    I'm joking of course, it was just a funny juxtaposition.

  • @Yngdady
    @Yngdady Před 4 lety +11

    MattKC is such an underrated content creator. Glad you mentioned him for others to be made aware of what he does
    Edit: just realized y'all both Aussie

  • @andljoy
    @andljoy Před 4 lety +17

    would be interesting to see what a modern GCC could do optimising that code.

    • @RobertDunn310
      @RobertDunn310 Před 2 lety +3

      You can try compiling the source code yourself. You will just need to provide an original ROM since the source code does not include the game's assets due to copyright reasons.

    • @D0Samp
      @D0Samp Před 2 lety +3

      Surprisingly not much, since the MIPS-specific parts of code generation have changed little due to lack of interest and focus was mostly on stability for use in routers etc. before they switched to ARM. There's no magic gains to be made from auto-vectorization either since the only powerful vector unit is in the GPU, unlike the Playstation you have to go through microcode to make use of it.

  • @BetterBiomedChannel
    @BetterBiomedChannel Před 4 lety

    I love your channel. Great photography, editing and commentary.

  • @karehaqt
    @karehaqt Před 4 lety +1

    This is why I love your videos, in depth research followed by a very interesting presentation.

  • @Laykun9000
    @Laykun9000 Před 4 lety +10

    Golden Eye would be worth a look, although I get the feeling it's probably just a problem with the game code rather than the compiler settings.

    • @LonelySpaceDetective
      @LonelySpaceDetective Před 4 lety +2

      Wasn't GoldenEye a first project for a lot of its dev staff? Or just their first project at Rare.

    • @Jombo23MC
      @Jombo23MC Před 4 lety +1

      GoldenEye uses older drawing methods. no depth buffer, etc. all triangles had to be z sorted which has a good bit of overhead and more or less totally screws optimized display lists, where triangles can share vertices, flat surfaces could be quads, etc. the 64 is really kinda based around being given optimized display lists (they have a limited vertex cache, between 32 and 128 depending on the microcode) since the rsp only has a 4k data cache (think ram) for any 3d data to be passed through, any time it has to stop and change out its data it's gotta throw an exception/interrupt and have the cpu send it another chunk of data.
      all in all it also saves ram as there's no depth buffer, so another 320x240(or whatever the game runs at)*2 bytes freed up. the pixel fill rate is also increased substantially because it's not having to constantly check the depth buffer when it's drawing.
      tldr GoldenEye used old styles of rendering that would have fit the psx but don't work out so well on the 64.

    • @blahblahbleeeblahh7053
      @blahblahbleeeblahh7053 Před 4 lety

      Goldeneye has been optimized by minimizing the explosions among other things you can also just play it on PC to have a faster game on PC normal speed is turbo mode and turbo mode is even faster.

    • @Jombo23MC
      @Jombo23MC Před 4 lety

      @@blahblahbleeeblahh7053 totally irrelevant. getting rid of features is not "optimizing"

    • @blahblahbleeeblahh7053
      @blahblahbleeeblahh7053 Před 4 lety

      @@Jombo23MC it doesn't remove the explosions entirely only minimizes them because too many explosions lag it hard just check out Goldeneye NGPA edition you will see what I mean it feels nice.

  • @Jordio
    @Jordio Před 4 lety +6

    This was well written and thoroughly researched. Thank you!

  • @bleachie
    @bleachie Před 4 lety +1

    I saw the other CZcams video a few days ago, I really appreciate your follow up. Thanks for the extra details on the SDK, it’s a lot more believable that Nintendo choose not to enable optimizations given the cost/ benefits.

  • @dang3114
    @dang3114 Před 4 lety +1

    Please keep mashing more games and code/development topics!! This video was fantastic!

  • @Wkterr
    @Wkterr Před 4 lety +5

    I'd love a video giving us a technical overview over the engine. Could be interesting.

  • @mrniceguy7168
    @mrniceguy7168 Před 4 lety +6

    “Over 20 years later it still holds up...” - that cant be, I remember playing it as a kid... OMG IT’S 2020

  • @mantonioisc
    @mantonioisc Před 4 lety +1

    Please do more videos about these subjects, also very interesting your videos about how emulators work, there is no other channel that provides content like this. Huge fan of your videos.

  • @TheHighlian
    @TheHighlian Před 2 lety +1

    Can I say its really cute to put sleepytime music over the big brain lesson moment.

  • @leumasme
    @leumasme Před 4 lety +54

    5:03 did he just say that he is a c program?

    • @Iliek
      @Iliek Před 4 lety +21

      It's that Aussie accent. He's a "C programma"

    • @TorutheRedFox
      @TorutheRedFox Před 4 lety +11

      no he legit said "C program"

    • @EpicureMammon
      @EpicureMammon Před 4 lety +8

      It's a liaison between the /a/ sound in "programma" and "and." It's probably not something easily picked up by a non-native speaker.

    • @TorutheRedFox
      @TorutheRedFox Před 4 lety +3

      there's a clear pause between the word "program(mer)" and "and"
      maybe he just ran out of breath and just rolled with it?

    • @jckf
      @jckf Před 4 lety +4

      His voice is quite slurred at times, but it was easy to understand from context

  • @leadingauctions8440
    @leadingauctions8440 Před 4 lety +16

    This does not answer the question at all.
    Then why was it 02 in Europe?

    • @ChickenFingers42
      @ChickenFingers42 Před 4 lety +11

      I think, because the game was released later in Europe and the compiler issues were fixed by then.

    • @SuppleAloe64
      @SuppleAloe64 Před 4 lety +1

      Chicken Fingers yeah, that’s the kind of thing that happened with Metroid Prime on GameCube, too

    • @Krullerized
      @Krullerized Před 4 lety

      How do you decompile a Makefile? 🤔

    • @SuppleAloe64
      @SuppleAloe64 Před 4 lety +3

      Krullerized You don’t, you build the makefile from scratch and trial and error (or use clues in how the code was compiled) to figure out the options that make the output binary match

  • @Omn1Slash
    @Omn1Slash Před 4 lety

    Another awesome video MVG. Thanks for breaking it all down!

  • @samyoval9355
    @samyoval9355 Před 4 lety

    Videos are always so interesting! Love the channel.

  • @genomainteractivo2872
    @genomainteractivo2872 Před 4 lety +3

    One of the most interesting videos never seen. Thank you!

  • @bborkzilla
    @bborkzilla Před 4 lety +6

    Compiler bugs - I ran into a bunch of those more times in my career than I'd care to enumerate. Usually they were with proprietary compilers!

    • @steefant
      @steefant Před 4 lety +1

      I would never hire a guy telling me that in such a context (there exist compiler bugs - of course, even more so in proprietary compilers - but programmers declaring to have run into numerous of them - relative to themselves writing code with UB - is usually a big red warning sign indicating incompetence and dunning-kruger. I am not implying this here - that would be ridiculous from a one-line comment on youtube). However, it is rather clear that the compiler was not really to blame in the case of SM64 but its input was crap.

    • @JethroRose
      @JethroRose Před 4 lety +1

      steefant GCC was notorious for bugs in optimisation in the 90s when mario 64 game out. so much so that you could only compile linux kernel with specific gcc versions that had the “right combination of known bugs” the source code had taken into account. it was ages before anything newer than GCC 2.7.x was supported

  • @PuertoSerial
    @PuertoSerial Před 4 lety

    Super useful info! Great video, man. Love your channel

  • @PicksterTG
    @PicksterTG Před 4 lety +2

    My initial thought when I saw that video was that it was probably because Mario 64 was made using early sdk and there were probably very good reasons Nintendo didn't use the 02 optimization.
    Thank you for digging into this further.

  • @DukenukemX
    @DukenukemX Před 4 lety +61

    I'm more interested in this allowing someone to make a native port of Mario 64 to PC.

    • @andrewrusso3871
      @andrewrusso3871 Před 4 lety +12

      Demetrius Lolos unfortunately, I imagine a great deal of the code is hardware dependent

    • @Kira-zf7te
      @Kira-zf7te Před 4 lety

      @@andrewrusso3871 couldn't you just remove those bits of code?

    • @airysquared
      @airysquared Před 4 lety +34

      @@Kira-zf7te Rewriting code to run natively on a completely different architecture is not as easy as that.

    • @erick_ac
      @erick_ac Před 4 lety +12

      The thing is that all the code is tailored to that hardware, and if you wanted to simulate it it could be the same as using an emulator.

    • @CoTeCiOtm
      @CoTeCiOtm Před 4 lety +7

      I saw someone on Reddit post that they were working on a PC port of the game. It had quite a bit of emulation layers going on, but I'm pretty sure that's normal procedure when porting software from one platform to another, you start emulating most of the output and you implement changes to use actual hardware in the end. Man, I'd love to see a port of the game made to run on vintage hardware, like a 3Dfx Voodoo on Windows 95, like how it would have been if Nintendo decided to port their game to the PC back in 1996.

  • @mattiviljanen8109
    @mattiviljanen8109 Před 4 lety +54

    Can we all just stop and appreciate MVG for a moment for the high quality content, knowledge, professional approach, all his contributions to all the various projects he has taken part in, and - last but not least - extremely quick response time combined with ability to give credit where credit is due. I'm speechless.

    • @ModernVintageGamer
      @ModernVintageGamer  Před 4 lety +12

      Appreciate the kind words.

    • @immoloism
      @immoloism Před 4 lety +3

      I don't think I could have worded that any better than you did if I tried. I don't think anyone on CZcams can make quailty and interesting content like MVG about these niche subjects.

  • @luisangelmedia4459
    @luisangelmedia4459 Před 4 lety +1

    The video quality on 4k is insane bro. Good job with your recording, it's amazing. What camera do you use?

  • @Koohiisan
    @Koohiisan Před 4 lety

    Thanks for sharing your developer perspective on this! It was very insightful.

  • @Vienna3080
    @Vienna3080 Před 4 lety +5

    Can’t believe the N64 came out more then 20 years ago...

  • @B33FY2011
    @B33FY2011 Před 4 lety +3

    It's always a good day when MVG pops up in my subs. I don't understand any of this technical stuff but the way in which you present it gives me a somewhat sort of understanding. Another great video as always MVG.

  • @Cruznick06
    @Cruznick06 Před 4 lety +1

    Yay someone else who remembers Pilotwings! Very interesting video. As someone who is not a programmer it is fascinating to learn about the oddities of different languages and compilers.

  • @13231wmw
    @13231wmw Před 4 lety +2

    I am also an Embedded Systems Developer and I loved this video. By the way, is the Shindou Edition any different from the standard ones regarding the compilation flags?

  • @Abyss-Will
    @Abyss-Will Před 2 lety +5

    One of the best things about Super Mario 64 is that unlike most games from the era it doesn't feel old, dated or boxy thanks to it's super dynamic gameplay and cartooney graphics

    • @Scolio
      @Scolio Před 2 lety +1

      That’s always it. When a game goes for realism, it dates itself instantly. The next gen makes it look bad. That doesn’t happen as much on cartoony graphics. I can play modern mario games and then go back to a gamecube one or DS one and barely see a difference (resolution and such aside). Its different with sm64 because its marios first 3D game and the design just wasnt... *there* yet.

    • @blazethegame
      @blazethegame Před rokem

      Personally I don't agree. It looks and feels *OLDER* than it is. I'm all for cartoony graphics over realistic ones, and I can more or less get over the graphics. But the camera makes the game literally fucking unplayable. I want to enjoy the game so much but it's just unfathomably clunky and claustrophobic for most modern gamers. I understand rating it on the time it came out, but rank it by modern standards and the gameplay becomes bottom of the barrel.

    • @ThatPianoNoob
      @ThatPianoNoob Před rokem

      I very much disagree.. then again not really because of the graphics just the camera is fucking ass. The first "realistic" 3d titles are now all but unplayable unfortunately :D

    • @blazethegame
      @blazethegame Před rokem

      @@ThatPianoNoob absolutely

    • @Abyss-Will
      @Abyss-Will Před rokem

      @@ThatPianoNoob I'm gonna install Mario 64 again to see what's up cause I don't remember any trouble with the camera.
      Maybe you guys are not moving the camera?? And just expect it to point to where you want automatically?? Or you expect it to move it using the mouse?

  • @alicebarraza-robinson2103
    @alicebarraza-robinson2103 Před 4 lety +10

    Id love to see of anyone can squeeze even a frame or 2 out of perfect dark lol

    • @SPNKr16
      @SPNKr16 Před 3 lety

      Fucking terribly optimised, but great game. The FPS lags need to be fixed one day.

  • @awesomedata8973
    @awesomedata8973 Před 4 lety +1

    Loved me some Pilotwings... The terrible blood-curdling screams of Robin when she crashes and burns still gives me chills... but... infinite rockets, the birdman suit, and the amazing soundtrack kinda made up for that in the end. Go Pilotwings!!

  • @Robosan4000
    @Robosan4000 Před 4 lety

    Some of the best content on youtube. Always looking forward to your next video!

  • @handleneeds3charactersormore

    Kaze Emanar would like to have a word on this

  • @TheNiteNinja19
    @TheNiteNinja19 Před 4 lety +7

    I love the Nintendo DS version of this game, polished it up so much and added so much, without taking away from the game itself.

  • @TheMelihTube
    @TheMelihTube Před 4 lety

    Really great video! I loved the explanation about c and assembly.

  • @RobUttley
    @RobUttley Před 4 lety

    What an excellent video. Love it. (Even) more like this MVG, great stuff.

  • @ktvx.94
    @ktvx.94 Před 3 lety +21

    I just have one question: if 02 had bugs and they decided to not include it, why does the 02 version seemingly have no issues? In hindsight it would've been a good idea, unless the 02 version was made on a new compiler

    • @jonahmann
      @jonahmann Před 2 lety +6

      The SDK errors were later fixed.

    • @CarbonRollerCaco
      @CarbonRollerCaco Před 2 lety +4

      They DID include it. This is why you watch the WHOLE video.

    • @the_furf_of_july4652
      @the_furf_of_july4652 Před 2 lety +2

      As the video said, when the game was being developed, the SDK had significant bugs.
      From my understanding, these were fixed before the release, but the game and the console were being developed around the same time, and the devs had no guarantee until later that it would be fine. M64 was one of THE first games made for the system. It definitely would not have been worth the risk if they didn’t have enough time before launch to verify it would work.

  • @ceputza
    @ceputza Před 4 lety +3

    I don't understand. Why was optimization off for USA, but on for EU? You covered the USA part, but not the EU one.

    • @Fulano5321
      @Fulano5321 Před 2 lety +1

      It was released three months later in the EU which probably gave them time to fix the problems with the compiler.

  • @nurk_barry
    @nurk_barry Před 3 lety +1

    I remember being seriously hyped up through 94-96 while waiting for the N64 to launch. I was a Sega kid at that point but seeing Mario 64 in that bubble-chamber playing at Toys R Us floored me, even after seeing the screenshots in EGM for months, there was just no feeling like that when you finally saw the fabled hardware running the cartridge in person. The lifespan of the N64 to about 2001 is still my most cherished time in console gaming.

  • @kneehighspy
    @kneehighspy Před 4 lety

    always great and interesting vids, appreciate all you do!

  • @hateWinVista
    @hateWinVista Před 4 lety +68

    Instant click. Very interesting topic for sure.