• @Kit@lemmy.blahaj.zone
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    27410 months ago

    Nintendo could have raked in millions by doing it themselves, but they prefer their closed ecosystem.

    • Max-P
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      14110 months ago

      The quality of what the community is doing vs what they shipped with NSO especially on launch is laughable.

      Native OoT and MM on the switch would have been really sick. Instead they went with 90s level of emulator quality.

      • SeaJOP
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        3710 months ago

        I was actually going to pay for NSO solely to be able to play OoT on the Switch. Then I saw that it was a pile of emulated muddied crap.

    • DacoTaco
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      10 months ago

      Has nothing to do with their closed eco system. They basically did similar stuff with some of the stuff in the sm3d collection thingy.
      Nintendo is a company that only wants make new stuff, innovations.
      For example, they ( mostly miyomoto ) has been quoted to not understand that people want another f-zero, as the game’s principals and ideas have been fully flushed out and no new ideas could make it feel like something new.
      They also usually dont do remakes/remasters unless its so new/different it can be considered a new game ( see metroid 2 on 3ds ).

      If that is a smart business position to have, i will leave for you to decide, but do get your facts a bit straight :)

      EDIT: also, nintendo has used open source projects for internal projects before, so idk how “closed ecosystem” is part of their stuff :)

      • @wizardbeard@lemmy.dbzer0.com
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        10 months ago

        They basically did similar stuff with some of the stuff in the sm3d collection thingy.

        They did not.

        For Super Mario 64, they emulated it. They increased the resolution the game renders at (trivial with emulation of 3D systems) and they used basic LUA patches in the emulator to override HUD textures with higher resolution ones adjusted for the Switch controller.

        They did not add any further enhancements in any way. Compared to even 64 DS, it was extremely sophomoric. Compared to the Super Mario 64 decomp project, and what its native switch port is capable of (more on that later), it’s an incredibly lazy port. They didn’t even fix the slowdown with Bowser’s Sub that is as simple as adjusting a single compiler flag when you build the ROM from the N64 game source code.

        For Sunshine, it’s an admittedly impressive solution of mostly emulation with some sections of the game engine ported (I think it’s the audio processing?). Once again, the game is rendered at a higher resolution, but they did not redo ot improve further any textures (besides some of the HUD again), graphical effects, or game content. Wind Waker HD this ain’t.

        For Galaxy they cannibalized the existing port of it to Android on the NVidia Shield. The Switch shares most of the important internals with it (CPU, GPU). It’s a combo of emulation with certain key code ported, like Sunshine. Again, besides resolution and HUD, no improvements.

        Beyond that, Nintendo has been content to sell straight up emulation through the Virtual Console service since the Wii. They’ve had multiple instances of straight ports over the years, and some of the most popular Switch games are straight ports with DLC bundled in.


        There are numerous impressive remakes they have done over the years, but that is absolutely not the norm.


        The Super Mario 64 decomp on the Switch supports (not available in Nintendo’s official port in 3D All Stars):

        • Effectively infinite render distance for objects (coins, enemies, stars, etc)
        • 60 fps (compared to the original/all stars 30fps at best)
        • True analog camera control using the right stick (All Stars is just the original’s clunky button based control mapped to the stick)
        • All sorts of QoL options like collecting stars not kicking you out of a level, options for streamlined/faster message boxes
        • Optional bugfixes
        • Optional cheats
        • Variety of HD texture packs to choose from
        • Variety of higher quality 3D model packs to choose from
        • Support for an astounding variety of mods. Levels, entire new games, new characters, new movement and control options (Odyssey Mario in 64 with full cappy and enemy capture mechanics anyone?)
        • Support for many more languages
        • Nearly all of the above is toggleable mid-game from the pause menu.

        I don’t think anyone was expecting something amazing out of 3D All Stars, but they absolutely fucking phoned it in.

        • DacoTaco
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          10 months ago

          Ye, the sm64 was just a jit emulation, you are correct there. Not gonna deny that either. The sms and smg emulations are interesting and impressive though. They basically use a combination of jit compilation and aot compilation to basically take in the rom and adjust code as they go, but its technically running +/- natively, if i read the switchbrew wiki page correctly, thanks to the aot compilation. I find that impressive, from a technical standpoint.
          Could they have added more and do more changes? Yes, ofcourse. Im not saying the fan made stuff isnt impressive, it is and i love it!
          But for nintendo, who strives to create new experiences and things, not rehashing older stuff, is why they kept it basic. For them adding that stuff doesnt make sense as the game doesnt add new enough experiences. They dont care if a bug is fixed or graphics are improved. Those dont get you new experiences or gameplay mechanics. Thats what nintendo strives for.

          Again, if that is a good stance to have as a company i leave up to others to make opinions on, thats not up to me to decide or voice my opinion on ^^

          Fyi, since you seem to know what youre talking about, nintendo’s r&d have used open source projects before internally and we assume it is done to look at older games and see how they worked or if they could be used to make projects like sm3d ( without doing what the license doesnt permit )

      • @xkforce@lemmy.world
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        3610 months ago

        Nintendo is a company that only wants make new stuff

        They’ve been digging mario out of the dumpster for the last 40 years wtf are you dementia-ing on about?

        • @Syrc@lemmy.world
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          110 months ago

          “Mario” barely qualifies as a single franchise at this point. It spans a ridiculous amount of genres.

          • Cethin
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            110 months ago

            And, ironically, Odyssey at least re-uses almost all of it from time to time. Sure, the movement is slightly different, but it’s the same game they’ve been making since SM64. The 3D Super Mario games at least are all almost identical, with different worlds and slightly different movement.

        • @catloaf@lemm.ee
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          510 months ago

          I think they mean either all-new or straight dumpster-dive, no enhancing old games.

      • @tabular@lemmy.world
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        10 months ago

        Innovate means needing to pay for an online service to transfer saves between consoles, saves stored on an SD card?

        Do they DMCA fan made games because the game concepts have been fully fleshed out?

        When copyright expires for FZero in a century perhaps we can find out if there’s more to be done (well, not us personally).

      • @TachyonTele@lemm.ee
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        110 months ago

        Damn you got mob downvoted for explaining exactly how Nintendo thinks. You’re absolutely right. People don’t seem to want to accept that Nintendo operates as an idea toy company. Once they’ve explored a new idea/gimmick they consider it completed and move on.

        • DacoTaco
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          110 months ago

          Haha, i kinda expected it tbh. The internet hates nintendo and doesnt know how they operate internally. Still wanted to make the comment, as it is needed.

        • Cethin
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          110 months ago

          Except they don’t? What about Odyssey was new? It’s just a new version of SM64. Sure, it’s got a few different mechanics than SM64, Sunshine, and Galaxy, but those are all the same game at the core, right? This isn’t the only series they do like this.

            • Cethin
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              10 months ago

              Barely. Odyssey even specifically references most of the older games to point out how it’s very similar. They all add a small movement mechanic, but other than that jumping has been the same since SM64.

              If we say the Mario games are totally different and don’t reuse ideas, no game does. Literally every game changes at least something small. Hell, patches in some games change more than what has changed between those games.

                • Cethin
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                  110 months ago

                  See my edit above.

                  Also, check out this video. It has a lot of side-by-side comparisons of SM64 and Odyssey.

                  The developers wouldn’t argue it isn’t treading the same ground. In some cases, they literally have you tread the same ground. They send you back to Peach’s castle, just like we’re back in SM64. They know they’re running off of nostalgia.

                  Every game repeats stuff from older games. The 3D Super Mario games do this more than most. Call of Duty has changed more than these games have.

                  I can’t think of another series that repeats the same things, tell you explicitly as part of the game that it’s repeating the same things, and then has fans argue it isn’t repeating things again. Of course it is. We all know if is, and that’s part of why it sells. There’s so much nostalgia bait because they know the nostalgia is what sells a lot of their games.

                  I haven’t owned a Nintendo console since the SNES, but I’ve played a bit of SM64, a good chunk of Sunshine, and most of Odyssey (all when they were new, not since). I can tell how much they all share and I’m not even a fan of the games. An honest fan would agree.

      • @Furbag@lemmy.world
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        210 months ago

        For example, they ( mostly miyomoto ) has been quoted to not understand that people want another f-zero, as the game’s principals and ideas have been fully flushed out and no new ideas could make it feel like something new.

        This is also why we’ll never get another Star Fox.

        sad furry noises 😿

      • @helenslunch@feddit.nl
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        18 months ago

        Nintendo is a company that only wants make new stuff, innovations.

        They don’t need to make anything. It was made decades ago. All they have to do is sell it, bare minimum on their own fucking store.

    • @ipkpjersi@lemmy.ml
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      810 months ago

      You’re not wrong and I’m shocked this hasn’t been shut down yet. Not to mention, the Nintendo 64 has been discontinued for years, but I have a feeling that won’t stop Nintendo.

      • insomniac_lemon
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        210 months ago

        When that older DX game port was released, I think it took like 3 or 4 days for them to take it down. Probably even like a patch stomp tuesday situation when the interns hand off the script detections off to the lawyers.

        It might take a bit longer if people stopped using sites like Youtube and Github, and tried not to include trademarked terms (or super-identifiable audiovisual content) anywhere.

  • @empireOfLove2@lemmy.dbzer0.com
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    7410 months ago

    Here before Nintendo files a cease&desist for daring to make a way better service than their shitty phoned-in subscription emulation service

  • mememuseum
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    2710 months ago

    I wonder if online multiplayer mods could be made for multiplayer games.

    • @CCF_100@sh.itjust.works
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      810 months ago

      Easily. That works even in an emulator cough cough netplay cough cough

      Support would be way better if implemented within the game itself (although I think that goes without saying, 😝)

    • @CallMeButtLove@lemmy.world
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      1610 months ago

      That would be awesome. My guess is yes but it would probably take a lot of work. Can you imagine N64 Smash online multiplayer that actually works?

      • @TopRamenBinLaden@sh.itjust.works
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        10 months ago

        You can already do this with some N64 emulators with built in netplay like, Project64KSE. There is a small community dedicated to it with a website here.

        Smash Bros Melee is much more popular to play online nowadays, and there is a great update for online play called Project Slippi. It works with the dolphin GameCube emulator and makes it very quick and easy to find games against similar skill level players. It also adds rollback netcode, stats, and other QOL features.

        If Nintendo, themselves, put out an online Smash Melee remake, it would never be as close to good as Project Slippi already is.

        • @CallMeButtLove@lemmy.world
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          10 months ago

          Well holy shit. Nintendo’s frankly terrible online for the last several Smash games has always been particularly offensive to me. As I’ve grown older all my friends stopped caring about Smash so online play was the only way I’d get to play with anyone. Even with gigabit internet not once did I get a match I would describe as good. The closest to tolerable was at least half a second of input lag. That’s for the last 2 games. It made me so mad, like why fucking bother putting online play in your game?

        • @trafficnab@lemmy.ca
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          310 months ago

          Netplay isn’t exactly ideal, as from what I understand it generally requires the syncing of all players emulated console hardware simultaneously (basically, every emulator tricks the game into thinking they’re all being played on one single console), which is a lot harder to reliably achieve than having native netcode to handle multiplayer

          • @TopRamenBinLaden@sh.itjust.works
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            10 months ago

            Slippi, in particular, has rollback netcode built on top of the emulator. It is way less laggy than Smash Ultimate and most other fighting games on the market, for that matter.

            It is used for high level tournament play by players who have played the game in person since its release, with no complaints. It’s really impressive how smooth it is.

            I think you are right about general netplay. Some emulators are better about it than others, and fighting games are of the type where the lag differences will be especially noticeable.

    • @DragonOracleIX@lemmy.ml
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      210 months ago

      I saw a Ocarina of Time one a while back. There is also some tool that can link randomizers of different games togther.

      • @mctoasterson@reddthat.com
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        810 months ago

        I just used the i686-linux steps here:

        https://github.com/fgsfdsfgs/perfect_dark

        As with most of these decomps there is no copyrighted material included in the link and you have to provide your own ROM (and a very specific version of it) in order to build and get it to work.

        After that I believe I just copied the folders to the Deck, mapped it as a non-Steam game, added updated artwork with the steamgriddb plugin etc.

        I might have messed with the controls a bit but I don’t recall. There is probably a more detailed Steamdeck-specific guide somewhere if you care to dig.

        • @Lost_My_Mind@lemmy.world
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          110 months ago

          Hi, dumbass here, I’m vaguely unclear what’s being discussed here. So you made Perfect Dark 60fps on steamdeck.

          But what is raytracing, and can these improvements be done over retroarch?

          • @mctoasterson@reddthat.com
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            110 months ago

            Broadly speaking, ray-tracing is a graphic rendering technique that produces more accurate light reflections (and realistic looking graphics) but is demanding of rendering hardware and therefore associated with modern games and consoles/PCs.

            The project I linked is a decomp specific to Perfect Dark that uses existing ROMs. Basically it builds you a standalone runnable Perfect Dark with more modern enhancements, but I don’t think it supports ray tracing.

            The project in the original Tom’s Hardware article appears to include a separate tool that is generic and could potentially be used on various N64 games with user-supplied ROMs. I don’t see a list of games that are supported so I can’t speak for Perfect Dark.

            I know there are raytracing plugins for n64 emulation but I’m not sure which Retroarch core and settings would support that. Probably requires experimentation to see what works and what doesn’t.

  • I Cast Fist
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    1810 months ago

    Ok, any info on how that’s being done? It sure sounds like Wiseguy figured how to compile the code that was meant for the specific VR4300 (RISC) N64’s CPU for typical x86-64 architecture

    • bruhduh
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      10 months ago

      Apple Rosetta 2 technically recompiles code from x86 to arm too in jit and sometimes aot, also there’s box86/64 open source project, only difference between example I’ve said and OP is recompilation actually saves all results and not just cache, another difficulty is in OS difference, he needs not just binary translate but have something akin to WINE too while he recompiles code

      • I Cast Fist
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        210 months ago

        If he’s compiling from windows to windows, target OS shouldn’t be a problem. Also, I just had to go one extra click to read Mr-Wiseguy’s github 😅

        He could also, in theory, use Cosmopolitan to generate an APE (Actually Portable Executable) that will run on linux, bsd, windows and mac. I had to find a video where Justine talks about it to understand how and why it works: it’s basically a trick to rewrite the header of the executable, with the real magic being an “optional shebang” that lets both Windows and *Nix run the first bytes.

  • @FiniteBanjo@lemmy.today
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    1510 months ago

    When I saw this post yesterday I just thought “Ha, suck it dumb corporations who don’t know how to make their own IP work.”

    But now that I’m seeing it again I just had the realization “HOL UP, raytracing? N64 Raytracing?”

  • @MisterFrog@lemmy.world
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    1310 months ago

    Am I the only one who watched the video, and due to nostalgia upscaling my memory, could hardly tell any difference other than frame rate.

    I should go look at the normal game 😅

  • @RegalPotoo@lemmy.world
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    3110 months ago

    Will be interesting to see if this is useful for non-PC platforms as well; I’ve got a Myioo Mini Plus (basically an ARM SBC in a GameBoy-esque case designed to run RetroArch) - it’s not really powerful enough to run a N64 emulator, but if I could recompile the games in my PC and run them natively then maybe that’ll work better?

    • @Bartsbigbugbag@lemmy.ml
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      910 months ago

      Idk about this, but the Mario 64 decompile was recompiled to run on my Anbernic 353 at 60fps, runs amazing. So I think it should be at least theoretically possible.

    • @4am@lemm.ee
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      610 months ago

      Emulating N64 is particular can be a lot of overhead - it’s possible this could help!

      • @RegalPotoo@lemmy.world
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        410 months ago

        Yeah, I was a little surprised - the MMP can do PS1 emulation no issue, but apparently N64 is too much. I would have thought it would be the other way round

  • @yamanii@lemmy.world
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    4210 months ago

    Saw the twitter post yesterday, good thing they waited until it was basically ready to go before showing off, now even a C&D can’t stop it.

    • Cethin
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      10 months ago

      I don’t think there’s grounds for a C&D here anyway. I don’t think it uses any copywritten material. It transcodes the game into C I think, and that’s all. It does not rely on anything Nintendo created.

        • Cethin
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          310 months ago

          Sure. They could do something in Japan, but if they want to force the development to stop they need to use the laws where the developers are (probably the US). If they want to go after the github (assuming they’re using that for some reason) repo, Microsoft is an American company so US law applies.

          • @SmilingSolaris@lemmy.world
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            1110 months ago

            https://www.wipo.int/treaties/en/ip/berne/

            Actually because Nintendo is a Japanese company it means Japanese law applies to their work in America and America will facilitate the laws execution as if it was it’s own because we are in this treaty.

            It’s why Nintendo gets away with all of its bullshit already. Because they are following Japanese copyright law which is significantly more heavy than American.

            • Cethin
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              110 months ago

              OK, yeah. Even still, looking into Japanese copyright law (as an outsider with little understanding), it doesn’t seem like there’s anything that would protect against this, which makes sense because that’d be crazy. This is a totally new work that happens to operate on existing work. It doesn’t use anything created by Nintendo. It should not be an issue.

              If you can point to something that actually says this would be protected against, go for it. I highly doubt there is such a thing though. It’d make something like a printer with a scanner potentially illegal because it operates on someone else’s works to produce an output.

              • @SmilingSolaris@lemmy.world
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                410 months ago

                https://www.pcmag.com/news/switch-emulator-yuzu-shuts-down-to-avoid-legal-battle-with-nintendo#:~:text=The developers say Yuzu was,over %242.4 million to Nintendo.

                It doesn’t really matter is the problem man. It’s an argument and the answer is very expensive. If Nintendo comes a knocking, neither the people who made it nor Microsoft will pay to figure out that answer.

                That’s how legality works in practice. It’s fucking stupid and terrible. Better to know that and spread that information so people can grab it before it’s gone. And thankfully there will be forever extra-legal ways to get it now that it’s our precisely because people know what I’m saying.

                What is the point in trying to argue that nothing will happen? For fun?

                • Cethin
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                  210 months ago

                  Yuzu was using proprietary code though. That’s why they got shut down but so many other emulators are still up. Sure, Nintendo tries, but they haven’t gotten anywhere with the others.

                  Also, yeah of course people should make backups and put it in other places. That’s regardless of any risk of a C&D. Just the fact the devs could dissappear or something is reason enough for that.

  • @Mighty@lemmy.world
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    1310 months ago

    so. For dumb people like me (or just for me to be clear), how do I play those games? i watched the video and read the site. there’s a link to the MM gamefiles on GitHub, but the video said you still need the ROMs? or this RT64? I’m old and apparently at some point, you just lose tech savvyness… :( can I get a step-by-step?

    • @Psythik@lemmy.world
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      1610 months ago

      Yes you still need the ROMs since these PC ports contain no copywritten code. Like the other person said, you will need to compile the game yourself, but there are tools that automate the process. It’s simply a matter of getting all the files you need in one place, and clicking a few buttons. The hard part is obtaining all the files (well, more tedious than hard, especially if you’re not a programmer or a Linux user).

    • Johanno
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      510 months ago

      Ok I answer her without watching the video or any knowledge:

      I assume you need to download the github project and compile it yourself (except there are releases on the right side)

      You should follow the readme in the project.

      There should be an information about where you should put the roms.

      The roms can be (legally) download on different websites. It’s legal for archive reasons (afaik).

      • Billiam
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        210 months ago

        From what I could see, the releases are specifically for Majora’s Mask, and not the tool used to recompile N64 games in general.