after eight long years we can finally
play star road on the Nintendo 64 the
reason that never ran on console before
was the before 2019 Mario 64 eggs were
all developed without testing on console
this resulted in a lot of
incompatibilities in both the hex and
the tools we had together with QQ ram
DVDs and Mac n64 we've been able to
track down five to six different backs
and the tools that cost those hacks to
crash and now we have a tool that fixes
the common problems on all the old eggs
immediately this allowed Mac and 64 to
get hacks like Mario 64 to run on n64
already however start/end is a lot more
complex custom geometry and custom code
that also had new visual issues on the
Nintendo 64 there were 9 crashes of the
custom code I had to fix but it's all
very boring and straightforward
solutions so I'm gonna go into detail
with those been doing to do more complex
geometry and higher trying account
compared to the original game as program
6 cool new ways that resulted on major
like reduction I know that sounds like a
shitty bus you click that article but
hang on these are real mario 64 Anna's
around 2000 polygons in an average frame
while star on renders about 4500
polygons in an average frame this means
the game would run less than 15 FPS on
n64 usually and we have to make up the
difference of 2500 polygons somehow
number 1 I added the skin marry model
from a prior video this one has a 125
polygons less which means we only have
to go about 2375 polygons number 2
dynamic level drawing distance the game
starts calling faraway geometry even
realize that can run the game on modern
at least 25 FPS you would think this
helps a lot but in reality and Bally
so I'd say about 2,300 polygons to go
number 3 I reduced the screen height at
the top and the bottom slightly this
makes the game render only 87 point 5
percent of the pariah screen area which
means that we only draw 2000 polygons
too much now number 4
disable the fork and line II levels
adding fork is often praised as an anti
lactic but in reality it
like it only allows you to reduce lag by
culling faraway geometry without having
acne Poppins however if you just add fog
to a level it will make the game run
about thirty percent slower this doesn't
really help every level so I'm not gonna
count it to the total polygon count but
just know that this is a change I made
and it wasn't necessary in some of the
levels number five disable anti-aliasing
on certain geometries anti-aliasing
makes the game look a lot better by
hiding the stares that appear on slopes
and there's no reason I would change it
if it wasn't for like but I think for
the lack it's definitely worth it this
makes the game render around ten percent
faster so we have about 1,500 polygons
to go and number six this is the big one
I programmed frame skipping well it
doesn't boost FPS at least it makes the
game feel a lot better
Mario 64 lags because the graphics
processing unit is too slow the CPU is
nowhere near maxed that means we can
easily execute the entire games physics
twice without lagging the game just one
bit and that's what we do here if the
game realizes it dropped the frame
previously and will now execute the
game's physics twice this will make the
game logic run at normal speed that you
would also get an emulator while still
only rendering 23 to 25 FPS which is
what you get this is about the same as
the Zelda n64 games so it definitely
still looks fine it's a bit choppy
compared to how it plays on emulator but
as you can see in the footage it's still
a perfectly playable n64 experience hope
you guys enjoyed this and if you have an
avid drive check out this ROM I've
linked a BPS patch download in the
description and you can all just go
pitched it to a rom and play it for free
and that's it bye bye