12/10/2025 at 7:38:01 PM
If you like this port, you may also enjoy this ground-up effort to clone SM64 on the GBA https://youtu.be/nS5rj80L-pkby zamadatix
12/10/2025 at 9:28:32 PM
Given that this is HN, I'm contractually obligated to mention that the GBA port is written in Rust: https://www.digitec.ch/en/page/the-impossible-port-super-mar...by kibwen
12/11/2025 at 11:05:43 AM
That sound more like a demake than a port. Very cool anyway.by pmarin
12/11/2025 at 2:59:16 PM
A demake would be a reimagining of a modern game into the style and aesthetics of the time. E.g. taking God of War and turning it into a 2D Shinobi-style platformer for Sega Genesis. Or turning Gran Turismo into a Mode7-style racer on SNES.In this case, the creator wrote a custom 3D renderer and recreated the models/meshes to get as close of an approximation of the N64 experience onto the GBA.
I wouldn't call it a port necessarily ("recreation" seems more apt), but it's closer to that than a demake.
by deaddodo
12/10/2025 at 8:50:11 PM
Interesting, I'm wondering if the GBA could handle a light version of a Minecraft style game, but the N64 looks like it could be great at it too. I need to get me a SummerCart64 one of these days and experiment with my old N64.by giancarlostoro
12/11/2025 at 2:02:39 AM
ClassiCube (https://github.com/ClassiCube/ClassiCube) exists, which is an open-source Minecraft Classic reimplementation with an N64 port among dozens of others. HN discussed it two years ago (https://news.ycombinator.com/item?id=37518874).ClassiCube has a WIP GBA port, but according to commits it only hits 2 FPS as of now and is not listed in its README.
On a related tangent, there's also Fromage, a separate Minecraft Classic clone written for the PS1 (https://chenthread.asie.pl/fromage/).
by takantri
12/11/2025 at 12:12:31 PM
Related to this is the Atari Falcon port of Minecraft using a sparse voxel octree, might work for the GBA seeing as the Quake ports are similar performance-wise:by alexisread
12/11/2025 at 6:25:06 PM
Man, that DSP made the Falcon an insane piece of hardware for its time. Shame that it never found any real success.by wk_end
12/10/2025 at 10:22:22 PM
Probably. There's Tomb Raider for the GBA via OpenLara: https://www.youtube.com/watch?v=_GVSLcqGP7gby maximilianburke
12/10/2025 at 11:16:28 PM
this guy builds a very similar engine https://www.youtube.com/@3DSage/videosby lbrito
12/10/2025 at 10:21:31 PM
Does anyone know where the source to this is? It seems to have been nuked.by ddtaylor
12/11/2025 at 4:42:36 AM
I'm slowly preparing it to be released, I just have a lot of IRL stuff going on!by zesterer
12/14/2025 at 9:55:31 AM
No worries I was just making sure it didn't get lost to a takedown.by ddtaylor
12/10/2025 at 9:33:40 PM
While this is cool, it is really hard to look at for me.Still bravo! I know getting it working and complete is the real goal and it is commendable.
by no_wizard
12/10/2025 at 9:38:55 PM
> it is really hard to look at for me.What were you expecting?
by throwaway314155
12/10/2025 at 10:52:25 PM
Affine texture mapping is kinda jarring to look at, especially in this GBA port since there is no fixup with huge ground polygons drifting around.One of the listed features in the PS1 port in the OP article is tesselation to reduce the issues of the PS1 HW affine texture mapper, on the GBA you have some base cost of doing manual software texture mapping but also oppurtunities to do some minor perspective correction to lessen the worst effects (such as doing perspective correction during the clipping process).
by whizzter
12/11/2025 at 12:56:12 AM
The GBA version does actually leverage dynamic polygon splitting in direct reference to how PS1 games used this approach https://www.youtube.com/watch?v=1Oo2CZWbHXw&t=271sI think the resolution makes it particularly rough though.
by zamadatix
12/11/2025 at 6:21:34 PM
Almost felt like the second video (despite being older) looked better in terms of texture jumping, looking closer now the wandering textures actually seems more to be more of an clipping issue than directly perspective correction related.by whizzter
12/10/2025 at 11:02:27 PM
I am probably misremembering but wasn’t super Mario 64 “flat shaded” ie no textures just colors?by le-mark
12/10/2025 at 11:06:42 PM
You’re misremembering. SM64 was fully textured, outside of specific models.Also flat shading (vs. say gouraud shading) is isomorphic to the question of texture mapping, and concerns how lighting is calculated across the surface of the polygon. A polygon can be flat shaded and textured, flat shaded and untextured, smoothly shaded and textured, or smoothly shaded and untextured.
by wk_end
12/11/2025 at 2:06:39 AM
(Too late to edit but did not mean “isomorphic”, meant “orthogonal”. Wrong smart person word trying to look smart, how embarrassing, sigh.)by wk_end
12/11/2025 at 12:17:35 AM
Like a lot of N64 titles, there were many solid colour objects to save on RAM, but lots of things in the environment especially were textured too.by mikepurvis
12/11/2025 at 1:14:30 AM
Nothing. I have zero expectations. Giving an honest take on what I saw is all.by no_wizard