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Something you can't [font=Impact]STOP[/font] laughing about.
On 2025-03-09 at 21:43:50
what have my eyes witnessed:
Go to 0:16
Go to 0:16
1On 2025-02-09 at 05:01:29
Something happened behind the music
At this point Roblox is a shell of its former self
On 2025-08-12 at 17:40:54
Good thing they have the original "oof" sound back
SM64 GBA
On 2025-08-18 at 20:28:21
Yeah, You thought this was never going to ever be possible because really, Super Mario 64, a 3D game, running on a console that was said to only be able to run 2D games, Yeah sure developers have proved that wrong in the past but THIS, takes it to a whole new level.
Joshua Barretto, the creator of SM64 Advance(thats what i call it) has created a port of Super Mario 64(mainly using the models from DS with changes to make it fit on a GBA cart) and im going to explain every step this port has gone over, The changes it went through, and more!
Part One: A Really Basic State.
This is where it begins, a tech demo of a triangle character exploring a very basic Castle Grounds that uses the SM64 Model. this version has its own set of problems, When a polygon gets too close to the camera it starts to warp for some reason and the character can be seen infront of the fence when its really behind it. But other than that, the trees and the sky are missing and there is no water and the other levels havent been implemented yet. thats all for part one.
Part Two: Mild Improvements
This one has a bit of improvements, He implemented a mario model and Bob-Omb Battlefield has been added. But other than that the problems from the first video havent been fixed yet. Thats all for part 2.
Part Three: Major Improvements
In this update we got, the Rasterisation is much faster thanks to a new texture mapper that squeezes texture mapping down to just a handful of instructions per pixel.
He has also worked on improving the mesh preprocessor and triangle setup code, further boosting efficiency on complex scenes.
Foyer has been added and Mario has colors and rotation abilities.
There is still problems, Most of it has already been said in part one but this new problem is that at times, Mario's arms arent even visible.
Previously, the game would struggle to hit 6-7 fps even in complex scenes, but now easily hits 12 fps in similar such scenes. Elsewhere, it's common to see framerates as high as 20 or even 30 fps. There's still work to be done, but it's inching closer and closer to running at playable speeds. thats all to say for part 3.
Part Four: Animations & More
Now theres animations but this version is basically the same but with smoother movement.
Part Five: Some Updates.
Meshes from Super Mario 64 DS are now used as a base
They are of much better quality, with fewer mesh cracks
Note the odd texturing. SM64 DS makes heavy use of UV mirroring, which I haven't added support for yet, he has optimised the rasteriser pipeline, using assembly code when the Rust compiler fails to do the right thing, As a result, most scenes now run between 15 fps and 30 fps, well within playable territory
'Swimming' textures are due to affine texture mapping, the GBA is too slow for perspective-correct mapping, The models have been simplified to improve performance, note the lack of stairs.
he hasnt implemented doors or state transitions yet, but these will be coming soon
The GBA is too slow for a z-buffer, so triangles are instead sorted by depth ('painter's algorithm'
Sadly, depth sorting is imperfect and can result in objects being drawn in the wrong order.
Thats all to say for part 5.
Part Six: Much Has Changed.
A Pause menu(With debug features of course) has been added along with Cool, Cool Mountain(probably other levels too) and mario's model was once again replaced. thats all to say for part 6
Part Seven: Major Additions
In this update, Stars have been added, along with the addition of doors, and a sky! Marios model was once again replaced and there is now a POWER meter. thats all for part 7.
Part Eight: Much More Was Added.
Here we finally have audio, In previous versions of the port everything was completely silent, But now we have sound effect like pario's pitterpatters and now we have Soundtrack from the game! Along with this update comes Polygon Subdivision. Subdividing polygons recursively splits the selected polygons into smaller polygons. A single subdivision increases the polygon count by a factor of four; Modo divides each quad polygon into four smaller polygons. Enough with the nerd stuff, we now have Characters such as Yoshi, Luigi, Wario, and larry. thats all i have to say for part 8.
Part Nine: The Real Good Stuff
Here in this update we got Sliding which The Princesses Secret Slide was added for, Next we got swimming, which was showcased in Jolly Roger Bay. and platforms that are never normally apart of the model which was showcased in Bob-Omb Battlefield. thats all i have to say for Part 9.
Part Ten: Jump To Hardware
Here we finally see the implementation of Enemies! With some improvements on Jolly Roger Bay's entrance room and for the first time, WE SEE IT RUNNING ON ACTUAL HARDWARE LIKE WHAT THE HECK! IT EVEN LOOKS BETTER ON A GBA SCREEN.
Extras:
Single Frame Render
So this is what the GBA is forced to do every millisecond of running this game.
Test Level
Skip to 20:48 in the video and you will find this test level with basic trees and a few areas, this test level is in some kind of grassy plains with a couple of hills and platforms. but thats just the entire level.
Conclusion:
This is honestly the best demake of a game i have ever seen and i hope this keeps on updating.
Joshua Barretto, the creator of SM64 Advance(thats what i call it) has created a port of Super Mario 64(mainly using the models from DS with changes to make it fit on a GBA cart) and im going to explain every step this port has gone over, The changes it went through, and more!
Part One: A Really Basic State.
This is where it begins, a tech demo of a triangle character exploring a very basic Castle Grounds that uses the SM64 Model. this version has its own set of problems, When a polygon gets too close to the camera it starts to warp for some reason and the character can be seen infront of the fence when its really behind it. But other than that, the trees and the sky are missing and there is no water and the other levels havent been implemented yet. thats all for part one.
Part Two: Mild Improvements
This one has a bit of improvements, He implemented a mario model and Bob-Omb Battlefield has been added. But other than that the problems from the first video havent been fixed yet. Thats all for part 2.
Part Three: Major Improvements
In this update we got, the Rasterisation is much faster thanks to a new texture mapper that squeezes texture mapping down to just a handful of instructions per pixel.
He has also worked on improving the mesh preprocessor and triangle setup code, further boosting efficiency on complex scenes.
Foyer has been added and Mario has colors and rotation abilities.
There is still problems, Most of it has already been said in part one but this new problem is that at times, Mario's arms arent even visible.
Previously, the game would struggle to hit 6-7 fps even in complex scenes, but now easily hits 12 fps in similar such scenes. Elsewhere, it's common to see framerates as high as 20 or even 30 fps. There's still work to be done, but it's inching closer and closer to running at playable speeds. thats all to say for part 3.
Part Four: Animations & More
Now theres animations but this version is basically the same but with smoother movement.
Part Five: Some Updates.
Meshes from Super Mario 64 DS are now used as a base
They are of much better quality, with fewer mesh cracks
Note the odd texturing. SM64 DS makes heavy use of UV mirroring, which I haven't added support for yet, he has optimised the rasteriser pipeline, using assembly code when the Rust compiler fails to do the right thing, As a result, most scenes now run between 15 fps and 30 fps, well within playable territory
'Swimming' textures are due to affine texture mapping, the GBA is too slow for perspective-correct mapping, The models have been simplified to improve performance, note the lack of stairs.
he hasnt implemented doors or state transitions yet, but these will be coming soon
The GBA is too slow for a z-buffer, so triangles are instead sorted by depth ('painter's algorithm'
Sadly, depth sorting is imperfect and can result in objects being drawn in the wrong order.
Thats all to say for part 5.
Part Six: Much Has Changed.
A Pause menu(With debug features of course) has been added along with Cool, Cool Mountain(probably other levels too) and mario's model was once again replaced. thats all to say for part 6
Part Seven: Major Additions
In this update, Stars have been added, along with the addition of doors, and a sky! Marios model was once again replaced and there is now a POWER meter. thats all for part 7.
Part Eight: Much More Was Added.
Here we finally have audio, In previous versions of the port everything was completely silent, But now we have sound effect like pario's pitterpatters and now we have Soundtrack from the game! Along with this update comes Polygon Subdivision. Subdividing polygons recursively splits the selected polygons into smaller polygons. A single subdivision increases the polygon count by a factor of four; Modo divides each quad polygon into four smaller polygons. Enough with the nerd stuff, we now have Characters such as Yoshi, Luigi, Wario, and larry. thats all i have to say for part 8.
Part Nine: The Real Good Stuff
Here in this update we got Sliding which The Princesses Secret Slide was added for, Next we got swimming, which was showcased in Jolly Roger Bay. and platforms that are never normally apart of the model which was showcased in Bob-Omb Battlefield. thats all i have to say for Part 9.
Part Ten: Jump To Hardware
Here we finally see the implementation of Enemies! With some improvements on Jolly Roger Bay's entrance room and for the first time, WE SEE IT RUNNING ON ACTUAL HARDWARE LIKE WHAT THE HECK! IT EVEN LOOKS BETTER ON A GBA SCREEN.
Extras:
Single Frame Render
So this is what the GBA is forced to do every millisecond of running this game.
Test Level
Skip to 20:48 in the video and you will find this test level with basic trees and a few areas, this test level is in some kind of grassy plains with a couple of hills and platforms. but thats just the entire level.
Conclusion:
This is honestly the best demake of a game i have ever seen and i hope this keeps on updating.
But there's too many level models for scaling to keep up with
Funny Images!
On 2025-08-18 at 07:17:29

On 2025-08-10 at 23:03:44

1On 2025-08-01 at 06:41:43

On 2025-07-22 at 22:53:13

On 2025-07-21 at 15:45:52

What shows in 2000s did you like
On 2025-08-18 at 04:52:47
Pocoyo
TheTrueYoshi100
On 2025-08-09 at 21:29:17
NS Yoshi's Island, with Yoshi Bike
thoughts on Sonic CD
On 2025-08-08 at 23:46:38
What's the point of the Peel-Out? The back part of it makes you brake, because it's in a figure-eight shape.
Well I do like the number 8 so nevermind
Anyways
6:45
On 2025-05-19 at 06:37:37
I found the samples of "I got the power" and "Taking your heart" from this song:
It's at 5:40
It's at 5:40
On 2025-02-28 at 00:40:32
This might be the early version of Metallic Madness Present:
On 2025-02-10 at 03:57:16
What's the point of the Peel-Out? The back part of it makes you brake, because it's in a figure-eight shape.
On 2025-02-10 at 03:19:56
Well first I'd actively recommend not playing the 1993 sega/mega cd version, it's buggy, is in 4:3 and has much worse cutscenes. Play the 2011 version instead, preferably on the decompilation with Miracle Edition.
Anyway I think it's one of the stranger classic games, I prefer it to 1 and perhaps 2 but 3k and Mania are absolutely better. Noticeably it's really short if you just run through the game, which I tend to do since that's how I like playing sonic games. Tbh I think that's good. And even then, there's very little disruption to the game itself, all the boss fights being horribly designed (as usual) and particularly easy this time around means they don't get in the way, unlike sonic 2 which I actively don't want to finish once I've beaten wing fortress.
The level design in this game is really odd. It doesn't feel correct at all. I mean look at Stardust Speedway, those acts took me ages to learn in time attack and they're really quick. It doesn't really follow the classic sonic design of high paths being faster, there's kinda just a lot of paths. everywhere. In a level like Quartz Quadrant sticking to the bottom is precisely what you want to do. So yeah, this game is definitely not optimized for time attack, and even outside of time attack it kinda doesn't make sense. I did still enjoy trying to minimize times on these levels, though I'd appreciate if time attack mode didn't include the boss acts.... and it was way less flawed....... like iirc it doesn't let you retry bc you have 0 lives. I think ME might fix this, and I can't comment on Origins because it's origins and i have sonic origins on my computer already

but that's besides the point. I don't find the prospect of getting all the generators particularly enjoyable, and while this special stage is one of my favourites (and the 6th one hates functioning on vanilla decomp for some reason) it's still a chaos emerald-adjacent quest and those aren't my favourite parts of these games.
So:
Short and sweet, easy to just play, but doesn't really have a lot of what i look for. 3/5 and for context in my opinion:
1: 2/5
CD: 3/5
2: 3/5
3k: 5/5
Mania: 5/5
Superstars (Forget it existed while writing LOL): 4/5
Also I should mention this has the best music of all the CLASSIC classics
and also that majin sonic is the funniest shit and you aren't making me find it scary ever
Anyway I think it's one of the stranger classic games, I prefer it to 1 and perhaps 2 but 3k and Mania are absolutely better. Noticeably it's really short if you just run through the game, which I tend to do since that's how I like playing sonic games. Tbh I think that's good. And even then, there's very little disruption to the game itself, all the boss fights being horribly designed (as usual) and particularly easy this time around means they don't get in the way, unlike sonic 2 which I actively don't want to finish once I've beaten wing fortress.
The level design in this game is really odd. It doesn't feel correct at all. I mean look at Stardust Speedway, those acts took me ages to learn in time attack and they're really quick. It doesn't really follow the classic sonic design of high paths being faster, there's kinda just a lot of paths. everywhere. In a level like Quartz Quadrant sticking to the bottom is precisely what you want to do. So yeah, this game is definitely not optimized for time attack, and even outside of time attack it kinda doesn't make sense. I did still enjoy trying to minimize times on these levels, though I'd appreciate if time attack mode didn't include the boss acts.... and it was way less flawed....... like iirc it doesn't let you retry bc you have 0 lives. I think ME might fix this, and I can't comment on Origins because it's origins and i have sonic origins on my computer already

but that's besides the point. I don't find the prospect of getting all the generators particularly enjoyable, and while this special stage is one of my favourites (and the 6th one hates functioning on vanilla decomp for some reason) it's still a chaos emerald-adjacent quest and those aren't my favourite parts of these games.
So:
Short and sweet, easy to just play, but doesn't really have a lot of what i look for. 3/5 and for context in my opinion:
1: 2/5
CD: 3/5
2: 3/5
3k: 5/5
Mania: 5/5
Superstars (Forget it existed while writing LOL): 4/5
Also I should mention this has the best music of all the CLASSIC classics
and also that majin sonic is the funniest shit and you aren't making me find it scary ever
Me realizing I got the wrong computer to play Sonic Forever, Sonic 2 Absolute, and Sonic 3 A.I.R:

(I have a ChromeOS)
On 2025-02-10 at 03:11:52
One thing that keeps me interested in Sonic CD is the unused stage called Dubious Depths. it was unused due to the music limitations, the design, and not matching Sonic's speed, because the game was based on time travel. This is some official art for the zone:




What it could've looked like in the game:




What it could've looked like in the game:

On 2025-02-07 at 22:55:45
The levels can be too large, and it's probably what makes the game too hard to finish.
Upload your drawings!
On 2025-02-06 at 22:57:51
Here's another Classic Sonic picture:

I updated the last one with the shoe buckle:


I updated the last one with the shoe buckle:

On 2025-01-17 at 00:09:03

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