theres a big twitter thread here with zelda 64 stuff.
Looks like one of the stair sections for ganons tower
theres a big twitter thread here with zelda 64 stuff.
yes this is related to the ique leak.Is this still all related to that huge iQue leak from a while back? If so why would Nintendo have given them so much data to hold on to?
man i can't get over "Super Donkey" haha that is awesome and such a funny title.
alt Bowser/koopa sprites are fun too
I got a Rayman vibe off it.Super Donkey kind of reminds me of Ristar lol.
So when you're dealing with Anon shit, a lot of this is rumor and urban legend, and I've heard conflicting stories on this, but I think people are getting their wires crossed because of two unrelated hacks that were both made public in May of 2018.Is this still all related to that huge iQue leak from a while back? If so why would Nintendo have given them so much data to hold on to?
It's surreal reading the source code for these 90's SNES games, as these are the games that inspired me (and probably most other coders) to become developers!
Getting to finally see code from people I've idolised all my life, for games I've played for thousands of hours, and then to immediately notice most of them are mere mortals and do the same debug printf statements commented out in case they need them for later, is strangely humbling.
I also know how horrible it is having your work leaked; especially source code which is never meant to be public. But it's just too tempting not to look; and I would hope that when you've been responsible for creating some of the greatest games of all time, you are probably not going to give a shit if people see a few funny quirks in your coding style.
It's worth noting that there is a bunch of stuff in the code that you can't reverse engineer out of the ROMs, for example, anything that is wrapped in a DEBUG flag gets removed for the final build so there are large chunks of code, even whole features, that we never knew existed. Plus obviously variable names, code comments etc.
My random observations / musings:
- Comments are mostly written in Japanese, and most files have the dates and author written at the top.
- We finally know which sod put the Blue Shell into Mario Kart 64 and when, so if anybody does invent a time machine..
- Mario Kart (SFC) has a bunch of things in DEBUG flags
- Has a crazy bunch of DEBUG things, there is more lines of code jsut for the DEBUG tools than the whole of FZERO
- Track editor
- Palette editor
- Ram debugger
- There was originally a "Poo" weapon that left the characters poisoned
- The person who coded the NES emulator in Animal Crossing also made his own little test NES ROM.
- the NES emu itself is pretty nuts, it's all in a single .c file with barely any comments; looks super rushed.
- The WaveRace 64 physics code is named 'Newton'
- In all the first-gen N64 code you can really see how they struggled to adapt from writing low-level machine ASM code to C
- Mario 64 code is very hard to read, which is sad, the lead programmer quit the business due to stress shortly before the game was released if I remember correctly.
This is like getting our hands on all the master tapes that George Martin's son has access to from all the Beatles recordings
This image alone is so simple yet so powerful
You know what the craziest thing about this is?
Super Mario 64 was developed in LESS THAN 2 YEARS. Development began 7 September 1994, around when Stunt Race FX was completed. A year and two months later, they had the big Shoshinkai Spaceworld world premiere in November 1995.
And just 20 months after the start of development, one of the most legendary, polished, belowed and successful games was complete.
Two years was a long time for game development back then. Usually it was closer to a year. Oddworld: Abe's Exoddus was like 8 months I think. In the 16-bit days it was less than that most of the time.You know what the craziest thing about this is?
Super Mario 64 was developed in LESS THAN 2 YEARS. Development began 7 September 1994, around when Stunt Race FX was completed. A year and two months later, they had the big Shoshinkai Spaceworld world premiere in November 1995.
And just 20 months after the start of development, one of the most legendary, polished, belowed and successful games was complete.
snes version tech demo of zelda II apparently. there was info about it here awhile back https://www.unseen64.net/2008/04/14/zelda-ii-snes-satellaview-remake/I wonder what this was from. My guy tells me they tried side scroing sections in LttP like in Link's Awakening, but then you would think he's have pink hair. Some suggested it was from a remake of Zelda II but who knows. It seems like whatever it was is just some sprite data and not much else.
Those images for OoT are all from the official player's guide. Beautiful!
would you download a car?
would you download a car?
Early work on a Sattelaview remake, a la the Zelda 1 Sattelaview remake, apparently.Whats this about zelda 2 snes?