The first line makes the text appear white over a translucent black background, and the second line sets the message ID. To view the text in-game, enter the following GameShark codes: Interestingly, a leftover file in the source code contains older code used for the boos based on that file, the text was originally used when the Ghost Hunt Boos were defeated. While it was translated in the English and French versions of the game and was even translated into Chinese for the iQue Player release, it was, strangely, never translated for the German release (until the DS remake, in which English and German were the only languages it was translated to). When the unused message is activated, a short Boo laugh plays as the text box appears. This message comes after the greeting that appears when Mario enters Big Boo's Haunt for the first time. In the source code, this effect is referred to as "Flower". Setting "geo_envfx_main" to 11 in in a level's "" file in the decomp triggers the effect. Oddly enough, the flower graphic is found among the resources for Lethal Lava Land, which in turn is due to it being grouped with the "bubble" environmental effects, which include Lethal Lava Land's bubbling lava. It is another purely aesthetic level effect that, much like the blizzard, can also be spawned in a level via the "Environment Effect" option in OBJ Importer. They attach themselves to a level's solid, horizontal surfaces. In the source code, this effect is referred to as "Blizzerd".Īn unused effect that, when enabled, causes a bunch of small happy bouncing flowers to spawn around Mario, their spawn point radius dependent on his position. It is purely aesthetic and interacts with Mario in the same way as normal snowflakes do. Can be triggered in a level via the "Environment Effect" option in Messiaen's program, OBJ Importer, or setting "geo_envfx_main" to 3 in a level's "" file in the decomp. The game is also notable for the sheer level to which it's been dissected, to the point of getting successfully decompiled and unofficially ported to PCs.Īn unused, faster version of the snowfall animation, making it look more akin to a blizzard. It introduced the third dimension to the Mario universe and revolutionized the Mushroom Kingdom. Have a look at the side-by-side photo gallery.Super Mario 64 is one of the best 3D plumbing simulators around and one of the three launch titles for the Nintendo 64. As such, the color fidelity of the N64 should appear superior to that of the Wii. The N64 is tied to the TV via s-video while the Wii is a composite source (my component cables are on back-order – damn you, Nintendo). To illustrate my point, I have taken several crude photos of the same scene in the game as rendered on both systems. That’s right – it’s too clean to be general jaggy-smoothing laid onto the 320×240 feed on the way out the door. The absence of said blocky goodness in the Wii’s rendering of the game indicates that the SM64 engine has been modified to output at the Wii’s native resolution of ~640×480 progressive. It doesn’t anti-alias or work any other such magic to smooth out the image, so the 320×240 source is rendered in all its original blocky goodness, but at 480p. ![]() ![]() My 50-inch Pioneer PDP-5060 plasma display is one such television. When modern, progressive-scan TVs encounter such a signal, they double-scan them up to 480p. Super Mario 64 on the Wii renders at a much higher resolution than on the Nintendo 64.Īs is the case with most N64 games, SM64 runs in a non-interlaced 320×240 screen mode on the N64. I quickly confirmed what I had suspected. Were my eyes tricking me? I fired up my trusty N64 on the same TV and started switching between it and the Wii, looking at various screens to make sure. Well, the game runs as smooth as glass and the audio seems perfect, which was great to see. I was also curious to see how well the Wii would handle N64 emulation in general. Being such a big fan of the game, the first thing I did when I got my Wii was to download SM64 for its Virtual Console, just to check it out. It’s basically perfect.Īs everyone reading this knows, SM64 debuted as a launch title on the Nintendo 64 back in 1996 and it, alone, justified the purchase of the console. It may be the best game I’ve ever played.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |