| MrQuetch Member Level: 14 Posts: 27/41 EXP: 11633 For next: 1438 Since: 12-07-16 Since last post: 4.0 years Last activity: 5.4 years |
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| Hello, everyone! This is my first time starting a thread on rustedlogic. I initially started replying to users in the "Star Fox Adventures E3 2002 prototype (5/17/02)" thread. So, why did I start here? Well, for a number of reasons... Even though I was incredibly young at the time, looking back on it now, I'm very disappointed that Dinosaur Planet never got released in the form that the public was going to receive. I've played Starfox Adventures and liked it as a kid, but now I'm only pitying my younger self for it. I didn't see the potential from the original concept as a child, and it's pretty sad. Sure it was going to be Rare's last game for the system (DP)... And sure it was with the 64DD - which didn't do well at all... Looking at all of this, it's very unfortunate that it didn't make out to be what Nintendo said it was going to be. The 64DD could have had so much more potential if it were released at an earlier point in time, perhaps 97 or 98... Anyways, before I go too off-topic... One user by the name of brian151 (on the thread I stated earlier) said it might be a good idea for me to post the work that I've been doing for the N64. Yes, even in this day and age I'm learning how to program in C for the N64. Sure it's a different language than I'm used to, and sure both the system and language are very old (the language by far), but brian151 said that even homebrews have a certain 'charm' to them (I think he called it 'authentic') unlike what professional programmers did then and now. So, as the title states it, I've been working with the N64 - more specfically for the past half a year, and it's pretty amazing what you can do with C if you take the time to learn it all one step at a time. I've already learned how to manipulate vertex and texel data, as well as multiply matrices on top of each other to create articulated 'joints' for characters (though I still have yet to do a full character). I'll admit I still have more to learn (like multi-threading and memory allocation), but I'm truly impressed with how much I've learned up to this point. All I can say right now is that companies like Rare, Factor 5, and Boss Game Studios really knew what they were doing when they wrote their games for the N64 - especially the microcode. As far as the microcode is concerned, I'm pretty sure it's just going deeper into the SDK and studying the macros to figure out where everything 'comes from'. I plan to attach some roms soon so that I can give you guys visual proof of what I have. If any of you have a custom cartridge for the N64 you'll be able to try out my roms on it. I still have a lot to learn, but it will come... Slowly but surely. My ultimate goal from all of this N64 development experience is to make a homebrew rom of Rare's Dinosaur Planet. A lot of content will have to be 'made-up', but if everything is put together well enough it should work out fine. Having the leaked OST on Youtube is quite nice to have for now. Just a side note, if anyone knows someone who worked on Dinosaur Planet back in the day, I'd be very appreciated to know what their thoughts or impressions were about the game. I've figured with such a type of community here that it wouldn't hurt to ask. Thanks everyone. I'll try to get some content up soon. Perhaps someone can show me how I attach files on here? It seems to be different for some websites. |











