SM64 GBA

Page: 1
Yesterday at 20:25:19
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.

Yesterday 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
Today at 03:46:44
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
have you ever heard of “lowering the polygon count on levels to keep playable fps”?

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