[HN Gopher] Palette lighting tricks on the Nintendo 64
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       Palette lighting tricks on the Nintendo 64
        
       Author : ibobev
       Score  : 174 points
       Date   : 2025-05-17 14:28 UTC (8 hours ago)
        
 (HTM) web link (30fps.net)
 (TXT) w3m dump (30fps.net)
        
       | typeofhuman wrote:
       | It blows my mind how genius these game engineers were. They dealt
       | with so many limitations and created such imaginative and
       | brilliant solutions.
        
         | Dwedit wrote:
         | This is new stuff, not stuff done during the reign of the N64.
        
           | bob1029 wrote:
           | Only recently did we figure out how to make Mario64 run at
           | 30fps.
           | 
           | https://news.ycombinator.com/item?id=31075622
        
           | corysama wrote:
           | Around the end of the PS2's lifetime, some engine dev friends
           | of mine figure out to do palletized spherical harmonic
           | lighting on the PS2. That was pretty straightforward.
           | 
           | What was tricky was a separate technique to get real cubemaps
           | working on the PS2.
           | 
           | Unfortunately, these came too late to actually ship in any
           | PS2 games. The SH trick might have been used in the GameCube
           | game "The Conduit". Same team.
        
             | OCASMv2 wrote:
             | > What was tricky was a separate technique to get real
             | cubemaps working on the PS2.
             | 
             | Any details on that?
        
         | 90s_dev wrote:
         | Limitations demand and produce extraordinary creativity. That's
         | the secret behind pico8 and Animal Well and so many amazing
         | games.
         | 
         | I wish I didn't think of a significantly better architecture
         | for my 2d-pixel-art-game-maker-maker this weekend. Now it'll be
         | another month before I can release it :(
        
           | 01HNNWZ0MV43FF wrote:
           | Limitations, and, popularity
        
             | 90s_dev wrote:
             | Popularity comes from utility. Utility comes from the right
             | trade offs. Limitations demand careful trade offs.
        
               | 01HNNWZ0MV43FF wrote:
               | The tradeoff was that the N64 was cheap and had Pokemon
               | on it
        
               | amaranth wrote:
               | The N64 is older than Pokemon.
        
               | bonki wrote:
               | Not true, the N64 was released a couple of months after
               | the first Game Boy games.
        
           | jebarker wrote:
           | What were the limitations for Animal Well?
        
             | 90s_dev wrote:
             | - 320 x 180 screen size for starters
             | 
             | - Limited map size
             | 
             | - Limited color palette I think
             | 
             | - _and more!_
        
               | jebarker wrote:
               | Were those imposed as artistic choices rather than due to
               | hardware limitations etc? I just asked because it shipped
               | on PC and the major consoles, so any limitations seem
               | like they were by choice.
        
               | 90s_dev wrote:
               | Yeah he talks about how it was a choice he made simply so
               | he could get stuff done and have some end in sight.
        
         | Sharlin wrote:
         | I'm sure they were but, as noted, this specifically is 2025
         | stuff, and demoscene, not gamedev.
        
       | accrual wrote:
       | It's very impressive to see "realistic" graphics on the N64. The
       | demo reminds me of "ICO" for the PS2.
       | 
       | I've always wondered if it would be possible to create an SDK to
       | abstract the N64 graphics hardware and expose some modern
       | primitives, lighting, shading, tools to bake lighting as this
       | demo does, etc. The N64 has some pretty unique hardware for its
       | generation, more details on the hardware are here on Copetti.org:
       | 
       | https://www.copetti.org/writings/consoles/nintendo-64/
        
         | heraldgeezer wrote:
         | Shadow of the Colossus...
         | https://www.youtube.com/watch?v=xMKtYM8AzC8
        
           | rightbyte wrote:
           | That is very impressive for a PS2 game.
        
             | HideousKojima wrote:
             | And a sequel (prequel?) to ICO, from the same devs
        
         | somat wrote:
         | Note that the N64 was designed by SGI, And seeing as how
         | influential SGI was for 3d graphics, I sort of assume the
         | reverse, that the n64 probably has the most standard hardware
         | of it's generation. I would be vaguely surprised if there was
         | not an opengl library for it.
         | 
         | However there is a large caveat, 1. you have to think of the
         | system as a graphics card with a cpu bolted on. and 2. the
         | graphics system is directly exposed.
         | 
         | Graphics chip architecture ends up being a ugly hateful
         | incompatible mess, and as such the vendors of said accelerators
         | generally tend to avoid publishing reference documents for
         | them, preferring to publish intermediate API's instead. things
         | like OpenGL, DirectX, CUDA, Vulcan, mainly so that under the
         | hood they can keep them an incompatible mess(if you never
         | publish a reference, you never have to have hardware backwards
         | compatibility, the up side is they can create novel designs,
         | the down side is no one can use them directly) so when you do
         | get direct access to them, as in that generation of game
         | console, you sort of instinctively recoil in horror.
         | 
         | footnote on graphics influence: OpenGL came out of SGI and
         | nvidia was founded by ex SGI engineers.
        
           | anthk wrote:
           | Super Mario 64 has been decompiled an ported to GL 1.3.
        
       | reidrac wrote:
       | I love how the post, about N64 graphic tricks, ends with the
       | question: "Is this the future?"
        
         | echelon wrote:
         | The amount of indie N64 development happening right now is
         | wild. The platform is flourishing.
         | 
         | The system has seen a dozen of its most popular games
         | decompiled [1] into readable source files, which enables easy
         | porting to PC without an emulator. It also enables a ton of
         | mods to be written, many of which will run on the original
         | hardware.
         | 
         | There are numerous Zelda fan remakes [2]. Complete games with
         | new dungeons and storylines.
         | 
         | The Mario 64 scene is on fire. Kaze has deeply optimized the
         | game [3], and is building his own engine and sequels. If you
         | like technical deep dives into retro tech, his channel is
         | literally golden.
         | 
         | Folks are making crazy demos for the platform, such as Portal
         | [4], which unfortunately brought Valve's lawyers' attention.
         | 
         | Lost games, such as Rare's Dinosaur Planet [5], have leaked,
         | been brought up to near production ready status, been
         | decompiled, and have seen their own indie resurgence.
         | 
         | [1] https://wiki.deco.mp/index.php/N64
         | 
         | [2] https://m.youtube.com/watch?v=bZl8xKDUryI
         | 
         | [3] https://m.youtube.com/channel/UCuvSqzfO_LV_QzHdmEj84SQ
         | 
         | The whole channel is gold. He has dozens of deep dives like
         | this: https://m.youtube.com/watch?v=DdXLpoNLywg
         | 
         | And his game and engine are beautiful:
         | https://youtu.be/Drame-4ufso
         | 
         | [4] https://m.youtube.com/watch?v=yXzoZ2AfWwg
         | 
         | [5] https://m.youtube.com/watch?v=s0QSiPRmWaI
        
           | anthk wrote:
           | I'd love Perfect Dark backported to GL 2.1, but sadly some
           | effects require GL 3.3 at minimum.
        
             | echelon wrote:
             | A 60 fps Perfect Dark with online play would be fun.
             | 
             | Curious - why the desire to have it run on GL 2.1?
        
       | heraldgeezer wrote:
       | I miss the PS1 and PS2 optimization. Most of them look amazing
       | uprezzed to 1080p or 4k or more with emulation. Halo 2 era
       | graphics in 4k is all we need imo. Yes that one is xbox but try
       | Halo MCC Halo 2 in classic graphics. Still looks incredible.
       | 
       | GT3 heatwave summarizes it well.
       | 
       | "I showed a demo of GT3 that showed the Seattle course at sunset
       | with the heat rising off the ground and shimmering. You can't re-
       | create that heat haze effect on the PS3 because the read-modify-
       | write just isn't as fast as when we were using the PS2. There are
       | things like that."
       | 
       | https://old.reddit.com/r/ps2/comments/1cktw88/gran_turismos_...
       | 
       | https://youtu.be/ybi9SdroCTA?t=4103
       | 
       | It's not trying to emulate a real heatwave as new engines like
       | UE5 does, that just tanks fps. It does "tricks" to do it instead.
       | And honestly, looking at RTX tanking frame rates, I would rather
       | have these cheap tricks.
       | 
       | A 299MHz MIPS runs this:
       | 
       | Shadow of the Colossus...
       | https://www.youtube.com/watch?v=xMKtYM8AzC8
       | 
       | GoW2 https://youtu.be/IpKLwIIdvuk?si=TjifKmlYsUuvhk0F&t=970
       | 
       | FFXII https://youtu.be/NytHoYOs_4M?si=jE1Fxy40khEvV6Bn&t=51
       | 
       | GT4 https://www.youtube.com/watch?v=F6lZIxk_h9g (THE BOOTSCREEN
       | _crying_ )
       | 
       | Black (Renderware was a crazy engine)
       | https://youtu.be/bZBjcwyq7fQ?si=Pev5ifpksJm4X6Oi&t=356
       | 
       | Valkyrie profile 2 https://youtu.be/9ScjO4NuUtA?si=Z29cR-
       | hLsT2pnP2I&t=38
       | 
       | Rouge Galaxy
       | https://youtu.be/iR1evzyl-7Q?si=fldm3-NnuFxOITMn&t=624
       | 
       | Burnout 3 https://www.youtube.com/watch?v=_r5r0nE1sA4
       | 
       | Jak and Daxter, Ratchet.
       | 
       | For GC - RE4, Metroid, The Zeldas... ofc. Looks crazy good.
       | 
       | I kneel.
        
         | anthk wrote:
         | With the PS2 you are right. With the PSX... so-so. Yes, it
         | could match maybe a Pentium 90 almost 100, but a MMX pentium
         | with 3DFX would stomp it and be on par of the N64 if not
         | better.
         | 
         | MIPS CPU's are amazing, they can do wonders at low cicles. Just
         | look at the PSP, or the SGI Irix.
         | 
         | Also, the PS2 "GPU" is not the same as the R4k CPU. BTW, on the
         | PS2... the Deus Ex port sucked balls against the PC port, it
         | couldn't fully handle the Unreal engine.
         | 
         | Yes, the PS2 did crazy FX, but with really small levels for the
         | mentioned port; bear in mind DX was almost 'open word' for a
         | huge chunk of the game.
        
       | dejobaan wrote:
       | While I'm really happy we have faster systems now, there was
       | something fun about about having to subvert constraints in games,
       | and so satisfying and lovely when you did it right.
       | 
       | HN folks are probably familiar with raster interrupts
       | (https://en.wikipedia.org/wiki/Raster_interrupt) and "racing the
       | beam." I always associated this with the Atari 800. You weren't
       | "supposed" to be able to do stuff like
       | https://youtu.be/GuHqw_3A-vo?t=33, but Display List Interrupts
       | made that possible.
       | 
       | What I didn't know until recently was how much Atari 2600's games
       | owed to this kinda of craziness:
       | https://www.youtube.com/watch?v=sJFnWZH5FXc
       | 
       | It's stuff like this that makes me think that if hardware stopped
       | advancing, we'd still be able to figure out more and more
       | interesting stuff for decades!
        
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       (page generated 2025-05-17 23:00 UTC)