How Nintendo Textures EVERYTHING

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Nintendo is known for their innovative games and nostalgic memories. Today, we're gonna break down the insane truth behind how Nintendo created their graphics, and how they are STILL using these methods today.

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For anyone wondering, this has nothing specific to Nintendo. Everyone in the industry has been using texture collections for a long time now (and sound FX CDs too). Same for scrolling UV and the likes. As for memory requirements, PSX had way more storage, but not more RAM! So most of the CD were for music and videos.

Now for actually interesting bits not covered here: did you know a lot of the textures on N64 or PSX were actually greyscale? This way they could, for example, use the same noise pattern for grass and sand and rock by using only vertex color!

bzdirt
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I was just blown away when someone found the metal Mario texture and it turned out to be a heavily distorted picture of just some regular nice purple flowers. Then of course you kind of can’t “unsee” it, so you can just barely tell it’s flowers while playing

monhi
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Texturing is honestly the hardest part for me, it's so limited in blender.... Can you do a video about the Hades texturing method pls?

CatwithaKnife
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As someone coming from NES development, 4MB of RAM and storage space seem a hell of a lot compared to the NES' 40kB storage on a game PAK and like 8kbs of RAM

ner
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Texturing is my favorite part of the process

giftnfor
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With all the amazing game footage to use, why spam unrelated mediocre memes? Ruins the flow of your video, and I don't want to look at them. They are too hyper for your monotone voice

cazguy
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Excellent video! Please do more content analyzing games industry like this. Love your work and always crack up with your edits.

Attucky
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I understand these videos are made for a younger generation, but I really wanted to applaud you for how well researched everything is. so much information condensed into a short space, with lots of things most video essayists would not touch upon. excellent work.

gnore_me.
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On my way to buy Vol.32 textures 🏃‍♂🏃‍♂🏃‍♂🏃‍♂

omkarprabhu
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Fascinating to see the how they had to find workarounds just because of technical limitations

Me with my High END PC: why render no photo realistic 🐵

omkarprabhu
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This got to be a real video, i guess Illumination has a point.

SuperQuesty
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There’s a video by the YouTuber Jasper which goes more in depth on Nintendo’s scrolling textures and displacement maps

notaninstrument
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Kaze emmanuaure is making a mod for mario 64, his mod changes a lot of the original rom, but he benchmarks it every now and again on real hardware. its actually impressive what he and his friends have managed to accomplish. that said one of the things that stuck out to me was that he removed a lot of the sound library that came on the rom, and which was used in other n64 titles, because the original unedited mario 64 didn't even fully utilize most of it, so it was just unnecesary data. thanks to limiting the sound library to just what he uses in his mod, he was able to more quickly reference the elements of the sound library he needed when he needed it. but he did a lot of other things besides this. for instance, he made a really nice skybox that isn't just a cube with a single image stretched over it, but rather has like, dimples, crunches, exapanded areas, to make it kinda look like a painting, if you don't look at it close enough. without relying on a single image, most of the sky box is comprised of polygons and textures.

but that too is only one small thing in an otherwise epic mod. he re-wrote the render pipeline, changed how the rom was handling the consoles' memory, halved a lot of polygon counts, and minor optimizations across many aspects such as less overall 'bones' for the models. for instance a spider like enemy had double the amount of bones than necesary most of which went unused, so he just edit them out, then further optimized the enemy. oh, and he made it so enemies in the distance squish into the ground and inflate out of the ground instead of just fading in or out when mario nears their render distance. oh, and new music, new sound effects, new dialogue, new npcs, new maps, some new hats/mechanics.... typical mod stuff.

lonergothonline
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8:20 here you see repeating texture and liw res textures... welcome to 2022

simonw.
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I mean the max storage of the N64 Cartridges at the time were 64MB (512 Mbit)
Three games used it.
Conker's Bad Fur Day, Resident Evil 2 and Pokémon Stadium 2.

But theoretically it can go way above than 64MB, you could basically do a 1gb N64 Cartridge
They didn't do it back then because it would be way too expensive to produce.

PSX CDs = Slow load-times/ Approx. 700Mb of storage
N64 Cartridges = Somewhat Instant load-times / Max size was 64MB of Storage

Its a double edged sword to develop games for those systems back then.

Purpbatboi
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That's also true for music and sound effects, not the entire songs, but the instruments samples and sound effects many times also came from CDs much like those texture ones

lowlink
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Once again i just learned so much from you, thank you so much

pouchabaka
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My goodness you are giving away some bomb secrets and good resources too. Great vid.

bll
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Smeaf Talks about skillshare so you won't be in a loop hole watching video's. being linked twice to the next video on how to learn texturing and than links me to another video on how to learn texturing and than links me again lmao

SandorD
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Take a shot everytime the camera zooms in

isoito