Rovertronic
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rovertronic.com
Rovertronic
@rovertronic.com
1.5K followers 52 following 110 posts
Super Mario 64 ROM hacker. Known for Mario Builder 64, Mario in the Multiverse, and Beyond the Cursed Mirror.
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For my reroll system, I took inspiration from the YouTube videos where people drop random objects into shredders.
It's a smaller hack for sure, but I'm expanding the scope a fair bit. Adding more rooms, stars, modules, and modes.
In the upcoming update to Mario's Modules, you can use sequencing modules inside the vanity socket and make funny lil' animations
I need to put that ice in my mouth
It was a commission from SMG4, lol. He didn't make it of his own volition.
Also this was like 7 years ago... People can grow and change.
What game engine DO you use? Unity and Godot are the 2 most common 3D engines afaik, especially for making gamws with PS1 graphics.
They are the support pillars for society at large. They keep our aeroplanes in the sky.
Exceptional work! Love the way it sounds so far.
mario 64 if it was made by an indie game developer in 2025
Magicians never reveal their secrets... Luckily, I'm not a magician, but a wizard! Under the hood, there's no actual normal map calculations; rather it's mixing DOOM billboards with some render bakery. Not entirely satisfied with my renders ATM, so I will polish them more later.
Proof of concept: Normal mapped coins (And yes, they're computationally faster than vanilla coins)
Always love a good IK system. They're great for making natural terrain adaptation. Zelda64 actually had leg IK for varying slopes of terrain!
the mario fangame i made on my grandma's old computer in 2009
And actually ruby is 50 mil not 100 mb
That's the ruby play button, diamond is 10 mil
Wouldn't it be 3%
You can choose what objects are able to activate the bridge collision model, so you can put actors on it.
LMAO I completely forgot that line existed, totally contextually relevant here
Vertex animation alone isn't that impressive. Custom vertex animations have been done several times before. The awesome part here is the scalability. You can click on any arbitrary mesh in Blender and turn it into a bridge in under a minute, using just a start and end empty.
Buttery-smooth suspension bridge physics in my SM64 engine. It utilizes real-world spring physics! A cool byproduct of this is the emergence of standing wave harmonics.
I've become a big boy and use quaternions in my work now. I've given SM64 animations infinite precision with the power of turkey SLERPee! Shown are animations slowed 8x in my engine VS. vanilla's engine.
It's fairly inexpensive, actually. It's rendering untextured no zbuffer no AA triangles to a 64x64 auxillery framebuffer, using an approximation of Mario's mesh.