What are you doing this weekend?

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Summary

A developer describes porting Perfect Dark 64 levels to noclip.website, highlighting the challenges of reading N64 display lists and reimplementing the rendering engine.

<p>Feel free to tell what you plan on doing this weekend and even ask for help or feedback.</p> <p>Please keep in mind it’s more than OK to do nothing at all too!</p>
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# What are you doing this weekend? Source: [https://lobste.rs/s/dpctyb/what_are_you_doing_this_weekend](https://lobste.rs/s/dpctyb/what_are_you_doing_this_weekend) Porting Perfect Dark 64 levels to noclip\.website\. I have static geometry and vertex lighting working already and it makes me appreciate the game even more, they put a lot of lighting details in by splitting faces and painting vertices\. I'll be sure to leave an option to disable textures so everyone can enjoy Rare's craftsmanship\. This port wouldn't be possible if there was not a complete decompilation already, there's some dubious things the game does to load its assets, when you have unrestricted hardware access and a tight budget, you optimise things and cause headaches 26 years later\. Also N64 games don't store their models in a parsable format, they store display lists, essentially raw API calls to the graphics chip\. Reading those models means emulating the chip which has a microcode provided by the game, Rare being one of the studios who used their own microcode I can't reuse the existing code because the vertex data changed\. It's a fun puzzle, to port any game to noclip you have to reimplement its rendering engine and data layer, if you added audio and gameplay that would make a full game\.

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