Re:Super Mario 64 – 1996 Developer Interviews
by sspiff on Friday September 23, 2016 @08:15AM
(#12563973)
Interesting, I hadn't heard about that.
In the case of Mario 64 though, many of the models and polygons didn't have textures but used super-simple single-color flat shading. So texture fill rate wouldn't not have been a constraint.
Most games also didn't use a custom microcode, but used one of a handful of microcode libraries for the RCP that Nintendo provided. A notable exception to this is Factor 5, which did write their custom microcode to improve graphics performance, with great results.
In the case of Mario 64 though, many of the models and polygons didn't have textures but used super-simple single-color flat shading. So texture fill rate wouldn't not have been a constraint.
Most games also didn't use a custom microcode, but used one of a handful of microcode libraries for the RCP that Nintendo provided. A notable exception to this is Factor 5, which did write their custom microcode to improve graphics performance, with great results.