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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.

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