Rovertronic

Rovertronic

@rovertronic.com

Super Mario 64 ROM hacker. Known for Mario Builder 64, Mario in the Multiverse, and Beyond the Cursed Mirror.

1.6K followers57 following147 posts

I hate how pill colliders for platformers are industry standard. In my opinion, the player's origin point should never sag below the floor. So, I've devised my own Godot "Cylinder-based Footing" character controller that combines the benefits of both capsules & cylinders.

Modding Ocarina of Time feels like New Game +. It's a completely different engine (No, it was never forked from SM64), so you have to spend time learning another game's systems. However, F3D & C programming knowledge carries over from Mario 64, so you're not a total noob either.

Mario's Modules 2 has finally been released. Much time and effort have been poured into this project, and I couldn't be happier to share it with all of you. Have fun! 😁

For years, we've mercilessly ridiculed flat earthers. But today, indisputable evidence has finally come to light. The firmament. The foundation. The four corners. The four pillars and the pyramid. It's all real, and always has been. This changes everything.

In-between levels and deaths in the roguelike mode of Mario's Modules 2, you'll be stopping at Baron's Bounty. You can use the coins you collected during the levels to purchase modules or reroll ones you already have.

cracked unpatched game dev tip: you can make beautiful shaders with alpha threshold effects alone; shown is the effects in my projects as some examples (alpha mask > x = visible)

has it ever occurred to anyone that they probably had to hire literal electricians to build great bay temple? like "oh yeah, we need to draft up a circuit blueprint for the light fixtures in this temple"

Happy New Year! 2026 goals: * Release Mario's Modules 2 * 2 medium-length SM64 hacks * Ocarina of Time minihack * Updated SM64 Decomp modding tutorial * Start gradual shift from N64 dev to VR/XR dev

Please note that these are goals, not promises. Things always take longer than you expect, so I don't anticipate completing this list by the end of 2026.

Procedurally generated dungeon experiment- Includes loops within itself and logic to distribute modules and stars into treasure rooms based on challenge room completion requirements. Not sure if this will make the cut for v1.2, I'm just messing around while I wait on the new OST.

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.

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.

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.

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.

Gonna start showing off some clips from my SM64 engine as features become more polished. Today's showcase is a realistic shadow for Mario. This is not PC port and can run on the N64. No blobs, just pure rasterization.

👀 My next project... It's a short one, but I'm very proud of the gameplay mechanic I've cooked up. It's simple yet dynamic, leading to unique emergent gameplay.