Palette lighting tricks on the Nintendo 64
Published on: 2025-07-08 16:28:59
Palette lighting tricks on the Nintendo 64
This article is a continuation to my Bluesky thread from April.
We made a Nintendo 64 demo for Revision 2025!
It has baked lighting with normal mapping and real-time specular shading, ahem, well sort of. More on that later. The beautiful song was made by noby with guitar performed by Moloko (https://soundcloud.com/sou_andrade).
Below I have some notes on the directional ambient and normal mapping techniques I developed. They are both pretty simple in the end but I haven’t seen them used elsewhere.
But wait, normal mapping on the N64?
I knew normal mapping on the N64 was possible due to earlier experiments by fellow homebrew developers WadeTyhon and Spooky Iluha. I had also done some emboss bump mapping hacks myself.
The approach explained in this article is not new: the renderer computes lighting directly to textures at runtime. It’s great because no specialized hardware support is needed and you can run arbitrary shading code on the CP
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