Made a account real quick to jump in on this conversation.
I find it unfortunate that I live in the universe where SM64 got decompiled before OOT, I would be all over a OOT decompilation and already thinking of large projects to start. Still, this is absolutely amazing. It's really easy and fun to work with.
I've had the displeasure of spending years hacking various games, and I've spent too much time looking at and trying to write assembly. Really not fun stuff, but it opens up a ton of doors.
But now, with this, SM64 hacks will be far easier to create, and you can do so much more with it in a fraction of the time.
I'm excited for the future of SM64 hacking, as well as maybe some smaller projects of my own.
I picked up the decomp when it was posted elsewhere a few weeks ago, and I spent a few days fiddling with it. As a challenge to myself, I wanted to see how long it would take me to implement a rudimentary inventory system into the pause menu, as well as changeable equipment you can toggle.
So in a single day, I did so.
When you killed 1 and 5 Goombas, 'icons' would unlock on the pause menu which you could put your cursor over and enable.
First one altered the belly slide mechanics a bit, the second one made mario giant.
It was extremely ugly, both in code and on screen, but I wanted to see how fast I could make it at all to begin with.
For the record, it would normally take me maybe a week or two without the source, mostly because I'd have to spend a bunch of time trying to find routines and how to modify them without breaking everything.
Again, this opens up so many doors for the SM64 hacking community. I'm excited to see what comes out of it in the years to come.
I've been slowly working on a model importer and level editor for the source, but I expect someone else might get it done faster than I am since I'm juggling multiple other projects at the moment.