It's the entire code for the finished commercial game. You can reference it for making your own 3D games. You can port it to other platforms.
People should be doing things with it right now.
I got that. However we have far newer 3d engines available for free, and under even better licenses and nicer to work with code (this is first pass attempt at embedded C doing early stage 3d... it is not pretty code you can't help but play with, and with all the limitations discussed in the videos above, as well as related ones, it is not a stellar engine either). Ports are nice but not what many around here spend their time doing* -- you would do far better showcasing hacks, mods, fixes and tweaks, or cool speedrun type things.
*to say nothing of again it being early stage 3d with people doing embedded C that might not normally have used it on, on new hardware and attempting to show off a bit in the process. I imagine it is pretty far from anything I can compile with either one of the homebrew/ROM hacker compilers/assemblers or a common modern C compiler for the PC. A few months from now I imagine there will be a version more amenable to modern compilers but that is a few months from now. If I have to go through the utter ball ache of finding and installing a vintage compiler for the N64 (is it the sort of thing that installs fine on an otherwise vanilla X64 version of Windows 10 or is this a Windows 95 VM job?) I am going to need something to justify it.
Examples of things that might be nice or might catch someone around here's attention.
Most of us probably play N64 games on emulators and don't use one of the N64 pads to do it. Do you have a line on what we need to look at to create version with nicely remapped controls? Or maybe even some kind of macro or extra controls? (take hat off, easy triple jump for those that might not be able to play it otherwise, change some things from gesture control to something else). I don't much care for speedruns but others do so maybe a speed buildup option that does not take untold hours.
The camera, as with most early 3d games, sucks. Do you have some idea where the code might be so we can fine tune some variables to get it to behave better (perhaps more like the Rare efforts from later in the N64 life).
Hard mode is fun. Perhaps a line on what we might need to do to stop the water regen health thing (from a practical perspective then we could probably find what flag the ice world water uses but if I am looking at code), or maybe a no coin life refill mode, double damage perhaps, double enemy boss health.
We could probably level hack a way to a boss rush but a code approach also works. What might we care to look at as part of such a thing?
While there are some codes to show some debug information where is it so we can contemplate adding some more?
From a ROM hacker perspective then music modification is annoying. What have you got here that might allow volume tweaks or mods. Or on the flip side is it likely to be something nice to look at (ignoring licensing concerns for a moment) for a PC side music player for it?
Some kind of challenge mode as well similar to the endless enemies? Could we start on that? Do we have enemy spawn options or would we have to create such a thing, and possibly sort the 255 coins bug while we are at it?
This stuff
is bloody hilarious. Do you reckon we could find a way to also make homing mushrooms poison mushrooms (possibly even wipe health down to all but 1 as well as losing a life from the life counter)?