PlayStation 1 games arguably aged better than Nintendo 64 games.
Plus, the quirks of the PlayStation 1 and how textures/polygons warp and wobble has become an indelible charm.
Trilinear is just an extension that includes mipmapping, which is available in a fairly limited form on the N64 due to the little space available for textures at any given time. The basic filtering itself only includes 3 instead of 4 samples, giving it a diamond-esque shape.
the N64 can also use vertex coloring too. Also usually for N64 textures they're separated differently for the cache purposes, but can reach a maximum size of about 64x64. Though that's for only 16-bit indexed ones. For full RGB textures, the max size per texture is about 32x32
in Mega Man Legends, there are some face textures that makes it look like the character has busted teeth, but in-context it was actually a trick to give the character a transparent open mouth from a side view. https://tcrf.net/Notes:Mega_Man_Legends
-n64 can tile but also can clamp and mirror repeat
-n64 can also have blend functions BUT the process is not clamped and can/will overflow the colors if too bright. some games do it but they're rare (quake64 view blends)
-n64 edge AA is still noticeably shimmery when obscured
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Plus, the quirks of the PlayStation 1 and how textures/polygons warp and wobble has become an indelible charm.
in Mega Man Legends, there are some face textures that makes it look like the character has busted teeth, but in-context it was actually a trick to give the character a transparent open mouth from a side view.
https://tcrf.net/Notes:Mega_Man_Legends
-n64 can also have blend functions BUT the process is not clamped and can/will overflow the colors if too bright. some games do it but they're rare (quake64 view blends)
-n64 edge AA is still noticeably shimmery when obscured