I fixed the portal gun, added particle effects, and more | Portal 64 0.12.0

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  • เผยแพร่เมื่อ 2 ต.ค. 2024
  • I finally fixed the portal gun, added particle effects, and added signage to the levels.
    Video edited by Joseph Lambert
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ความคิดเห็น • 544

  • @promaster424
    @promaster424 ปีที่แล้ว +759

    At this point Portal 64 looks like the real game with all the settings turned down.
    You've done a great job

    • @fnln3011
      @fnln3011 ปีที่แล้ว +29

      Fr it even has physics

    • @jaredf6205
      @jaredf6205 ปีที่แล้ว +60

      I can’t help but think about what people’s reactions would have been to Portal coming out in the 90s on the 64.

    • @protocetid
      @protocetid ปีที่แล้ว +24

      @@jaredf6205Would’ve been one of the best games of the generation, and that’s with pretty stiff competition.

    • @Lever200
      @Lever200 ปีที่แล้ว +14

      10/10 demake

    • @promaster424
      @promaster424 ปีที่แล้ว +5

      @@jaredf6205 They would've been amazed

  • @Transgenic86
    @Transgenic86 ปีที่แล้ว +1154

    Just FYI, Portal 1 does have a travelling projectile for the portal device. In Portal 2, it does not. It is instant in that game.

    • @hajilee4539
      @hajilee4539 ปีที่แล้ว +140

      I've never noticed the difference, how interesting!

    • @44MYNAMEIS44
      @44MYNAMEIS44 ปีที่แล้ว +60

      -i don't think it's instant, it's just WAY faster than in p1- yea, i was wrong

    • @Logan_935
      @Logan_935 ปีที่แล้ว +144

      Portal 2 does actually have a projectile. However, it is far less pronounced. The Portals in P2 open instantly when fired, but you can see a projectile happen as the portal is opening. The only exception to the instant portal is the Moon portal.

    • @SourceMaster
      @SourceMaster ปีที่แล้ว +158

      @@44MYNAMEIS44 It actually is instant (hitscan). When you click the mouse button the engine draws a one-dimensional ray from the center of the player's head, and tests the first surface that ray collides with. In portal 2, that tests determines whether a Portal can be placed. In other Source engine games, test determines if that shot can do damage to the entity it hits.
      In portal 1, due to the portal gun firing a projectile, there's a tech used in speedrunning called portal leaning. The player can stand on one side of a portal, shoot the gun, and duck back in before the projectile hits the surface and creates a new portal, effectively shooting a portal through a portal. In portal 2, since it's done by hitscan, the player doesn't have time to duck back into the portal, so portal leaning doesn't exist.

    • @rm_steele
      @rm_steele ปีที่แล้ว +9

      ​@@SourceMaster you can still stand just barely on one side of the portal and re-enter after you shoot though i think

  • @birkk
    @birkk ปีที่แล้ว +293

    Adding the portal projectiles make it feel so much more authentic! Looks great!

  • @Jademalo
    @Jademalo ปีที่แล้ว +193

    Oooh, that clip that plays at 1:07 is actually super rare and hard to trigger in the original game.
    That particular clip is only meant to be played when you detatch all 33 cameras for the achievement, but there's a bug where if the camera detatch voiceline would crash any other voiceline then it doesn't properly increment the counter that tracks when to play it. There's a really good video by Marblr about it!

    • @james.lambert
      @james.lambert  ปีที่แล้ว +108

      good to know. I will probably make it play after getting all 33 cameras but I will try to make it less buggy

    • @NoriMori1992
      @NoriMori1992 ปีที่แล้ว +1

      @@james.lambert Yay!

    • @NoriMori1992
      @NoriMori1992 ปีที่แล้ว +1

      I saw that video too! Blows my mind that people are still uncovering things about this game.

    • @trident2981
      @trident2981 11 หลายเดือนก่อน +1

      @@james.lambert hey, sorry if this is a stupid question, but what game rom do I patch the portal.bps on?

    • @trident2981
      @trident2981 11 หลายเดือนก่อน

      oh, never mind, i found out. im dumb.@@james.lambert

  • @agar322
    @agar322 ปีที่แล้ว +405

    1:06 - Despite being called generic_security_camera_destroyed-1.wav, that's actually the last audio that plays when destroying security cameras, after you've destroyed all cameras. The actual first is -2, then -3, then -4, then it keeps repeating -5 until destroying the last camera, when it plays -1
    Source: "Portal's Rarest Dialogue" here on YT. (also my memory, I love destroying the cameras)

    • @rm_steele
      @rm_steele ปีที่แล้ว +22

      surprised you actually heard the line before that video

    • @MrPinguv
      @MrPinguv 11 หลายเดือนก่อน +3

      @@rm_steele I don't know OP, but I just got a video in my feed yesterday talking exactly about this and the bug that was preventing the audio to play lol

  • @wolfcl0ck
    @wolfcl0ck ปีที่แล้ว +85

    Fun fact about that "You're not a good person" softlock easter egg:
    People often take note of the fact that it's rather out of place when compared to other softlock messages, especially the fact that the sound effect is filtered.
    Well, the reason for this is because that sound effect wasn't always filtered. In fact, looking at Portal 1's leaked 2006 beta files, we find that the logic for this softlock easter egg was already present long before the "behind the scenes" filtering was added to the escape sequence's voice lines. I suspect that this was the first softlock prevention easter egg added to the game, which would explain why it reuses a sound effect instead of playing a unique line.

    • @NoriMori1992
      @NoriMori1992 ปีที่แล้ว +3

      But if they had an unfiltered version, why did they use the filtered version for the softlock?

    • @LeumeisterVeritas
      @LeumeisterVeritas ปีที่แล้ว

      I actually remember hearing an unfiltered version _years_ ago. I think I might have been playing The First Slice, and I have no idea what I did, or even if I remember it accurately.

    • @TomatoRadio
      @TomatoRadio 11 หลายเดือนก่อน +3

      ​@@NoriMori1992they probably changed the sound file to have the filter and then forgot that this softlock uses the line and sounds out of place bc of it.

  • @waylonwallace
    @waylonwallace ปีที่แล้ว +227

    This is becoming so more complex, I'm starting to wonder if they're adding subtitles.

    • @lenadams854
      @lenadams854 ปีที่แล้ว +19

      They have.

    • @james.lambert
      @james.lambert  ปีที่แล้ว +160

      Somebody actually just added subtitles. Hopefully we will even have multiple languages.

    • @lenadams854
      @lenadams854 ปีที่แล้ว

      I did suggest,@@james.lambert

    • @NoriMori1992
      @NoriMori1992 ปีที่แล้ว +1

      Who?

    • @james.lambert
      @james.lambert  11 หลายเดือนก่อน +9

      Weston coder. He submitted an MR on GitHub

  • @Koffiato
    @Koffiato ปีที่แล้ว +48

    Between Kaze Emanuar and you, I'm fully convinced you guys are actual aliens.
    Great work as always!

    • @GoofyPoptart
      @GoofyPoptart 11 หลายเดือนก่อน

      Dude that's the most accurate accusation ever.

  • @the-pink-hacker
    @the-pink-hacker ปีที่แล้ว +29

    I love these super constrained projects. I recently myself started learning how to make games for my ti-84 in asm. Every little optimization you can get away with matters. Portal 64 is coming along nicely and I can't wait for the next video. I would've never thought that portal could actually be done on an N64, but there it is.

  • @tiefensucht
    @tiefensucht ปีที่แล้ว +213

    if this ever gets finished, valve should publish it with as a real n64 game with cartridge, manual, box and so on.

    • @SinedWOLF
      @SinedWOLF ปีที่แล้ว +9

      Думаю владельцы Steam DECK уже потирают лапки)

    • @goldenredstone04
      @goldenredstone04 ปีที่แล้ว +48

      My thought was James should package it instead and send it to Valve.

    • @hyakin7818
      @hyakin7818 ปีที่แล้ว +2

      ​@@SinedWOLFlmao

    • @wingdingdmetrius8025
      @wingdingdmetrius8025 ปีที่แล้ว

      You've got to be like 40 if you think anyone would care about that

    • @protocetid
      @protocetid ปีที่แล้ว +18

      "Valve ported Portal to the N64 instead of working on HL3?? They really will make absolutely anything except for the game we want the most huh?" Even better, announce it at a big event, it would be a far more WTF announcement than Artifact lol. All kidding aside, it would probably be fine if Valve explained a fan did almost everything.

  • @Sauraen
    @Sauraen ปีที่แล้ว +36

    This is really looking polished! As far as the portal gun, I'd recommend turning off dithering on any of the faces which are flat shaded. It's a little distracting and doesn't really improve the visual quality when all the pixels of a face are the same color anyway.

  • @brianf8538
    @brianf8538 11 หลายเดือนก่อน +1

    The physics of the cameras falling somehow impresses me more than the portals.

  • @rusty2688
    @rusty2688 ปีที่แล้ว +68

    Imagine how revolutionary this game would have been if it was released by Nintendo in 1996.

    • @johntraun7398
      @johntraun7398 11 หลายเดือนก่อน +1

      nintendo had a demo of ocarina of time that utilized portals like shown in the video, but was decided against because another demo was more further along (which became the base game)
      so it could of happened at some point more or less

    • @kevboard
      @kevboard 11 หลายเดือนก่อน +1

      Prey, which eventually released on Xbox 360 and PC, was originally in development for N64 and PC in the late 90s and early 2000s. it was delayed multiple times and restarted multiple times, and eventually released 6 years after it was originally planned.
      Prey does have portals, and the portals were part of the design from the beginning. they also showcased really good looking render to texture reflections done with the same tech.

  • @RocketSlug
    @RocketSlug ปีที่แล้ว +15

    You mentioned avoiding trig operations, but I wonder if you've seen Kaze Emanuar's video recently about finding an optimized approximation of sine that works well for the N64 hardware. There's some real wizardry in there that feels like the fast inverse square root function from the old Quake engine

    • @Yewtewba
      @Yewtewba ปีที่แล้ว +2

      I think I watched that too. But for particle effects, it might be possible to just have a lookup table for approximation, since you wouldn't need the precision you do for character movement.

    • @james.lambert
      @james.lambert  ปีที่แล้ว +18

      I've seen that. With unit vectors and quaternions you can solve most problems without sin/cos. I prefer to do that and have had good performance doing so. My animation system for example uses quaternions which is much faster than euler angles which requires sin/cos.
      EDIT: I also wanted to add that Kaze's work is awesome

    • @KazeN64
      @KazeN64 ปีที่แล้ว +14

      Yeah there's little reason to switch to eulers if you already have quaternions. Main reason i'm using sine/cosine is that all the sm64 actors and animations use euler angles to manipulate directions. (and i am going to convert all the animations to quaternions in my game as well to avoid sin/cos)

    • @customsongmaker
      @customsongmaker 11 หลายเดือนก่อน

      ​@@james.lambertThere's a video on youtube about N64 mega textures, maybe they'd work in some of Portal's smaller areas. Imagine a happycoder/JamesLambert collab!
      Kaze got some extra performance by fitting all the audio code into the 16kb cache, but you probably didn't start with bloated code like he did with Super Mario 64. Apparently Nintendo left in an entire software synthesizer, but the game only uses it for the sound of red coins. So Kaze just replaced that with a sample, among other optimizations.

    • @Muskelhias
      @Muskelhias 11 หลายเดือนก่อน

      @@customsongmaker What are you talking about, these are the same person! :D

  • @yurab1834
    @yurab1834 ปีที่แล้ว +47

    Fun fact about the softlocks in Portal 1: it seems that most of the softlocks use an assortment of generic lines. For example, the line you showed at 4:11 reappears in many test chambers, where the "complimentary escape hatch" can be either a sliding panel, a panel blocking off an energy pellet catcher, or even just a regular door. Since the lines are generic, they totally could've used it in test chamber 5 as well. My theory is that this softlock was actually discovered early on, before they had any of the lines recorded - and when they did end up making them, they simply forgot to put it in chamber 5. The evidence is that test chambers 4 and 5 share the same Source map in the original game, and chamber 4 does use the proper line (it can be softlocked by jamming a cube into a closing door and then having it be pushed back by its unstoppable force).

  • @Cryptifical
    @Cryptifical ปีที่แล้ว +16

    I really like the amount of detail and effort put into this, every little detail really is paying off cause it looks so good. can't wait too see what's next.

  • @MachFiveFalcon
    @MachFiveFalcon ปีที่แล้ว +3

    It looks so good/optimized now that it's like a downgraded Half-Life 1 to my eyes. For N64 hardware that's no small feat - that's 1998 PC vs 1996 low-to-mid range power lol

    • @Banzeken
      @Banzeken ปีที่แล้ว +2

      To be fair, Half-Life for Windows was designed/optimized to run well on PCs from 1996 (give or take) too and not just 1998 hardware (which, admittedly, does not run Half-Life at a perfectly smooth frame-rate at all times), but I know what you mean. The thought of Half-Life on the N64 is still mind-bendingly cool.

    • @MachFiveFalcon
      @MachFiveFalcon ปีที่แล้ว +1

      @@Banzeken Great point - I was thinking about the best Half-Life could possibly run in 1998, but you're being more realistic. Now I'm really curious what PC Gaming Culture in terms of hardware (and hardware advertising like in magazines) as well as decorations were like back then. I've seen a little of what LAN parties were like in those days, and it looked like a ton of fun as well.

  • @hyakin7818
    @hyakin7818 ปีที่แล้ว +3

    For the controlls
    Why don't you use the official fps holding position
    Left hand on the d pad side and right hand on the control stick side
    For shooting: z
    For jumping: L
    For grabbing/activating: b
    For changing to use orange or blue portal: a
    Moving/strafing: dpad
    Aiming: stick
    The a and b buttons are surprisingly not that hard to press in this position

    • @Muskelhias
      @Muskelhias 11 หลายเดือนก่อน

      That was used in the past. You can reconfigure as you like though.

  • @jasonblalock4429
    @jasonblalock4429 ปีที่แล้ว +4

    I'm curious if Valve knows about this. I'd love to know what they think, especially since they're cool about fan projects.

  • @kleadron
    @kleadron ปีที่แล้ว +2

    Something that I believe quake 1-3 does for viewmodels is crush the viewmodel to a specific range of the depth buffer that doesn't get affected by normal rendering, as well as not letting the regular world render touch that range. I may have misunderstood it from the code that I've read though and I'm not sure if that's possible on N64 since it was at least possible with OpenGL 1.1.

  • @DarkWeres
    @DarkWeres ปีที่แล้ว +9

    DigiPen, the school where Portal started, was established by Nintendo during the N64 era wasn't it? Seems like this project brings the fruits of that labor home to the N64.

    • @hri7566
      @hri7566 11 หลายเดือนก่อน

      DigiPen's joint campus came about with the help of Nintendo Software Technology, and they made N64 games in-house.
      Wikipedia also states they made the N64 emulator for Wii, I'm assuming that's Virtual Console...?

  • @RetroRynn
    @RetroRynn 11 หลายเดือนก่อน

    Super impressive, going as far as to recreate the softlocks in the OG game. Amazing

  • @Clodd1
    @Clodd1 ปีที่แล้ว +11

    Particles makes the game more alive. Great job as always.

  • @robertlauncher
    @robertlauncher ปีที่แล้ว +8

    Is he trying to do the whole game?

    • @james.lambert
      @james.lambert  ปีที่แล้ว +18

      Hopefully. I am trying to get portal first slice polished up before moving on to the rest of the game for now.

    • @robertlauncher
      @robertlauncher ปีที่แล้ว

      @@james.lambert That’s so cool!

  • @robertlauncher
    @robertlauncher ปีที่แล้ว +99

    Also as a fellow N64 fan, the button layout sounds pretty good to me.

    • @PopeGoliath
      @PopeGoliath ปีที่แล้ว

      How does Look/Strafe work?

    • @Trimint123
      @Trimint123 ปีที่แล้ว +6

      ​@@PopeGoliathLook is Analog while Move is C-Buttons.

    • @lain8533
      @lain8533 ปีที่แล้ว +4

      I think I'd prefer to have the option to shoot portals while looking and moving, so maybe making trigger blue portal and right bumper orange could be better for that.

    • @lain8533
      @lain8533 ปีที่แล้ว

      and you can still jump and move by using your right thumb, if it's the a button.

    • @Banzeken
      @Banzeken ปีที่แล้ว +1

      @@lain8533Right? The less you have to let go of either movement or looking while performing other actions on the controller the better. The N64 controller is a bit short on buttons when holding the middle and one of the side prongs, unfortunately. Assigning jumping to the A-button makes you either let go of looking (the stick) or movement (the C-buttons), but jumping doesn’t require as much accuracy [Edit: at least not in Portal, though more shooting-heavy games like Turok is a different story.] as shooting portals so having to let go of the stick briefly is acceptable. Having R and Z assigned to each portal color [Edit: as you suggested] is a good idea as -bring- being able to shoot accurately while moving is often quite useful in Portal. I could perhaps see an option to enable double-tapping any of the C-buttons to perform a jump [Edit: a directional one, similar to the double-tap dodges in Unreal (1998), albeit not a dodge but more like holding a movement direction + jump] being a helpful aid.

  • @TFSned
    @TFSned ปีที่แล้ว +6

    The new control layout sounds good. It makes sense to have jump on a shoulder button so you don't need to stop either moving or aiming.
    It's also mind-blowing seeing physics like stacking cubes in a Nintendo 64 game. The only game I can think of from that time that uses it was Jurassic Park Trespasser, which was way too demanding even for PCs.

  • @i_cam
    @i_cam ปีที่แล้ว +3

    “You guys take care”
    Perfectly valid sign off phrase!

  • @kitsophrenik
    @kitsophrenik 11 หลายเดือนก่อน

    this is coming on brilliantly, quality work cant wait to play it

  • @gustavonomegrande
    @gustavonomegrande ปีที่แล้ว +2

    I'm curious, I'm sure Valve doesn't mind using their things as long you don't port files from their games, but did you get in contact with valve? and if so, what was their reaction?
    Ultrakill has the og gmod map as their sandbox map, inside there's an easter egg showing an email of the dev asking to using it and Garry said "Sure, just don't use the same textures, they're from valve".

  • @crazygadgetmods2
    @crazygadgetmods2 11 หลายเดือนก่อน

    I'm loving the N64 portable in the background

  • @UnderSampled
    @UnderSampled ปีที่แล้ว +5

    If you're moving towards not using the A and B buttons so much, why not use the D-Pad for motion? That will let you use the thumbstick for aiming and z for trigger in your right hand like we're used to nowadays, and let you the better D-Pad design for motion!

    • @avrilsegoli
      @avrilsegoli ปีที่แล้ว

      I think this would also feel better as something closer to modern control schemes -- both modern controllers and KB/M layouts have you control the camera with your right hand and your character movement with your left hand (and I think in general, camera movement should be done with the control stick no matter what the layout is). that being said, that comes with the tradeoff of not really having easy access to the A and B buttons, I think. I'd have to physically hold an N64 controller to confirm this, but I suspect that moving your thumb from the C buttons to A and B is a lot smoother than moving your thumb from the control stick to A and B. you still need to be able to easily access them even with the setup of using them to control the portals.

    • @Banzeken
      @Banzeken ปีที่แล้ว +1

      This is all assuming that everyone is right-handed (which is untrue) but even aside from that there is the problem of the N64 controller lacking buttons, not helped by the absence of A/B button equivalents on the left side of the controller. You still need to use the A/B buttons to support all actions in Portal which makes forcing the D-pad for movement an impractical choice. Personally, I’m right-handed, yet I find it strangely easy to adapt to moving with the C-buttons and aiming with the left hand, but only if the Y-axis is reversed (press up to look down).

    • @taxtengo7427
      @taxtengo7427 11 หลายเดือนก่อน

      @@Banzeken Adapting to a new control scheme is unrelated to left or right handedness

    • @Banzeken
      @Banzeken 11 หลายเดือนก่อน

      This is not really a new control scheme so much as it is a mirroring of an existing scheme, which means that it has *everything* to do with handedness. If you take your favorite shooter game that you play with a contemporary dual analog stick controller using stick function assignments you are comfortable with and flip the functionality of the movement and aiming sticks it might not be as easy for you to play as it normally would be (unless this is something one does regularly to make the brain used to it). The main point of my response, however, was that you are inherently handicapped in regards to button accessibility on the N64 controller when using the “right-handed aiming orientation” as opposed to the left-handed counterpart, not helped by the potential handedness aiming issue previously mentioned. This isn’t an issue of getting used to a new scheme then, but rather that some schemes or button layouts are not as convenient as they might initially seem. Simply setting things to “what we’re used to nowadays” without considering the repercussions of said settings isn’t necessarily going to benefit everyone’s experience. Make it an option, that’s fine, but don’t force it onto the user.

    • @UnderSampled
      @UnderSampled 11 หลายเดือนก่อน

      I just tried holding a real N64 controller this way (right hand in stick) and I can say it actually felt pretty good and not hard at all to reach for the A and B buttons. I think we're all just used to holding it the other way and assume it wouldn't work!

  • @mrmcguru163
    @mrmcguru163 ปีที่แล้ว +2

    Holly cow dude! This has got to be the most impressive port of all time! Puts half life 2 on the Xbox to shame!

  • @JackieJKENVtuber
    @JackieJKENVtuber ปีที่แล้ว +6

    The cubes feel like they weigh a lot less than in the original game; also, I could swear they were bigger in the original (hence why you can stack them and climb them)
    Just wanted to point that out

  • @Moonchild1607
    @Moonchild1607 ปีที่แล้ว +7

    Amazing work you did so far! It starts to look and feel like a official port from a different world/reality then ours.

  • @rebornreaper194
    @rebornreaper194 ปีที่แล้ว

    Your sign-off is usually, "So, yeah, that's about it. See ya."

  • @jua20242
    @jua20242 ปีที่แล้ว +2

    I think that TH-cam is broken because i don't see any donation option to give support

  • @karmaduq
    @karmaduq ปีที่แล้ว +5

    This is getting really good! Only lingering complaints are: 1, object handling is squirrely. Keeping things aligned straight when held like the original would make them more controllable and less computational. 2, the controller constraints, which just are what they are I guess. You can only push so many buttons at once, and often moving, jumping, aiming, and firing simultaneously is required. Based on my limited messing around I'd have a hard time making it all the way through.
    Having right shoulder be a second blue portal button would allow run-jump-aim-place-enter. But then how do you pick something up without changing hand position? Argh. Make start "use" because it's not hard to reach and you typically stop turning for a split second to grab stuff anyway, and make left shoulder start/esc because it's rarely used?

    • @RottenMuLoT
      @RottenMuLoT 11 หลายเดือนก่อน

      I dunno. Turok control scheme can handle all that simultaneously. I naturally thought that game would use that scheme when I tried it a couple weeks ago.

    • @karmaduq
      @karmaduq 11 หลายเดือนก่อน

      @@RottenMuLoT The Turok scheme is in the ballpark of what I described, with some differences of course. Seems Iguana arrived at the same conclusions for cramming it all in. What we're going for here is as close to a full keyboard and mouse experience as possible, functionally, while being intuitive, sensible, and usable within the controller's constraints.
      The equal blue and (ahem) not-blue buttons are naturally for the two portal types. Yellows for d-movement allow the joystick to be used for fine aiming. R as another blue portal allows for firing while moving. Z is down low where feet are. Joystick under distal thumb joint allows the end to be near start (use), only having to stop aiming briefly to press it which you probably want to do anyway. L is map toggle in Turok, so there you go, menu toggle, up in the corner like esc. Manage to reprogram your hands for aiming with left and moving with right, and voila, I think that's about the best that can be done.

  • @DamianReloaded
    @DamianReloaded ปีที่แล้ว +3

    Sign off should of course be: See you next time and remember, the cake Is a lie.

  • @lamenwatch1877
    @lamenwatch1877 ปีที่แล้ว +3

    The progress on this project is phenomenal! It's looking better every video!
    I like "take care" as a sign-off phrase, it's what I was thinking of before you said it 😊.

  • @lively2774
    @lively2774 ปีที่แล้ว +2

    If I could make one suggestion, it is very small and likely unimportant since the button layout can be changed, if there was an option for the portal colors to match the A and B buttons that would be awesome

  • @andrewtfluck
    @andrewtfluck ปีที่แล้ว +2

    Someone bring in kaze for the sin approx lol

  • @MuffinTastic
    @MuffinTastic ปีที่แล้ว +2

    I'm pretty sure they don't *disable* the Z buffer for viewmodel rendering. They simply clear it, so it still renders over the scene no matter what, but they don't have to do sorting. Not sure how performant that would be on an N64 though.

    • @james.lambert
      @james.lambert  ปีที่แล้ว +1

      Good point, and yeah. I figured pre sorting would be faster than trying to clear a portion of the z buffer

  • @rackneh
    @rackneh ปีที่แล้ว +1

    It keeps getting more faithful to the OG.
    Bro you're doing better work on your own than literally every professional game studio when it comes to porting PC games to console

  • @DaftDoof
    @DaftDoof ปีที่แล้ว +1

    Suggestion: You should integrate haptics for when the portal hit a non-portalable surface with the rumple pack.

  • @GhibliNova
    @GhibliNova ปีที่แล้ว +1

    If you put movement on the D-pad, Camera on the analog stick, youd get a WASD Keyboard movement with a Camera stick like modern controllers. Then you could have L toggle between portal colors, Z as the fire Button, and A as jump. Since Jumping in Portal is never the most high intencity action you wouldnt lose much sacrificing the jump button as the alt action for your right thumb

  • @sneakyjackson5271
    @sneakyjackson5271 ปีที่แล้ว +1

    You should add echo into GLaDOS' lines if you can; it sounds strange as-is. I get that the N64 could probably not simulate sound, but maybe baking them into the lines somehow would sound better?

  • @Metroid24abd
    @Metroid24abd ปีที่แล้ว +1

    I'm I dreaming ?! This look soo good for an n64 game. Even with the phisycs and stuff

  • @WillyPhonken
    @WillyPhonken 11 หลายเดือนก่อน +1

    You have it all wrong. Control the game with the dpad, not the c buttons! That way you can use L and Z for portals and have the A and B buttons still accessible to jump and croutch. Duke Nukem Zero Hour and Goldeneye has those controls as an option and it works great!

  • @coenair1144
    @coenair1144 ปีที่แล้ว +1

    One thing I might suggest about the controls, is having a dual analog with 2 controllers like how goldeneye does it, and left Z could be orange portal, right Z could be blue portal, and A and B could be jump

  • @MultiDeivas
    @MultiDeivas ปีที่แล้ว +1

    Such amazing progress. Are you planning Portal 2 also? 😅

  • @puffmain3276
    @puffmain3276 ปีที่แล้ว +1

    I might just have to get an everdrive for this! Well this and Kaze's return to yoshi's island romhack that is

  • @kevboard
    @kevboard 11 หลายเดือนก่อน +1

    the default controls should be:
    D-Pad - Character Movement
    Stick - Aiming
    A - Jump
    B - Interact
    L - Left Portal
    Z - Right Portal
    C Down - Duck
    Start - Pause
    Alternatively Start to duck and D Down for pause.
    that might be weird in concept but the start button is easier to reach than C Down
    moving with the Dpad and aiming with the stick would solve your issue with the A and B buttons, as you can simply quicly reach over to A from the stick with your right thumb to jump.

  • @Designandrew
    @Designandrew ปีที่แล้ว +1

    can you show more about how you actually develop the game, as in what software tools etc? Like how are you making the levels did you make your own level editor?

  • @ericgarciabernal9571
    @ericgarciabernal9571 ปีที่แล้ว +3

    For debugging, the N64 actually accepts GameCube inputs with no modification. So if you code it, you could connect a GC controller and have dual sticks.

    • @dumbqueerboy
      @dumbqueerboy ปีที่แล้ว +1

      holy shit that's actually really cool, I never knew!

    • @ikagura
      @ikagura ปีที่แล้ว

      Wait, how did they do that? Is this because of how similar to the N64 the GC pad was?

    • @ericgarciabernal9571
      @ericgarciabernal9571 11 หลายเดือนก่อน

      @@ikagura I'm guessing when designing the GC they didn't want to reinvent the wheel.

    • @ikagura
      @ikagura 11 หลายเดือนก่อน

      @@ericgarciabernal9571 Yeah probably... Until the Wii.

  • @theemptydiamond
    @theemptydiamond ปีที่แล้ว +1

    Looking forward to Portal 2 on the Gamecube.

  • @thatonebroski
    @thatonebroski ปีที่แล้ว

    this is so cool man! keep up the good work and maybe valve will say something... they most likely do already know about this game's existence tho lol

  • @stimpyfeelinit
    @stimpyfeelinit ปีที่แล้ว +1

    can i have your consent to take this back into the past to give to my child self and maybe make a few mil thanks

  • @CrazedToothpickEater
    @CrazedToothpickEater 11 หลายเดือนก่อน

    those other 63 portal games were pretty good

  • @t0biascze644
    @t0biascze644 11 หลายเดือนก่อน +1

    5:32 you should borrow Kazes sin/cosine functions :p

  • @CODwontons
    @CODwontons ปีที่แล้ว

    Love it like always!

  • @ultraokletsgo
    @ultraokletsgo 11 หลายเดือนก่อน

    Can you make the controls fully re mappable so players can configure it however way they want.
    I'm thinking my setup would be
    Analog: Move forward, move back, strafe left and strafe right.
    C Buttons: Look up, look down, turn left turn, right
    Z: Orange Portal,
    R: Blue Portal
    A or B: Jump

  • @4.0.4
    @4.0.4 ปีที่แล้ว +1

    I remember trying to play portal with an old GPU and it crashed on the first portal, unable to render it. It's magical to see it running on an N64, with actual portals and physics.

  • @playedtoomuch5259
    @playedtoomuch5259 ปีที่แล้ว +1

    Maybe you could do something like they do in doom and place an animated sprite in place of the less important particle effect where you wouldn't notice? Love the videos

  • @OllarProductions
    @OllarProductions 11 หลายเดือนก่อน

    This is looking amazing, I have one question: are you going to add the glados fight or will it just be the puzzles?

  • @Thor110
    @Thor110 ปีที่แล้ว +2

    Breathtaking, no words can describe the incredible things people do in their own time for the fun of it. Smashing it!

  • @Meta64_
    @Meta64_ ปีที่แล้ว +1

    any plans to have a 16:9 mode? i play off an everdrive so having the option would really enhance the flatscreen experience

    • @BobaFett396
      @BobaFett396 11 หลายเดือนก่อน +2

      This update adds widescreen support under the settings menu. These QOL improvements are amazing.

  • @mr_indie_fan
    @mr_indie_fan 11 หลายเดือนก่อน +1

    Looking better each video James! 🤠

  • @GadgetUK164
    @GadgetUK164 ปีที่แล้ว +1

    Just incredible! A deliight to see each update on this!

  • @XPStartupSound
    @XPStartupSound 11 หลายเดือนก่อน +1

    For your sign off you should use "see you next tuesday"

  • @doitallYT
    @doitallYT ปีที่แล้ว +1

    Fun fact: this port runs on a 128mb Original Xbox, with only minor (yet hilarious) glitches 😁👍 I look forward to testing this latest build on it, excellent work as always!

  • @petermarker7855
    @petermarker7855 ปีที่แล้ว +2

    always thought the goldeneye/perfect dark button layout was the most optimal way to do strafe/look with the up-down C buttons being look up-down and left-right being strafe, but if it has an option to change buttons then i don't think anyone should have a problem with it

    • @Banzeken
      @Banzeken ปีที่แล้ว +1

      Yeah, and even then you had multiple control presets in both Goldeneye and Perfect Dark that allowed for different button and stick layouts like aiming with the stick and moving/strafing with the C-buttons (i.e. “Turok-style” controls). Having similar presets (and/or complete button customization like in Doom 64) for Portal 64 would be a net benefit.

  • @StuffOfSonny
    @StuffOfSonny ปีที่แล้ว +1

    Curious, is adding a Wide Screen option something you have considered? a few N64 games do support wide screens (GoldenEye comes to mind)

    • @james.lambert
      @james.lambert  ปีที่แล้ว +1

      Somebody actually added that already. It only effects the in game aspect ratio so menus are distorted but I would like to address that eventually so the menus look right in wide screen mode.

  • @juror12
    @juror12 ปีที่แล้ว +2

    Doesn't using z-sorting have the problem of rendering in the wrong order on big triangles? great project btw

    • @soviut303
      @soviut303 ปีที่แล้ว +2

      Yes, but as he mentions, he's manually sorting the triangles. They're also on a hard surface object which can more easily avoid intersection issues.

    • @pleasedontwatchthese9593
      @pleasedontwatchthese9593 ปีที่แล้ว

      If you have a triangle that starts behind something and ends up in front of it then that can be tricky but delt with. The ps1 did not have a z buffer as an example and everything was done with sorting

  • @magic-window
    @magic-window ปีที่แล้ว +1

    Interresting videos man, keep it up!

  • @RosieSapphireMusic
    @RosieSapphireMusic ปีที่แล้ว

    Hey, about the movement for the portal gun when turning. Did you take a delta of the current and last position and lerp that to get the effect? Or is it something else.
    Also, is sorting the triangles for it done at build time?

  • @LinkRammer
    @LinkRammer ปีที่แล้ว +2

    Imagine if this game were released when the n64 was new! It'd be the most influential game of all time.

    • @cube2fox
      @cube2fox ปีที่แล้ว +1

      I think Mario 64 would still be more influential because it was the first third person game where the movement was relative to the camera direction instead of relative to the character orientation, which every third person game copied since then.

  • @pidojaspdpaidipashdisao572
    @pidojaspdpaidipashdisao572 11 หลายเดือนก่อน

    Wait this dude made portal for Nintendo 64? Holy shit!

  • @EdwardReset
    @EdwardReset ปีที่แล้ว +1

    im gonna have to get an N64 just to play this

  • @KevinIsNotSeven
    @KevinIsNotSeven 11 หลายเดือนก่อน

    i like portals being on A and B because the buttons match the orientation of the reticle, maybe the portals could be green and blue to match the buttons?

  • @freescape08
    @freescape08 ปีที่แล้ว +1

    I'm really curious to see what speedrunners can do with this when it's released.

  • @WoobyMe
    @WoobyMe ปีที่แล้ว +1

    I would be so interested to see more of the back end. A look into the actual interface and a bit of your development process. It's interesting to me because I know close to nothing about the actual game development process from a first person pov

  • @elpedro7910
    @elpedro7910 ปีที่แล้ว +3

    Lovely job, your these portal vids are always such a nice watch.

  • @tuff_lover
    @tuff_lover ปีที่แล้ว +1

    Half Life 64 when, James?

  • @NVUSAttitude
    @NVUSAttitude ปีที่แล้ว +2

    day by day, this port is looking more and more authentic, i absolutely love this project

  • @AMD2600
    @AMD2600 ปีที่แล้ว +2

    This is shaping up to be one of the most polished N64 games!
    For the controller layout, a silly but actually kind of neat option would be to rely on two N64 controllers so you have two triggers and two analogue sticks to work with.

    • @staticsignal3985
      @staticsignal3985 ปีที่แล้ว

      He programmed support for that control scheme in an earlier development diary video! Already done.

  • @Vili69420
    @Vili69420 11 หลายเดือนก่อน +1

    you should say "see you later alligator" lol

  • @SjorsMaster
    @SjorsMaster ปีที่แล้ว +1

    at this rate we might get half life 2 on n64

  • @Specz187
    @Specz187 ปีที่แล้ว +1

    Good job, the test chambers look great. The particle effects make a nice difference. Like someone else said it's shaping up to look like the game on low settings

  • @vplayz7371
    @vplayz7371 ปีที่แล้ว +1

    the demake is really coming along well! I feel like the levels as a whole should be brighter visual wise in order to better match the original.

  • @FleaMarketSocialist
    @FleaMarketSocialist ปีที่แล้ว

    "Your Portal Pal, James signing out"

  • @sqaudseven
    @sqaudseven ปีที่แล้ว +1

    Can't wait to experience Portal the way it was truly meant to be played :DDDDD

  • @louroboros
    @louroboros ปีที่แล้ว

    I had to pause and think about why the offset particle effect is faster. The traditional approach would be to scale the length of the particle by its speed (I.e length of the velocity vector) then rotate it so it points in the direction of the velocity vector.
    Am I understanding this right? You can avoid one sqrt for the velocity length calculation and some trig (and maybe more sqrts or divisions?) for the rotation.
    This only works because it’s easy to construct the particle’s geometry from two points (the positions of the offset particles), right?

  • @lelanddyke8386
    @lelanddyke8386 ปีที่แล้ว +1

    This is such a fun project, and it brings hope to my dream of older consoles getting more de-made games. I hope you'll continue after portal, but even if you don't, I'm sure you have inspired many others!

  • @guilhermems
    @guilhermems ปีที่แล้ว +1

    I love how you're giving the N64 some love. It's not often you see homebrew this good for it.

  • @ExplicandoEnglish
    @ExplicandoEnglish ปีที่แล้ว

    Pretty impressive, not only considering the visuals, but the physics and the complexity of the maps (and the framerate). Would this be possible on the PS1?

  • @th3Tyk3
    @th3Tyk3 ปีที่แล้ว +2

    This is just a wonderful project and deserves so much more attention than it gets!

  • @omayoperations8423
    @omayoperations8423 ปีที่แล้ว +1

    Theres another project I can't remember which is at 0.12.0 right now. This is incredible for the nintendo 64. I'd assume it has to be somewhat close to being finished.

  • @Zeru64_
    @Zeru64_ ปีที่แล้ว +1

    This is just getting better and better everytime.
    Any plans to include debug options in the game?

  • @sirchicken1330
    @sirchicken1330 ปีที่แล้ว +1

    Wow. With every update it looks and plays so much better. This is really amazing! 😍

  • @mdickens98
    @mdickens98 11 หลายเดือนก่อน +1

    This project just blows my mind. I was at school when the N64 came out and the hype around it was incredible but if you showed me this game with no context I would NEVER believe it was running on the 64, it has no right, you've done insanely well to pull this off.
    I remember when HL2 came out on the OG xbox, people said that should have been an impossible port so I don't even know what that makes this. Simply stunning, well done man!