Portal64 now has a menu and lets you customize controls
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- čas přidán 5. 09. 2024
- There are now menus for Portal64 including save files and control
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I love how the menus look like the Source menus
Source* I'm pretty sure that's the idea
That was intentional.
@@thearchive6837 They're*
I like how this menu looks better than the original in a way because it actually has the game’s logo, which the Steam Deck menu also has, but the other versions do not.
Portal: Still Alive for the Xbox 360 uses that logo (with the obvious addition of the "Still Alive" subtitle) and all Steam platforms (should) have access to the Steam Deck version of Portal. You just have to chose it in the "Betas" tab of the game properties and then update.
@@halotroop2288 I have tried using the gamepad UI on PC. It works, but it’s not optimised for PC, and feels a little more awkward. As for Still Alive, I see that as kind of its own thing, not just another version of Portal.
@@swlchl But it *is* just another version of Portal... The whole campaign is there, and then some.
@@halotroop2288it's a command line option, not a beta
Lick every part of my dusty ass foot
I love how the UI replicates the Source Engine's dialog boxes. Attention to detail like that really shows just how much of a labor of love this is.
VGUI
This is by far my favorite n64 demake. If you ever make a physical cart. I will absolutely be buying.
Same, and I don't even own an N64.
I hope he does not make a physical cart unless he gets permission first, because then he will get sued ! :(
@@kelownatechkidIf it was any other company other than valve I'd agree, but their weird when it comes to stuff like this.
They allowed a fan remake of half life be made and sold for profit on steam, so I couldn't imagine why they'd have a problem with this.
@@foodhatesme i dont think valve is the problem here.
@@mr.noname2785 I doubt nintendo would get involved unless there's already precedent for it.
This is such an awesome project! I'd probably think about using a pre-baked screenshot of each level and just referencing them from the cart. That would free up your SRAM in case you needed to store more details in your save file.
That's a good idea.
Agree!
I may give this a try
It's a good way to get quality, but sacrifices information.. it could be annoying on a longer level not being able to tell saves apart.
@@Gna-rn7zx that's a good point. Not sure how long the levels are but you could also add the time you've spent on the level to get an idea of which save is which.
You should add a saving system that uses the controller pak in tandem as the game pak. For example, Perfect Dark supports the cartridge save AND saving to the controller pak (and probably some other N64 games too).
If I wasn’t in the middle of moving I could test out the n64 mouse😭
Keep up the great work!
Also if you rather borrow a n64 mouse than buy one, I’ll let use mine as long as you promise to give it back when you’re done. I can stop by my storage unit and ship it to you this weekend if you like.🙂
have just tried the mouse and it does indeed work once remapped. amazing.
I can't believe this is actually becoming a real thing, when I first saw your video I thought oh cool someone made a little test thing on a nintendo 64. It's really impressive to see how much progress you have made.
The fact that this runs on hardware that was released in 1996 is unreal! Fun fact, Portal released closer to the launch of the N64 than to the present day!
the older i get, the less i comprehend the passage of time...
@@Sage_the_Turt I hate how true this is...
And now.... I feel old 🤣😂
That fact isn't fun.
@@theblackwidower Why isn't it fun? I think it's fascinating to think about the dates that things came out in relation to each other.
Wish there was a third party modern n64 mouse like the hyperkin snes mouse, I would imagine a modern take on the n64 mouse could improve on it's compatibility as well by implementing more buttons.
Instead of saving a screenshot, load the save and use the first frame as the thumbnail! That will surely work with no problems :D
But doesnt that still require it to save a image?
@@AnthonyMiele They're saying instead of saving it, load the file and capture the screenshot. That way it will still need to be stored in short term, but won't actually be part of the save file. Obviously this has massive performance issues because you would need to load up every save that will have a thumbnail displayed, and could pose a technical challenge as well since you'd need to additively load the save files to get the screenshot while maintaining the menu
I considered this but as mentioned by Fredrick, it would pose a large technical challenge. I may try to improve thumbnails by compressing the images. All I need is 1/4 ratio compression which would be achievable by a jpeg like encoder
@@james.lambert have you tried the YUV color space? It uses 1 black-white component and 2 color components. That allows to reduce the ammount of color pixels, but keep the black-white resolution as is. It's pretty easy to implement and convert to and from RGB
@@Raspredval1337 Pretty good Idea, I was about to suggest B&W screenshots, since Portal levels don't contain much colour, but using YUV with limited chroma information (I think that 0/white, blue, orange and red - 2bits would be good enough) would work better with minimum extra space.
I love your no BS video style. Start at full speed and no need for flashy stuff just knowledge. You are awesome.
Thank you for prioritizing accessibility via adjusted controls!
I get more and more excited about this project with every video!
Awesome work James! The added menus do indeed make it feel a lot more like a regular game. Really excited for future progress on this project! Also thanks for making this open source. I love browsing the source code to see how you did things 👨💻
the same menu style on an n64 feels so cool i love it
James, been following this since the beginning. You are an absolute legend for seeing this through! It's so rare to see a fan project actually come to even this point. Cheers.
The fact Portal is even possible in the N64 is impressive
It's so cool to see all these updates!
This is amazing! Small suggestion, what if you would use the transfer pack to save games? That way you could also Bring saves to friends. Maybe that would also allow for better Screenshots, so thatd be neat as an option
Thank you for diving into your decision making process with us. It helps so much to understand what you're doing to make the best experience possible.
What you're doing is incredible. And your honestly top-notch update videos make it so exciting to follow!!
I find the fact that it shows a screenshot at all pretty freaking amazing. That just seems like such a modern thing rather than something you'd see on the N64.
It is crazy how quickly you have been able to make all of updates. Please keep up the hard work but also make sure not to neglect yourself either. Much respect!
I love that when I first found this channel it was like "What if Portal, but N64" and I was like "Hur hur, yeah, what if?" and now I'm learning about the different save types for N64.
This is the most impressive N64 homebrew I've ever seen. You could have taken the easy route and just made it look like an N64 game with unity, but taking the extra steps to make it authentic really makes a big difference. I'm surprised at how 1:1 a lot of the little details were carried over from the base game. Even the physics, which I'd imagine would probably be extremely difficult to replicate on N64, still FEEL like Portal. Seriously good stuff.
Your Portal64 project is absolutely amazing, been watching from the start! I'll contact some friends to see if they've possibly got that mouse as they've got some N64 collections.
They'd almost definitely send you one if they had one and saw this project! :)
Best of luck, keep this up!
A really underrated portal port is the Portal for Flash...perfection.
Hello James,
Thanks a ton for your job and the great work you did so far on Portal N64
I have a mouse on my side and wanted to tell that the controls are perfect with it, a VERY nice job on you side
You deserve more visibility 😀
Wow! Stumbled upon this after remembering about this effort of a port a few years ago. Kind of mind blown.
So I just couldn't help but remote into my home PC from work to download this. Something to look forward to when I get back!
Great Job!
you think we'll ever get to see half life 1 on the n64? other than that your work is amazing keep it up!
from him, who knows. in general, absolutely. we already have quake on the n64, and goldsrc is just a suped up quake engine
We already have HL1 on Nintendo 64, its called Turok 3 Shadow of Oblivion XD
Awesome to see dual analogue implemented!
I actually have an N64 mouse, so I can test if you need me to!
One of my favourite things about systems that use cartridges is that the developer can include additional hardware in their games. They're still limited by the the console's rate of data transfer and custom cartridges are more expensive, but things like bank switching and such have always been so cool. Sad to hear that fan cartridge manufacturers don't even support the main official save types, let alone any of the crazy nonsense devs used to get up to back in the day.
flash ram is very expensive
@@VariaPrime I logically understand that, considering that N64 cart recreation is a very niche interest, it's highly unlikely that it'd be economically viable, but emotionally I find it sad that there are no methods of producing certain types of officially supported cartridges with a hobbyist level of knowledge.
Fantastic update! This project continues to amaze me. Can't wait to try out the latest update on my N64 via the Everdrive. Thanks again (from a 40yr old N64 fan!)
After this is done, it'd be an even bigger undertaking, but a Portal 2 demake for the GC/PS2 era is a really fun thought. Seriously impressive stuff right here
Kinda crazy, but low key I just wish they would start making games for old consoles again.
It's so cool to see an issue I found beta testing fixed in this build. The work you are doing is amazing!
Siiiick. I gotta put this on my everdrive pronto
i thought this just meant you'd written a menu system, but happy to hear it also included the cartridge pcb tidbit. will defibitely but a cart if its affordable!
It was really neat to hear about the differences in hardware. Good luck with the rest of the project.
I wonder what type of save data Ocarina or SM64 used?
Ocarina uses S-Ram and SM64 uses Eeprom
this is my favorite project right now, please please keep it up!
just loaded this on my new 3ds (via daedalus), works really well and i really love this port, hope it continues!
A possible idea is to try to autodetect save-type regardless of which flashcart or reproduction cart is being used. I mean, a crude way would be to (if no previous save is stored) try to write and then read the last byte of the assumed save area to see if it sticks. If done for assumed flash-save, SRAM-save and then the two types of EEPROM saves in decreasing order, then it should be pretty simple stuff landing on available save space.
And also, Flash save chips does not need to come from old N64 cartridges. There seems to be NOS options for compatible 1MBit flash, for example the Sharp LH52V246.
So glad to know that you have plans on producing physical cartridges! Curious what the box art may look like? Would love to purchase a copy once all is complete! Also, you should totally add the "64" after the "Portal" logo on the menu.
Legit going to get this on Cart, can't wait!
Love how adding a menu makes it feel more gamey!
Love this! Thanks a lot!
I'm honestly amazed at how close this is to the original, down to the menus
I like the idea of using what was previously anti-piracy to just save more slots lol
this is one of the coolest passion projects i've seen
Congrats man. I just love to see it. This is an amazing project.
Nice work James. I a big fan of projects like this.
Absolutely amazing work. When i first played it i could not believe how close it feels to the original. Absolutely great work. The new 3rd party n64 controller with the fixed button layout would be perfect for this game
He made the Nintendo 64's joycons, playing with two controller instead one. This man is an genius.
This all sounds awesome! If you ever do anything that "detects an Everdrive", please also consider the 64drive as a possibility.
A solution would be not to use dynamic screenshots at all and just have 1 pre rendered image per level stored on the rom I suppose. But that would be much less fun
I kind of like the tiny screenshots tbh. It's a big part of the source engine vibe.
Portal on an iPhone is finally a thing thanks to this
This is amazing! But are you aware that when you select the option to invert the camera (which is vital for those of us who can only play first person games when the Y-axis look is inverted) then the X-axis is inverted too? This means that trying to turn right instead turns left, and vice versa.
Incredible work man. So cool.
Awesome work, i wouldn't worry about the screenshots S-Ram is fine :D
One of the best and weirdest features that Rareware implemented was this dual controller setup, it was a bit weird and challenging to beat the GE engine games like this, that to this day i wish i could make a dual N64 analogue controller...
007 dual wield mode!
That duel controller setup is so metal 😎 really emphasizes how ridiculously amazing this project is, doing things i cannot believe work on this hardware, and doing it well 😎 all while really staying true to the original console in every way 😎 amazing 😁😎
I finally decided to give this thing a go, and it was really fun! I was playing on project64 because I don't have an n64, naturally I only realized I was using jabo's direct (thanks to sm64 star road not liking gliden64) in chamber 12. I recorded my journey and if I feel like it I might upload it (If you're fine with it). There is a minor detail in chamber 5 that is missing. Some extra dialogue reused from later in the game if you manage to trap yourself in the first room by getting one of the blocks into the other room. Otherwise it's been great!
How you managed to make any of this boggles my mind but to have the Screenshot save files is yet another marvel. I don't think I can say I'm impressed anymore it's just a given at this point.
Epic, the 64 is epic because it was more graphically advanced than the ps1, but wasn’t as powerful as the Dreamcast, it sat in the middle BUT, I hear cartridge size really limited the n64, with everdrive that potential is unlimited, so it’s cool seeing the console be pushed like this.
How did you go about doing the menus? Did you use an existing API, or did you write it from scratch? Also with LibDragon, you can load files straight off the SD card of the flashcart.
Have you consulted Kaze for any of your programming? He focuses on sm64, but he's kind of the goat of N64 optimization.
I've watched some of his videos on the subject and that alone has been helpful. I would definitely be for some form of collaboration
This is my favorite new project now.
excellent work as usual 😁 also maybe i wasn't paying enough attention but it wasn't very clear in the video, do i need to use two controllers to play this now?
Nope two controllers are optional if you want a more modern dual stick feel, like Goldeneye and Perfect Dark used to do.
yeah i thought that was the case, thanks for clarifying.
I'm completely clueless about these things, but from how you describe memory types: what about putting the most crucial save data (like player's progress, position, etc., at least for the most recent save) on EEPROM, while keeping screenshots and other less important stuff in S-RAM? It'd ensure the most important part of a save is stored in memory that doesn't depend on the battery staying alive.
I'm sure you've already considered using EEPROM in one way or another, I'm curious why you decided to avoid it completely.
Can't wait for the cart release!
I'm not a game developer but I feel like a lot of games have major optimization issues even when running on high end hardware nowadays. I feel like working with extremely limiting constraints such as this would improve the optimization skills of developers.
Why haven't you reached out to Valve (or even to Gabe personally) with your intention to remake Portal on N64? I'm quite sure that they would actually give their blessing to such a crazy and technologically challenging port.
What about using the Controller Pak?
Allow like 3 saves in the cartridge swappable with the ones in the Controller Pak, Didi Kong Racing style.
I had this idea and I’m glad someone is maxing it
Now we just need a custom controller with two analog sticks that occupies two ports. Would be useful in GE and PD as well. ;)
my two cents: the low-res screenshots are absolutely fine : p
I cannot wait to buy a physical copy of this game!!!
Hey James random question, what mic is that? thank you
Man now we need a 2 in 1 controller for a "Jynx" 007 XBLA control style for a modern experience!
Now we just need Valve to be on board funding a full release. Maybe as part of the Dolphin takedown they can be in Nintendo's good graces enough to actually license the N64 logos and box template for a legitimate official N64 release. :^]
Your work is absolutely amazing!
Oh my now I just have to wait and see if the N64 core for MiSTer FPGA turns out to run full games
I’m thinking of buying an N64 just to play this :)
the thumbnail for this video bothers me; nintendo *never* puts the d-pad on the right so the mirrored image of the controller sticks out as uncanny.
the only thing i dont like about the more recent releases of this demake is the fact that i dont have the pc version of portal, but the switch version instead (which is blocked by quite the obvious wall). i was definitley exited to be able to play properly with the gamecube controller via not64 on the wii.
What is the final result intended to be? a cart people can buy?
If not, just design it for Everdrives. They have become the ideal way to play custom roms these days.
You might also want to make 2 different versions, the cart one and the everdrive one
Another route is to make it creatively distinct from the portal franchise and see if limited run or someone else to help with production.
Or if you are lucky Valve would partner with you and you can release it together directly and/or through limited run.
IMHO we really need an 8Bitdo or Retro-Bit N64 Controller featuring 2 Joysticks.
That you connect as two controllers, occupying two controller ports.
What about saving the xyz coordinates along with camera position in order to render a higher quality snapshot on demand? Maybe only the selected save gets this quality boost or something.
I really cant wait to buy a physical Game Pak of Portal 64!
Truly doing gods work. I am down for a physical cart if you make one!
Finally, Portal for the Switch.
Grrrreat, I'm going to try it today!
Kinda curious, if you require a file from the orignal Portal game to stay legal, how would you be able to do this in cart form? Would you have to get approval from Valve is it ok for like a limited run or something then?
Looking at the retro stage page it looks like their carts have 256K of SRAM, idk if that's accessible from your rom. I have been following this project and for a while now, and absolutely love it.
It is possible to use more than 32KB of SRAM. Dezaemon 3D for example had 96KB. It used 3 32KB chips SRAM chips.
I'd like the Dpad/cbuttons for movement and the joystick for camera
You can freely map them in the controls menu.
Complete genius right there.