Dude. I wanted to make Portal for the Wii U. But I also wanted to port the Source engine for the Wii U, so that it wouldn't be a remake, but a port. Portal U and SoUrce Engine (and maybe Portal TwU)
@@pacomatic9833This may not be as hard as it appears at first brush. Remember that the switch got the portal companion cube collection, meaning theres an implementation of the source engine on ARM. Moving that down to PowerPC may not be the most complicated process.
Месяц назад
@@benjaming7219Arm RISC and PowerPC RISC is quite a lot different if im not remembering wrong doe also source engine is quite cpu heavy which wii u kinda lacks it (minus its supporting out of order unlike ps360)
ok im 2 minutes into the video and i already have something to say, portal 64 was taken down by valve not due to him usin their ip, but because of him using nintendo stuff for rendering, and source engine models are so easy to rip, there probalby would be like 0 issues from that
The Wii U is technically slightly more powerful than the XBox 360 and PS3, while running on a similar CPU architecture. And the PS3 could handle Portal just fine.
This is reallly cool. Another way to up the performance is if you turn off all cameras that the player can't see. Like, if a portal is out of the player's pov, then turn off that camera. Also, if you werent using it before, occlusion culling is another fantastic (and easy) way to increase performance. Obviously, adding this stuff would take quite a bit of time and effort (which is something you didn't have as you said in the video). But hey, if you ever decide to revisit this project, maybe try adding this stuff and see if it runs better.
Good question, it depends on what you are making. This project needed multiple cameras and that provides a lot of overhead. If you're making a normal game like Tetris you could get away with doing almost anything and still have all of the frame right there
godot would run awfully on the wii u. especially considering an 8 year old version of unity that can run decently on windows xp cant even run very well. also godot 4 is much newer and better than this version of unity, and the wii u is like 12 years old now.
Месяц назад
@@somerandomgoanimator1820Not the mention Wii U technically had weaker cpu than ps360 (minus its supporting out of order execution but that doesnt make it more powerfull)
Thanks :> but portal does not belong to us. Even if it would have been cool if he specified it in his video, his video remains very interesting and we like it ^^
No it got shut down for using an N64 Library from Nintendo. If valve would have gotten involved with portal64 by embracing the project, Nintendo would be on Valve's ass because of the development software which Nintendo made for N64. This however, is a full on custom project using his and valve's own assets, rather than using Nintendo's development software and library's.
Miss opportunity to aim with the Wii u game pad for hilarious historical accuracy with Wii u gaming 😂
Oh crap that would have been amazing
@@thedevatlas Optional feature.
Found you from the "Wii Are Resorting to Violence" videos. You make some good stuff here man, keep it up!
same
3:30 "It's an oval. Look at the oval."
Dude. I wanted to make Portal for the Wii U. But I also wanted to port the Source engine for the Wii U, so that it wouldn't be a remake, but a port.
Portal U and SoUrce Engine (and maybe Portal TwU)
That'd be cooler.
Ad super hard.
@@pacomatic9833This may not be as hard as it appears at first brush. Remember that the switch got the portal companion cube collection, meaning theres an implementation of the source engine on ARM. Moving that down to PowerPC may not be the most complicated process.
@@benjaming7219Arm RISC and PowerPC RISC is quite a lot different if im not remembering wrong doe also source engine is quite cpu heavy which wii u kinda lacks it (minus its supporting out of order unlike ps360)
ok im 2 minutes into the video and i already have something to say, portal 64 was taken down by valve not due to him usin their ip, but because of him using nintendo stuff for rendering, and source engine models are so easy to rip, there probalby would be like 0 issues from that
Remember I am still using the Wii u sdk from Nintendo, remember the source of the takedown for Portal 64 was the N64 sdk
portal is slowly becoming valves version of DOOM
Can’t wait for Nintendo to dmca this too
nintendo didn't dmca portal 64, valve requested because they might get in trouble with nintendo for using the official n64 libraries
@@kreuner11 also because they couldn't really track sales and copies even if Lambert shifted the project to the open source render library
Portal Wii U existed since last year before you made it. But it’s still in alpha.
this is actually really cool, even if you didnt exactly succeed you still did well, good job.
thanks, i think i could have done better, but i needed to move on :)
The Wii U is technically slightly more powerful than the XBox 360 and PS3, while running on a similar CPU architecture. And the PS3 could handle Portal just fine.
Caller the nunchuk the joycon
I love the concept, watched video whole, keep doing it!
thanks!
if you like this concept i recommend you check out the source macchiato team which already have a functioning alpha
This is reallly cool. Another way to up the performance is if you turn off all cameras that the player can't see. Like, if a portal is out of the player's pov, then turn off that camera.
Also, if you werent using it before, occlusion culling is another fantastic (and easy) way to increase performance.
Obviously, adding this stuff would take quite a bit of time and effort (which is something you didn't have as you said in the video). But hey, if you ever decide to revisit this project, maybe try adding this stuff and see if it runs better.
i fw this heavy
3:56 "aim with the joycon" 💀💀💀
7:41 thomas caught me off gaurd, i can't escape him!!
How much extra work would you say it is to make something run on a Wii U? That machine is pretty weak.
Good question, it depends on what you are making. This project needed multiple cameras and that provides a lot of overhead. If you're making a normal game like Tetris you could get away with doing almost anything and still have all of the frame right there
I think it would be very nice if you took some tutorials from Masahiro Sakurai.
Guys hear me out
If Wii U can run the ever-bloated Unity, then we can have Godot 4 on Wii U. Which means bigger games on Wii U!
godot would run awfully on the wii u. especially considering an 8 year old version of unity that can run decently on windows xp cant even run very well. also godot 4 is much newer and better than this version of unity, and the wii u is like 12 years old now.
@@somerandomgoanimator1820Not the mention Wii U technically had weaker cpu than ps360 (minus its supporting out of order execution but that doesnt make it more powerfull)
Why didn’t you use motion to look around like cod
Suggestion: Patapon on the wii or 3ds
This has been done!! It was done by the source macchiato team and it’s really good
Thanks :>
but portal does not belong to us. Even if it would have been cool if he specified it in his video, his video remains very interesting and we like it ^^
@@sourcemacchiato 👍I meant that you had created a wii u "port" of portal already
lol me and some people I know already were working on a project like this, even with the same portal code (at least the first one)! That’s cool
Bro i cant wait you're insane for doing this
bro literally went like "I took someone else's project and replaced the assets!"
next level stack overflow copy paste
No, you should watch the video and look at the code. The whole point was to put it on the Wii u and fix problems that I came across
I mean, if it runs on the switch, it should run on the Wii U
THAT'S SO COOOL!! Keep cooking
you should have worked with the source macchiato team...
this is SICK Omg!
subbed :3
This Is Impressive, But where did you find a tutorial For This?
I didn't, I just have been winging it with the Wii u stuff and learning as I go. I know thats not a satisfactory answer but ya know ¯\_(ツ)_/¯
3:57 Joycon?
Pfft, didn't notice that, oops :)
This project is not long for this world. Gaben and Furukawa are on their way to your doorstep.
I'd be careful, valve has been super litigious about Portal for some reason lately.
Hey man the last 30 seconds or so seem to be missing from the video!
I think I didn't add the video part, but that was it for audio, good catch, I didn't notice :)
W
Is this gonna get released?
Probably not for copyright reasons:(
@@thedevatlas are you using the unity that Nintendo distributed that you had to get from them?
no seriously, Portal 64 got shut down for doing the exact same thing you're doing, expect to get shut down
No it got shut down for using an N64 Library from Nintendo. If valve would have gotten involved with portal64 by embracing the project, Nintendo would be on Valve's ass because of the development software which Nintendo made for N64.
This however, is a full on custom project using his and valve's own assets, rather than using Nintendo's development software and library's.
@@FroztYcle4737 Not exactly. he used Unity.
Unity uses Nintendo Libraries.
now make it for vb >:)
Download link??
Sadly I can't give that out, legal stuffs
the jittering is horrible, please use something better for character collision
first
Idea: Half Life 1 for Wii U
Rip that wii