There's basically no way Valve would take this down. They love fan works. Black Mesa, the remake of Half-Life, was originally free and even used Valve's assets. The only thing they don't like is releasing their IPs outside of Steam. Edit: Aw fuck
They also don't want source in the game names just so people aren't confused that it's from Valve. Now Nintendo... Will literally ruin your life if you make a game featuring a character that they probably haven't included in 10 years, and you'd be personally assassinated if you made a fangame of Mario and (or) luigi.
unlike full decompilation projects that use black box reverse engineering to use the US legal precedents to prevent copy strikes, the nillerusr source engine is originally forked from illegally leaked internal Valve source code so if they wanted to they could easily take it off github but they have demonstrated they just don't want to
that engine can't run on nintendo 64 though because it uses SDL for hardware and OS interaction. so really it supports any system that SDL supports and you have the experience to compile it for
Honestly if I were in your position, I'd try reaching out to Valve. Historically they have been incredibly permissive when it comes to fan projects using their IP, and I get the feeling this project would be something they'd react very positively to.
That is possibly the dumbest thing you can do. Best case scenario, nothing happens. More likely scenario, they say "no don't do that" and now you've lost all plausible deniability to do it without permission
@Mason Shackelford Valve only cares if it uses source code from one of their games, as we saw with tf2:c. All other fangames people have made have been approved and even been praised. Valve employees love seeing their fans create games or fanart of their creations and ips.
@@masonshackelford285 dude best case scenario is Valve reaches out with support like they did for COUGH COUGH the OG PORTAL, there's also counterstrike, BlackMesa... tf u talking about lmfao
@@AlexCreeper that's not a response to what I said. Read what I actually said and actually respond to it. I'm not justifying this complete non sequitur. Learn to read before trying to join a discussion
PLEASE USE VERTEX COLORS SO YOU CAN HAVE BASIC LIGHTING IN THE CHAMBERS vertex paint shouldn't strain the hardware that much because it ins't a real-time lighting, its baked
I remember some original developers once in an interview saying something in the likes of: "Due to the physics calculations when opening a new portal, it was quite difficult to get a good level of performance on 2007 hardware". James Lambert: "Hold my beer." Currently the homebrew project I'm most interested in. Thanks for the awesome work you're putting in.
Great to see that the project is coming along nicely! Portal: The First Slice only covers the first 11 test chambers, so you've actually surpassed the official demo in terms of mainline content.
You may want to base the patch on a more static file, looking at the steam update history it seems "portal_pak_000.vpk" does change from time to time, meaning you will have people unable to patch the file depending on portal version
This latest version looks amazing running on my RGB modded N64 on a CRT. Could you add an option to invert y axis on the joystick? I have been playing that way on everything since Goldeneye, so it's nearly impossible for me to play without it.
This is probably the most passion-driven project I've seen related to games in general. The current state of it shows a level of knowledge and care that all developers should aspire to.
10/10 job mate. Also no way, absolutely 0 % chance that valve are gonna shut this down. They're not working on a n64 version of portal, I'm pretty sure. They're extremely (like super duper ultra) lenient with their IP, see Hunt down the Freeman continuing to exist as an official product on steam. They did sort of shut down a source 2 fan remake of counterstrike recently but only because they were making CS2. The project also continues to exist under a different name. So yeah don't worry about them shutting you down
WOW, the amount of progress you've made on this is stunningly impressive. i always get a skip in my heartbeat when i get a notification that more progress has been made! amazing work, as always.
It's no small effort but it's far from insane technologically and he didn't have to bring to life an original idea either. What's left is plain old dedication, which is not unheard of for a passion project.
@@chlorobyte_projects there's literally only one dynamic object in the entire scene at any given time and it's kinematic. The original SSB and 007 Goldeneye, for example, had dozens of non-kinematic dynamic objects on screen at the same time without 25 years of hindsight and reverse engieering of the hardware.
@@supermaster2012 SSB also doesn't do cube-mesh, sphere-mesh, etc. collision checks on the grabbable objects that you apparently forgot existed in Portal, instead it's usually point-mesh to speed things up. Neither of the 2 games have to deal with rendering the scene multiple times inside of surfaces, either.
Imagine, more time has passed between release of Portal and now than the release of Nintendo 64 and Portal. N64 was released in 1996 and Portal 2007 so 11 years, but 2007 and 2023 amounts to 16 years
Just played this on original hardware and im very impressed, this is going to be a great mod. Only thing that feels different is the portal Cube seems to be very slightly more sensitive and twitchy when picked up that the original but still felt amazing, especially considering how so few n64 games had physics engines at all. I would also love if you could add camera controls to the C buttons as an option. I like how the joystick feels but it's a bit awkward to use that and move around using the d pad when using a third party controller like the Retro Fighters 64 controller. Keep up the great work, I'm excited to see future updates!
I must say, I really have little to no interest in the majority of the N64's library, but this project makes me want to go out and buy one simply due to how impressive I find this.
I am hoping you one day get the chance to make your own N64 styled game, with the amount of effort your putting in this project, i would definitely want to see what you have upcoming, no pressure though, so far your work is amazing
Hello! I just tested this new version and I have two pieces of small feedback: 1. Changing the C Buttons for the D-Pad must've been a tough choice but for me (as an N64 user since 97) this change was painful, specially for my hands... I hope there's a way of choosing the C Buttons to move instead of the D-Pad in the future, this update is going to be impossible for me to play and I'd prefer to stay playing v0.8 despite how short it is just because of the controllers. 2. Threw the blue portal into the orange one on level 11 and everything froze, I think this action is triggering a crash, it only happened on this level. Thanks for such a wonderful gaming experience for us N64 enthusiasts out there! I can't believe my eyes each time I boot up this!
I already have controller settings implemented and will be part of the next release. I still don't know what I should use for the default settings though so the feedback is appreciated
I agree, using the analog stick and c buttons is much better. Another thing to consider is third party controllers, they usually have the analog and dpad on the same side with this configuration it's almost impossible to play with them.
@@james.lambert I don't think there is any great way of mapping the N64 controller, but may I suggest this: Analogue = look, C-buttons = move, B = pick up, A = jump, Z = Blue portal, R = Yellow portal. It's not perfect, and might require a "claw" grip, but at least it's semi-plausible.
Hey, I recently watched all your videos, and I have a comment to make about the orientation of the portal crosshair: You said that everyone was shidding on you for having the portal crosshair the wrong way, but actually, both orientations are correct. Those people must all be PC users, since the orientation of the crosshair matches the orientation of the buttons you use. With a mouse, primary fire (the blue portal) is left click, so blue is on the left. But if you use a controller, primary fire is the right trigger, so blue is on the right. The Portal crosshair reflects this input map. So, if you want to be faithful to Portal, then the way you had it originally was the correct way (i.e. orange on the left). As for the input map itself, here is my suggestion: - Joystick: Look - Dpad: Move - Start: Pause/Menu - A: Jump - B: Crouch - C: all Cpad binds are functions from Portal 2 (Portal 1 didn't have any other relevant controls) -- ◁: Coop button (like ping tool or gesture menu in split-screen coop) -- △: Zoom in -- ▷: Toggle zoom -- ▽: Zoom out - R: Primary fire (blue portal) - L: Secondary fire (orange portal) - Z: Interact/Pick up item The reason I used Z for interact (E on PC) is that it is a much more important input than jump or crouch, or that you would be far more likely to try to interact with something or pick up an item while also moving and looking.
@@james.lambert if you have the stomach for it, I would love to see a fully-realized version of the game! I'll have to go check out this portal mod when I get a chance! I just purchased the original game!
Talking of rendering, do you think you could add some super basic stencil shadows to objects like cubes? I think that'd go a long way in making things feel less flat. You could also maybe add some circular gradient shadows below certain objects, static or not. Baked vertex lighting looks nice for large sweeping gradients, but not so nice for object shadows or detailed spots of ambient occlusion.
@@davelewis8270 my guy you can buy cards for $10 that convert HDMI to composite, and I probably still have a laptop somewhere that outputs S-video that's good enough to play Portal. It's the 90's era jagged graphics that make it magic.
Hi there! This project is looking really good! Keep up the good work. I do have some things to say though. 1. You should definitely ask Valve if you have permission to publish it. They have been really good in the past, but recently there have been some leaks of the Portal and Portal 2 source code, making Valve not give out access to it anymore. And 2. I'm a Portal and Portal 2 modder, so I'll try to see if I can find some ways to upload just a single file as a mod. I'll get back to you on that.
Considering valves approach to stuff like this, not only are you basically guaranteed to be fine, but you could probably even sell this on steam if you wanted to. They let Hunt Down the Freeman do it, which is much worse in myriad ways and far less respectful to the source mmaterial.
iirc, you cant sell source engine games on steam unless you buy a license which is like $20k. so i dont think he would do that. he could release it for free as a portal mod
Honestly, I think it's better with the portal moving. Portals not moving was more of a technical limitation in the first game than a gameplay consideration.
I don't think you need to worry about valve shutting down the project. If you catch their attention, they're more likely to hire you. :p Nintendo on the other hand...
BUG - I was testing this ROM on an Everdrive x5 on real hardware with a Memory Expansion installed. In Chamber 7 the orange portal was not automatically placed so I was stuck. Played again and this did not happen so I am not sure the cause.
Kudos for all the progress. I wonder if it would be possible to include an emulator with the steam version so the game can be run directly from steam after generating the rom. EDIT: I hear cen64 has BSD license.
I mean, you could do it with a GPL-licensed emulator too, since you're not modifying the emulator at all. you just need to provide the link to the source code somewhere even if you do modify the source code (so that the emulator boots directly into the rom or something), all you'd need to do is just link to the modified source. you wouldn't need to license portal 64 itself under gpl since it's a separate thing
I was listening to you say you're going to touch up the levels, literally about to comment, why don't you add some vertex lighting, and the words came from your mouth haha, that is exactly what it needs!
It would have been crazy if this actually came out in the 90s on N64. Nobody had the idea to use the hardware this way, it was purely a limitation of imagination.
What happened here: 1:23 ? Portal 2 menu with portal background and portal 2 style logo? Wha? But in all seriousness It's gonna be a real fun to play! Keep it up!
just to ask, why does this need to patch a VPK file from portal? i get the intent of trying to be on the safe side of using official resources from valve, but if valve ever updates portal (which isn't too infrequent, especially with the advent of the steam deck) you'll no longer be able to get this game by patching the VPK. i ask this as someone who owns portal, btw, i'm not looking to like pirate the game by just using an N64 version of the game lol EDIT: i literally paused the video right before you talked about this, goes to show me for not watching the whole video lol. i think my best suggestion would be to ask the user to extract all the contents, and usign a script, convert the needed files (i.e. .WAV or .VTF) to the required stuff. i know that's like, hard, but it's future-proof. but, fwiw, either way, i don't think valve would care since they don't care heavily about stuff like pre-fortress 2 and team fortress 2 classic, which literally use leaked TF2 code to make different experiences from a game they are actively making money off of, so idk.
I've considered this. An update won't necessarily modify that file but you are right. If the file changes the patch won't work. I'm hoping to figure out how to make this a "mod" on steam soon
Hello, I don't know if this has been suggested but: Goldeneye and Perfect Dark had a settings option to use TWO controllers for one player, one in each hand, so that you can have two analgue sticks, giving you a more modern control scheme. Most people don't even know this. Could this be added????
Since mupin uses GPL2, in theory you could make a mod that effectively just launches mupin with a ROM using a default controll mapping for Xinput controllers That would make the steam version controller only but still
It'd be fuckin' sweet if you added the Goldeneye dual analog control scheme to this. You could plug two controllers in and use them both with modern dual analog control, it was sick.
Did a single play test tonight after watching this video on real hardware. I had an issue, I made an issue, and will do some more testing on the issue again. This is seriously amazing. You have made a version of Portal that runs better than the PS3 version!
If you create a portal mod using the SDK you would have the ability to read and write arbitrary files and even add console commands. So, if I haven't missed a step here, you could add the console command "create_portal64_rom [path to patch file] [path to output file]".
Portal on the wii! Wii64 doesn't work but not64 emulator does. Very weird to control with a gamecube controller but very smooth and plays well. So amazing!
Cant wait to be a test subject for this.
Be careful of what you wish for 😳🤖
this was a triumph
Will there be cake?
@@legice I'm making a note here, HUGE SUCCESS
*with robotic voice* you will have a cake... joking... or not.. you can't know... ha-ha
There's basically no way Valve would take this down. They love fan works. Black Mesa, the remake of Half-Life, was originally free and even used Valve's assets. The only thing they don't like is releasing their IPs outside of Steam.
Edit: Aw fuck
They also don't want source in the game names just so people aren't confused that it's from Valve. Now Nintendo... Will literally ruin your life if you make a game featuring a character that they probably haven't included in 10 years, and you'd be personally assassinated if you made a fangame of Mario and (or) luigi.
@@NightRider024 I like the implication that there's a kind of assassination that isn't personal.
unlike full decompilation projects that use black box reverse engineering to use the US legal precedents to prevent copy strikes, the nillerusr source engine is originally forked from illegally leaked internal Valve source code so if they wanted to they could easily take it off github but they have demonstrated they just don't want to
that engine can't run on nintendo 64 though because it uses SDL for hardware and OS interaction. so really it supports any system that SDL supports and you have the experience to compile it for
Dont jinx it though
This is so freaking impressive, been following the project for a while, so glad it's still going
nice to see i’m not the only ytpmver here heh
The amount of effort put into this is very impressive, I don't know why you are so underrated for how good this is.
Honestly if I were in your position, I'd try reaching out to Valve. Historically they have been incredibly permissive when it comes to fan projects using their IP, and I get the feeling this project would be something they'd react very positively to.
This definitely, valve loves fan projects
That is possibly the dumbest thing you can do. Best case scenario, nothing happens. More likely scenario, they say "no don't do that" and now you've lost all plausible deniability to do it without permission
@Mason Shackelford Valve only cares if it uses source code from one of their games, as we saw with tf2:c. All other fangames people have made have been approved and even been praised. Valve employees love seeing their fans create games or fanart of their creations and ips.
@@masonshackelford285 dude best case scenario is Valve reaches out with support like they did for COUGH COUGH the OG PORTAL, there's also counterstrike, BlackMesa... tf u talking about lmfao
@@AlexCreeper that's not a response to what I said. Read what I actually said and actually respond to it. I'm not justifying this complete non sequitur. Learn to read before trying to join a discussion
PLEASE USE VERTEX COLORS SO YOU CAN HAVE BASIC LIGHTING IN THE CHAMBERS
vertex paint shouldn't strain the hardware that much because it ins't a real-time lighting, its baked
Source already uses pre-baked lighting anyways
@@grande1900 u must be so funny in fortnite
That is the plan. There is just a long list of improvements and this one is coming up
@@tuff_lover ?????????????????
@@tuff_lover what did they mean by this
Gave this a try on actual hardware and through emulation. All of the 12 chambers ran really well. I can't wait for the final release!
I remember some original developers once in an interview saying something in the likes of: "Due to the physics calculations when opening a new portal, it was quite difficult to get a good level of performance on 2007 hardware". James Lambert: "Hold my beer."
Currently the homebrew project I'm most interested in. Thanks for the awesome work you're putting in.
Great to see that the project is coming along nicely! Portal: The First Slice only covers the first 11 test chambers, so you've actually surpassed the official demo in terms of mainline content.
Just played through it on original hardware! Hugely impressed!!!! Did not encounter any noticable glitches on my playthrough.
where do you find the bps. file i have the other file needed
You may want to base the patch on a more static file, looking at the steam update history it seems "portal_pak_000.vpk" does change from time to time, meaning you will have people unable to patch the file depending on portal version
0:26 ahhh moving portal is so cursed
That's some awesome progress! I have been watching your journey from the beginning and glad to see how far you have come with it!
Hearing about this alone made me buy the Portal 1 + 2 combo so they better not take down your project since it helps them boost sales
This is rediculously good. Imagine sending a copy of this back to the 90s lol
Imagine if this had come out during that generation. It would have been a must have title.
Amazing! 👍
This latest version looks amazing running on my RGB modded N64 on a CRT. Could you add an option to invert y axis on the joystick? I have been playing that way on everything since Goldeneye, so it's nearly impossible for me to play without it.
This is one of my favourite game/software projects around right now. This makes me so happy and I'm glad you've made it.
My ears perked up at vertex lighting! Can't wait to see, it should look amazing!
This is probably the most passion-driven project I've seen related to games in general. The current state of it shows a level of knowledge and care that all developers should aspire to.
10/10 job mate. Also no way, absolutely 0 % chance that valve are gonna shut this down. They're not working on a n64 version of portal, I'm pretty sure. They're extremely (like super duper ultra) lenient with their IP, see Hunt down the Freeman continuing to exist as an official product on steam. They did sort of shut down a source 2 fan remake of counterstrike recently but only because they were making CS2. The project also continues to exist under a different name. So yeah don't worry about them shutting you down
@@saptune Why bother living in capitalism then?
WOW, the amount of progress you've made on this is stunningly impressive. i always get a skip in my heartbeat when i get a notification that more progress has been made! amazing work, as always.
Wow, wow, wow, wow, wow! Congratulations on getting this all working!
This is the most insane achievement in video game history. You guys are literal wizards. I can't wait until it's done.
It's no small effort but it's far from insane technologically and he didn't have to bring to life an original idea either. What's left is plain old dedication, which is not unheard of for a passion project.
@@supermaster2012 Getting entire chambers in this physics engine-based game to run smoothly on the Nintendo 64's hardware is pretty impressive.
@@chlorobyte_projects there's literally only one dynamic object in the entire scene at any given time and it's kinematic.
The original SSB and 007 Goldeneye, for example, had dozens of non-kinematic dynamic objects on screen at the same time without 25 years of hindsight and reverse engieering of the hardware.
@@supermaster2012 SSB also doesn't do cube-mesh, sphere-mesh, etc. collision checks on the grabbable objects that you apparently forgot existed in Portal, instead it's usually point-mesh to speed things up. Neither of the 2 games have to deal with rendering the scene multiple times inside of surfaces, either.
Imagine, more time has passed between release of Portal and now than the release of Nintendo 64 and Portal. N64 was released in 1996 and Portal 2007 so 11 years, but 2007 and 2023 amounts to 16 years
Just played this on original hardware and im very impressed, this is going to be a great mod. Only thing that feels different is the portal Cube seems to be very slightly more sensitive and twitchy when picked up that the original but still felt amazing, especially considering how so few n64 games had physics engines at all.
I would also love if you could add camera controls to the C buttons as an option. I like how the joystick feels but it's a bit awkward to use that and move around using the d pad when using a third party controller like the Retro Fighters 64 controller.
Keep up the great work, I'm excited to see future updates!
I wanna see a 90s style ad for this. Like seriously I can imagine a sick trailer for this in the 90s with a GLaDOS animatronic and everything
I must say, I really have little to no interest in the majority of the N64's library, but this project makes me want to go out and buy one simply due to how impressive I find this.
I am hoping you one day get the chance to make your own N64 styled game, with the amount of effort your putting in this project, i would definitely want to see what you have upcoming, no pressure though, so far your work is amazing
Hello! I just tested this new version and I have two pieces of small feedback:
1. Changing the C Buttons for the D-Pad must've been a tough choice but for me (as an N64 user since 97) this change was painful, specially for my hands... I hope there's a way of choosing the C Buttons to move instead of the D-Pad in the future, this update is going to be impossible for me to play and I'd prefer to stay playing v0.8 despite how short it is just because of the controllers.
2. Threw the blue portal into the orange one on level 11 and everything froze, I think this action is triggering a crash, it only happened on this level.
Thanks for such a wonderful gaming experience for us N64 enthusiasts out there! I can't believe my eyes each time I boot up this!
I already have controller settings implemented and will be part of the next release. I still don't know what I should use for the default settings though so the feedback is appreciated
I agree, using the analog stick and c buttons is much better. Another thing to consider is third party controllers, they usually have the analog and dpad on the same side with this configuration it's almost impossible to play with them.
@@james.lambert I don't think there is any great way of mapping the N64 controller, but may I suggest this: Analogue = look, C-buttons = move, B = pick up, A = jump, Z = Blue portal, R = Yellow portal. It's not perfect, and might require a "claw" grip, but at least it's semi-plausible.
@@darkfalzx Jump should be on R rather than A so that you can move with the C's and jump at the same time.
@@james.lambert The default should be the Turok control layout. Much better than the default Goldeneye layout.
Hey, I recently watched all your videos, and I have a comment to make about the orientation of the portal crosshair: You said that everyone was shidding on you for having the portal crosshair the wrong way, but actually, both orientations are correct. Those people must all be PC users, since the orientation of the crosshair matches the orientation of the buttons you use. With a mouse, primary fire (the blue portal) is left click, so blue is on the left. But if you use a controller, primary fire is the right trigger, so blue is on the right. The Portal crosshair reflects this input map. So, if you want to be faithful to Portal, then the way you had it originally was the correct way (i.e. orange on the left).
As for the input map itself, here is my suggestion:
- Joystick: Look
- Dpad: Move
- Start: Pause/Menu
- A: Jump
- B: Crouch
- C: all Cpad binds are functions from Portal 2 (Portal 1 didn't have any other relevant controls)
-- ◁: Coop button (like ping tool or gesture menu in split-screen coop)
-- △: Zoom in
-- ▷: Toggle zoom
-- ▽: Zoom out
- R: Primary fire (blue portal)
- L: Secondary fire (orange portal)
- Z: Interact/Pick up item
The reason I used Z for interact (E on PC) is that it is a much more important input than jump or crouch, or that you would be far more likely to try to interact with something or pick up an item while also moving and looking.
Haven't seen this project for the past months, really glad that you took up the suggestion for releasing the rom as a patch for the normal portal.
What a freaking legend. Your projects have noticably scaled since the days of Chronologic!
Thanks! I'm tempted to use this engine to port chronologic later.
@@james.lambert if you have the stomach for it, I would love to see a fully-realized version of the game! I'll have to go check out this portal mod when I get a chance! I just purchased the original game!
I think turrets will be a programming challenge
Thanks, Weston! ;)
Obviously, congrats to both of you!
did yall notice MOVING portals!!
I've played through it in an emulator and honestly I must say that I'm super impressed. The gameplay is really close to the real Source engine deal!
Talking of rendering, do you think you could add some super basic stencil shadows to objects like cubes? I think that'd go a long way in making things feel less flat.
You could also maybe add some circular gradient shadows below certain objects, static or not. Baked vertex lighting looks nice for large sweeping gradients, but not so nice for object shadows or detailed spots of ambient occlusion.
This is awesome. I would imagine this game would have been HUGE if it was originally an n64 game.
Beautiful. I'll load it on my flash cart for sure. Portal on an N64 and a CRT! What a time!
Same. Even though I can literally play original portal on my CRT on the Xbox 360
@@davelewis8270 my guy you can buy cards for $10 that convert HDMI to composite, and I probably still have a laptop somewhere that outputs S-video that's good enough to play Portal.
It's the 90's era jagged graphics that make it magic.
It's so beautiful. What an incredible project. You're a genius!
Hi there! This project is looking really good! Keep up the good work. I do have some things to say though. 1. You should definitely ask Valve if you have permission to publish it. They have been really good in the past, but recently there have been some leaks of the Portal and Portal 2 source code, making Valve not give out access to it anymore. And 2. I'm a Portal and Portal 2 modder, so I'll try to see if I can find some ways to upload just a single file as a mod. I'll get back to you on that.
Considering valves approach to stuff like this, not only are you basically guaranteed to be fine, but you could probably even sell this on steam if you wanted to. They let Hunt Down the Freeman do it, which is much worse in myriad ways and far less respectful to the source mmaterial.
iirc, you cant sell source engine games on steam unless you buy a license which is like $20k. so i dont think he would do that. he could release it for free as a portal mod
It's worth joting that in the momentum level, the portal cannot be moved. When the platform starts moving, the portal should disappear
Honestly, I think it's better with the portal moving. Portals not moving was more of a technical limitation in the first game than a gameplay consideration.
@@nixel1324 Wow... the N64 version can surmount a Source engine limitation? Trippy
No, he made another video about moving portals.
I've been following this project for a while now, happy to see how much progress has been made! :)
what you've acomplished is amazing, i'm gonna test it with my n64 with expansion pack and my ed64+ cartridge
please note, this next test chamber is impossible! (only contains a N64 with a sticky note saying "port portal to here")
That decency on a specific file from Portal is a clever solution to the piracy litigation.
Okay, this will finally make me buy an everdrive 64. Damn you and your super cool project, James!
1:23 "photos of the original portal menu"
this is the most cursed portal title menu i have ever seen
This looks absolutely stunning! Amazing work :D
I'd probably try to get in contact with Valve, they'll most likely give it a green light and/or help you get it on Steam
I love your work man! I'll check the repo out, I hope I can make at least a small pr for this
The quality of the video and audio is so crisp!
Holy Crap, this is insane. I really want to play this when you fully finish it. I will have to get an everdrive for my N64 but this will be legendary
I don't think you need to worry about valve shutting down the project. If you catch their attention, they're more likely to hire you. :p
Nintendo on the other hand...
Holy mother! As sad as am I with the society madness I find hapiness in being alive in such moments like this - TY ♥ James Lambert & All involved
would be cool to see a premium cartridge version that actually runs on the n64 with one of those classic n64 cartriges
BUG - I was testing this ROM on an Everdrive x5 on real hardware with a Memory Expansion installed. In Chamber 7 the orange portal was not automatically placed so I was stuck. Played again and this did not happen so I am not sure the cause.
Kudos for all the progress. I wonder if it would be possible to include an emulator with the steam version so the game can be run directly from steam after generating the rom. EDIT: I hear cen64 has BSD license.
I mean, you could do it with a GPL-licensed emulator too, since you're not modifying the emulator at all. you just need to provide the link to the source code somewhere
even if you do modify the source code (so that the emulator boots directly into the rom or something), all you'd need to do is just link to the modified source. you wouldn't need to license portal 64 itself under gpl since it's a separate thing
FANTASTIC work y'all!!! Great video quality.
i hope like in portal for pc you can save anytime anywhere you want.
I was listening to you say you're going to touch up the levels, literally about to comment, why don't you add some vertex lighting, and the words came from your mouth haha, that is exactly what it needs!
It would have been crazy if this actually came out in the 90s on N64. Nobody had the idea to use the hardware this way, it was purely a limitation of imagination.
Just played through the available levels on emulator. Really impressive work! It feels just like the PC version.
Amazing! I hope the beta goes well.
My next project is to code for N64, love your channel!
imagine if this released on n64 hardware back in the 90s
0:30 MOVING PORTAL
What happened here: 1:23 ? Portal 2 menu with portal background and portal 2 style logo? Wha?
But in all seriousness It's gonna be a real fun to play! Keep it up!
and the options are from portal 1 ☠️
They recently added a new ui for steam deck compatibility
just to ask, why does this need to patch a VPK file from portal? i get the intent of trying to be on the safe side of using official resources from valve, but if valve ever updates portal (which isn't too infrequent, especially with the advent of the steam deck) you'll no longer be able to get this game by patching the VPK. i ask this as someone who owns portal, btw, i'm not looking to like pirate the game by just using an N64 version of the game lol
EDIT: i literally paused the video right before you talked about this, goes to show me for not watching the whole video lol. i think my best suggestion would be to ask the user to extract all the contents, and usign a script, convert the needed files (i.e. .WAV or .VTF) to the required stuff. i know that's like, hard, but it's future-proof.
but, fwiw, either way, i don't think valve would care since they don't care heavily about stuff like pre-fortress 2 and team fortress 2 classic, which literally use leaked TF2 code to make different experiences from a game they are actively making money off of, so idk.
I've considered this. An update won't necessarily modify that file but you are right. If the file changes the patch won't work. I'm hoping to figure out how to make this a "mod" on steam soon
I'd buy this so hard when it's finished if you can put the rom in a n64 cartridge
Having Valves blessing and a release on cartridge would be gold.
Hello, I don't know if this has been suggested but:
Goldeneye and Perfect Dark had a settings option to use TWO controllers for one player, one in each hand, so that you can have two analgue sticks, giving you a more modern control scheme. Most people don't even know this. Could this be added????
he did it
@@boreal3255 Yep in the next video or so after this comment, I was really really happy
is the final game gonna have all the voice clips? in that high of quality?? would be pretty insane
"Shoutout to Weston"
People from Limerick city: Aboy the kid!
Since mupin uses GPL2, in theory you could make a mod that effectively just launches mupin with a ROM using a default controll mapping for Xinput controllers
That would make the steam version controller only but still
yes!! I am so excited, can't wait to play through the first slice :-)
The power of Silicon Graphics!!!
1:23 that's the Portal 2 menu but ok
Valve won't go after you for this
🤩I'm pumped to give this a try over the weekend.
If this was released on steam, I'd buy it in a heartbeat.
It'd be fuckin' sweet if you added the Goldeneye dual analog control scheme to this. You could plug two controllers in and use them both with modern dual analog control, it was sick.
This has been really cool. I can’t wait until this is finished.
Did a single play test tonight after watching this video on real hardware. I had an issue, I made an issue, and will do some more testing on the issue again.
This is seriously amazing. You have made a version of Portal that runs better than the PS3 version!
James Lambert: spent several years to release this game
Valve: lawsuit this to take it down
James Lamvert: "guess i die then" 🤷♂
If you create a portal mod using the SDK you would have the ability to read and write arbitrary files and even add console commands. So, if I haven't missed a step here, you could add the console command "create_portal64_rom [path to patch file] [path to output file]".
Making Portal 64 a mod/patch does feel like it would cover most of the bases.
My immediate thought was whether straferunning is faster.. Sure do love my unnormalized vectors lol
OOOOOOO bb. Dizzz Nutz
Nice shizz yo. I like it. It's insane honestly, to see it like this!
Oh you best believe I'm poppin this bad boy into my emulator RIGHT THE FRIG NOW
One step closer to Half-Life on N64, you're a legend!
we’re already far from half-life on the n64
Looks cool! Cant wait to play it!
Imagine how cool it would be if Valve reached out to give this project an official Steam Release like they did with Black Mesa.
I hope that Valve will support this instead of shutting it down. GL & HF
Looks like something the Demake channel would do.
Portal on the wii! Wii64 doesn't work but not64 emulator does. Very weird to control with a gamecube controller but very smooth and plays well. So amazing!
i'd like to see someone do Half-Life 1 for N64.