How I optimized Portal to run on the Nintendo 64

Поделиться
HTML-код
  • Опубликовано: 30 янв 2025

Комментарии • 1,1 тыс.

  • @hangry3102
    @hangry3102 Год назад +2069

    I like that you're not just making Portal on the Nintendo 64, you're actually trying to make it a good, polished game. That's commitment and you have my full respect.

    • @LutraLovegood
      @LutraLovegood Год назад +19

      It's already a good game, and optimizing for old consoles is an important point of any retro port.

    • @hangry3102
      @hangry3102 Год назад +53

      @@LutraLovegood Yeah, my point is that where a lot of people might've stopped early on just to make a proof of concept, he's putting the time and effort into making the game as good and fully realized as possible.

    • @Mainyehc
      @Mainyehc Год назад +15

      @@hangry3102it is, in fact, so good, that it almost doesn’t look like a demake.

    • @LutraLovegood
      @LutraLovegood Год назад +3

      @@hangry3102 Ah, true. I see what you mean now.

    • @blacklightretro
      @blacklightretro 10 месяцев назад

      yes sir!
      this guy is a god of n64, like i wanna be for ue1.

  • @apolloforabetterfuture4814
    @apolloforabetterfuture4814 Год назад +2910

    It would be so awesome if this got an official steam release supported by valve someday. This is such a cool project

    • @TFSned
      @TFSned Год назад +148

      Even though it would never happen, I'd love to see this brought to Switch through NSO as well.

    • @MasterThief117
      @MasterThief117 Год назад

      Valve would probably be on board with this, but Nintendo would probably try suing everyone involved in the project, including all of us who watched these videos. Fuck Nintendo!

    • @4zy1
      @4zy1 Год назад +5

      It would be so cool.

    • @konpet4248
      @konpet4248 Год назад +142

      how would that happen? Emulator? Why would you run the game through an emulator? The point of this is to run on the n64, and that (to my knowledge) would be kinda hard to do through steam, no?
      (Btw I'm not saying this isn't a cool project, in fact it's an awesome project. Optimization can almost be considered a lost art form at this point. Seeing these kinds of projects is really refreshing to see. Also I'm a homebrew fan)

    • @georgejpg
      @georgejpg Год назад

      @@konpet4248 yeah, it would need to be emulated. it wouldn't make any sense to put it on steam lol

  • @Imgema
    @Imgema Год назад +1074

    The latest version has some nice improvements not shown in this video. The portals are now more rounded and less angular than before. And the Portal Gun looks much nicer.

    • @dacueba-games
      @dacueba-games Год назад +12

      That's awesome.

    • @Perfektionist
      @Perfektionist Год назад +7

      I wanted to suggest to him that he increases the portal edge count. If your statement is true it would be awesome!

    • @zach.0
      @zach.0 Год назад +16

      That's great. I always thought that they looked a little too simple for what N64 games really look like.

    • @nutzeeer
      @nutzeeer Год назад +4

      cant the portal gun be replaced with a 2D gif?

    • @Banzeken
      @Banzeken Год назад +14

      @@nutzeeerNo offence, but where is the fun in that? Besides, turning the gun into an animated texture will eat into the already limited texture cache.

  • @terablast
    @terablast Год назад +208

    The timing of GLADOS is incredible at 5:50 😂
    "I did it with a naïve approach" followed by "No one will blame you for that"

  • @facundopignanelli
    @facundopignanelli Год назад +75

    RE: The spanish dub, that is how it sounds in the game. What's 'weird' about it is that the original spanis release of portal had a TTS voice that everyone hated so Valve hired some spanish voice actress to re-record the lines.

    • @BlondLeso
      @BlondLeso Год назад +9

      Huh!!! interesante, sabia que el doblaje español de portal 1 sonaba extraño, pero no tenia idea de que la version con text to speech era oficial, recuerdo haber descargado el juego pirata alguna vez y venia con las voces españolas tts, y creí que era... no sé, una traducción no oficial jajaja

    • @facundopignanelli
      @facundopignanelli Год назад +5

      @@BlondLeso si, el primer doblaje oficial fue con Loquendo. Después lo cambiaron.

    • @reu193
      @reu193 Год назад +2

      @@BlondLeso Yo también xD, siempre pensé que era una versión pirata modificada por algún motivo, no tenía ni idea de que originalmente fuera loquendo

  • @Vitoreo
    @Vitoreo Год назад +200

    If I remember correctly Portal 1 would have rumble events at certain points where the lights flicker, elevators other scripted events. If you play porta 1 with a controller you could match those events in the 64 version!!

  • @SystemDryfter
    @SystemDryfter Год назад +278

    You are doing some awesome work here my good sir. Seeing an old system like an N64 playing ANY game from that era is just nutty to watch. Can't wait to watch more updates!

    • @3ofSpades
      @3ofSpades Год назад +6

      I’m not gonna lie to you. The cake is a lie.

    • @hangry3102
      @hangry3102 Год назад +10

      In my eyes this is also just a testament to how truly basic Valve games are, especially for being "modern revolutionary titles." They are at their cores, very simple games with simple mechanics that are fitting for a Nintendo 64 game. If you destroy Portal's graphics, sound design and animations, you could easily pass it off as a retro game. What made Valve games a revolutionary standard going forward was pretty much everything besides the core gameplay. FPS mechanics, puzzles, and platforming have all been done well enough before. It was the creative level design/traversal, the immersive "no cut-scenes" narrative that enhances the players personal involvement, and the physics/AI that made the game feel more alive, and of course the graphics. Strip those away and you'd basically have a Nintendo 64 game. And Portal is perfect for that, being one of the most basic Valve games there is. I'm most impressed with how he worked out the portals themselves, that probably would've been a nightmare to program for any og Nintendo 64 game developer at the time.

    • @SystemDryfter
      @SystemDryfter Год назад

      @@hangry3102 Couldn't agree more to your whole comment.
      Having played Half-Life: Alyx, it shows even more.

    • @Twiddle_things
      @Twiddle_things Год назад +1

      ​@@hangry3102 the story as well. I fucking love HL2 man that game is a writer's wet dream

  • @myztklk3v
    @myztklk3v Год назад +25

    im more impressed that you passed the puzzle by manually booping the box through the hole instead of just shooting a portal through there.

  • @eduardog3000
    @eduardog3000 Год назад +43

    9:27 RIP to the hours it will take to find the cause of that little bug.

  • @davidmacdonald9159
    @davidmacdonald9159 Год назад +48

    So incredible that you did all the translations. I know it's not the most impressive part of this, but it means a lot to so many people. That being said, I have been following this project the whole way and am so excited to see how fast it's running. Keep up the amazing work!

    • @LutraLovegood
      @LutraLovegood Год назад +4

      It actually is the most impressive part. Not every retro port comes with extra languages and QoL.

    • @unleashy6164
      @unleashy6164 Год назад +4

      he didn't write all the translations, the game just pulls them from valve's portal VPK files

  • @xernerac
    @xernerac Год назад +419

    I feel like the portal 1 test chambers would lend themselves reeeeeally well to binary space partitioning. If it works, that would be an almost unbeatable culling method

    • @SuperSmashDolls
      @SuperSmashDolls Год назад +85

      Good idea. Source Engine is entirely BSP-based, actually!

    • @TinyDeskEngineer
      @TinyDeskEngineer Год назад +61

      Especially considering Source maps literally already use BSP.

    • @xernerac
      @xernerac Год назад +28

      @@TinyDeskEngineer Newer source games kinda ditched it, but I really think it would do wonders on the original portal. I mean, most maps in portal are geometrically simpler than quake maps.

    • @xernerac
      @xernerac Год назад +14

      @@SuperSmashDolls In source, the BSP part was only really used much in the older games. Newer games sometimes ditched it entirely. But considering most portal maps are geometrically simpler than quake maps, culling would be supercharged by BSP

    • @TinyDeskEngineer
      @TinyDeskEngineer Год назад +42

      @@xernerac Unless you're referring to Source 2, there is literally not a single Source game that does not use BSP. Some newer games like CS:GO usually use significantly more static props over solid brushes in maps than older games, but those newer games still use BSP.

  • @Zeru64_
    @Zeru64_ Год назад +21

    10:20 Fantastic! You remained resolute and resourceful in an armosphere of extreme pesimism.

    • @protocetid
      @protocetid Год назад +1

      This has got to be the best way to describe making Portal for the N64.

  • @CheesyX2
    @CheesyX2 Год назад +62

    What you and Kaze do with the N64 is nothing other then amazing. You two should make a collab project and show off whats really possible on the N64. Just insane, i really can't express how impressed i am by your work.

    • @LavaCreeperPeople
      @LavaCreeperPeople Год назад

      Did the N64 really have lots of untapped potential?

    • @xGMV
      @xGMV Год назад +7

      Yes, a lot. It was very powerful, held back by early 3D days and of course the cartridge storage space. I can't wait to see what unfolds from these projects.@@LavaCreeperPeople

    • @LanceThumping
      @LanceThumping Год назад +6

      @@LavaCreeperPeople Based on what Kaze has done and shown it appears that at least early titles left a lot on the table. The graphics and performance improvements he's made to Mario 64 are insane.

    • @LavaCreeperPeople
      @LavaCreeperPeople Год назад

      @@LanceThumping EPIC

    • @54356776
      @54356776 Год назад +4

      ​@@xGMV
      Memory was a huge drawback also as far as I remember right? Even with the expansion it was still very megre.

  • @lfarrocodev
    @lfarrocodev Год назад +126

    In the regular "retail" version of Portal some subtitles for GladOS are not present (that seems to happen it a voiceline happens too shortly after another one). In your version that doesn't happen, so I guess that you are some steps ahead of Valve!

    • @stevethepocket
      @stevethepocket Год назад +16

      I wonder if he'll fix the part where GLaDOS says "You will be baked, and then there will be cake" but the caption says "You will be baked [static] ...cake". For that matter, we never did settle which was a mistake, the caption or the voice clip not being edited to include the static.

    • @calmarfps
      @calmarfps Год назад

      It was a bug in "1.0" fixed later on by Volvo ;p

    • @lfarrocodev
      @lfarrocodev Год назад

      @@calmarfps it seems that the bug came back in the "companion" edition (switch) : (

  • @Alexander-ix2jp
    @Alexander-ix2jp Год назад +21

    I like how ppl are making games for retro consoles. I have been wishing for this to happen for the last decade now, and here we are. I'd literally purchase newly developed retro games for these old(er) consoles, because I grew up with these machines and like to share the nostalgia with my kids nowadays. Thx!

  • @Turabbo
    @Turabbo Год назад +22

    Congrats on the sponsor! Listening to other people refactor their own code is nice and cathartic lol

  • @dyscotopia
    @dyscotopia Год назад +49

    As an electronic musician I know how noticeable a 10ms delay can be so I salute your efforts on minimizing it

  • @coreblaster6809
    @coreblaster6809 Год назад +8

    This is wild, most projects like this end way sooner and don't make it nearly this far, good job man

  • @8-bitcentral31
    @8-bitcentral31 Год назад +9

    Amazing! Awsome to see the project coming along.

  • @qwertymonsta
    @qwertymonsta Год назад +4

    Your work is impressive, good job.
    I also love the dobsonian in the back!

  • @GamePath
    @GamePath Год назад +3

    I'm so glad I stumbled upon your project, and it looks like now your channel is growing! That's awesome!

  • @soviut303
    @soviut303 Год назад +212

    It would be fun to add an "N64 mode" where you reduce the draw distance and turn on depth fog. Make it feel like you're playing Portal on the Turok engine.

    • @memeboy8207
      @memeboy8207 Год назад +5

      As in classic n64 fog

    • @soviut303
      @soviut303 Год назад +17

      @MariaFlores-KAII ...I know. Did you read the rest of my post? I'm saying that this game looks decidedly unlike an N64 game because it has a long draw distance and no depth fog. So making a mode that simulates it would be fun(ny).

    • @soviut303
      @soviut303 Год назад +5

      @mageenderman read the words directly after "n64 mode" which explains what I mean!

    • @Imgema
      @Imgema Год назад +30

      @@memeboy8207 There is no "classic N64 fog". Most good N64 games didn't even have fog, it was only the popularity of the Turok games that created this meme. And similar games on other consoles at the time also had fog/pop-up so it wasn't even a N64 exclusive thing. In fact, N64 games on average had better draw distances than games on PS1 and especially the Saturn.

    • @wile123456
      @wile123456 Год назад +3

      It should be called performance mode and run at 60 fps

  • @buddeman27
    @buddeman27 Год назад +13

    I've always loved this whole thing since it was created, cuz when i was in high school, i used my N64 Controller one day to beat Portal... good times
    looking forward to playing this

  • @WereDirtyGaming
    @WereDirtyGaming Год назад +1

    Awesome work! Nice to see the regular updates. Shared your video on some of the FB pages to hopefully get you more views.

  • @vaakdemandante8772
    @vaakdemandante8772 Год назад +8

    Comedic AND engineering value of this project is off the charts :D

  • @axa993
    @axa993 Год назад +12

    I will never get over how insanely good this looks and runs.

  • @KhaoMortadios
    @KhaoMortadios Год назад +79

    Tiny thing to consider in language selection: Including a separate Spanish translation for Latin America is _awesome_ . But simply calling it "Latam" feels kind of confusing when Brazil is also a part of Latam. They speak Portuguese.

    • @tyjuarez
      @tyjuarez Год назад +11

      the standardized abbreviations for Latam Spanish and Castellano tend to be spa-419 and spa-ES, which is also kinda confusing.

    • @JorgetePanete
      @JorgetePanete Год назад +2

      Awesome indeed, I'm tired of most things conflating Spanishes

    • @bbrr12
      @bbrr12 Год назад +1

      Andddd? He could just add Portuguese and called it that, there's also a few countries that don't speak spanish nor Portuguese but since you don't care about them you just make it a: "Brazil it's left out"

    • @KhaoMortadios
      @KhaoMortadios Год назад +2

      ​@@bbrr12 This is not twitter and I don't hate waffles.

  • @shampwho2271
    @shampwho2271 Год назад +9

    Cave Johnson intro absolutely killed me. So blown away by the whole project. Great job.

  • @AnityEx
    @AnityEx Год назад +9

    Spanish speaker here, iirc that's just the dubs problem, that is the original one, that is why I played it in English most of the time

  • @MachoNachoProductions
    @MachoNachoProductions Год назад

    This is absolutely amazing! Awesome work!

  • @Imgema
    @Imgema Год назад +51

    This update made the game file 3x bigger. It's already bigger than your average 32MB game like Zelda or Perfect Dark. I assume that;s because of the translated audio files?
    If the game gets bigger it will probably surpass the biggest N64 games at 64MBs. Not sure if all emulators or everdrive style carts will handle this. Maybe split the translated patches?

  • @LandonEmma
    @LandonEmma Год назад +1

    I’ve been watching this since the project started! Amazing

  • @andresbravo2003
    @andresbravo2003 Год назад +80

    If Valve will ever see it and acquired it, this is canon. Optimized for N64 can be great for improving frame rates.

    • @LutraLovegood
      @LutraLovegood Год назад +11

      It's great for running on the N64, but PC Portal was already lightweight.

  • @RMDetho
    @RMDetho Год назад +3

    The bounding volume check, while in 3d, sounds a lot like the Doom's BSP tree in a nutshell. Very cool approach!

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt Год назад

      So like Quake ? I think that Valve built upon Quake.

    • @RMDetho
      @RMDetho Год назад

      @ArneChristianRosenfeldt quake came from Doom.
      Doom used BSP tree hierarchy to determine what needs to be rendered on the screen, which sector is visible etc, same as James' approach here.
      I can't say much for quake's rendering as I have less experience/knowledge with quake compared to doom

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt Год назад

      @@RMDetho It is called B Space P. Doom actually uses B Areas P tree. Quake uses the BSP as described in the academic article John Carmack got it from. I would have been so cool if OpenGL had supported hierarchical z buffer from the start to check if a node is visible.

    • @RMDetho
      @RMDetho Год назад +1

      @@ArneChristianRosenfeldt binary space partitioning, I'm aware, I use the similar approach for some of my development

    • @EnderKittynet
      @EnderKittynet Год назад

      the original portal uses bsp

  • @Spo8
    @Spo8 Год назад +4

    As always, thanks for the cool development updates. And don't give up, I know some day you'll figure out those puzzles!

  • @Koruvax
    @Koruvax Год назад +1

    9:26 "Ugh, well, that's a new bug... it's not supposed to be doing that."
    Right in the feels

  • @tymekin5106
    @tymekin5106 Год назад +10

    This could be the first N64 game that can be played in Polish :>

  • @abramhansen
    @abramhansen Год назад +21

    Still the coolest coding project on RUclips

  • @theengineer9910
    @theengineer9910 Год назад +1

    Just stumbled upon this. Looks amazing. Doing homebrew for old consoles is a dream hobby in the future when I have steady income.

  • @Raspredval1337
    @Raspredval1337 Год назад +3

    you can try UB sanitizers to pinpoint potential release bugs

  • @Redmage913
    @Redmage913 Год назад

    I am extremely impressed by the first slice. You have provided such a great gift to the community, and for that, thank you.

  • @ILostMyOreos
    @ILostMyOreos Год назад +4

    >turns on compiler optimizations
    >Refuses to elaborate further
    >portals out

  • @FishRepair
    @FishRepair Год назад

    I love that my view on gaming can be expanded and informed at any given time on YT

  • @GadgetUK164
    @GadgetUK164 Год назад +3

    Totally incredible =D Brilliant intro too!

  • @Michelle4PTG
    @Michelle4PTG Год назад +1

    This is very impressive, Keep up the awesome work. 😺😺❤️❤️

  • @ReachEvilCity
    @ReachEvilCity Год назад +4

    I have literally never seen someone solve that test chamber that way

    • @protocetid
      @protocetid Год назад +1

      twist: He genuinely couldn’t beat that test chamber in the original, and he subtly changed the geometry in his version so that he solve it that way.

  • @cfroi08
    @cfroi08 Год назад

    Man, it's nice knowing that I have to watched RUclips ads and then two of your ads. Thank you! I just love watching ads on RUclips after a long day at work!

    • @TheEthanEdge
      @TheEthanEdge Год назад

      wow it's almost like you're being entertained for free.

  • @-austinfelts
    @-austinfelts Год назад +10

    Still watching but that intro is just amazing! Keep up the seriously amazing work. You and everyone working to bring this together deserve a big round of applause

    • @Wtdtd
      @Wtdtd Год назад +1

      to me the intro is a turn off.

    • @-austinfelts
      @-austinfelts Год назад +1

      at first I thought it was just audio pulled from the game but then realized it was custom. Is it just "too much" for you? Curious why you dislike it@@Wtdtd

    • @Wtdtd
      @Wtdtd Год назад +1

      @@-austinfelts It lands in the uncanny valley for me.

  • @bowi1332
    @bowi1332 Год назад +1

    4:30 Can we just stop an appreciate the visual quality of this demake?!

  • @noellewastaken
    @noellewastaken Год назад +20

    As a Spanish speaker, I regret to inform you that unfortunately that is Glados' spanish voice. All Valve games that have a Spanish dub were recorded in Spain, which has a very different accent to the Spanish spoken in United States, Mexico, and most of Latin America. (We also hate it here in Mexico, in fact there is a fan-made mod in the works for a proper Latin American dub)

    • @dniwetamp
      @dniwetamp Год назад +1

      Can confirm that it's the exact same situation for her russian voice

    • @C.I...
      @C.I... Год назад

      Maybe it was for the Spanish people in the country the language comes from? Just a thought.

  • @Psyql
    @Psyql Год назад

    Actually amazing, seeing this project progress month after month is genuinely incredible. Keep it up and can't wait to play! :)

  • @__Obscure__
    @__Obscure__ Год назад +6

    The easy way to complete Chamber 9: Get yourself and the cube up on the platform in front of the orange portal. Shoot the blue portal through the hole above the material emancipation grill. Pick up the cube and walk through the orange portal.

    • @Muskelhias
      @Muskelhias Год назад +4

      i hope James was joking :D

    • @ZedDevStuff
      @ZedDevStuff Год назад

      Funny how another guy who played it did the same thing

    • @__Obscure__
      @__Obscure__ Год назад +2

      @@Muskelhias I hope he was too, but he seemed rather serious in his confusion.

    • @Zeru64_
      @Zeru64_ Год назад +2

      I really think it was a joke in the test being "impossible" according to the GLaDOS dialog.

  • @JamishS
    @JamishS Год назад +1

    No joke, I've never really understood BVH trees until your excellent explanation. 10/10

  • @BSEUNHIR
    @BSEUNHIR Год назад +16

    All I know about N64 optimization is that you likely want to optimize for size, because the memory is so incredibly slow and handling anything entirely in cache is a massive win. Talk to Kaze for sure, unless you have already :)

    • @avasam06
      @avasam06 Год назад +12

      Rambus must go vroom vroom

  • @killsalot78
    @killsalot78 Год назад

    glad you're starting to get more recognition because this project has been simply amazing to follow

  • @RicardoRamosRetrocomputacao
    @RicardoRamosRetrocomputacao Год назад +7

    Hey man, I've been following your videos for a while, I'm Brazilian and I can translate anything from English to Brazilian Portuguese. I checked on github but found only "extra" menu files.

  • @housebywill1715
    @housebywill1715 Год назад +1

    such good production value. SOO GOOD

  • @feplays007
    @feplays007 Год назад +6

    Fantástico e fascinante! É uma sobrevida para o N64 e também uma forma de preservação do console, porque projetos assim exploram além dos limites do que era possível fazer na época da geração do console.

  • @makeatomicstew
    @makeatomicstew Год назад +1

    wow, the code optimations are so cool! also the project looks rlly good!

  • @benjaminaburns
    @benjaminaburns Год назад +3

    What do you use to profile the game? Is that on hardware? I'm involved in the N64 decomp scene and would love more technical details about that kind of thing.

    • @mikafoxx2717
      @mikafoxx2717 Год назад

      You basically just run timers on your different subroutines. Print them to screen or whatever.

  • @TheRealVitz
    @TheRealVitz Год назад +2

    First video I've seen on this project and thus far I can only conclude that you are a wizard.

  • @Redmage913
    @Redmage913 Год назад +4

    Nice! This sounds related to the Mario Minecraft mod; I saw SwankyBox’s videos on that mod, involve breaking a massive block to create more blocks that make more blocks, creating a freeze if too many boxes exist.

  • @AcousticGeorge
    @AcousticGeorge Год назад

    I actually love this, can't wait to give it a try!! Excellent job dude!!!

  • @AFourEyedGeek
    @AFourEyedGeek Год назад +4

    Do you think about how aomething like this would have been accepted if released back in the day? Say 1999? Obviously technically impressive, but the type of game (puzzle) on the N64, with that humour?

  • @gglobensky
    @gglobensky 2 месяца назад

    New to your channel here. I'm mainly a MES dev but for some reason old game dev fascinates me. These videos are very easy to digest and understand. Your port is very cool.

  • @CharlesVanNoland
    @CharlesVanNoland Год назад +4

    IME, at least coding in C on x86/x64 for 30 years, the most common cause of bugs when you disable debugging options (and enable compiler optimizations) is a lack of variable initialization. Usually I'll initially write perfectly fine code, but later I'll come back to some code and add a few things and re-use existing variables that didn't need to be initialized for what they were originally used for, but then I'll insert code before that which re-uses the vars and for some reason, some how, make the assumption that the variable is initialized to zero. This code works fine in debug builds, but causes issues on release builds because those uninitialized vars have random values in them leftover from previous functions manipulating their variables on the stack, and it's always super tricky to track down without debugging enabled.

  • @rubelexia
    @rubelexia Год назад

    hey! really awesome work. i actually played the game on spanish and i am almost completely certain that is just how glados sounded like. keep up the amazing content.

  • @heyitsvikingz
    @heyitsvikingz Год назад +7

    I actually quite liked the Spanish GLaDOS not sounding quite right, like it's a different AI entirely

    • @MrCantStopTheRobot
      @MrCantStopTheRobot Год назад +3

      Of course it's different. It's not an AI anymore...
      It's an IA.

  • @karlmeyer5383
    @karlmeyer5383 Год назад

    Incredible work. Just down right impressive. Well done!!!

  • @starfox300
    @starfox300 Год назад +3

    It's crazy to think some madman could have theoretically created Portal 25 years ago

    • @TheEthanEdge
      @TheEthanEdge Год назад

      I was thinking that but i doubt it.

    • @starfox300
      @starfox300 Год назад

      @@TheEthanEdge why? The technology was there

  • @OpenMawProductions
    @OpenMawProductions Год назад

    Fantastic work, man. Really. This is inspirational.
    Also, I LOVE your Saturn V back there.

  • @SuperCityscan
    @SuperCityscan Год назад +5

    I bet people will try to mod Half-Life or Half-Life 2 on N64 with this

  • @james8989
    @james8989 Год назад

    broooooooooooooooo i never thought of using cave johnson's voice with stuff like this. i loved the intro :)

  • @lukapogo
    @lukapogo Год назад +7

    the work you've put into this is absurd

  • @adrian6098
    @adrian6098 Год назад +1

    Venimos a apoyarte vimos tu gran trabajo con Faku peralta eres todo un crack te admiramos dejamos nuestros likes. Salu2

  • @Chriva
    @Chriva Год назад +3

    "That's a new bug" :D

  • @patrickkamm04
    @patrickkamm04 Год назад

    Absolutely love the saturn related stuff in the background!

  • @GeekBastion
    @GeekBastion Год назад +3

    It's crazy that you were able to make this, N64 is one of the hardest consoles to develop for and to emulate as well

  • @dansenepanda
    @dansenepanda Год назад

    awsome update . real neat that you have gotten sponsore

  • @segaboy9894
    @segaboy9894 Год назад +4

    Your next project should be porting the already decompiled Ocarina of Time to the Sega Saturn.
    This.... THIS... would be legendary.

    • @protocetid
      @protocetid Год назад +1

      Could the Saturn handle it? I saw someone recreate SM64’s castle grounds in the 3D platformer they created for the system and it didn’t look as good as it does on the N64. SM64 is probably the more realistic port.

    • @segaboy9894
      @segaboy9894 Год назад

      @@protocetid If Tomb Raider works on 32x, I think it's possible.

    • @protocetid
      @protocetid Год назад

      @@segaboy9894 The way the developer of CubeCat spoke about the trials and tribulations of getting the SM64 map working makes me believe OoT is too tall an order for Saturn. I’m not a developer by any means, I’d like to see an expert weigh in on the matter.

    • @protocetid
      @protocetid Год назад

      @@segaboy9894 ruclips.net/video/kgdcbncPouY/видео.htmlsi=1Px_Ru23h6_Y5jIF

    • @segaboy9894
      @segaboy9894 Год назад +1

      @protocetid Well, I'm looking at Portal for N64 right now so... But, I'm with you - I'd like to hear from an expert.

  • @samuel7998
    @samuel7998 Год назад +2

    The Glados voice in spanish is accurate with the actual game. For some reason Valve made spanish glados sound a lot more robotic. But it does sound the same as in the game.

    • @jamesrdorn
      @jamesrdorn Год назад

      I didn't expect the voice, so I laughed my tail off for several minutes when I heard it. Hola!

  • @RoseTheVideomancer
    @RoseTheVideomancer Год назад +4

    This is super rad but the actors for a lot of valve games have asked people not to use AI replication of their voices.

  • @RussGreeno
    @RussGreeno Год назад +1

    I remember from a n64 magazine saying that Rare optimised Jet Force Gemini's audio to save CPU for intensive battle scenes. Things like; cutting sound effects and music that should be audible but knowing the player would be to busy concentrating on the action to notice a few sfx missing. There's not as much action to disguise a trick like this in Portal though.

  • @cmd.ada.
    @cmd.ada. Год назад +5

    hell yeah that intro was great

  • @macksnotcool
    @macksnotcool Год назад +2

    suggestion: change the portal gun to a render of it for free performance

  • @SirGoonsquire
    @SirGoonsquire Год назад +7

    Welp

  • @venizz5112
    @venizz5112 Год назад

    I just got your ROM into my Raspberry Pi running Retro Pi. So cool playing portal64!

  • @RedLuigiE
    @RedLuigiE Год назад +4

    I hate the AI voice but it was worth sitting through for the creativity of the writing. Great job lol

  • @justnarnia
    @justnarnia Год назад

    Amazing Work! (Btw you can shoot the portal gun through the hole and walk through the orange portal)

  • @GermanMR
    @GermanMR Год назад +4

    The Spanish dub is ok, she just sounds weird in portal 1

  • @DamianReloaded
    @DamianReloaded Год назад +1

    Optimizations, octrees and rumble. Very nice!

    • @SimonBuchanNz
      @SimonBuchanNz Год назад

      BVHs are similar, but not the same as, octrees! It's pretty interesting just how many ways there are to break up a 3d space.

    • @DamianReloaded
      @DamianReloaded Год назад

      I thought the graphics shown represented octants, hence my simplification @@SimonBuchanNz

  • @moosetwin
    @moosetwin Год назад +19

    that AI intro was uncanny in a bad way

    • @4zy1
      @4zy1 Год назад +5

      cry about it

  • @jakevuckturd1201
    @jakevuckturd1201 Год назад

    I love the in depth explaination. As someone who hopes to make passion project games all this information is very useful

  • @james.lambert
    @james.lambert  Год назад +9

    Play World of Warships here: wo.ws/47grrw6
    Thank you World of Warships for sponsoring this video.
    During registration use the code HSF2023 to get for free: 200 doubloons, 1 million credits, 7 Days of Premium Account time, HSF commander Misaki Akeno, and HSF commander Irizaki Mei.
    Applicable to new users only.

  • @freakzone1284
    @freakzone1284 Год назад

    bro this is amazing, really eager to check your future projects!

  • @ZratP
    @ZratP Год назад

    I like how when you talked about being able to not test everything, I was just thinking about BVHs due to an article about how Ray Tracing is accelerated recently and it ended up being that. That's. pretty cool!

  • @Sulphur_67
    @Sulphur_67 Год назад +3

    you used ai for the cave jhonson introduction?

  • @drewmiranda
    @drewmiranda Год назад

    Excited to try this again with these updates! The game worked great when I tested it on my everdrive originally.

  • @maximpikalev9538
    @maximpikalev9538 Год назад +13

    FYI voice actors typically don't appreciate having their voice synthesized with AI and you could get in considerable trouble

    • @skylure7124
      @skylure7124 Год назад +5

      I agree, I thought at first that it may've been a cool audio mashup, but was pretty disappointed to see that James had used an AI fake

    • @MBCollector672
      @MBCollector672 Год назад +5

      Glad to hear I'm not the only one who felt very weird about this lol

    • @AllahDoesNotExist
      @AllahDoesNotExist Год назад +2

      Can't trademark a timbre.

    • @maximpikalev9538
      @maximpikalev9538 Год назад +3

      @@AllahDoesNotExist you seem to be confusing "trademark" for "copyright" first of all, and second - even though as of right now there are no legal reprecussions to using AI replicas of people's voices, this is very likely to change in the future. aside from the law both individuals and companies can act on their own accord and bring consequences to your actions, such as putting you on a blacklist. I don't think valve or the voice actor will appreciate this usage of AI if they became aware of it and it's even less likely they will promote the product associated with this (such as making it a semi-official steam release, as suggested by another commenter)

    • @AllahDoesNotExist
      @AllahDoesNotExist Год назад +3

      @@maximpikalev9538 First of all, Allah does not exist.
      Therefor copyright laws are unjust.

  • @chadwolf3840
    @chadwolf3840 Год назад

    This is unreal. I can’t believe you actually got this to work!