[HN Gopher] How I optimized Portal to run on the Nintendo 64 [vi...
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How I optimized Portal to run on the Nintendo 64 [video]
Author : skibz
Score : 98 points
Date : 2023-11-17 06:55 UTC (16 hours ago)
(HTM) web link (www.youtube.com)
(TXT) w3m dump (www.youtube.com)
| lifthrasiir wrote:
| A link to the actual repository if you don't like videos:
| https://github.com/lambertjamesd/portal64
|
| Previously on HN: https://news.ycombinator.com/item?id=37381407
| (2023-09-04, 385 points)
|
| That demake does seem more like an (unofficial) port that
| preserves much of the original game play and style than most
| other demakes. (Disclaimer: I haven't actually played the game, I
| only watched videos.) How much would be achievable in the theory?
| Would it be only limited by the cartridge storage?
| Cthulhu_ wrote:
| The N64 cartridges officially go up to 64 GB, whereas the
| original Portal looks to be about 5 GB in size, but that
| probably includes the Source engine; other sources say it's
| about 2 GB if you already have the engine installed.
|
| But the N64 version's assets will take up a lot less space,
| audio quality (if anything) can be dropped, etc. I'm sure they
| can make it fit.
| ageitgey wrote:
| N64 carts only go up to 64 megabytes, not gigabytes.
| tivert wrote:
| > N64 carts only go up to 64 megabytes, not gigabytes.
|
| I don't know anything specific about it, but given the
| cartridges were hardware, couldn't you theoretically bank
| switch to get any size you want?
| anthk wrote:
| And bankrupt yourself with 64 GB of banks because they
| were really expensive compared to just some CD's.
| leoc wrote:
| Quake (1) is probably a useful comparison, especially since
| Source's actual game engine is directly descended from it.
| There was an N64 Quake port, and apparently https://www.reddi
| t.com/r/NoStupidQuestions/comments/5x0ziv/c...
| https://www.quaddicted.com/quake/installation a full PC
| install was a bit over 50MiB, overwhelmingly the PAK files.
| rightbyte wrote:
| That is really impressive. But then again Goldeneye had more
| animated objects and longer draw distance?
|
| It has to be annoying to play with only one joystick though.
| Maybe he should add support for using two.
| skibz wrote:
| Not only is using two controllers simultaneously already
| supported, but there is also support for using a mouse:
| https://www.youtube.com/watch?v=KibcE-qg_rg
| qup wrote:
| ... Which GoldenEye also had
| rightbyte wrote:
| No way I didn't know that ... I have try it. Is it better
| then a single one?
| estebank wrote:
| Note that the companion cubes have full physics interactions
| with the world, something that I don't think was ever done on
| the N64.
|
| Also, looking at the video, the framerate is significantly
| smoother than the famously choppy GoldenEye.
| slowhadoken wrote:
| Spatial partitioning is deceptively simple.
| djmips wrote:
| What do you mean by "deceptively simple".?
| spoiler wrote:
| not OP, but I think this usually means it's simple to get
| something naive working, but to get something production
| ready it can get tricky.
|
| Eg stuff like quad/oct trees
| k2xl wrote:
| Can you imagine if this came out back in the Nintendo 64 days?
| Kind of incredible that it was technically possible...
| eska wrote:
| I find the project and title very intriguing, but the
| presentation really turned me off. The script for the video is
| all over the place and most of it doesn't have to do with the
| topic at hand.
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(page generated 2023-11-17 23:02 UTC)