It's worth mentioning that the author has a YouTube channel[1] where he periodically posts videos showcasing updates he's made to the game over time. I'm surprised there isn't a link or even any kind of screenshots of the game on the Github repo, even if it is still very early in development.
Was wondering the same thing.
If you search "screenshot" in the issues, there are a few screenshots people have uploaded, primarily in regards to demonstrating bugs.
I did not know this concept existed, Wonderful Idea, no doubt demakes would be a lot more frequent if we valued ecology and actually tried to curb digital obsolescence as much as possible, in a permacomputing way.
I imagine it would be much more straightforward to port pretty much any indie games to consoles like Xbox original onwards, PS3 onwards, Wii onwards, maybe Windows 7 average desktop and notebooks (lots of indies already use older direct x and are compatible with windows 7 , another win for the pc master race).
The AAA Games would need to be done with less scale and no 4k dlss ray tracing whatever.
While I agree with the sentiment, and it's awesome that a lower-specced version of the game exists...
> port [...] to consoles like Xbox original
Uuh, in the name of energy efficiency, let's not. My smartphone is much more powerful and has a much lower power consumption than these systems. My Steam Deck even more so, though it's higher-power than a phone.
Targeting energy-efficient, low power hardware should be the goal, not porting to inneficient obsolete HW, IMO (though it's pretty cool, and demonstrates that you can do a lot with little computing power).
Still, I agree that something that runs well on old commodity hardware can run well on most existing hardware, reducing the need for hardware upgrades.
But my point is, running ond old HW is probably counterproductive if you only value ecology. At best, you could emulate old HW with much more efficient modern HW, and integrate most of the system on a single low power chip.
> I imagine it would be much more straightforward to port pretty much any indie games to consoles like Xbox original onwards, PS3 onwards, Wii onwards, maybe Windows 7 average desktop and notebooks (lots of indies already use older direct x and are compatible with windows 7 ,
Not a game developer, but given the lack of ports between current gen gaming systems I would assume that it is not straightforward. Sure, a game engine will magically pump out your game for different backends but even supporting Vulkan and Metal results in much gnawing and mashing of teeth (and a lack of games on Apple hardware).
Then there is the developer ergonomics. I know that I hate having to write code to maintain compatibility for even 5 year old standards. Each GPU and game engine is also a unique clusterfuck of incompatibility and subtle bugs that crash the shit out of games. If you want to support that old hardware, you will need to test on the actual hardware. Why bother with all that when there is no money in it and your team just wants to move on from a project that already took 5 years of their lives to develop?
Forward compatibility is something I strongly agree with but backwards compatibility is a logistical nightmare.
This demake is an additional game. Seems like it will just add to the energy load required to run a computer programs. Which I think is fine, frankly. Perhaps some people will play it instead of portal but even still there is the overhead of developing it. I guess if we cared about ecology we'd shut down more game servers faster.
I was thinking the same - ecology. People need to have 3d Tetris with raytracing while there are millions of hours of old games to be played through. There are few titles that are avant-garde and IMO better in 3d, like GTA VC/SA, Minecraft is revelation of a sandbox game. But otherwise we don't need such good graphics and DLC, when we want story and playability. Recently we played with kids Pokémon fire Red - the world is huge and full of secrets. But I guess this only applies to me and my kids, because other kids I know (my brother's e.g.) don't like pixel games at all
I went ahead and built the newest version of the ROM into a .z64 (happened to have a copy of Portal on hand). Here's a magnet link for it if you just want to use it:
I was just watching a video about this, it's pretty cool and honestly impressive that it could be done on N64. They don't even have Half-Life 1 on N64, which makes me wonder if recreating Portal 1 decently in Goldsrc is possible.
Not having seen the info in the post. Is this a downport of the Half-Life engine, or using the Portal art in a different engine, such as the Goldeneye engine?
A lot of times a demake is a challenge. Video game technology has evolved significantly, and being able to take a (relatively) modern video game and remake it on much older hardware while still having most of the game's original features is an impressive feat.
Nope, he doesn’t. No introduction section, just straight into compiler instructions. You have to make people care about your project, and right now I don’t.
If there are many Wikipedia articles, and Youtube videos with millions of views on a given concept, at what point is the burden on you the reader to already know the concept or be able to look it up and learn it quickly?
[+] [-] 0xC0ncord|2 years ago|reply
[1] https://www.youtube.com/@happycoder1989/videos
[+] [-] driscoll42|2 years ago|reply
[+] [-] frfl|2 years ago|reply
https://github.com/lambertjamesd/portal64/issues?q=screensho...
[+] [-] beebeepka|2 years ago|reply
[+] [-] nsxwolf|2 years ago|reply
[+] [-] Ideenfindung|2 years ago|reply
I imagine it would be much more straightforward to port pretty much any indie games to consoles like Xbox original onwards, PS3 onwards, Wii onwards, maybe Windows 7 average desktop and notebooks (lots of indies already use older direct x and are compatible with windows 7 , another win for the pc master race). The AAA Games would need to be done with less scale and no 4k dlss ray tracing whatever.
[+] [-] MayeulC|2 years ago|reply
> port [...] to consoles like Xbox original
Uuh, in the name of energy efficiency, let's not. My smartphone is much more powerful and has a much lower power consumption than these systems. My Steam Deck even more so, though it's higher-power than a phone.
Targeting energy-efficient, low power hardware should be the goal, not porting to inneficient obsolete HW, IMO (though it's pretty cool, and demonstrates that you can do a lot with little computing power).
Still, I agree that something that runs well on old commodity hardware can run well on most existing hardware, reducing the need for hardware upgrades.
But my point is, running ond old HW is probably counterproductive if you only value ecology. At best, you could emulate old HW with much more efficient modern HW, and integrate most of the system on a single low power chip.
[+] [-] indolering|2 years ago|reply
Not a game developer, but given the lack of ports between current gen gaming systems I would assume that it is not straightforward. Sure, a game engine will magically pump out your game for different backends but even supporting Vulkan and Metal results in much gnawing and mashing of teeth (and a lack of games on Apple hardware).
Then there is the developer ergonomics. I know that I hate having to write code to maintain compatibility for even 5 year old standards. Each GPU and game engine is also a unique clusterfuck of incompatibility and subtle bugs that crash the shit out of games. If you want to support that old hardware, you will need to test on the actual hardware. Why bother with all that when there is no money in it and your team just wants to move on from a project that already took 5 years of their lives to develop?
Forward compatibility is something I strongly agree with but backwards compatibility is a logistical nightmare.
[+] [-] nonethewiser|2 years ago|reply
[+] [-] runlevel1|2 years ago|reply
By most accounts the PS3 was not fun to write software for due to its unusual specialized processing units.
[+] [-] p0w3n3d|2 years ago|reply
[+] [-] anthk|2 years ago|reply
[+] [-] andrepd|2 years ago|reply
[+] [-] derrasterpunkt|2 years ago|reply
[+] [-] bluescrn|2 years ago|reply
[+] [-] sillywalk|2 years ago|reply
Here's one for the Apple II [ http://www.deater.net/weave/vmwprod/portal/ ]
and the C64:
https://tasvideos.org/2122G
[+] [-] etaioinshrdlu|2 years ago|reply
[+] [-] bhaney|2 years ago|reply
magnet:?xt=urn:btih:5FAD6DBBF02D39AA40062D7F0F498F3F341F8DB3&tr=udp://tracker.opentrackr.org:1337/announce
[+] [-] danbolt|2 years ago|reply
[1] https://teamultrarare.itch.io/telocation-gemini
[2] https://teamultrarare.itch.io/mission-lost-control
[3] https://teamultrarare.itch.io/styx
[+] [-] bluescrn|2 years ago|reply
https://github.com/lambertjamesd/portal64/releases
(There's some older releases below as a ready-to-go .z64 rom image, though, which should be ready to run on an Everdrive)
[+] [-] kristianp|2 years ago|reply
[1] https://en.wikipedia.org/wiki/Category:Video_game_demakes
[+] [-] idonotknowwhy|2 years ago|reply
[+] [-] tmountain|2 years ago|reply
[+] [-] dale_glass|2 years ago|reply
[+] [-] binarymax|2 years ago|reply
[+] [-] tempodox|2 years ago|reply
[+] [-] CaesarA|2 years ago|reply
[+] [-] Thedarkb|2 years ago|reply
https://www.youtube.com/watch?v=Lbniay4bfJU
[+] [-] idonotknowwhy|2 years ago|reply
[+] [-] araes|2 years ago|reply
[+] [-] mr_sturd|2 years ago|reply
Looks like a great project. I'm going to have to give it a go on the emulator.
[+] [-] Janicc|2 years ago|reply
[+] [-] StevenXC|2 years ago|reply
[+] [-] cbxyp|2 years ago|reply
[+] [-] psychphysic|2 years ago|reply
[+] [-] autoexec|2 years ago|reply
[+] [-] crtasm|2 years ago|reply
You need a file from the official Portal game, then it's an easy single step with an online tool to generate the demake ROM.
edit: or see bhaney's download link on this thread.
[+] [-] dark_urges|2 years ago|reply
[deleted]
[+] [-] 0xC0ncord|2 years ago|reply
[+] [-] pests|2 years ago|reply
That was a quicker solution to your question than posting on here.
[+] [-] Waterluvian|2 years ago|reply
[+] [-] hinkley|2 years ago|reply
Maybe the author will explain what a “demake” is.
Nope, he doesn’t. No introduction section, just straight into compiler instructions. You have to make people care about your project, and right now I don’t.
[+] [-] jrajav|2 years ago|reply
[+] [-] atom-morgan|2 years ago|reply
[+] [-] 0xC0ncord|2 years ago|reply
Edit: adding that most demakes specifically involve remaking a game on much older hardware.
[+] [-] xcv123|2 years ago|reply
First result on Google search for "demake".
> You have to make people care about your project
No he does not. This is a personal Github repo. A non-commercial hobby project. No one gives a f*** whether you care or not.
[+] [-] floydnoel|2 years ago|reply
[+] [-] unknown|2 years ago|reply
[deleted]