Demakes are super fun and cool, as most recently was exemplified by Bloodborne PSX, a demake that captured the imagination of lots of us. Well, here's my new obsession to watch: Programmer James Lambert is working on a demake of Portal that runs on real N64 hardware.

"I can actually go up to four [layers] right now," he says at one point, before cutting in footage where... he has five portals... then six. It is, frankly, shocking that this kind of rendering even works on the N64. It then becomes more shocking as he renders 14 layers of rendering, where the portals at the far end are barely larger than a handful of pixels.


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It's an interesting project, and I think one to keep your eye on if you like these kinds of demakes and the programming shenanigans you pull off to get various things working. You can keep your eye on what Lambert is doing via Youtube, and you can also check out the code he's using on GitHub, where it's clear that he's long done projects in and around the N64 software space.

Well, there's now a 'Portal 64' demake in the works. It's still in development, but in the video below you can see project contributor 'lambertjamesd' showcasing the portal gun and portals. What's even more impressive is that it's apparently running on real hardware and can go up to six portals deep.

NEW THINGS:boss fight with timer sfx and improved turret animation. Gameboy game that is also portal. This game has the same story as the first portal but it is simplified with the limits of gb studio a free game boy game maker. If you play online the sound may be broken if this is so then download the ROM and play on an emulator.

Lambert was unsure how many layers deep he could go with the portal and though even two might strain the hardware too much. In testing, however, he was able to go up to 15 layers deep without any noticeable slowdowns. It's largely pointless to go that deep as the final layer is just a few pixels across, but it's impressive nevertheless.

James Lambert is currently working on a Portal Demake for Nintendo 64 that runs on real hardware. Yesterday, Lambert shared a video from the latest build of this project, showcasing some of its features (like a working portal gun and recursive portal rendering).

Demakes are blowing up in gaming communities as of late. Rather than see a game come with the updated graphics and gameplay that a remake or remaster can offer, some fans would rather see what a new game would look like on an older console. A lot of the demand for demakes comes from nostalgia, and people are creating games or fan animations that evoke the style of older titles, such as one Mass Effect demake that combined the game with Advance Wars. Now, one Portal fan is going beyond making a fan animation and has decided to make a full game.

YouTuber James Lambert has been working on his demake of Portal for some time, showing off features of his Portal64 game running on real Nintendo 64 hardware. The Nintendo 64 is one of the most popular platforms of the fifth generation of video game consoles and was a competitor to the original PlayStation and Sega Saturn. The N64 saw the release of some incredibly popular titles, including Goldeneye, Mario 64, and Perfect Dark. Fans of the console are plentiful, and modders are working on porting many N64 games to PC. Lambert is working on quite the opposite, bringing a modern game to the N64.

Portal64 has had a few major updates over the months. Most recently, Lambert showed off a working portal in his game. Considering the title of both Valve's original classic and Lambert's demake, portals are quite the important aspect of both games, so to get them working is a huge milestone for the future of Portal64. Moreover, in his most recent update Lambert shows viewers that the physics engine of his Portal demake is in a much better state, allowing for wall and object collision.

Perhaps more striking than the details of the physics engine is the style of Portal64. The portals themselves are not a neat circle like in the original game, but are instead octagons with clear sides. The companion cubes and background of the Aperture science labs are given an N64 coat of paint too, making them look like they're assets pulled straight from the 1990s. For Portal fans who want to dig into its N64 demake, Lambert has offered the current build as a free download, but it is very much a work in progress. For any gamer looking for some more official Portal content, there will be Switch versions of Portal 1 and 2 coming later this year.

Update [Wed 6th Sep, 2023 13:00 BST]: It's been over a year since we last checked in on James Lambert's impressive Portal demake Portal 64 and a lot has changed in that time (which we felt was worth highlighting).

The demake now has a main menu/pause menu (with saving & loading options), the ability to customize the control scheme to use two N64 controllers, security cameras, and vertex lighting. Chell has also been implemented too, along with a bunch more test chambers to play through.

Original Story [Thu 22nd Jun, 2023 11:00 BST]: Over the last four months, the fan creator James Lambert has been documenting the development of his Portal demake, Portal 64, over on YouTube.

According to his explanation, the effect that he has achieved uses the same technique that is behind rendering split-screen in multiplayer games, except that here the two screens overlap as opposed to being positioned one on top of the other. He explains that this can create some issues with objects from the two views leaking into one another, but luckily he has come up with a workaround. As he goes on to say, he uses the Z-Buffer (a chunk of memory that keeps track of how far away pixels are from the camera) to prevent distant items from being drawn over those that are meant to be closer, doing this by rendering the portal view in the second half of the buffer range. Then from here, he creates a hole in the wall and places a transparent overlay over the top of it, to prevent objects behind the wall from rendering over the top of the portal view.

You can watch the full video below to see how this works in practice and also to see a short explanation of how Lambert has recreated the emancipation grid from the end of the companion cube levels. So far, the demake looks incredibly impressive, with this latest explanation doing nothing to blunt our amazement of what Lambert has been able to achieve.

A video showcasing how the iconic Portal Gun works on the hardware was shared by James Lambert yesterday (May 15), with the latest version of the Portal Nintendo 64 demake also available here, although it is a rather basic version of the game (via GoNintendo).

There has been a big wave of fan-made demakes in recent years, but most of them aim to bring modern games to platforms like the NES, Game Boy, and Game Boy Advance. In this instance, we have a not-so-new game heading to a not-so-old console.

This is not the first time we have seen a demake, which means that a newer game is rebuilt to run on older hardware. We have seen several examples of this phenomenon in recent years, such as Uncharted 2: Among Thieves, which made it look like a Playstation 1 game. The latest is the acclaimed Portal from 2007.

Those interested can grab this Portal demake via Github right here and play it on a modded N64 console or through a Nintendo 64 PC emulator, although, of course, the latter isn't nearly as cool as playing it on actual Nintendo 64 hardware.

Portal consists primarily of a series of puzzles that must be solved by teleporting the player's character and simple objects using "the Aperture Science Handheld Portal Device", often referred to as the "portal gun", a device that can create inter-spatial portals between two flat planes. The player-character, Chell, is challenged and taunted by an artificial intelligence named GLaDOS (Genetic Lifeform and Disk Operating System) to complete each puzzle in the Aperture Science Enrichment Center using the portal gun with the promise of receiving cake when all the puzzles are completed. The game's unique physics allows kinetic energy to be retained through portals, requiring creative use of portals to maneuver through the test chambers. This gameplay element is based on a similar concept from the game Narbacular Drop; many of the team members from the DigiPen Institute of Technology who worked on Narbacular Drop were hired by Valve for the creation of Portal, making it a spiritual successor to the game.

Portal was acclaimed as one of the most original games of 2007, despite some criticism for its short duration. It received praise for its originality, unique gameplay and dark story with a humorous series of dialogue. GLaDOS, voiced by Ellen McLain in the English-language version, received acclaim for her unique characterization, and the end credits song "Still Alive", written by Jonathan Coulton for the game, was praised for its original composition and humorous twist. Portal is often cited as one of the greatest video games ever made. Excluding Steam download sales, over four million copies of the game have been sold since its release, spawning official merchandise from Valve including plush Companion Cubes, as well as fan recreations of the cake and portal gun.

In Portal, the player controls the protagonist, Chell, from a first-person perspective as she is challenged to navigate through a series of test chambers using the Aperture Science Handheld Portal Device, or portal gun, under the watchful supervision of the artificial intelligence GLaDOS. The portal gun can create two distinct portal ends, orange and blue. The portals create a visual and physical connection between two different locations in three-dimensional space. Neither end is specifically an entrance or exit; all objects that travel through one portal will exit through the other. An important aspect of the game's physics is momentum redirection and conservation.[4] As moving objects pass through portals, they come through the exit portal at the same direction that the exit portal is facing and with the same speed with which they passed through the entrance portal.[5] For example, a common maneuver is to place a portal some distance below the player on the floor, jump down through it, gaining speed in freefall, and emerge through the other portal on a wall, flying over a gap or another obstacle. This process of gaining speed and then redirecting that speed towards another area of a puzzle allows the player to launch objects or Chell over great distances, both vertically and horizontally, referred to as 'flinging' by Valve.[4] As GLaDOS puts it, "In layman's terms: speedy thing goes in, speedy thing comes out." If portal ends are not on parallel planes, the character passing through is reoriented to be upright with respect to gravity after leaving a portal end. ff782bc1db

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