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/vr/ - Retro Games


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File: 2.27 MB, 640x360, 5cEVQ06ywgyCP_ag.webm [View same] [iqdb] [saucenao] [google]
10145524 No.10145524 [Reply] [Original]

It's happening https://github.com/fgsfdsfgs/perfect_dark

>> No.10145537

>>10145524
there is a modded version of n64 emulator for this and goldeneye

>> No.10145552

Good shit, I hope they eventually incorporate camera capture for face mapping like it was originally planned.

>> No.10145574

Any compiled exe?

>> No.10145654

>>10145574

>>10144720

>> No.10145976

>>10145537
>there is a modded version of n64 emulator for this and goldeneye

That gave functional mouse-keyboard support and 60fps, which is good, but this should be better. It will fix bugs introduced by higher FPS (namely enemy accuracy tied to frame rate for some reason), and give more options. The multiplayer in the original is still tied to split screen rather than proper netplay. And then you could do more with it like add options to replace single player enemies with Perfect Sims for instance.

>> No.10147653

>>10145524
Has anyone tried it? How playable is it?

>> No.10147658
File: 856 B, 91x18, Screenshot 2023-08-11 at 20-09-03 GitHub - fgsfdsfgs_perfect_dark work in progress port of n64decomp_perfect_dark to modern platforms.png [View same] [iqdb] [saucenao] [google]
10147658

>>10147653
It's woke shit don't bother.

>> No.10147678

>>10147658
so is pd in itself. that's what pd fans want. a female goldeneye. not the character, the game is a female version. swish instead of blam

>> No.10147695

>>10147658
you've been buck broken by 4chan

>> No.10147756

>>10147658
kek

>> No.10147758

>>10147658
?

>> No.10147812

>>10147658
Python is only used for converting text files from json to C. Did you look at the makefile process at all anon?

>> No.10148452

>>10145524
WAIT A MINUTE
Perfect Dark is a disappointing/unfun game but it runs on the GE engine which means the GE engine is running on PC/has a source??
In theory people, even myself if I got the tools, could go in and edit the bad changes out of the engine source now, right? (Stuff like the hit sound being disabled, the impact sparks being turned into large floaty polygonal balloons)

>> No.10148801

Without modifying the ai mouse and keyboard support isn't very fun. You can headshot enemies outside their agro-range incredibly consistently. Even if the enemies do agro their delayed reaction time can't compete with mouse and keyboard so all the tactical parts about positioning, reload management, gun choice etc. those are all trivilized.

>> No.10148839

>>10145524
Happening isn't the tense of that verb I want to see, I'll only give a shit once happening becomes happened, because until then, there's nothing of any substance that exists. The 360 version already exists, so this port needs to first come out, then there need to be lots of community mods made available for it to surpass what 4J already did.

>> No.10148858

>>10148839
nta, i personally don't care about later additions and re-releases because i never played the game, i just want the original thing working natively on PC.
as for the hype i agree, i've seen too many ports die in conception

>> No.10148876

>>10145537
Its also 99% dissasembled

>> No.10148894

>>10147658
lmao wtf are you talking about

>> No.10148897

>>10148452
No, PD uses a modified version of that engine with more features.

>> No.10148918

I might finally play this game after all these years.

>> No.10148942
File: 64 KB, 997x567, perfect dark background.jpg [View same] [iqdb] [saucenao] [google]
10148942

I've been waiting for this for decades.
Excited at the prospect of someone integrating netplay.
Just built it and am running it now. Wild.

>> No.10149082

M$ should port the Rare Rapelay version to steam.

>> No.10149108

>>10147658
It's not rust

>> No.10149178

>>10148897
yeah thats what i am saying, now one could take those 'features' off again. comment out the bloat, undo the 'improvements' made by the b team

>> No.10149209

>>10148801
Exaggeration. You can do all of that on the original hardware with 1.2 controls. It's not that hard to headshot enemies especially with automatic weapons and they're pretty easy to exploit regardless. I mean sure some people are going to use the controls to adopt the cheesiest tactics possible but the original is susceptible to that as well. In PD, memorizing enemy positions gives you way more of an advantage than precision aiming.

>> No.10149274

>>10148942
brainlet here, I can't get this to compile under mingw32 or Ubuntu, what libraries did you have to install to get it working?
Both these environments are 64-bit, do I really need to setup a 32-bit Windows environment to compile this?

>> No.10149296
File: 692 KB, 2320x1600, cat enjoying perfect dark.jpg [View same] [iqdb] [saucenao] [google]
10149296

>>10149274
I use msys2 which has mingw32 packages so it should be the same software but comes with the pacman package manager.
https://github.com/fgsfdsfgs/perfect_dark/issues/2
gives the package names so I just did
`pacman -S mingw-w64-i686-toolchain mingw-w64-i686-SDL2 mingw-w64-i686-zlib`
Then ran `make -f Makefile.port`. It's possible there's other dependencies hat I already had installed but since the dev wrote that it's probably all it needs.

After that just follow the readme. Make a directory named "data" next to the build binary and put the rom in it with the name it wants. Then you should be able to launch it.
I noticed the binary looks for the rom relative to your current working directory so if you're launching it from the shell, make sure you're in the directory with the binary first. I.e. you can't be in the repo directory and run `./build/pd` you have to be inside of "build" and run `./pd`, or just double click the exe on Windows.

>Both these environments are 64-bit, do I really need to setup a 32-bit Windows environment to compile this?
You need to set up a 32bit toolchain, the OS you're on doesn't have to be 32bit or Windows, you just need a compiler that produces a 32bit binary (for either Windows or whatever your target OS is).
That's what "mingw-w64-i686-toolchain" is. It's a compiler for a 64 bit system, that produces a binary for 32 bit systems.

>> No.10149304
File: 474 KB, 2048x1536, playing the J4 remake.jpg [View same] [iqdb] [saucenao] [google]
10149304

>>10149296
>Then ran `make -f Makefile.port`.
Small correction, this works fine but I also ran it with the j flag to build faster.
`make -f Makefile.port -j 13`
I have 12 cores and it's common to run that many threads + 1 when building so that it builds ~12 things at once instead of just one.
I also changed the makefile to use O3 for gcc optimizations but neither of these are necessary.
The optimizations might lead to bugs, so you probably don't want to do that. I did it anyway.

>> No.10149309
File: 361 KB, 1374x558, file.png [View same] [iqdb] [saucenao] [google]
10149309

I like how the original already had common PC options built in.
>auto-aim turned off
>16:9 resolution
>hi-res textures enabled

>> No.10149316
File: 1.91 MB, 720x720, zQD52L.gif [View same] [iqdb] [saucenao] [google]
10149316

>>10147658
>PROGRAMMING LANGUAGES ARE WOKE
>PROGRAMMING LANGUAGES ARE WOKE
>PROGRAMMING LANGUAGES ARE WOKE
>PROGRAMMING LANGUAGES ARE WOKE
FUCKING HELL YOU WOMAN BEATING INRED COWFUCKERS NEED TO GET A FUCKING LIFE! JESUS FUCKING CHRIST!

>> No.10149320

>>10149316
am i the only one who thinks it's a joke?
is this reddit?

>> No.10149326

>>10149304
>>10149296
thanks dude. I was being an idiot and tried to run mingw32-make.exe from powershell rather than inside the msys2 mingw environment. Appreciate the other tips and hopefully some other anons find it useful.
I did have to hunt down the missing dlls, not sure if those are supposed to be included or if that's an issue when running on x64 windows

>> No.10149327 [DELETED] 
File: 215 KB, 1213x942, 29.jpg [View same] [iqdb] [saucenao] [google]
10149327

>>10149320

>> No.10149330

>>10145537
>implying emulation is better than nativity

>> No.10149334 [DELETED] 

>>10149327
dunno if shitposting or serious.
i'll say shitposting for my mental health's sake

>> No.10149349
File: 2.98 MB, 640x480, perfect dark.webm [View same] [iqdb] [saucenao] [google]
10149349

>>10149326
>I did have to hunt down the missing dlls, not sure if those are supposed to be included or if that's an issue when running on x64 windows
You should be able to launch it from the mingw32 shell that you build it with and it should load the correct libraries.
I had to do this as well because it doesn't build a static binary and it also doesn't copy the libraries it dynamically links to into the build directory for you.

But if you copied them manually and it works then that should be fine too.
Judging by the readme, the dev will likely improve the build scripts and/or have automated builds in the future.

Also as noted, it has graphical glitches and seems a bit unstable.
Looking forward to seeing this improved so I can play it for real. But it's crazy seeing this running and almost working well.

>>10149320
I figure it's just attention seeking.

>> No.10149361
File: 2.98 MB, 640x480, perfect dark 2.webm [View same] [iqdb] [saucenao] [google]
10149361

>>10149349
webm

>>10149309
Some of the control features work well with a mouse too.
Like holding the weapon switch button to get the weapon wheel.
But I guess that worked fine with a stick too.

>> No.10149376 [DELETED] 
File: 35 KB, 680x329, cc8.jpg [View same] [iqdb] [saucenao] [google]
10149376

>>10149327
>you called something woke? you must be a literal nazi!
Go back to r3ddit and dial8

>> No.10149425

>>10149349
>>10149361
damn i really want to play that game now
>I figure it's just attention seeking.
probably

>> No.10149565 [DELETED] 

>>10149327
That Lisa meme is the epitome of reddit. Fuck off. Are you going to kermit post next?

>> No.10150129
File: 154 KB, 779x780, VINYL-Perfect-Dark-a.jpg [View same] [iqdb] [saucenao] [google]
10150129

Perfect news.

>> No.10150171

>>10149178
You can't do it, that's like removing the colored lighting and bug fixes from srcgold and getting quake 1 somehow.

>> No.10150261
File: 1.18 MB, 600x338, quake engine light flicker.gif [View same] [iqdb] [saucenao] [google]
10150261

>>10150171
obligatory

>> No.10150275

>>10150261
>it decodes as war declaration in extra-dimensional alien language

>> No.10150607 [DELETED] 

>>10149327
There's so little difference between AntiFa and the Sturmabteilung. It's laughable. After the establishment is done with them and their convenience is worn thin they'll do the same thing to them as the NSDAP did to the SA. Except there won't be anything worthwhile to absorb.

>> No.10150797

Well that shit is rough, can't even get down the stairs at the start of the first level.

>> No.10150823

>>10150171
>You can't do it,
Are you speaking from actually knowing the pd code base and how the software is architected or are you just some fucking gamerdude who has some anecdotal awareness of game engines?

>> No.10150831

>>10150823
>r u this ad-hom or that ad-hom
Neither, a decompilation of Goldeneye would be necessary to yield Goldeneye source code. Deconstructing from PD sourcecode and guesstimating the differences and handling of assets would probably be harder.

>> No.10150891

>>10145537
Yeah, but once you have access to the code in it's entirety you can do a hell of a lot more.

>> No.10150946

>>10150831
Ok so you have no clue what you're talking about and need to not post on this topic again. Perhaps you're confused because you don't know about
>goldeneye-x, a pd hack that readily runs the entire goldeneye game, but with pd's corny changes (3d blob for impacts)
>goldeneye setup editor
>goldeneye hacks where pd code/animations run in goldeneye e.g. footstep sounds, guards performing melee
And all this being done before there being a decompile. Are you just really not very familiar with these two games and how one was made from the other? Please, as I say stop injecting your noise

>> No.10151065

>>10150946
>goldeneye hacks where pd code/animations run in goldeneye e.g. footstep sounds, guards performing melee
Those hacks never used PD code.

>> No.10151130
File: 1.96 MB, 410x387, *explosion sounds*.gif [View same] [iqdb] [saucenao] [google]
10151130

>> No.10151182

The big deal about this is:

>1. Netplay

Multiplayer is still run through the complicated N64 emulators, and then split screen, for the main game. Proper netplay and even lan would fix so many issues. You could have proper lobbies, and people playing it.

>new content

new bigger multiplayer maps are the most obvious (all the default ones are a bit cramped).

>new single player campaigns

It's a chore to actually build new levels in PD. It's much easier to build level making tools for a PC game than one using N64 architecture.

I for one love the music, weapons, and aestetic of the game and think it's a shame it never had a proper Windows port before. If it was released in Windows in 2000, I'm certain we'd still be playing the game competitively.

>> No.10151189
File: 2.14 MB, 939x1896, Castlevania 64.png [View same] [iqdb] [saucenao] [google]
10151189

>Mario
>Zelda
>fucking Perfect Dark of all things

Catlevania 64/LoD when?

I want to be able to play with the upgrades of LoD but in the levels of the original

>> No.10151195

>>10151189
>Catlevania 64/LoD when?
>I want to be able to play with the upgrades of LoD but in the levels of the original

That would be perfect for someone like Nightdrive since the game would massively improve with better 3D camera controls. It's got pretty good graphics for the N Shitty 4 as well, despite some lackluster textures here and there. I always felt the N64 Castlevania games are sooooooooo close to being good, but are flawed by early 3D controls/camera and action.

>> No.10151198

>>10151195
fuck you

>> No.10151224

>>10151198
hey the PS2 Castelvanias are alomst good too. Full 360 camera controls would do wonders for them. The N64 games have more going on than the endless same rooms of hte PS2 games too.

>> No.10151264

>>10151065
where did they get the punch animation?

>> No.10151269

>>10151182
A world where I launch pd.exe and am met with a valve style server browser is a damn good world

>> No.10151292

>>10151264
The animation itself is a shortened version of the PD running punch animation with less frames, the code is original and not taken from Perfect Dark. I would know since it's my code

>> No.10151350

>>10151182
>You could have proper lobbies, and people playing it.
Barely anybody will play it cause gamers are retarded consooooooomers

>> No.10151369

>>10149320
>am i the only one who thinks it's a joke?
With polshit you can safely assume in 99% of all cases that they're serious about it.

>> No.10151452

>>10151189
>Catlevania 64/LoD when
Never, nobody with the time and the skillset are going to waste it on this awful shit you pretend to like to sound interesting.

>> No.10151684

It's funny how ridiculously easier it is when you can use a mouse to aim. Shame that the firing range crashes the game, I think it would be even funnier to beat the challenges in mere seconds.
Also a shame Villa seems to crash the game too so you're limited to the three dD levels only right now, I was speedrunning only to shoot at the totem thing in Skedar Ruins, I hated that thing so much when I had to aim with the controller, I wanted my revenge.

>> No.10151732

>>10151369
how do you know he's a /pol/ack?
even /pol/ is 50% shitpost

>> No.10151831

Give us a GE/PD level editor.

>> No.10151836

>>10148801
>The games broken if I use a mouse
Then don't use a mouse you retard? Use a controller how it was intended? God I hate you pc niggers

>> No.10151918
File: 27 KB, 196x225, 4.gif [View same] [iqdb] [saucenao] [google]
10151918

>>10151182
>If it was released in Windows in 2000, I'm certain we'd still be playing the game competitively.
Better late than never. It begins.

>>10151189
I'd love to see what people can do with that engine. Imagining a whole new map/expansion that plays the same.
Been wanting to play similar kinds of games ever since.

>> No.10151969
File: 173 KB, 1366x768, pd.ntsc-final.png [View same] [iqdb] [saucenao] [google]
10151969

>>10145524
Thanks for the heads up, OP!
I've already compiled it in Slackware Linux.

>> No.10152660

There were some commits today.
Rebuilt it but it still crashes in the same spots.
I'm still excited.

>> No.10152857

>>10151130
I hear it

>> No.10153193

>>10145524
That dude (fgsfdsfgs) isn't know for completing his ports, so I wouldn't hold my breath. Take a look a t https://github.com/fgsfdsfgs/sm64-port

>> No.10153421

>>10153193
>DOS
wow what a fucking tragedy, almost like he did that for fun
>>10152660
looks like automatic builds have been setup so you can download the binaries now https://github.com/fgsfdsfgs/perfect_dark/actions

>> No.10153657
File: 230 KB, 1263x1240, 1681251366648618.png [View same] [iqdb] [saucenao] [google]
10153657

Pls anons someone post an already compiled windows version, i don't know where to start by looking at the instructions, i can't even seen to find the right downloads to install the programs it want.

>> No.10153680

I got a decent way through on Agent so far.
The AI in the first level got stuck running in a circle so I couldn't do the harder objectives.
Gun range does crash.

>> No.10153691

>>10153657
Just download the automatic build from github actions:
https://github.com/fgsfdsfgs/perfect_dark/actions

>> No.10153718

>>10153691
Thanks anon.

>> No.10154301

The tone of this game is so scuffed.
>Area 51 infiltration
ooh that sounds tense
>Perhaps some... Banjo-Kazooie music is in order?
https://youtu.be/griSpYrrvLI?t=3272

>> No.10154327

heh, i just realized
this game is about aliens while american news wants to push aliens into the conversation
coincidence???
fucking love this game though, i was never a goldeneye boy but something about perfect dark made me really learn to appreciate the n64 controller

>> No.10154547
File: 32 KB, 527x503, file.png [View same] [iqdb] [saucenao] [google]
10154547

Reminder that we're less than 24 hours away from the official-but-not-canonical moment when the game starts.

https://www.timeanddate.com/countdown/to?iso=20230815T0230&p0=64

>> No.10154753

>>10154301
What about that is unfitting? It sounds dark and foreboding.
If it's reminiscent of Banjo Kazooie, it's because it's the same composer.

>> No.10155012

>>10154753
a tuba going parp parp with like kids lullaby chimes is dark? sure its the same composer but the reason it sounds the same is because its the same sound font, and the bk sounds are "cartoony" mysterious not xfiles mysterious. but of course, this game, once it gets going, IS kiddie style, with "Elvis" the muppet voiced alien. That's what i mean about the tone being boofed

>> No.10155112

>>10145976
>It will fix bugs introduced by higher FPS (namely enemy accuracy tied to frame rate for some reason), and give more options.
Yeah unfortunately this is all too common when trying to get these older games working at higher frame rates. That's why these source ports are such a big deal because your able to modify all the game logic to function properly with a higher framerate.

>> No.10155201

>>10155012
it's a mish-mash of x-files and popular conspiracies at the time, it's a campy game so not sure why you're taking it so serious. the music and tone fits perfectly and is nearly flawless.
>inb4 muh movie game
fuck off, unless you're a bondhead for some retarded ancient reason the game is outclassed in every way by PD.

>> No.10155214
File: 1.40 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
10155214

Preliminary aspect ratio handling was merged.
We widescreen now.

>>10154547
Spooky. It was meant to be.

>> No.10155456
File: 841 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
10155456

Gun range seems to work now.

>> No.10155875

It's not a real thing until there is an Appimage available for Linux chads.

>> No.10155931
File: 456 KB, 760x540, 1676725486973054.png [View same] [iqdb] [saucenao] [google]
10155931

>>10155875
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

>> No.10155985

>>10155456
oh shit did they add widescreen already?
I started a PD playthrough last week on the hacky 1964 mouse injected version, do any anons know if the PC port is stable enough for a full playthrough ?

>> No.10156069

>>10155985
It's really buggy right now. Doors often get stuck in dataDyne central, and there's something fucked up with the stairs in Villa where you can't get to the lower levels (according to the github issues, the problem is probably triggered if you touch a table before getting to the stairs, didn't try playing again avoiding the tables). I couldn't even get past that level, I can imagine there will be even more bugs beyond that point.
It looks really promising, but it's still far from being a good replacement to emulation.

>> No.10157161
File: 69 KB, 640x894, perfect dark japanese box.jpg [View same] [iqdb] [saucenao] [google]
10157161

>>10155931
Who among us will take up the responsibility of doing the LISP port once this is finalized. Specifically using GOAL.

>> No.10157171

>>10157161
What is the J&D port doing with this. It's literally the only reason I'm interested in that.

>> No.10157196
File: 1.03 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
10157196

Latest commit seems to have fixed the health display showing up when you take damage and some other graphical things.
Currently in A51 rescue on Agent.

>>10157171
Doing with Perfect Dark? Probably nothing. I'm joking because of Anon's SICP picture.
With GOAL? They develop and publish releases.

>> No.10157212

>>10149316
Do not use the Lord's name in vain you fucking nigger.

>> No.10157267
File: 601 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
10157267

>> No.10157285

>>10151189
zoom zoom

>> No.10157303

>>10151369
If you happen to suffer from a profound intellectual disability, then I suppose it would not be unreasonable to succumb to such obvious bait and subsequently take pride in posting your own obscene overreaction, wilfully ignorant or perhaps smugly indifferent, as you joyfully contribute to the spiralling cesspool of off-topic nonsense and stifling any chance of relevant and interesting discussion. Are you an American, perchance?

>> No.10157321
File: 166 KB, 633x436, DarkShikari's law.png [View same] [iqdb] [saucenao] [google]
10157321

>>10157303
Ignorance is not knowing both Shikari and Poe's law.

>> No.10157395
File: 41 KB, 640x480, VennDiagram.png [View same] [iqdb] [saucenao] [google]
10157395

>>10151189
Be the change you want to see, anon.

>> No.10157469

>>10157395
I'm already working on my own game and have done other things in the past, can't have time for everything

>> No.10157532

If you're trying this, don't push any boxes at the start of the game or you won't be able to descend the scaffolding.

>> No.10157551
File: 219 KB, 394x454, 1691041360916.png [View same] [iqdb] [saucenao] [google]
10157551

I can't open any doors.

>> No.10157581

>>10157469
Nobody cares about your 'original' game, just stop wasting effort on it and do cv64 instead. A lot more people will be happy for it.

>> No.10157586

Just beat it on agent.
For the last level you have to make sure to shoot the bridge thing into position instead of pushing it (until the physic bug gets fixed).

Waiting for patches before doing a proper playthrough.

>> No.10157610

>>10145524
shit is too buggy to play yet

>> No.10157743
File: 1009 KB, 1920x1030, file.png [View same] [iqdb] [saucenao] [google]
10157743

>>10155456
Neat.

>> No.10157908

>>10153421
PS2 and 3 are there too. What makes you think he's not doing this one also "for fun" and will drop it incomplete?

>> No.10157927

>>10157908
Sounds like a great time to contribute back anon, go fork the project and carry the torch. I believe in you!

>> No.10157957

>>10157743
>WHY...ME

>> No.10157989

Does the splitscreen work?

>> No.10158043

>>10157989
As of commit 20fd3a8f67d714aa5239a9f442afe44fb66cf535, not yet, anon.

>> No.10158139

>>10157908
omg i'm crying and pissing because I can't play mario 64 on my ps3
You guys don't deserve the hobbyist communities that spoon feed you

>> No.10158184

>>10158139
I'm not crying anon, just stating what happened based on another decomp.
I can play sm64 on my PC perfectly thanks to the first port that was released by the actual decomp team. I don't really care about hobbyists that leave things half-assed.

>> No.10158404

>>10157303
>as you joyfully contribute to the spiralling cesspool of off-topic nonsense and stifling any chance of relevant and interesting discussion.
Oh, the irony!

>> No.10159102

there is a mario 64 port on ps3 works good >>10158139

>> No.10159968

i am having tons of issues at map 1 due to noclip and doors not opening

>> No.10160478
File: 86 KB, 591x286, ship of harkinian.png [View same] [iqdb] [saucenao] [google]
10160478

>>10153193
>>10157908
good thing ship of harkinian are making a pd port

>> No.10160497

>>10160478
why can't they be sensible and open a public Gitwhatever
what is this attentionseeking

>> No.10160597

>>10160478
Because these attention whore faggots want to keep their special Ship retard ports in some exclusive club now there's two projects going on at once. What a fucking stupid decision.

>> No.10160680

>>10160497
nobody likes releasing their work before it's ready
>>10160597
then wait for fgsfdsfgs's port to mature, we're getting two ports in 2023. competition is healthy

>> No.10161265

>>10160478
weird they are doing PD instead of doing Majora's Mask, the game is close to decompiling and they could probably already start towards it.

>> No.10162181

>>10161265
Quake 2 Remastered started the Retro Port Arms Race again

>> No.10163486

>>10160497
trannies

>> No.10163513

>>10151189
sometimes I feel alone in thinking this game just has really terrible graphics. N64 was capable of a lot more in more capable hands than these flat, dull environments

>> No.10163624

>>10159968
Make sure you're on the latest version. The physics bug that messed a lot of things up was fixed a few days ago.

>> No.10164159
File: 1.28 MB, 1920x1000, file.png [View same] [iqdb] [saucenao] [google]
10164159

kino
kino

>> No.10164314

i've been playing the port a bit here and there, love how it's coming along, couldn't be a more deserving game to be ported.

im wondering though, will there eventually be a release that includes options to tweak the graphics settings or will that never be available for a port like this? i was thinking something similar to emulation where you can upcale.

also could we expect to see online multiplayer or coop gameplay mods?

>> No.10164489

>>10145524
what are the controls?

>> No.10164590

>>10164314
all those features are the goal but it's up to someone to implement them
all i'll say is if the SOH folk become the most active group to work on this, don't hold your breath

>> No.10164698

>>10153691
there are only workflows, what am I supposed to click on?

>> No.10164736

>>10145524
Please come get me when Mario Party games get decompiled

>> No.10164781

>>10164698
it took me a while to figure out too because GitHub is fucking AWFUL.
you have to register for a free github account and sign in, then go to:
https://github.com/fgsfdsfgs/perfect_dark

then go to the Actions tab.

then click on the latest update which will be at the top of the 'All Workflows'. Click on it and you will see 'Artifacts' listed at the bottom. Then click Linux or Windows depending on which one you need and it will download. Extract the contents to a new folder somewhere.

From there, you just need a Perfect Dark 64 rom and put that in , which could be gotten from a lot of different websites. I usually go to Vimm's Lair.

Place the rom in the 'data' folder and you should be good to go using the pd.exe from the download.

>> No.10164794

>>10157395
Where do I get the technical skill to decompile something?

>> No.10164930

>>10164794
Baby steps, start with any programming language and work towards learning assembly

>> No.10165370

>>10164781
https://nightly.link/fgsfdsfgs/perfect_dark/workflows/c-cpp/port?preview

>> No.10166140

>>10164794
it took them 20 years to make sense of the 1s and 0s of Mario 64, you're probably better off feeding it to a learning model

>> No.10166264

>>10166140
a lot of decomps were helped by leaks
generally if there's a strong modding community you'll know some ground has more or less been covered already

>> No.10166676

>>10165370
>no fov slider
it's over
for real, 1964 is still miles ahead

>> No.10166768

is there a readme for controls/button mapping? Can you change resolution etc.?

>> No.10166857

>>10147758
??

>> No.10167005
File: 134 KB, 821x741, input.c.png [View same] [iqdb] [saucenao] [google]
10167005

>>10166768
According to the file (input.c), the default keyboard and mouse controls are the following...

> # Keyboard Key ## Action #############################
> Q Cycle Weapons/Items, Accept (Menus)
> E Interact/Reload, Decline (Menus)
> Z Aiming mode
> X Aiming mode
> Space Attack/Use Item
> Return Status/Pause Menu
> S Move Backward
> W Move Forward
> D Strafe Right
> A Strafe Left
> Arrow Left Turn Left
> Arrow Right Turn Right
> Arrow Down Look Up
> Arrow Up Look Down

> # Mouse Buttons # Action #############################
> Right Mouse Aiming mode
> Left Mouse Attack/Use Item

As for changing the resolution, you can do this by editing lines 3 and 4 under Video in the (pd.ini) file.

>> No.10167227

>>10166676
Nigga this isn't even an actual sourceport yet

>> No.10167253

>>10166676
Add FovY under [Video] in pd.ini like this
FovY=74

>> No.10167370

Are there any sound options already? The ini has no sound section. inb4 use the mixer

>> No.10167426

>>10164736
There's a special place in hell for people like you.

>> No.10167432

>>10167227
Then what is it?

>> No.10167435

>>10167005
a dedicated crouch key?

>> No.10168680

Perfect Dark should never have been on the N64. The system obviously couldn't handle it and compromises had to be made to get it to work. It was basically always meant to be ported to other systems and played that way.

>> No.10168718

>>10150275
No, it decodes into "Oremor Nhoj, em likk tsum uoy, niw ot."

>> No.10168756

>>10164736
/thread

>> No.10168785

>>10168680
retard spewing nonsense. At the time, that level of performance was within people's expectations. Also it could have run better if it was better coded. We can see the code now and see how the ambition extend goldeneye ended up having to be fulfilled not by the now experienced devs of goldeneye, but some replacement beginners who made stuff like checking every frame whether each of 200 bottles were broken to see if it should play a gimmick sound

>> No.10169057
File: 208 KB, 1100x1200, perfect dark_censorship.jpg [View same] [iqdb] [saucenao] [google]
10169057

I'm gonna throw the N-bomb.

>>10167435
That should be possible.
Someone is adding keys for other functions like reloading https://github.com/fgsfdsfgs/perfect_dark/pull/28
You could ask if they'll add crouching or something. Or make the modification yourself using knowledge from that diff.

>>10167432
I think Anon is talking about how it's a work in progress. It's playable but obviously incomplete. I think the progress made so far is great. Pretty much every issue I encountered got patched within the same day I encountered it.

>>10164794
I usually link this article when the topic comes up
https://arstechnica.com/gaming/2020/05/beyond-emulation-the-massive-effort-to-reverse-engineer-n64-source-code/

Gives a broad overview of the skills needed and you can investigate more from there.

>> No.10169186

>>10168785
Ackchyually... https://github.com/fgsfdsfgs/perfect_dark/blob/port/src/setups/setupeld.c#L2647-L2683

>> No.10169420

>>10169057
many textures are still not filtered
it is a strange mix of unfiltered and 3-point

>> No.10169457

>>10168785
I'm amazed by rare's coding skills.
On one hand they did some amazing stuff visially but also put in complete weirdness elsewhere to slow things down again.

Like with the diddy kong decompilation, where they used doubles instead of floats that made no sense, and they were able to get it to run at a near perfect 30fps with not too much effort.

Same with perfect dark how some of the slowdown was a cpu bottleneck, eventhough the n64 had the fastest cpu of 5th gen.

Probably also due to time pressure and overworked developers.

I feel this was handled much better at playstation side. Better overall support from sony?

>> No.10169520

>>10169457
>Better overall support from sony?
Nah, Rare probably just spent too much time at the pub.
They were probably drunk out of their arses half the time, and hungover the other half.

>> No.10171053

>>10167435
>>10169057
it's happening
https://github.com/fgsfdsfgs/perfect_dark/issues/42

>> No.10171092

>>10145524
so how do we buff darkbots?

>> No.10171354

>>10171092
They're already set to max anon https://github.com/fgsfdsfgs/perfect_dark/blob/8c9c0abee637fd0bb18dfec91fc6a007b3903a88/src/game/bot.c#L60

>> No.10171898

>>10169457
Most games are programmed terribly, with only rare outliers like Doom who stand the test of time because of how incredibly well it was programmed with portability in mind. Even John Carmack ended up taking a few steps back with Quake, just to be "cutting edge".

A lot of sacrifices had to be made in order to get a game just to look good enough and play well enough. Otherwise, with the tools that were available for these old consoles at the time, it would've taken years to write quality code. These consoles also weren't designed very well, with the probable exception of the PlayStation. Both the 64 and Saturn were unruly and caused a lot of problems for developers, which is why they were largely avoided by third parties. Rare had the benefit of a close relationship with Nintendo, as well as genuine talent and good managers that kept projects on track. But even so, I'd imagine if these same teams had the benefit of modern tools and more time, they could crank out a much better game in terms of code.

>> No.10171902

>>10171898
Even Doom wasn't perfect since Carmack hated its sound engine

>> No.10171909

>>10171902
Yeah, he regretted using a third party sound engine, and because of it the original DOS version code couldn't be released under the GPL. Only the Linux code was used I believe. But regardless, chads like John Carmack are a rarity in video games. He truly pioneered a lot of stuff devs and gamers take for granted today.

>> No.10172140
File: 618 KB, 1592x1170, future.png [View same] [iqdb] [saucenao] [google]
10172140

>>10171898
>good managers that kept projects on track
which ostensibly translated to no meetings and other bullshit that keeps actual talent in chains. turns out when you give employees freedom and the tools to express themselves they make fantastic shit.

>> No.10172295

Will it be possible to make the textures look like they did on the N64?

>> No.10172425

>>10172295
Yeah, just put Vaseline on your monitor.

>> No.10172448
File: 98 KB, 750x755, 🦆.jpg [View same] [iqdb] [saucenao] [google]
10172448

What happened to the other recompiled games?

>> No.10172526
File: 964 KB, 2560x1440, PD.jpg [View same] [iqdb] [saucenao] [google]
10172526

>>10172425
Talking about how textures on things like the Rareware logo, or the Nintendo logo look inaccurate. Or how the text in the menu seems to get cut off. Or how the carpet in dataDyne HQ seems messed up. Will it be possible to fix this and make all this look like it did on the N64?

>> No.10172528

>>10172526
Eventually, framebuffer effects and mipmaps are not supported yet.

>> No.10172794

>>10172526
give it time, for fucks sake, those are obvious things to fix

>> No.10173315

>>10172448
Which ones?

>> No.10173335

>>10145524
Are you the programmer working on it?

>> No.10173369

>>10169057
what does the N stand for

>> No.10173402

>>10173369
Neutron bomb

>> No.10173437

>>10173402
DOPE, hope this thing gets online matchmaking soon

>> No.10173918 [DELETED] 

why to change mouse sensitivity?

>> No.10173924

a way to change mouse sensitivity?
>inb4 windows mouse settings

>> No.10173961

>>10173924
Edit pd.ini values MouseSpeedX/MouseSpeedY

>> No.10174024

>>10173961
holy shit, I'm fucking blind

>> No.10174108

>>10151836
If that anon was a true pc gamer it would be a non-issue. That's a fake pc gamer.

>> No.10174275

>imagining this on the Steam Deck
can't fucking wait

>> No.10174417

I cant wait to play multiplayer with all of you, faggots, it's gonna be glorious.

>> No.10174991

>>10174417
>I cant wait to play multiplayer with all of you, faggots, it's gonna be glorious.

Proper port means it's much more likely we'll get proper mapmaking tools, thus the ability to make new proper campaigns. PD is really cool and throws so many gizmos and items at you but you barely get the chance to use it.

>night vision

Did you know the name is supposed to refer to the gimmick of it being a very dark game, and you needing to constantly use night vision goggles? Yeah, it's like one mission. With the lighting engine you can create a lot of dark areas so that you'd need to use night vision in much more areas.

>alien weapons

You get them late game. You could do an entire campaign around them.

>Goldeneye campaign

Would love to see a PD version of GE which is my dream. ie take the assets and guns of PD, and use them on GE maps. ie K7 replaces the AK. Fight datadyne instead of Russians. etc.

>> No.10175023

>>10174991
Didn't think about that, but that's a cool thought. I'd enjoy fucking around with making maps for this engine.

>> No.10175039

>>10175023
There's some brave souls who tried to make Goldeneye X, which is porting GE maps to the PD engine. It has to be done on the complex N64 so I don't blame them for abandoning it. It actually has a chance of being done now.

https://www.youtube.com/watch?v=raDWrYnClk0&pp=ygULR29sZGVuZXllIFg%3D
https://www.youtube.com/watch?v=oQGWNzfNg3M&pp=ygULR29sZGVuZXllIFg%3D

>> No.10175062

>>10174417
>>10174991
I'm excited to try counter-op. I don't even know of any other games the had that mode in addition to the regular versus and co-op modes.
A goofy idea but I like it.

And if people make maps specifically for it, could be way cool.

>> No.10175296

>>10174991
>Did you know the name is supposed to refer to the gimmick of it being a very dark game, and you needing to constantly use night vision goggles?
where was this said? the interviews i watched say it just came about from tossing around names and joanna dark sounds somewhat familiar to joann of arc so they went with it since it wasn't terrible.

>> No.10175332

>>10175296
They wanted to do a lot of stuff with PD, like the game was suppose to be more about stealth, hiding in the shadows (Hence Perfect Dark). Elements of this still exist. If you shoot out lights, the AI can't detect you. Until you fire again, your weapon creating a light source, and they spot you.

Perfect Darkness mode, which disables all the lighting, is a neat way to see the real nature of the game's lighting system, which seems to involve treating the game world as chunks, and only illuminating individual sections at a time. Cheap, but reasonably effective.

Also the Ai was suppose to be a lot smarter, but ended up being an unfinished buggy mess (Snipers can't shoot over railings, guards only run away at random).

>> No.10175363

>>10145524
Or I could just play the 360 remaster

>> No.10175390

>>10175363
>Or I could just play the 360 remast-ACK

>> No.10175408

>>10145524
>>10145524
>>10145524

Finally after 30 years of first person shooters surpassing it- I can actually play this game for once without it chugging at 15 fps

>> No.10175414

>>10175363
>>10175363
>>10175363

Certified trash.

>> No.10175491

>>10175408
>of first person shooters surpassing it-

The style is kind of dead - as it's this next level where arcade games and shooters met with objectives while still having a fast quick gameplay. Enemies react with very cartoonish easy to read over the top reactions. Multiplayer feels like Unreal Tournament without jumping. In many ways, this style is superior to modern FPS style games and I wish they had made more of them. In fact, in an alt-timeline PD got an Xbox and Windows release in 2000, and the multiplayer servers are active to this day with some competitve scene as well lingering. It's an impressive game, but held back heavily by the N64 hardware.

And multiplayer could hit single digits FPS while the stages were often quite tight corridors. I would love to see proper 60fps multiplayer stages that are much more open.

>> No.10175670

>>10168680
>It was basically always meant to be ported to other systems
By the nintendo-owned second party developer who only made games for their consoles. Keep it shut, tardboy.

>> No.10175675

>>10175363
i rather see those models backported

>> No.10176845

Are any other decompiled projects that are nearly complete?

>> No.10176849

>>10175332
interesting, do you have interview or some other source for all of this?

>> No.10177705

>>10175491
I was so looking forward to how good FPS games were going to get evolving from these games. I would daydream about these cool open environments that you could sneak around in, trick guards, talk to them, or go loud and just blow a hole through the walls of the building to achieve your various objectives (because obviously by 2023 we'd have totally destructible environments).
Instead of opening up everything has become so much more streamlined, so scripted. Everything is still concrete, from walls to trees to cups on the tables. We pushed polygon counts and texture resolution instead of interactivity and it will always make me sad.
Anyway, PD good.

>> No.10178151

>>10151189
Funny enough I've seen some function from it on decomp.me

>> No.10178251

>>10148452
PD was and is a great game. My father got me a copy at launch which me and the local gang played to absolute pieces. So many evenings and sleepovers spent in mp.
I played through it recently with ge1964, 60 Hz and gyro and it was fantastic. Not too challenging with those modifications though.

>> No.10178261

>>10162181
Please elaborate, which projects are you speaking of? I haven't tried the q2 port yet

>> No.10178294
File: 52 KB, 340x565, 1390442480184.jpg [View same] [iqdb] [saucenao] [google]
10178294

>>10147658
>Python is woke because I said so
??????

>> No.10178946
File: 47 KB, 500x353, 500px-MagSec_4_Load.jpg [View same] [iqdb] [saucenao] [google]
10178946

The magsec is so cool but also so ass.

>> No.10179693

>>10178946
Never before has there been a gun that simultaneously has so much punch but feels so weak.

>> No.10180864

>beat this on perfect when it was still new
>think m&k will make this easy
>getting my ass handed to me now
old man reflexes

>> No.10180908

>>10180864
Have you tried combat simulator? I can't even contest against hardSims. I believe the high framerate improves enemy reaction times on top of us being old boomers.

>> No.10180913

>>10180908
>>10180864
Just the opposite, as it makes enemies less accurate. But the Hard and Perfect sims have near perfect reaction time. Which is why you don't even fight them normally just bait them to kill them without having to properly fight them. Like throwing Laptop gun turrets, or mines, and ensuring they never get into a proper fight with you.

>> No.10180914

>>10179693
The 'scifi' styled guns in pd are so unsatisfying. Even the gay laser from Goldeneye feels more punchy because when you connect with someone there's a crack. They took that hit-crack out of PD because... it felt too good to shoot people?

>> No.10180916

>>10180864
>>10180908
I've noticed a bug where sometimes gaurds already know your position and they fire forever without reloading, way faster than normal.
Pretty funny.

>> No.10180919

>>10180914
>>10179693
1. It's modeled after RoboCops primary handgun of choice, hense the alt-mode being 3 round firing.
2. The Mag in the title implies magnum, but it really feels like some 9mm handgun.
3. It just doesn't do much damage, making it almost klob tier. Likely to balance out 3 round burst fire.

>> No.10180927
File: 418 KB, 449x318, GZRfZcR.gif [View same] [iqdb] [saucenao] [google]
10180927

>>10180914
I've always liked the reload animations on the Maian guns.

>>10180919
The damage is one thing but the accuracy at a distance is what gets me. There's that mission in A51 with the guards in the tower that ends up being easier to do with a falcon.
The magsec's zoom must be designed to fuck with the user.

>> No.10180956

>>10180914
>The 'scifi' styled guns in pd are so unsatisfying

I'm completely with you on this and this one yet another one in the list of reasons I don't consider PD to be close to as good as Goldeneye.
Even the 'conventional' weapons have so many shitty gimmicks like auto-aim functions that work at any range that they incentivize you to not even use them like normal guns.

>> No.10180972

>>10180927
>I've always liked the reload animations
That's perfect dark in a nutshell. The fundamental feel of play, the reason you replay a game every day for 20 years, is reduced from GE in exchange for adding visual trinket stuff like reload animations, cutscenes, voice acting. Budget blowing one time gimmicks like the one room with a light switch.

>> No.10180979

>>10180919
>It's modeled after RoboCops primary handgun of choice
I knew that at the time which is why i was so shocked years later when I actually watched the movie and his gun sounds like a real gun
>https://youtu.be/CPy2NimLCAw?t=52
instead of PISSwPISSw

>> No.10180993
File: 142 KB, 1024x768, img_2712[1].jpg [View same] [iqdb] [saucenao] [google]
10180993

>>10180979
It's an auto off-shoot of the 92FS, hense it fires 9mm parabellum. So proper gun ammo that goes boom boom. They just added a giant compensator to it,and some sci-fi elements to make it look bigger. I'm pretty sure in-universe it's still a 9mm, as it's called the Auto-9.

The 93R is a rare gun, more of an experiment than anything, and SMG fill the role it's trying to do better. Also Aya Brea uses it as her default gun in Parasite Eve 2.

https://en.wikipedia.org/wiki/Beretta_93R

>> No.10180998
File: 26 KB, 700x370, Beretta-Auto-9-Robocop[1].jpg [View same] [iqdb] [saucenao] [google]
10180998

>>10180993
and the fictional Auto-9 with it's insanely huge compensator.

>> No.10181006
File: 303 KB, 1920x1440, thumb-1920-1323845.jpg [View same] [iqdb] [saucenao] [google]
10181006

>>10172140
I know I'm late to the party but is the scoped Falcon supposed to be the Terminator gun?

>> No.10181010
File: 80 KB, 900x600, 2023-08-02_247.jpg [View same] [iqdb] [saucenao] [google]
10181010

>>10181006
it's based on the Colt Double Eagle, love the Falcon though. so fun when you get to dual wield them.

>> No.10181145

>>10181010
until you fire and it sounds like a bass drum being rubbed with a cloth