portal64-still-alive
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A demake of Portal for the Nintendo 64
#### What is the enhancement? Test chamber 15 is yet to be created. Rough steps include: * Map structure * Level objects (ball-catchers, buttons, switches etc) * Animations (pistons, platforms,...
We can replace libultra's `OSTime` with a `typedef ... Time` which can be library-dependent or library-independent, in which case each library implementation can define functions to convert to/from its internal...
See Issue #27 Grabbed objects now remain at a constant distance from the player on the XZ-plane (ground plane). Effectively, the object now moves along a straight upward line in...
See discussion in https://github.com/mwpenny/portal64-still-alive/pull/47#issuecomment-2080446622. It would be easier to avoid breaking the build by implementing CI builds. For example, using GitHub Actions to compile whenever a branch is updated. The...
Only two header files need refactoring, both of which reference libultra's `Mtx`: - `matrix.h`: `matrixFromBasisL` is only referenced once in `debug_render.c`, so for simplicity I would move the function definition...
Originally portals used 8 polygons prior to 8b216e7, after that 16. Currently the portals looked a little bit frayed, because the "hole cutting in the walls" still uses 8 polygons,...
The ballcatcher sound effect is excessively loud when standing too close. This is especially noticeable when wearing headphones. I'm not sure if it's just an issue of the effect volume...
#### Version of the game - 2b09deb1fe890e6d2b6039c7abcdad8a06d825d0 #### Original Hardware or Emulator? Both #### What is the bug? [Dynamic collision](https://github.com/mwpenny/portal64-still-alive/blob/master/documentation/levels/level_objects/dynamic_box.md) which is at an angle of > ~130° to the...
#### Version of the game - current master #### What is the enhancement? Add a floor tile variation material that is prominently used in the original game, sometimes only stylistically...