>Amazing ports

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HL1 on the PS2 runs at 60fps, has mod support (someone even ported blue shift to it, it's on moddb), supports mouse and keyboard and looks better than the PC version as well as has a very unique and fun to use lock on system that doesn't defeat the purpose of aiming but instead makes it its own mechanic beyond pointing & clicking.

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It's fucking shocking just how much of the source game they managed to cram onto a GBA. It also runs and plays way better than it has any right to.

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>fits two CDs into only 64 MBs

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Most people aren't aware of just how powerful the GBA was as a 2D system. It's borderline 3D capable with its 16MHz CPU.

You win this thread sir.

youtube.com/watch?v=B0cXSMyGJXQ&t=126s

The recent proof-of-concept Tomb Raider decomp port running as well as it does on GBA is astonishing. If that Yoshi's Story tech demo with the 3D island was enough to impress people, then fucking imagine what that Tomb Raider demo would've done to people in 2000/2001. speaking of Yoshi's Story, I was bummed back then that the tech demo never resulted in an actual port for GBA, since I was one of the 17 people in the world who kinda liked the original.

It's not the most pleasant looking option for Dragon's Lair, but the game's all there. The Amiga port is similarly impressive.

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The Doom 3 port was even more impressive.

HL2 on the XBOX was an amazing experience to try to mod. They modded everything even down to the map lighting rendering system. They got a goodish framerate thanks to culling and downgrading the textures to hell.

In any of the various source engine leaks, you can find the source code for the launcher for the original XBOX. It's just missing a piece of the Launcher class.

This nigga knows

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How is that monitor supporting the weight of that Xbox

Breens speech sounds so good on Xbox for some reason.
youtu.be/qrFb4YlmvHE?t=293

tell me more user

The launcher XBE is ran first. It uses a algorithm to decompress from the disk and into a cache partition a near-GCF file. This contains mostly everything, downsized and such. The disk always contains maps and such.

Once you load after the minute or so extraction, if you don't play too many games it'll just keep the XZP file on the cache and it'll load in less than 5 seconds after.

I've tried to compile the launcher but to no avail, as it needs certain arguments processed that breaks if I null it.

I also put on an early gm_construct map and it worked, with lambert (fullbright) lighting.

must be photoshop or some shit fr

The gm_construct map, I used to replace the intro map so I can quickly jump to different maps (as the map had buttons that would drag you into parts of the game) but to also mess around and spawn things.

I had to inject console commands via binds through editing the XZP and manually hex editing, replacing skill.cfg-based houndeye cvars which are stubbed.

From there, I bypass the checksum check on config.cfg and I can effectively inject binds. However, this was before the XZP editor could inject larger files at the time.

I never bothered to look at the BSPs and see a difference for lighting, but I am going to assume the lightmaps are baked in a different way that the XBOX could read, using a DirectX format. I always wondered if the Hammer Editor option "compile for XBOX" was for this or the 360, as both were in development around the same time. The 360 version overtook a lot of the OG XBOX code in the source engine leaks.

It wouldn't surprise me if the game has better sound on the console version for some queer reason. Devs just love doing that shit.

I've probably posted this like 5 times now but I'm in legit awe at how good the 3DS port of minecraft is. It's n3DS only of course but it runs great and the map size goes up to like 2000x2000 which is still really fucking big.