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AL64inthedark
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 PostPosted: Thu Dec 21, 2017 9:35 pm    Post subject: Reply with quote Back to top

Yeah aiming does not feel like N64 at all. Like they did something wrong when setting it. Update did not solved anything. Even with sensibility set to 0, manual aimaing by holding R, feel so wrong it's unusable.
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MRKane
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 PostPosted: Fri Dec 22, 2017 2:43 am    Post subject: Reply with quote Back to top

The XBox version of PD just didn't grab me. My brother and myself are both avid fans and grabbed it immediately - after playing the game through about half way cooperatively in one sitting we concluded there were a heap of little things different/wrong that meant it hadn't quite managed to capture lightening in a bottle again.

And we compared against the N64 version just to be sure.

I'd say that whatever happens here it'll not make an impact if it were to come out, and would generally receive low scores and sell only for the nostalgia effect. The world has moved on Mr Bond.
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Kode-Z
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 PostPosted: Sun Dec 24, 2017 1:53 pm    Post subject: Reply with quote Back to top

https://twitter.com/DavisSimMusic/status/628767048059985920?ref_src=twcamp%5Eshare%7Ctwsrc%5Em5%7Ctwgr%5Eemail%7Ctwcon%5E7046%7Ctwterm%5E3

The music changes were apparently due to sample rate/keymap issues that were overlooked.
 
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Trickle
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 PostPosted: Tue Dec 26, 2017 4:58 pm    Post subject: Reply with quote Back to top

I played the XBLA version of PD a handful of times. I thought the Maian textures were out of place as well. There were other graphical changes, such as adding skyboxes instead of the scrolling skies. Then there is the combat simulator being far different. If I recall correctly, you can no longer add eight simulants, I didn't understand that. It's either that or you couldn't add eight if there were more than one person playing. Then there is the death screen, it is the same every time! Your view is just falling forward awkwardly and not tumbling like in the original. The player models also appear to hold assault rifles like pistols, this would only happen in the original PD if you were dual wielding.

But, for all its shortcomings. I'd probably still buy it if I had an Xbox 360 or Xbox One, I just wish the port wasn't so lazy. Plus, it's Microsoft, why the hell couldn't they make a PC port? If GE 007 finally gets the treatment it deserves, I hope they really take their time and release it for the PC as well.

The original Perfect Dark will always be one of my favorite video games of all time and if it weren't for the sluggish frame rate it has (which is one of the few good reasons to play the XBLA version), then I'd probably consider it to be my favorite FPS game of all time, it's still easily in my top 5.
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Lazlo52
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 PostPosted: Tue Dec 26, 2017 5:37 pm    Post subject: Reply with quote Back to top

Trickle wrote:
If I recall correctly, you can no longer add eight simulants, I didn't understand that. It's either that or you couldn't add eight if there were more than one person playing. Then there is the death screen, it is the same every time! Your view is just falling forward awkwardly and not tumbling like in the original.

Hm? Oh, in the original PD, having eight simulants is an unlockable. Dunno what unlocks it, but new saves only get four simulants.
And, the player deaths is because Head Roll is off by default in XBLA. Someone must have been worried about the modern rates of motion sickness. It's also why the camera stays perfectly still no matter how much you run.
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Trickle
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 PostPosted: Tue Dec 26, 2017 8:45 pm    Post subject: Reply with quote Back to top

Oh, okay. That makes sense then. I'll think about getting an Xbox One S with Rare Replay and Sonic Mania (since the PC version still has the lame Denuvo problem).
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oldyz
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 PostPosted: Fri Jun 29, 2018 2:47 pm    Post subject: Reply with quote Back to top

Reviving this thread because i have to know if the following is still true

The control issue and the N64 'feel' was restored with a patch , but there is a fatal FATAL FatAl flaw:

To aim like in the N64 you do the following:
using advanced control options if you use classic controller scheme along with legacy would allow you to control the game pretty much like the default setting on the N64, htere is even sliders for sensitivity, and works very well for single player, but in multiplayer, if you crouch down twice and aim using whatever your move/turn stick is set to (using southpaw swaps your sticks) your sight will go dark.

there is no way of fixing this, aiming down while double crouched will do it

in the original game the yellow c buttons plus R used a third time would close your eyes, IN the XBLA version enabling legacy does not override the default behavior of one of the sticks in standard mode , and the stick direction will still function that way, the end result is that flaw

then again i have not played the game legally since....
so i don't know if its a built in 'punishment' for pirated versions.
i bought the rareware collection disk last year and we left that disk in a friend's house, who has a Xbone, so we could play it once on a while, but the #$@$# lost it and i never got around to see if the flaw is present there too
 
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Lazlo52
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 PostPosted: Sat Jun 30, 2018 12:39 am    Post subject: Reply with quote Back to top

I've been starting to hear PD XBLA isn't a port at all. Assuming what you say is true, that might offer a small bit of insight into how that could have happened.
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oldyz
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 PostPosted: Sat Jun 30, 2018 5:31 pm    Post subject: Reply with quote Back to top

Its not a port, it seems to be a whole new thing made from scratch
'Perfect Dark XBLA isn't port. They remade it from scratch. Unfortunately PD XBLA data cannot be extracted (for now)'
from https://tcrf.net/Perfect_Dark_(Nintendo_64,_Xbox_360)/Version_Differences

back to the original reason for the topic, i don't know if the same thing was true fot XBLA goldneye, meaning if it was a port or another from-scratch recreation.
HOWEVER
Months ago i contacted one the creators of the following games:
https://doom64ex.wordpress.com/
https://turoksanctum.com/

and asked if it was possible to make an EX version of goldeneye or perfect dark
i received no response.

Thing is, maybe using a Patreon we can get the rights for either PD or GE
and get an EX version of either 2 -

take a look at the turok page and see all the mods that they have already

other option is forget the licences , and ask nightdivestudios if a generic shooter that uses the Rareware shooter mechanics can be created,
i think its a lot of a heck cheaper to pay for the use of the mechanics, animations, scripts, generic textures to rare/microsoft/4j, than pay anything that can be related to the Bond license
Those things that make the backbone of the game, like its game-play mechanics have patents, and maybe they have run out already, or they might not be so expensive to use.

then modders will take care of recreating the originals independently with outside content.

What would such a game be called?
The golden adventures of Trigger happy casino gambler from dark dystopian 2029

Goldenguy 64 EX

edit:
or just take one of the complete game makeovers like
K.I.L.L.E.R. vs. Vendetta as the basis and go from there
 
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Wreck
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 PostPosted: Sat Jun 30, 2018 10:14 pm    Post subject: Reply with quote Back to top

There's no way PD XBLA wasn't a port. They redesigned most of the models (characters, props, weapons), but the maps were mostly just reskinned with new HD textures. It's gotta be the original engine, updated and modified for the Xbox console. Why would they even bother remaking it all from scratch?
 
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oldyz
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 PostPosted: Sun Jul 01, 2018 1:35 am    Post subject: Reply with quote Back to top

Well according to that wiki type website its not
FAKE NEEEEEEuuuuuWWhhs!!!
SAD
It really does not matter if its a port or not at this point, by the time it might be hacked or something I'll probably be dust

Now, i wonder....
lets say that the cost for the use of the 'engine' and mechanics is one thing, and say that Night Dive Studios might not be interested in developing a Rareware type shooter without either one of its 2 most famous IP's, because unlike Turok or Doom64, a generic Rareware shooter wont make sense since it has no recognizable value...

but there is Goldfinger, it is a legend for the retro gaming community, it is a Bond IP, and i'm sure as He11 it would sell well
Would A Goldfinger license be expensive?
 
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Dark Reyn
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 PostPosted: Sun Jul 01, 2018 11:42 am    Post subject: Reply with quote Back to top

If Goldeneye really is off patent now, and a brief Google seems to suggest this is true, how does one go about obtaining the original code?
 
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CrashOveride
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 PostPosted: Sun Jul 01, 2018 4:57 pm    Post subject: Reply with quote Back to top

Dark Reyn wrote:
If Goldeneye really is off patent now, and a brief Google seems to suggest this is true, how does one go about obtaining the original code?

by breaking into rare's offices and stealing it ;-)
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oldyz
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 PostPosted: Sun Jul 01, 2018 5:05 pm    Post subject: Reply with quote Back to top

That is the question

im not worried about the entire code, here is a list of components that i believe make up the game:
(focusing in goldeneye, not PD)

The music - this means obtaining permissions and rights to use the Bond tunes, and whatever stake Rare/microsoft owns on it because of the remixes Rare employees made at the time
needed for a PC port: not very much (for an example see how it was handled by the turtles in time re-make)

The sound - fortunately, it seems to me that the sounds where mostly public domain stuff
needed for the port: not really, but better keep them

The textures - most might be OK to use, but Actor's faces, Bond universe logos, etc would have to be cleared
needed for the port: not all of them

The 3d models: Nintendo Logo, Rareware logo, Nintendo 64 controller model - off limits most likely, the rest of them? since it would be a PC port, a slightly higher poly count can probably clear up that issue with similar , but different things
Needed for the port : no

Animations: those are essential - they are what gives the game its feel, and those will need to be cleared to be used
needed for the port: 100%

Game-play mechanics - Also a must, Rare might not be the owner of the radar mechanic's patent, but they probably own the controller schemes - how connected are those schemes to the N64 controller's design? maybe that might help things.
but accelerations values for movements, aiming, programming scripts, multiplayer setup, those might still be owned by Rare/Microsoft
Needed for the POrt: 90% + (most likely yes)

Graphics engine: the programming that controls things we have issues with now when creating levels ourselves, like portals, clipping - anything that at the time allowed for elements to be visible or "touchable" - those are elements that are needed when playing the game on the N64, but not in any other platform - for an example , Look at Turok , if it was kept 100% faithful to the N64 original, it would still have the heavy fog
Needed for the Port: 0%

Ok in my previous post i was thinking about the possibility of using Goldfinger as the possible candidate for a Port, but if we want to keep the tradition of using legal vacuums to our advantage, i think a better candidate for such a game would be....

Never Say Never Again 64

now remember, the purpose of the port is to make it as Mod friendly as possible, so if the game itself its bit of a stinker, its real attraction lies on what it really its supposed to be...
 
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Graslu
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 PostPosted: Mon Jul 02, 2018 5:24 am    Post subject: Reply with quote Back to top

Perfect Dark XBLA isn't a port (at least not direct). They also added a few updates to adjust timings to get as close as N64 as possible, such as explosives or slow motion. I'd guess it's either a complete rewritte or simply emulated.

You can't get the rights for GE and make a EX version of it, you'd have the same issue as Rare did back then with XBLA which is what people seem to forget. The most important part is the legal rights to publish 007 games, not who owns the GE64 game. You can own GE64, but not the rights to publish a game that contains James Bond's brand, actor likeness, etc...
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