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Old 08 May 2012, 16:40   #21
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Originally Posted by terryhan View Post
I don't suppose there's any chance of a Mac OS version of this at some point? Looks cool.
Sorry I'm not planning on developing a Mac OS version, but the Windows source code (including the Amiga 68000 source file) is available here: https://sourceforge.net/projects/stuntcarremake for anyone who fancies working on it.

Originally Posted by mc6809e View Post
How did you do the conversion? Did you disassemble to 68000 machine code and translate to x86?
Yes and no - I disassembled the entire 68000 code on the Amiga, then spent a while studying and commenting it. Then I wrote the new version in C/C++, using the Amiga algorithms for the car physics.

Originally Posted by DDNI View Post
Looks good. I miss the cockpit / speed / damage graphics. Is the sound original?
Yes the sound is original and the binary data was taken from the Amiga then converted to .wav files for playback under Windows. The only thing missing is the Amiga's low pass filter!

Originally Posted by john4p View Post
Good work. Would it be possible to alter the code so that we get 60fps without speeding up everything?
Thanks. Unfortunately I tried and failed to alter the car's physics code to handle 60fps. The Amiga routines that the new code is based upon were written for the Amiga's frame rate of 8-9fps and when I tried to change them (e.g. by reducing various constants and variables) the physics was just all wrong (e.g. the car would no longer jump sufficiently).

Again the Windows source code (including the Amiga 68000 source code) is available here: https://sourceforge.net/projects/stuntcarremake for anyone who fancies having another attempt.

Originally Posted by Bamiga2002 View Post
How about a version for beefier classic Amigas eg. 060?
Not sure if this is what you're after, but there is a 'speedrun' version for classic Amigas somewhere, which was created by someone else and allows for a much faster frame rate on more powerful Amigas. (The original Amiga version had a frame limiter in the code to ensure that six vertical blanks had occurred between frames, giving a frame rate of 50/6 = 8.33 fps. The 'speedrun' version either removes or significantly reduces the limiter).

Originally Posted by Kitty View Post
this is very nice, maybe a bit fast though lol
Thanks for the positive comments and for featuring the game on your web site too.

Remember you can press the F10 key one or more times to slow the game down if needs be (and F9 to speed it up again)

Originally Posted by Minuous View Post
This version is far superior to the other remake of this game I have, nice work. (Although it is indeed somewhat too fast, as others have already mentioned.)
Thanks. (Try pressing the F10 key )

Last edited by Graham Humphrey; 08 May 2012 at 20:57. Reason: Back-to-back posts merged
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Old 08 May 2012, 19:28   #22
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This is the coolest thing i've seen in a long time. I've been lurking on eab for a very long time but have never needed to join. But today I had to join eab just to let you know how awesome and cool you are djvernon!

Releasing the c++ source AND the 68k source is just too much, the most i ever disassembled in the old days was 250kb - but 450 kb of 68k source?!! that is real dedication.

I have written quite a few 3d graphics engines and would encourage you to try doing an OpenGL port, since you are not using multi-textures or pixel shaders etc there should be a 1:1 correspondence between most direct x features and OGL ones and it would be alot of fun to learn and the game would then work on a range of platforms.

I'd also encourage you to add multiplayer/network play. In the old days my friend would come over and we'd connect his ST to my amiga and play Stunt Car Racer multiplayer for hours instead of studying for school. I can imagine how much fun it would be to start up a Stunt Car session at work on the local LAN after a Friday afternoon pint and have 8-16 people all trying to get the fastest time and knock the others off the track!

Once again kudos to you, most people are pure talk when it comes to projects like this but very few will see it through to release, well done! :-)
Old 13 May 2012, 00:22   #23
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I played it for 2-3 hours, here is some feedback: the physics is almost perfect but the "stepping stones" seem harder than the original - you have to be more precise on the win32 version, however I last played stunt car racer perhaps 20 years ago and may have wrong memories!

One thing you could immediately do to improve playability is not restart the player in between the two "arms" of a ramp if they crash on a ramp/jump. similarly in the original if you crashed on a ramp/jump, you would always be restarted at a position that would give you sufficient "run up" to get over the ramp.

Next priority could be to get the "push up/forward to accelerate, firebutton for turbo" functionality working, because i think in the win32 version the only way to go forward is to burn turbo?

Thank you djvernon for many hours of fun! :-D
Old 16 May 2012, 22:39   #24
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As a Linux user I'm happy to report that it seems to be working well with Wine (1.5.4) on Ubuntu 12.04.

Great work!
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