16 April 2020, 22:19 | #21 |
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Managed to get this working - thanks Toni and Ross!
Here's what it looks like.... [ Show youtube player ] |
16 April 2020, 23:58 | #22 |
J.M.D - Bedroom Musician
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I remember using dpaint in my unexpanded A500 telling me there was no RAM to use more than four colors in Hi-Res - so i assume minimum this would take the fast mem to run; you could however cheat a bit using Med Res (and rectangular pixels, that however would give a new range of problems)
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17 April 2020, 11:08 | #23 |
Natteravn
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Looking good! You are now nearly as far as I have been, 30 years ago. But your approach looks better, as it is based on the original and not on the ST-version, and you have already the better strategies to tackle the remaining problems.
BTW, what would be the target architecture? Is it still OCS? If it would be ECS or AGA you might also try a DblNTSC screen to avoid flickering. |
17 April 2020, 12:39 | #24 | |
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Quote:
Yes it is based on the original arcade assets. Target architecture would be ECS or AGA simply because of the required number of colours (32) and the native resolution of the arcade display (512x384). Currently it is running in NTSC mode with HiRes Interlaced, but your comment suggests there is a mode available that would give me the required resolution but without interlacing??? If so could you give me some pointers? Thanks, Graeme |
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17 April 2020, 13:00 | #25 | ||
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Quote:
Quote:
But it require a 31Khz monitor and a proper driver.. |
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17 April 2020, 13:01 | #26 |
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17 April 2020, 13:10 | #27 |
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Loved this on the ST - thought it was a pretty close conversion from the arcade.
I think if you are going to remake it using hi-res then that would make it something special (not many games in hi-res and certainly not many arcade games)! Also, us SCART based Amiga users don't worry about interlacing...no flicker here |
17 April 2020, 13:17 | #28 |
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17 April 2020, 13:44 | #29 | |
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Quote:
You can always make some kind of preferences added to game and leave choice to player. I used with Amiga multisync monitor with both 15KHz and 31KHz available at once and they are still available (however scarce nowadays). |
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17 April 2020, 14:11 | #30 |
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With some help from Ross I've fixed up the interlaced display.
Here's an updated video.... note - I've also put it into NTSC mode and you can really tell the difference. I also fixed the palette which seems to have fixed up some of the flicker. [ Show youtube player ] |
17 April 2020, 14:41 | #31 |
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19 April 2020, 13:09 | #32 |
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Here we are...
[ Show youtube player ] I've moved to using hardware sprites here which are interlaced. The display has also changed to using Dual Playfield. Again, those little details many take for granted in the arcade games features in Super Sprint. If you look at the display it has a perspective to it, so things like barriers are in the foreground and in front of the cars, there was also the problem with going under and over a bridge which I've solved here using the Dual Playfield with Sprite priorities. I wanted to use hardware sprites because otherwise I would have to double (even triple) buffer the display and with each 16 colour play field taking up 100Kb, it amounted to a fair bit of ram and having to mask/blit/restore etc... to seemed easier and faster / more efficient route to do it this way hardware sprites (although I will have to blit some objects such as the helicopter and tornado stuff). The other problem this might help with is collisions, it looks like I can check against bitplanes on each independent sprite so that could come in very handy.... if not I'll have to use bitmasks or something. Geezer |
19 April 2020, 13:37 | #33 |
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I remember bridges were also an annoying issue when done by software. Good job using sprites & dual playfields for that. I'm not sure it has already been done for a topdown racer.
And you'll have enough sprites to do that for computer cars too (else this strategy fails) I just love this game. |
20 April 2020, 14:31 | #34 |
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bit confused are you making this? whats the point of someone spending time converting stuff from ST if someone just then decides to remake it?
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20 April 2020, 15:14 | #35 |
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just to prove how superior a native conversion from 2020 would be compared to ST version
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20 April 2020, 21:00 | #36 |
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I like the idea of making an Amiga optimized version. Would it be possible to implement analogue controls?
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20 April 2020, 21:08 | #37 |
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I loved the original endless wheel controls. But I doubt that such a controller exists as DB9.
I had a play with MAME yesterday with arrows and ctrl to accelerate and it was pretty much playable (and the coin-guzzling aspect hasn't aged!) |
20 April 2020, 21:27 | #38 |
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I think this kind of car games are extremely fun. Ironman Off Road racing was a favorite of mine. I also played ATR a lot on Amiga but there the cars are to big for real multiplayer fun. A good multiplayer racing game is a long time since we seen on Amiga. I hope it will be a real game. I think the F1 cars don't look so good. If this is going into a real game we could get someone to redraw them.
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20 April 2020, 22:10 | #39 |
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the point is to remake the game 1:1 like the arcade... Maybe alternate cars could be possible as an option.
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20 April 2020, 22:32 | #40 |
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As jotd has stated, it's to try and replicate the arcade with mutli-player options.
One addition I want to add though is DRS, so any players other than first place can use DRS to over take in specific zones on the track. I just need to point out, the target is an A1200... I doubt I would have enough DMA to target an A500, but I might. In this update I've added the other cars which can be independently controlled. I also want to point out that I fixed a major problem with the car graphics, that's why they looked so bad previously. [ Show youtube player ] As each track is 512x384, if you divide that by 8 you get 64x48... so the idea is to have a byte map controlling various things that previously discussed earlier such as drone guides, and checkpoints. Here's what I have come up with. Code:
64x48 bytes, Each Byte has following bit selection [ 7 6 5 4 3 | 2 1 0 ] [ Track Checkpoints | Drone Guide ] ----------------------------------------------------- Track Checkpoints (5 bits/0-31) Bit Description 7 Track Checkpoint bit 4 (Level Select) 6 Track Checkpoint bit 3 5 Track Checkpoint bit 2 4 Track Checkpoint bit 1 3 Track Chechpoint bit 0 2 Drone Guide bit 2 1 Drone Guide bit 1 0 Drone Guide bit 0 Track Checkpoint (bits 3-7) 31 DRS Enable 15 DRS Disable 30 Track Jump 14 Track Land 29 Track Incline 13 Track Decline 28 Decrease Tracktion 12 Increase Traction 27 Switch to Higher Level 11 Switch to Lower Level 26 CheckPoint 10 Upper 10 CheckPoint 10 Lower 25 CheckPoint 9 Upper 9 CheckPoint 9 Lower 24 CheckPoint 8 Upper 8 CheckPoint 8 Lower 23 CheckPoint 7 Upper 7 CheckPoint 7 Lower 22 CheckPoint 6 Upper 6 CheckPoint 6 Lower 21 CheckPoint 5 Upper 5 CheckPoint 5 Lower 20 CheckPoint 4 Upper 4 CheckPoint 4 Lower 19 CheckPoint 3 Upper 3 CheckPoint 3 Lower 18 CheckPoint 2 Upper 2 CheckPoint 2 Lower 17 CheckPoint 1 Upper 1 CheckPoint 1 Lower 16 Upper Terrain 0 Lower Terrain Drone Guide (bits 0-2) 0 = North 1 = North East 2 = East 3 = South East 4 = South 5 = South West 6 = West 7 = North West |
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