English Amiga Board Super Sprint AGA
 Register Amiga FAQ Rules & Help Members List  /  Moderators List Today's Posts Mark Forums Read

 27 April 2020, 04:06 #61 Auscoder Registered User   Join Date: Jan 2019 Location: Brisbane Posts: 75 I think you are on the right track! I would go about it something like this : Guessing you have a current/initial direction value for your car (0-7 or some-such)? Remembering that, when you collide with the collision/byte code value, have that byte code used to query a LUT. Have one LUT per surface normal, and marked up as such. Each LUT contains new car direction values that are a reflection of all possible intial car directions. Essentially a reflection on collision of whatever the initial direction may be. It may make sense for some values not to reflect.. Your speed can always be calculated as lastPos - newPos (can also have these distances in a LUT looked up by vector to save a sqrt)
29 April 2020, 23:41   #62
mcgeezer
Registered User

Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,266
Quote:
 Originally Posted by Auscoder I think you are on the right track! I would go about it something like this : Guessing you have a current/initial direction value for your car (0-7 or some-such)? Remembering that, when you collide with the collision/byte code value, have that byte code used to query a LUT. Have one LUT per surface normal, and marked up as such. Each LUT contains new car direction values that are a reflection of all possible intial car directions. Essentially a reflection on collision of whatever the initial direction may be. It may make sense for some values not to reflect.. Your speed can always be calculated as lastPos - newPos (can also have these distances in a LUT looked up by vector to save a sqrt)
Yup... this is exactly how I had seen the solution too.

And I have therefore implemented it and it works pretty well.

It's a little tedious work. I have to create a table to 30 rebound angle values depending on which collision byte was hit.

Once done though it will work just like the arcade.

 02 May 2020, 22:04 #63 mcgeezer Registered User   Join Date: Oct 2017 Location: Sunderland, England Posts: 2,266 Here's a development update on Super Sprint to to the Amiga. [ Show youtube player ] If a mod reads this... could they please move the thread to the Project Game Factory - it's more game dev now than coding I guess. Graeme
 03 May 2020, 01:14 #64 phx Natteravn   Join Date: Nov 2009 Location: Herford / Germany Posts: 1,863 Thanks! A pretty interesting development video. You have found some very good solutions. Also a game without scrolling can be an exciting challenge.
03 May 2020, 01:48   #65
BippyM
Global Moderator

Join Date: Nov 2001
Location: Derby, UK
Age: 45
Posts: 9,214
Quote:
 Originally Posted by mcgeezer Here's a development update on Super Sprint to to the Amiga. [ Show youtube player ] If a mod reads this... could they please move the thread to the Project Game Factory - it's more game dev now than coding I guess. Graeme

Moved as requested

 03 May 2020, 14:05 #66 Nightshft Registered User   Join Date: Mar 2018 Location: Austria Posts: 463 That was very interesting, thanks! In the circle diagram you have two fields named "30" (I just was wondering why you dont "start" at 270 degrees but once lower, so I noted this.) So for the winner screen you use the lower half of the palette (16 cols?) for the bg and the upper half for the cars?
03 May 2020, 14:14   #67
mcgeezer
Registered User

Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,266
Quote:
 Originally Posted by Nightshft That was very interesting, thanks! In the circle diagram you have two fields named "30" (I just was wondering why you dont "start" at 270 degrees but once lower, so I noted this.) So for the winner screen you use the lower half of the palette (16 cols?) for the bg and the upper half for the cars?
Thanks,

The reason for the 30 is because the arcade only has 30 car frames, I suspect it is like that due to the sort of tilted angle the track is so it is adjusted that way in the circle (which may not be correct).

The winners screen is 64 colours, 32 colours for the background and the other 32 colours for the cars - I have to switch the palettes around to set the winning cars colours... some of which can be drones.

 08 May 2020, 22:59 #68 mcgeezer Registered User   Join Date: Oct 2017 Location: Sunderland, England Posts: 2,266 Another development update here on Super Sprint DRS... I've mainly worked on the Onscreen Display Text stuff on this along with getting the winning cars order working (which was a laborious pain in the arse). [ Show youtube player ] Graeme
 08 May 2020, 23:16 #69 DamienD disengaged   Join Date: Aug 2005 Location: London / Sydney Age: 44 Posts: 20,185 So hold on... you're now doing Super Sprint? What happened to Rolling Thunder? You do know that meynaf already ported the Atari ST version --> Amiga back in 2012; and it's very decent. Obviously you can code whatever game you want, but is there really a need for another Super Sprint.
 08 May 2020, 23:26 #70 jotd This cat is no more   Join Date: Dec 2004 Location: FRANCE Age: 49 Posts: 5,230 A direct arcade => amiga hires port would be nice instead of a ST => amiga port
08 May 2020, 23:46   #71
mcgeezer
Registered User

Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,266
Quote:
 Originally Posted by DamienD So hold on... you're now doing Super Sprint? What happened to Rolling Thunder? You do know that meynaf already ported the Atari ST version --> Amiga back in 2012; and it's very decent. Obviously you can code whatever game you want, but is there really a need for another Super Sprint.
If you point me to the rule book mate that says I can't do two projects at once then I'll quite happily abide by it?

Is there a need for Super Sprint? absolutely.

08 May 2020, 23:47   #72
DamienD
disengaged

Join Date: Aug 2005
Location: London / Sydney
Age: 44
Posts: 20,185
Quote:
 Originally Posted by mcgeezer If you point me to the rule book mate that says I can't do two projects at once then I'll quite happily abide by it? Is there a need for Super Sprint? absolutely.
As I said, do whatever you want...

08 May 2020, 23:50   #73
mcgeezer
Registered User

Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,266
Quote:
 Originally Posted by DamienD As I said, do whatever you want...

 10 May 2020, 17:07 #74 Nightshft Registered User   Join Date: Mar 2018 Location: Austria Posts: 463 Cool episode again. You've figured out the car colours very nicely.
 10 May 2020, 18:54 #75 nikosidis Registered User   Join Date: Jan 2020 Location: oslo/norway Posts: 766 Following the progress and seams to go very well. Network play it will be something very special!
 10 May 2020, 22:52 #76 mcgeezer Registered User   Join Date: Oct 2017 Location: Sunderland, England Posts: 2,266 Track select screen just about done now. I just need to implement the small font routine across the board and that will be sorted. [ Show youtube player ] Geezer
 11 May 2020, 13:35 #77 nikosidis Registered User   Join Date: Jan 2020 Location: oslo/norway Posts: 766 Maybe with my playstation adapter I could use a wheel with Amiga That would be way cool for this game.
 11 May 2020, 18:47 #78 saimon69 J.M.D - Bedroom Musician   Join Date: Apr 2014 Location: los angeles,ca Posts: 1,797 This look like the perfect game for paddles! Do the old c64 and atari paddles work on Amiga?
11 May 2020, 19:35   #79
mcgeezer
Registered User

Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,266
Quote:
 Originally Posted by saimon69 This look like the perfect game for paddles! Do the old c64 and atari paddles work on Amiga?
Don't know, but have some on order and I'll find out.

I really wanted to make use of the second button though.

 11 May 2020, 19:54 #80 nikosidis Registered User   Join Date: Jan 2020 Location: oslo/norway Posts: 766 Trackball works with my PS2 adapter playing games like Marble Madness.

 Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)

 Similar Threads Thread Thread Starter Forum Replies Last Post Photon support.Games 4 31 July 2018 01:48 turrican3 support.Games 3 03 November 2014 08:21 angel_killah project.Sprites 6 21 April 2012 07:26 Galahad/FLT Retrogaming General Discussion 83 12 March 2012 21:34 BeelzebubUK request.Old Rare Games 10 30 January 2002 21:43

 Posting Rules You may not post new threads You may not post replies You may not post attachments You may not edit your posts BB code is On Smilies are On [IMG] code is On HTML code is Off Forum Rules
 Forum Jump User Control Panel Private Messages Subscriptions Who's Online Search Forums Forums Home News Main     Amiga scene     Retrogaming General Discussion     Nostalgia & memories Support     New to Emulation or Amiga scene         Member Introductions     support.WinUAE     support.WinFellow     support.OtherUAE     support.FS-UAE         project.AmigaLive     support.Hardware         Hardware mods         Hardware pics     support.Games     support.Demos     support.Apps     support.Amiga Forever     support.Amix     support.Other Requests     request.UAE Wishlist     request.Old Rare Games     request.Demos     request.Apps     request.Modules     request.Music     request.Other     Looking for a game name ?     Games images which need to be WHDified abime.net - Hall Of Light     HOL news     HOL suggestions and feedback     HOL data problems     HOL contributions abime.net - Amiga Magazine Rack     AMR news     AMR suggestions and feedback     AMR data problems     AMR contributions abime.net - Home Projects     project.Amiga Lore     project.EAB     project.IRC     project.Mods Jukebox     project.Wiki abime.net - Hosted Projects     project.aGTW     project.APoV     project.ClassicWB     project.Jambo!     project.Green Amiga Alien GUIDES     project.Maptapper     project.Sprites     project.WinUAE - Kaillera Other Projects     project.Amiga Demo DVD     project.Amiga Game Factory     project.CARE     project.Amiga File Server     project.CD32 Conversion     project.Game Cover Art         GCA.Feedback and Suggestions         GCA.Work in Progress         GCA.Cover Requests         GCA.Usefull Programs         GCA.Helpdesk     project.KGLoad     project.MAGE     project.Missing Full Shareware Games     project.SPS (was CAPS)     project.TOSEC (amiga only)     project.WHDLoad         project.Killergorilla's WHD packs Misc     Amiga websites reviews     MarketPlace         Swapshop     Kinky Amiga Stuff     Collections     EAB's competition Coders     Coders. General         Coders. Releases         Coders. Tutorials     Coders. Asm / Hardware     Coders. System         Coders. Scripting         Coders. Nextgen     Coders. Language         Coders. C/C++         Coders. AMOS         Coders. Blitz Basic     Coders. Contest         Coders. Entries Creation     Graphics         Graphics. Work In Progress         Graphics. Finished Work         Graphics. Tutorials     Music         Music. Work In Progress         Music. Finished Work         Music. Tutorials

All times are GMT +2. The time now is 19:56.

 -- EAB3 skin ---- EAB2 skin ---- Mobile skin Archive - Top