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Old 30 November 2020, 00:36   #241
fgh
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Not all lcd tv’s deinterlace amiga hi res laced. Of the three I’ve tested, only one older samsung did. (Slightly less old sony and samsung did not.)
And it has nothing to do with the scart connector, it’s just a feature of the video processing hardware.
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Old 01 December 2020, 08:40   #242
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Originally Posted by fgh View Post
Not all lcd tv’s deinterlace amiga hi res laced. Of the three I’ve tested, only one older samsung did. (Slightly less old sony and samsung did not.)
And it has nothing to do with the scart connector, it’s just a feature of the video processing hardware.
I have eight different LCD-TVs, only one of them doesn't deinterlace. My Sony does deinterlace, so does samsung.
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Old 01 December 2020, 11:36   #243
fgh
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I have eight different LCD-TVs, only one of them doesn't deinterlace. My Sony does deinterlace, so does samsung.
Nice. It’s more common than I thought then. It’s a useful feature, I ran wb in hi res laced on mine before I got a graphics card.
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Old 03 December 2020, 00:34   #244
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Sound as a pound.
[ Show youtube player ]

I'll work the screetches at the weekend.

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Old 03 December 2020, 00:51   #245
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Sounds perfect!! Great job you have done with music and sound
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Old 23 January 2021, 14:23   #246
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It's been a while since I did an update so here's a progress video.

[ Show youtube player ]

Hi-Scores can now be entered by all players
  • CD32 Support (saves to NVRAM)
  • Improved sound
  • Hardware Sprite collision
  • Lots and lots of bug fixes
  • Code optimsation and reduction (code is at 58kb)
  • All upgrades implemented and working

Still to do:
  • When four players are in play then a time limit is imposed.
  • Implement screech on cars when turning corners
  • Drone AI slight improvements
  • Tweaks when the cars fall from a platform
  • Credit screen
  • Paddle support (may not bother)
  • Implement Turbo Sprite - cars can collect them for a turbo boost
  • Credit screen
  • Lots of play testing

If people want to test this version and report bugs then drop me a PM and I'll send an ADF.

Geezer
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Old 23 January 2021, 15:30   #247
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Paddle support ? really? do you have some code to read the paddle? I have bought Atari paddles hoping I could adapt Arkanoid but I can't seem to read the output properly.

Looking great!
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Old 23 January 2021, 15:32   #248
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Paddle support ? really? do you have some code to read the paddle? I have bought Atari paddles hoping I could adapt Arkanoid but I can't seem to read the output properly.

Looking great!
Thanks,

Dont have any code yet but i’ll try and write some to read the values.
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Old 24 January 2021, 23:41   #249
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Paddle would be great!
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Old 25 January 2021, 13:15   #250
DJ METUNE
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Hello guys!! I'm very glad for the positive response to the audio in recent videos!

I managed to rip the music from the arcade to VGM-format, giving the needed possibilities to make such an incredible faithful conversion. To get direct use of the original arcade sounds, I had to start the Protracker mod-tracking completely from scratch, unfortunately unable to have any use of the earlier mods by Estrayk, who had already started to recreate the music extremely well also. Soo bloody good it's difficult almost to hear any big differences anyways.

/DJ METUNE
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Old 25 January 2021, 14:06   #251
Steril707
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Originally Posted by DJ METUNE View Post
Hello guys!! I'm very glad for the positive response to the audio in recent videos!

I managed to rip the music from the arcade to VGM-format, giving the needed possibilities to make such an incredible faithful conversion. To get direct use of the original arcade sounds, I had to start the Protracker mod-tracking completely from scratch, unfortunately unable to have any use of the earlier mods by Estrayk, who had already started to recreate the music extremely well also. Soo bloody good it's difficult almost to hear any big differences anyways.

/DJ METUNE
You are a Protracker wizard, mate.
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Old 25 January 2021, 20:16   #252
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Have a Deja-vu ^^
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Old 26 January 2021, 16:00   #253
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Quote:
Originally Posted by DJ METUNE View Post
Hello guys!! I'm very glad for the positive response to the audio in recent videos!

I managed to rip the music from the arcade to VGM-format, giving the needed possibilities to make such an incredible faithful conversion. To get direct use of the original arcade sounds, I had to start the Protracker mod-tracking completely from scratch, unfortunately unable to have any use of the earlier mods by Estrayk, who had already started to recreate the music extremely well also. Soo bloody good it's difficult almost to hear any big differences anyways.

/DJ METUNE

The music port has great quality. Very well done!
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Old 26 January 2021, 17:02   #254
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Can I just say that I had a test of this for MG, looks really great and will ultimately be a brilliant port.

I played the ported ST version to compare (loved this version lots when I had an ST) and there is a would of difference between the graphics - the interlaced hires graphics looked super (especially as I have SCART connection deinterlacing automatically). In fact, looks much better running on my 1200 than it does on WinUAE on my PC.
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Old 03 February 2021, 23:18   #255
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I've uploaded a time limited version of Turbo Sprint at my itch.io page.

As I need play testers please feel free to report issues back to here.

https://mcgeezer.itch.io/turbo-sprint

Cheers,
Geezer
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Old 04 February 2021, 01:19   #256
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I've uploaded a time limited version of Turbo Sprint at my itch.io page.


Have mentioned on site that it is beta, just incase people don't get to excited
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Old 04 February 2021, 01:32   #257
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To clear up the confusion, I would like to say that due to my lack of time, DJMetune has been in charge of redoing all the musics. I have to say he has done a very great job. as usual.
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Old 04 February 2021, 13:25   #258
kremiso
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thank you for this beta release @mcgeezer

i'm playing it via winuae (standard A1200 emulation)
no crash/guru or strange issues so far

randomly picky things :

there is a black screen that you need to skip pressing fire, passing from the main menu to the game itself, but i presume it's just due to my winuae setup

not easy to keep the car on track, i'm crashing everywere
i would like a slower acceleration, and a faster braking effect when you release the button.
It's not easy to recognize the front of your car, and this can be an issue restarting after a crash, considering that also after a light bump the car change direction (after the rebound); so can happen that you rotate the car, press fire, and you go in the opposite direction...
maybe avoiding to change direction of the car after a crash, could help

waiting for the next updates, keep it up the good work

Last edited by kremiso; 04 February 2021 at 13:55.
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Old 04 February 2021, 14:06   #259
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thank you for this beta release @mcgeezer

i'm playing it via winuae (standard A1200 emulation)
no crash/guru or strange issues so far

randomly picky things :

there is a black screen that you need to skip pressing fire, passing from the main menu to the game itself, but i presume it's just due to my winuae setup

not easy to keep the car on track, i'm crashing everywere
i would like a slower acceleration, and a faster braking effect when you release the button.
It's not easy to recognize the front of your car, and this can be an issue restarting after a crash, considering that also after a light bump the car change direction (after the rebound); so can happen that you rotate the car, press fire, and you go in the opposite direction...
maybe avoiding to change direction of the car after a crash, could help

waiting for the next updates, keep it up the good work
Thank you very very much for the feedback here!

The Black screen you are seeing is probably because you have fast ram enabled in an old version of WinUAE - I had this same issue when running version 3.4 only to realise it wasn't my code but the emulation.

Agree the game is too fast, I think the start speed should be the max speed the car can go. Also the drones are too fast so I will tone those down too.

The car changing direction after a bump is a bug, it only happens on specific impact frames so I need to fish those out. Unless you tell me the car changes direction on every bump? In general if you hit a barrier head on then the car should rebound backwards but keep the same direction, if you hit it on a corner it should rebound off.

Perhaps try setting you WinUAE to use Double Fields, this way the graphics look much clearer and you'll see the front of the car easily.

Thanks,
Geezer
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Old 04 February 2021, 16:53   #260
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...Also the drones are too fast so I will tone those down too.
they should randomly crash/ made mistakes more often too, too smart atm

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Originally Posted by mcgeezer View Post
...In general if you hit a barrier head on then the car should rebound backwards but keep the same direction, if you hit it on a corner it should rebound off.
what about reduce the distance of the rebound itself? sometime seems a bit too much
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Originally Posted by mcgeezer View Post
Perhaps try setting you WinUAE to use Double Fields, this way the graphics look much clearer and you'll see the front of the car easily.
It is also due to the small screen i'm playing it, 14 inches.
Maybe with a little more triangle-shape of the cars, with the rear a bit more larger than the front could help...

other picky finds :

the reaction of the car, passing through the oil spots, should be different between low and high speed

also found a point in third track of easy path, where you can go through the barriers :
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