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Old 26 July 2019, 00:02   #181
TuRRIcaNEd
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Quote:
Originally Posted by PeterJ View Post
...and it can also be that i listen to them using my headphone so all the drums came in the left channel and go to be to dominated.
If you click on the [)oo(] icon until it says [mono], that should make it work better in headphones.

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not so happy about splash wave.
Understood - it's by far the least complete so far (possibly because it's my least favourite of the three main tunes - heh), but I do intend to work to improve it significantly from where it's at.
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Old 26 July 2019, 00:03   #182
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Btw TuRRIcaNEd
did you see the new conversion of outrun for the Amiga, i do think i need a faster Amiga then the A500
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Old 26 July 2019, 00:09   #183
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Btw TuRRIcaNEd
did you see the new conversion of outrun for the Amiga, i do think i need a faster Amiga then the A500
As in the one which requires the Vampire board? I have seen it, and the original motivation for my music conversions was to give them to the guy who wrote that.

That said, if that is the one you're talking about, that's a port of ReAssembler's Cannonball project, and in my opinion not a conversion so much as a form of emulation. It is very impressive though!
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Old 26 July 2019, 00:12   #184
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Originally Posted by TuRRIcaNEd View Post
If you click on the [)oo(] icon until it says [mono], that should make it work better in headphones.


Understood - it's by far the least complete so far (possibly because it's my least favourite of the three main tunes - heh), but I do intend to work to improve it significantly from where it's at.
i had a blast of fun then i converted them , i had to change my music program, so i could get the in between tempos or else they was running to fast or slow

when i start on outrun again, i will try to document the graphic (sprite) a little more, so if you want to convert it to the Amiga you know how i have store the graphic.

because i will cut up the car so i have a sessions where i have the top of the car (with the people) the car body, maybe the car lights and tires

here is the sprite i was working before my back start acting stupid
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Old 26 July 2019, 00:16   #185
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i had a blast of fun then i converted them
Here's a ZIP of the MOD files I've made thus far :

http://psychodelicacy.net/media/zip/...;beta_0_7].zip

You can load them into any MOD editor on PC (e.g. ModPlug)... They should load OK into the ST version of NoiseTracker too, as I'm deliberately not using any ProTracker effect codes...

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when i start on outrun again, i will try to document the graphic (sprite) a little more, so if you want to convert it to the Amiga you know how i have store the graphic.
All assistance is appreciated sir!

I posted some of the gfx conversions I was working on in my post on the previous page...

PS. Check your PMs...
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Old 26 July 2019, 00:17   #186
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btw I could also add into my PC drawing program, a save to an Amiga format function.

if there is any use for that, when you could just use my resources. could also be handy some of you guys decided to convert other ST games further down the road
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Old 26 July 2019, 00:20   #187
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i don't think that i will be using of Mods the STE, takes to many resources.
some form of YM music and using the Sampling dac for FX.

btw did you listen to my version of the tunes
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Old 26 July 2019, 00:24   #188
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i don't think that i will be using of Mods the STE, takes to many resources.
some form of YM music and using the Sampling dac for FX.
Hehehe - Of course. You mentioned that I'd got some details you liked in mine, so I was providing the raw MOD files in case you wanted to use them as a guide...

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btw did you listen to my version of the tunes
Yes I did, and I'm impressed! The YM2149 sounds like a bad SID "covers band" (if that makes sense), but that's not your fault...
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Old 14 August 2019, 06:52   #189
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bumping the thread to ask about fedepede04/PeterJ health conditions...
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Old 15 August 2019, 02:54   #190
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You guys are AWESOME!
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Old 15 August 2019, 07:40   #191
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Yeah, hope PeterJ is fine...
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Old 15 August 2019, 17:50   #192
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I would love to see a version of Outrun on the Amiga that is arcade perfect but with whatever frame-rate that means. Maybe 2 fps?? (the arcade runs at 30 fps, Sega Saturn version at 60fps)

Then I'd like to see the code constantly optimised and optimsed and see how high the frame-rate could be raised. People could suggest faster ways of doing things

On a seperate note - Outrun arcade has the best road routine ever IMO. The way it winds and rises and falls so smoothly are just perfect. To me that game is art. I've never seen another pseudo 3d racer with such a perfect road routine.
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Old 30 August 2019, 21:11   #193
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I would love to see a version of Outrun on the Amiga that is arcade perfect but with whatever frame-rate that means. Maybe 2 fps?? (the arcade runs at 30 fps, Sega Saturn version at 60fps)
Sadly, you're never going to get that as even AGA-based "classic" Amigas would likely be unable to put the required number of objects and colours on screen at once.

[CAVEAT : You *might* be able to do it on an AGA machine with a lot of complex copper palette-switching, but it would be an intellectual exercise only - 2fps would be an achievement - and a waste of effort otherwise - sorry...]

Quote:
On a seperate note - Outrun arcade has the best road routine ever IMO. The way it winds and rises and falls so smoothly are just perfect. To me that game is art. I've never seen another pseudo 3d racer with such a perfect road routine.
I will admit that the effect is really good - and it should be pointed out that the arcade's road effects are all done in hardware, which is why it's as fast and smooth as it is with all the sprite scaling going on.

That said, if you have a look at this venerable (but very useful) article on the subject :
http://www.extentofthejam.com/pseudo/

The author points out that the OutRun arcade machine's road routines suffer from what he calls the "oatmeal effect", caused by the Z-scaling being slightly off towards the centre of the screen. The author also notes elsewhere that Lotus's road routine uses a different method which fixes that effect - so in that regard, Lotus's routine is actually arguably better.

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Old 20 September 2019, 23:02   #194
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let's bump this once more ^^
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Old 01 October 2019, 05:47   #195
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let's bump this once more ^^
I refused to bump. I'll reply to your bump
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Old 02 October 2019, 07:03   #196
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Everything is silent even on the atari forum
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Old 02 October 2019, 08:56   #197
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^ let's say because fall is coming
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Old 13 November 2019, 20:27   #198
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Just throwing this out there....

http://www.atarimania.com/game-atari...run_35456.html
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Old 13 November 2019, 20:31   #199
saimon69
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Cannot access here at work but if the thread count is still 205 then no progress so far - and yes, is the same project told above
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Old 13 November 2019, 21:48   #200
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Its a link to an MSA file to run on an ST emulator, not a forum post.
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