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Old 14 November 2019, 17:45   #201
Bren McGuire
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This would be a great idea, if only the Lotus engine was available, which is not!
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Old 14 November 2019, 19:33   #202
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What!? That's great! Is it then possible to port the Atari version to the Amiga lol.
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Old 14 November 2019, 22:24   #203
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This would be a great idea, if only the Lotus engine was available, which is not!
Actually some of us have the source code of Lotus I & II. Not sure if we're allowed to disclose it without permission though.
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Old 15 November 2019, 16:55   #204
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please do something with it, master jotd!
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Actually some of us have the source code of Lotus I & II. Not sure if we're allowed to disclose it without permission though.
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Old 15 November 2019, 17:00   #205
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That's interesting news... Would be awesome if that source were to be allowed to be spread around.
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Old 15 November 2019, 19:34   #206
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Codetapper got it from the authors, but only provided it to a very small set of people.

For instance, I could check inside supercars II source to see parameters so I could tune my remake

I suppose that it would be cool if the source was provided to someone willing to use it to use the engine for a new game... I'd need to talk to Codetapper first.
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Old 15 November 2019, 20:14   #207
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Actually some of us have the source code of Lotus I & II. Not sure if we're allowed to disclose it without permission though.
Lotus I & III. Lotus II code is "lost"
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Old 16 November 2019, 04:02   #208
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should be interesting,
lotus is one of the best racing game ever on amiga !!!
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Old 16 November 2019, 10:47   #209
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damn you're right. I have supercars 2, lotus 1 and lotus 3. Lotus 3 engine appears slower than lotus 2, maybe (maybe there are more colors/details/..).

Anyway, we just have the source not the assets (sounds, images) Well we have them, but on the disk. First step would be to be able to rebuild the game from original source with assets extracted from diskimage.

Then modding the games would be possible. But changing the game to "Outrun" is another story. Maybe it's better try to use state of the art amiga techniques to rewrite a game from scratch (source code can help, just to know how they did it) like mcgeezer did with Rygar.

What's cool with Outrun is that there is no AI. So it's possible to reproduce the game faithfully, if framerate allows (and the ACA600 port of RunOut misses some backgrounds already...). If it happens, expect the result to be ... different from the arcade (unlike Rygar)
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Old 16 November 2019, 10:57   #210
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I for one would love to take a look at the source of one of those games... I could probably build a fair bit of knowledge from them. *hint hint
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Old 16 November 2019, 13:02   #211
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I for one would like to know how exactly they did the roads. The online doc that chap wrote about classic racers is good, but I've never managed to get it to work on highres displays and I'd like to know why
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Old 18 November 2019, 11:20   #212
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I for one would like to know how exactly they did the roads. The online doc that chap wrote about classic racers is good, but I've never managed to get it to work on highres displays and I'd like to know why
This one?

https://codeincomplete.com/posts/javascript-racer/

It's Javascript, but if you can read it without puking it should provide some hints
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Old 18 November 2019, 12:15   #213
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From a cursory five minute glance, that seems to use actual projection to render the road as as series of polygons? I'm looking for a system that will render line by line.

http://www.extentofthejam.com/pseudo/ has the algorithm almost right, but hills are stumping me at present - they tend to pixellate badly at distance.
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Old 18 November 2019, 12:31   #214
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@gimbal : Thank for the link. Nice reading !
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Old 18 November 2019, 19:35   #215
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If SEGA give us problems we can still try to do something on the same line of slipstream - sorta outrun but more drifting based on steroids - and Neon Graphics

[ Show youtube player ]
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