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Old 27 April 2020, 05:06   #61
Auscoder
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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)
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Old 30 April 2020, 00:41   #62
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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.

[ Show youtube player ]

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.
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Old 02 May 2020, 23:04   #63
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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
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Old 03 May 2020, 02:14   #64
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Thanks! A pretty interesting development video. You have found some very good solutions. Also a game without scrolling can be an exciting challenge.
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Old 03 May 2020, 02:48   #65
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Originally Posted by mcgeezer View Post
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
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Old 03 May 2020, 15:05   #66
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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?
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Old 03 May 2020, 15:14   #67
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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.
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Old 08 May 2020, 23:59   #68
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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
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Old 09 May 2020, 00:16   #69
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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.
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Old 09 May 2020, 00:26   #70
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A direct arcade => amiga hires port would be nice instead of a ST => amiga port
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Old 09 May 2020, 00:46   #71
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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.
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Old 09 May 2020, 00:47   #72
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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...
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Old 09 May 2020, 00:50   #73
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As I said, do whatever you want...
Champion, glad that's sorted then.
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Old 10 May 2020, 18:07   #74
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Cool episode again. You've figured out the car colours very nicely.
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Old 10 May 2020, 19:54   #75
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Following the progress and seams to go very well. Network play it will be something very special!
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Old 10 May 2020, 23:52   #76
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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
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Old 11 May 2020, 14:35   #77
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Maybe with my playstation adapter I could use a wheel with Amiga That would be way cool for this game.
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Old 11 May 2020, 19:47   #78
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This look like the perfect game for paddles! Do the old c64 and atari paddles work on Amiga?
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Old 11 May 2020, 20:35   #79
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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.
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Old 11 May 2020, 20:54   #80
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Trackball works with my PS2 adapter playing games like Marble Madness.
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