English Amiga Board


Go Back   English Amiga Board > Main > Retrogaming General Discussion

 
 
Thread Tools
Old 02 October 2015, 20:03   #121
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,420
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by ReadOnlyCat View Post
I am a bit surprised that the background would be planar given that these layers are tile based. There is little advantage to defining tiles content using a planar layout and the MegaDrive/Genesis uses chunky pixels for tile content for example. Do you have a link to your source?

Also it would not be too hard to create custom sprite viewers by changing the palette with the copper. It would be easy to display several sprites per scanline provided the underlying palette is changed on the fly.
Zoomed in full color versions could also use copper chunky.

There are plenty of ways to display high color content on OCS Amigas if one is willing to build dedicated viewers.
mame doesn't support chunky graphics. That's why no sega arcade game can have its sprites visible inside mame.

If you want to see the sprites, go to the outrun disassembly website, there is a tool which allows to save the sprites in BMP, but alas it doesn't work with all sega games.

You should be able to get the golden axe sprites, or afterburner ones.
dlfrsilver is offline  
Old 03 October 2015, 00:38   #122
eXeler0
Registered User
 
eXeler0's Avatar
 
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,953
So... Anyone checked this out then?

http://www.os4depot.net/?function=sh...cannonball.lha

https://github.com/djyt/cannonball
eXeler0 is offline  
Old 03 October 2015, 02:46   #123
saimon69
J.M.D - Bedroom Musician
 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,528
@eXeler0

Was cited in another similar thread (mine), so i guess even if the code (c++) could not be used at least the graphic can be taken from there and adapted.
saimon69 is offline  
Old 03 October 2015, 07:30   #124
ReadOnlyCat
Code Kitten
 
Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
Quote:
Originally Posted by eXeler0 View Post
@ ReadOnlyCat hypothetically speaking of course ;-) How would you go about this... if you'd reverse engineer a game and extract assets to get the most faithful port possible (never mind OutRun.. in general)
I enjoy disassembling short segments of code for very specific purposes (when I'm debugging for example) but dealing with entire programs in order to extract graphic assets is a no go. I would rather instrument the Mame code at the sprite drawing level and dump all data passed to the sprite drawing function so that I can reconstruct the original data from there. Of course you are bound to miss game elements which you do not trigger but that is probably enough to get 60% of the assets and start with. There is no point in redoing work that someone already has done.

As far as gameplay code goes, well, I am not too sure how I would proceed. The re-assembler blog author went to horrible lengths to understand everything the OutRun code was doing and while I admire his efforts I would definitely not want to do it myself.

Quote:
Originally Posted by dlfrsilver View Post
mame doesn't support chunky graphics. That's why no sega arcade game can have its sprites visible inside mame.
I am not sure I understand you there.

Mame does emulate many sega arcade games almost perfectly so obviously it is perfectly capable of displaying their sprites. I guess you mean displaying them directly from the ROM instead of in-game?
ReadOnlyCat is offline  
Old 17 August 2016, 19:22   #125
eXeler0
Registered User
 
eXeler0's Avatar
 
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,953
With the recent release of the MMX clone in Vampire, I was thinking it should be possible to code a kick ass pixel-scaling routine using AMMX?
Should it not be possible to do a perfect Arcade port of OutRun (and Afterburner, Thundrblade etc..) on the Vamp?
(It was doable on the Saturn).

Skickat från min HTC One via Tapatalk
eXeler0 is offline  
Old 17 August 2016, 19:27   #126
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,420
Send a message via MSN to dlfrsilver
Quote:
I am not sure I understand you there.

Mame does emulate many sega arcade games almost perfectly so obviously it is perfectly capable of displaying their sprites. I guess you mean displaying them directly from the ROM instead of in-game?
My apologizes, Mame doesn't support chunky display in the F4 tilemap function. It only support planar graphics.

Problem : the sprites in sega system XX games are stored in chunky mode, not planar.
dlfrsilver is offline  
Old 19 August 2016, 06:59   #127
saimon69
J.M.D - Bedroom Musician
 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,528
Quote:
Originally Posted by eXeler0 View Post
With the recent release of the MMX clone in Vampire, I was thinking it should be possible to code a kick ass pixel-scaling routine using AMMX?
Should it not be possible to do a perfect Arcade port of OutRun (and Afterburner, Thundrblade etc..) on the Vamp?
(It was doable on the Saturn).

Skickat från min HTC One via Tapatalk
For how i see it Vampire is powerful enough to emulate the arcade in MAME, which then remove the purpose of making a port;

the wet dream of amigans was to show that the Base machine was able to have a good port of Outrun;
saimon69 is offline  
Old 19 August 2016, 07:17   #128
eXeler0
Registered User
 
eXeler0's Avatar
 
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,953
Quote:
Originally Posted by saimon69 View Post
For how i see it Vampire is powerful enough to emulate the arcade in MAME, which then remove the purpose of making a port;

the wet dream of amigans was to show that the Base machine was able to have a good port of Outrun;
Brute Force is never as interesting or elegant as well tuned, hand crafted routines making use of specific hardware features though :-)
But objectively speaking, yes, if the only objective is to get some version of outRun to run on Amiga then fast enough emulation would do the job.
Tbh though, not sure that the CPU is fast enough yet. Maybe the MAME port itself needs some AMMX love first.

Skickat från min HTC One via Tapatalk
eXeler0 is offline  
Old 19 August 2016, 16:26   #129
idrougge
Registered User
 
Join Date: Sep 2007
Location: Stockholm
Posts: 4,334
Where's the glory in scaling a sprite on a machine with so much CPU power?
idrougge is offline  
Old 19 August 2016, 17:38   #130
kamelito
Zone Friend
 
kamelito's Avatar
 
Join Date: May 2006
Location: France
Posts: 1,801
Since Cannonball exist it may be easier to do.
http://reassembler.blogspot.fr/p/can...ngine.html?m=1
Kamelito
kamelito is offline  
Old 19 August 2016, 17:54   #131
eXeler0
Registered User
 
eXeler0's Avatar
 
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,953
Quote:
Originally Posted by idrougge View Post
Where's the glory in scaling a sprite on a machine with so much CPU power?
It wasnt until the Saturn came out that we got a perfect port of OutRun. It requires a bit of power apparently.


Skickat från min HTC One via Tapatalk
eXeler0 is offline  
Old 19 August 2016, 20:07   #132
S0ulA55a551n
Registered User
 
S0ulA55a551n's Avatar
 
Join Date: Nov 2010
Location: South Wales
Age: 46
Posts: 937
3ds runs it no problem. Even including cabinet effects . If you got a 3ds highly recommend buying it


Sent from my iPhone using Tapatalk
S0ulA55a551n is offline  
Old 19 August 2016, 20:51   #133
eXeler0
Registered User
 
eXeler0's Avatar
 
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,953
Quote:
Originally Posted by S0ulA55a551n View Post
3ds runs it no problem. Even including cabinet effects . If you got a 3ds highly recommend buying it


Sent from my iPhone using Tapatalk
You say it as if the 3ds isn't a modern piece of hardware. ;-)
It has a 266MHz dual core ARM 11, 128MB RAM, a GPU running at 133MHz with 6MB dedicated RAM.
The Vampire is not beating that combo in a while.

Skickat från min HTC One via Tapatalk
eXeler0 is offline  
Old 20 August 2016, 00:19   #134
S0ulA55a551n
Registered User
 
S0ulA55a551n's Avatar
 
Join Date: Nov 2010
Location: South Wales
Age: 46
Posts: 937
Quote:
Originally Posted by eXeler0 View Post
You say it as if the 3ds isn't a modern piece of hardware. ;-)
It has a 266MHz dual core ARM 11, 128MB RAM, a GPU running at 133MHz with 6MB dedicated RAM.
The Vampire is not beating that combo in a while.

Skickat från min HTC One via Tapatalk


Was suggesting get it for the 3ds. Nothing more.


Sent from my iPhone using Tapatalk
S0ulA55a551n is offline  
Old 20 August 2016, 17:44   #135
idrougge
Registered User
 
Join Date: Sep 2007
Location: Stockholm
Posts: 4,334
Quote:
Originally Posted by eXeler0 View Post
It wasnt until the Saturn came out that we got a perfect port of OutRun. It requires a bit of power apparently.
Exactly.
idrougge is offline  
Old 20 August 2016, 20:25   #136
eXeler0
Registered User
 
eXeler0's Avatar
 
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,953
Quote:
Originally Posted by kamelito View Post
Since Cannonball exist it may be easier to do.
http://reassembler.blogspot.fr/p/can...ngine.html?m=1
Kamelito
Yes, looks and runs good on Windows. Hard to say, however, if this version pushes it even further away, hardware capability-wise. But as a realistic porting target for Vamp, yes, I hope so.

Skickat från min HTC One via Tapatalk
eXeler0 is offline  
Old 20 August 2016, 20:28   #137
eXeler0
Registered User
 
eXeler0's Avatar
 
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,953
Quote:
Originally Posted by idrougge View Post
Exactly.
The difference between "it can't be done" and "it can be done, but not easily" ;-)

Skickat från min HTC One via Tapatalk
eXeler0 is offline  
Old 20 August 2016, 20:30   #138
s2325
Zone Friend
 
s2325's Avatar
 
Join Date: Jun 2006
Location: Gargore
Age: 43
Posts: 17,789
I think Out Run should use Batman engine, US Gold version was relesed same year.
s2325 is offline  
Old 21 August 2016, 10:17   #139
Coagulus
Gets there in the end...
 
Coagulus's Avatar
 
Join Date: Sep 2005
Location: Wales
Posts: 863
Shame the lotus 2 engine couldnt be adapted. But would be nice to write driving game one day.

Quote:
Originally Posted by S0ulA55a551n View Post
3ds runs it no problem. Even including cabinet effects . If you got a 3ds highly recommend buying it
I did and it's highly enjoyable. The 3d really works and helps!
Coagulus is offline  
Old 21 August 2016, 14:46   #140
eXeler0
Registered User
 
eXeler0's Avatar
 
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,953
Quote:
Originally Posted by Coagulus View Post
Shame the lotus 2 engine couldnt be adapted. But would be nice to write driving game one day.



I did and it's highly enjoyable. The 3d really works and helps!
Ok, sorry for being slightly OT here,but regarding OutRun for the 3ds .. I saw the Sega 3d classics volume 2 for International market. In Japan there were 2 collections (SEGA Fukkoku Archives 1 & 2). Outrun seems to be on the first one. I know they will run on European 3ds but will menus etc be in Japanese?)

Look at this on eBay http://www.ebay.com/itm/301862677492

Skickat från min HTC One via Tapatalk
eXeler0 is offline  
 


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

Similar Threads
Thread Thread Starter Forum Replies Last Post
Outrun likes games question sandruzzo Nostalgia & memories 51 20 July 2013 17:40
would you like to have an Outrun like for Aga? sandruzzo Retrogaming General Discussion 50 30 January 2013 12:03
Problems running outrun europa dlfrsilver project.WHDLoad 12 23 November 2007 22:30
good retro racer in Lotus/Outrun style s2325 Retrogaming General Discussion 4 27 May 2007 20:57
Outrun arcade challenge.......... Bloodwych Retrogaming General Discussion 0 12 September 2003 15:42

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 Jump


All times are GMT +2. The time now is 18:49.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.12508 seconds with 14 queries