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Old 09 December 2011, 20:51   #21
sandruzzo
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I would like to do on my spare time a pseudo 3d engine,are there some good tutorials?
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Old 21 February 2013, 20:48   #22
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Do bike versions count? If so:

Road Rash - utterly brilliant and the sequel's even better!
The Ultimate Ride - mind the deers on the road. Also, use the track designer to make a straight road with big hills and hit it with the CBR1000. You can actually get your bike to fly
RVF Honda - The game's fun, but the title music is awesome.

As for cars, I actually bought the Jaguar XJ220 game. Still wasn't as good as Outrun, though. Loved Lotus 2, too.
oh.. u beat me ....... Stunt car racer.
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Old 25 March 2013, 02:50   #23
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Super Hang-On Great on the old ST. Don't shoot me!
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Old 25 March 2013, 07:24   #24
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Bam!
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Old 25 March 2013, 09:34   #25
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Lotus 2

Vroom was good to although i dont think it qualifies as an outrun style game
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Old 25 March 2013, 10:05   #26
Minuous
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I would like to do on my spare time a pseudo 3d engine,are there some good tutorials?
Quote:
Originally Posted by gimbal
It's a technical marvel that still stumps me today on exactly how they managed to do it. Usually when something looks hard to do it is actually a simple trick, but in this case I doubt it.
Have a look at http://www.extentofthejam.com/pseudo/ , it covers the general principles involved and also has specific info about the tricks used in Lotus, Test Drive 2, Road Rash, etc.
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Old 25 March 2013, 15:33   #27
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Bam!
You got me!
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Old 14 June 2013, 19:47   #28
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Old 15 June 2013, 02:10   #29
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So I take it the Amiga version was the best conversion?... Thank God for MAME!
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Old 15 June 2013, 09:34   #30
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The MegaDrive and later the Sega Saturn version were better The article says that the Amiga version is better than the CPC and Speccy versions... no comment there
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Old 15 June 2013, 13:30   #31
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Sega Saturn and Dreamcast Ports (Yu Suzuki Game Gear Works Vol.1) . All other ports looks/plays dated. And of course the great fan made game based on the arcade version, it runs in full 60FPS.

http://reassembler.blogspot.co.uk/p/...un-engine.html

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Old 15 June 2013, 15:27   #32
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Sega Saturn and Dreamcast Ports (Yu Suzuki Game Gear Works Vol.1) . All other ports looks/plays dated. And of course the great fan made game based on the arcade version, it runs in full 60FPS.

http://reassembler.blogspot.co.uk/p/...un-engine.html
Wow this gets even better! I presume it requires the arcade rom image?
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Old 15 June 2013, 16:05   #33
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Yep, you need the Arcade romset.
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Old 15 June 2013, 17:54   #34
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I can give you one of the worst: Outrun itself.

Outrun on the Amiga was a huge disappointment. No help from the copper for creating the road. No blitter use. Nearly everything is done in software. It's a direct port from the ST.

Compare with Lotus 2, which uses the copper to stripe the road and blitter to help build the display. They even use blitter interrupts to allow the blitter to run concurrently with the CPU. (While tinkering with the WinUAE debugger, I turned on blitter-nasty, which slowed things down a bit. Allowing blits to run concurrently with the CPU definitely sped things up.)

They still have a 16 color display during game play to make porting the graphics between the ST and Amiga easier, but the frame rate is great. I think for some of the static screens they used EHB and 32 color screens.
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Old 15 June 2013, 22:08   #35
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I can give you one of the worst: Outrun itself.

Outrun on the Amiga was a huge disappointment. No help from the copper for creating the road. No blitter use. Nearly everything is done in software. It's a direct port from the ST.

Compare with Lotus 2, which uses the copper to stripe the road and blitter to help build the display. They even use blitter interrupts to allow the blitter to run concurrently with the CPU. (While tinkering with the WinUAE debugger, I turned on blitter-nasty, which slowed things down a bit. Allowing blits to run concurrently with the CPU definitely sped things up.)

They still have a 16 color display during game play to make porting the graphics between the ST and Amiga easier, but the frame rate is great. I think for some of the static screens they used EHB and 32 color screens.
If that's the case is there a project to improve the Amiga version of outrun?
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Old 15 June 2013, 22:42   #36
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If that's the case is there a project to improve the Amiga version of outrun?
No way! If you polish a turd, it will still be a turd...
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Old 15 June 2013, 23:57   #37
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@Lesta_smsc :it would means to use the arcade code and adapt it to amiga. the amiga code port is just pure garbage.

the amiga outrun port is at best 10 fps, 15 maybe.
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Old 16 June 2013, 00:16   #38
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@Lesta_smsc :it would means to use the arcade code and adapt it to amiga. the amiga code port is just pure garbage.

the amiga outrun port is at best 10 fps, 15 maybe.
Putting a breakpoint at the beginning of the VBlank int handler, I count 7 to 8 VBlank ints per frame while it runs in demo mode.

10 fps is generous!

I think the worst I saw with Lotus 2 single player was 12 fps, but often times it runs at 25 fps!
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Old 16 June 2013, 03:58   #39
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Yep, you need the Arcade romset.
Just tried this! Blimey, it does look a lot better! Much smoother on the gameplay, I suppose the increased FPS makes a hell of a difference!
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Old 16 June 2013, 04:03   #40
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In fact, I would go ahead to claim that the c64 port is in fact superior to the amiga version. At least the c64 game runs with a decent framerate and the music is actually very good too.
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