27 October 2017, 21:37 | #321 |
AKA Mr. Rhythm Master/AIS
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27 October 2017, 22:41 | #322 |
J.M.D - Bedroom Musician
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28 October 2017, 00:08 | #323 |
AKA Mr. Rhythm Master/AIS
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As I said, I'm thinking we'll be trying the Lotus-based method first, in part because I know it works reasonably well - if we get that far and anyone else wants to fork the project and try the sprite method, they're more than welcome to do so!
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30 October 2017, 10:01 | #324 |
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You would rather have the HUD in the right place than more on-screen objects, because somehow that's closer to the arcade visuals in your mind?
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30 October 2017, 18:31 | #325 |
J.M.D - Bedroom Musician
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hmm are we already at the HUDshedding stage? (pun intended) - i would say start build the thing and then do your tests and decide
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30 October 2017, 18:49 | #326 |
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Gameplaying input from me if anyone cares:
The only things I ever cared for on the Out Run HUD display are: - Time - Gear I guess to know when to switch gear, you need to see the speed. But, you could also find other clever methods. Actually if you "gear gatcha", switching gear becomes less important. You should always know where you're at. Agreed with saimon69, decide after it's built. Personally, I'd favor roadside objects over HUD I guess. |
30 October 2017, 22:56 | #327 | |
CaptainM68K-SPS France
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03 November 2017, 22:31 | #328 |
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Going back to that Ghouls n Ghosts STE port. If im reading it right no amount of trickery can get the amount of animations frames into the max chip ram of 2mb. If thats the case could a similar port be possible (in theory) that, while, losing frames of animation, plays on the Amigas strengths, Such as smoother scrolling, more colours and improved sound?
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03 November 2017, 22:48 | #329 | |
CaptainM68K-SPS France
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Otherwise you're stuck with 14mb of ram needed. |
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08 November 2017, 18:58 | #330 | |
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1: Can you explain that splitted per object thing pls? 2: I only thought the STE could do 4mb max? 3: If I'm reading right this game is quite unaltered from the arcade data, is that the case? 4: Could an Amiga version use a similar trick, in the same way, say SWIV did and load sprite data as needed? I'm no programmer but in the instance of Ghouls n ghosts, there's a small area just before the first boss, an empty area. No standard enemies. Couldn't all the boss sprite data be loaded in at that point (even if the game paused for a second while it loaded in)... from HDD fo course? Thanks |
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09 November 2017, 01:24 | #331 | ||||
CaptainM68K-SPS France
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On a computer, a game is splitted as main code, sound files, level data files, and sprites data files. Ex: Ghouls'n'Ghosts Amiga loads the main code, and level 1 in RAM. The coin-op has all the main code + all the levels directly in memory. That's why the coin-op needs 16 mb of ram, when the Amiga arcade port (a real good one, not the us gold one) would requires 2mb of ram. Quote:
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09 November 2017, 19:44 | #332 | |
AKA Mr. Rhythm Master/AIS
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The chief problem with trying to do OutRun using CC3 techniques is that CC3 didn't seem to be able to render hills with the necessary steepness required for converting OutRun. |
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10 November 2017, 09:57 | #333 | |
CaptainM68K-SPS France
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the cars in CC3 move like a real car, in lotus not. In Lotus the car is almost stating at the center of the screen. in CC3, the car can move up and down left and right on the whole screen width. that's basically what the outrun car is doing. |
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10 November 2017, 12:30 | #334 |
AKA Mr. Rhythm Master/AIS
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10 November 2017, 14:23 | #335 | |
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Agreed. crazy cars 3 is ok but nothing amazing. The way Lotus 2 fly's around those hills on level one still impresses me to this day. Lotus ain't no outrun but if any engine could be used for an outrun port then my money would on the Lotus 2 engine. |
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16 November 2017, 22:35 | #336 | |
AKA Mr. Rhythm Master/AIS
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Also, in OutRun, the horizon line is almost always rendered at the last point at which the road is drawn. Lotus can do the downhill sections because it uncouples the horizon from the road. |
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17 November 2017, 15:15 | #337 | |
CaptainM68K-SPS France
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Lotus and Jaguar cars are giving the illusion they are moving, when in fact they are static in the middle of the screen. In Crazy Cars 3, the car can do cascade jump, and with a very realistic way of moving for the car. |
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18 November 2017, 10:53 | #338 | ||
AKA Mr. Rhythm Master/AIS
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19 November 2017, 13:11 | #339 | |
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So now we don't have the problem of too much sprite data for the Amiga to handle! Time to do Ghouls n Ghosts port finally, after all this talking?? |
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19 November 2017, 14:40 | #340 |
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Crazy Cars 3 was barely average. What a boring game. Reminds me of 8bit games, especially gameplay-wise/physics.
Last edited by Retro-Nerd; 19 November 2017 at 14:52. |
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