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Old 12 April 2024, 13:24   #221
Angus
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I'm late to the party as usual, is there any chance someone could Zone the enabled demo?

Fantastic work from reassembler and great to see the support from the usual parties.
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Old 12 April 2024, 14:14   #222
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I'm late to the party as usual, is there any chance someone could Zone the enabled demo?

Fantastic work from reassembler and great to see the support from the usual parties.
Drop me a pm on discord. It contains copyrighted material from the game so I'd not want to upload it to the zone.
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Old 12 April 2024, 14:39   #223
Angus
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Drop me a pm on discord. It contains copyrighted material from the game so I'd not want to upload it to the zone.

pm away!
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Old 12 April 2024, 20:34   #224
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Okay, tested on my PiStorm32 Pi4


Logic 3 Vblanks 0
Road BG 4
RoadFG 1
Tiles 1
Sprites 31
C2P C5


It ran beautifully, with a couple of exceptions.
I turned right at every option:

Where there are the Canyon-like walls, whenever I was fully adjacent to the walls, it was like somebody momentarily stamped on the brakes. Very marked effect. The same happened in the next(?) section where you have dense trees either side of you. STOP-START STOP-START STOP-START kind of thing.

It also didn't reach the end of the game it just stopped some way after perhaps the 4th or 5th junction - don't know if that's intended for the demo?

Hugely impressed, and by the way, I think you come over really well on your videos and your posts.
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Old 12 April 2024, 23:38   #225
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I've posted a video here:

[ Show youtube player ]


It ends with the stop/start issue I mentioned. I've had a further test since, and it seems like it happens whenever you get the really high roadside objects on the Left(!) of the road. What I saw of the Aztec type pillars and overhead crosspieces didn't seem to be a problem but I came across some very tall trees and it happens just as you go past them (when they are at their highest on screen. Similar to the canyon like cliffs in the video.

Nothing to do with the demo's performance stats on the top left?
(I don't know nuffink).
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Old 12 April 2024, 23:43   #226
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Thanks for testing. The issues you mention are known by me and since fixed.

Haven't been doing much work on this lately. On holiday with the family and kids. Plus work had been pretty full on outside of school holidays. I'll hopefully have some more interesting news in due course.
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Old 13 April 2024, 09:23   #227
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Have a great break.
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Old 18 April 2024, 22:17   #228
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Hello - after a brief break I'm implementing gameplay!

What's New?
- All Car Handling Logic Porting done
- Ferrari Sprite, Shadow & Palette in. (Including brake lights, tyre movement)
- Animated Passenger Sprites in
- Analog & Digital controls simulation (via the Amiga Keyboard)
- Implemented a way to reduce palettes in my python tooling. I had to reduce the passenger sprites from 2 x 16 colour palettes to 1 x 16 colour palette. But you can barely notice.

What's next?
- Off-Road Effects
- Smoke When Accelerating / Cornering / Changing Gear
- Crashing Into Stuff

At the moment, I'm solely focused on 'getting stuff in'. I haven't done a serious optimization pass on anything recent. I need to get further with the gameplay process, otherwise I will cause myself pain.

That being said, here's a quick WinUAE video of me playing the game - I'm not at the point yet where I'm bothering to test on hardware again but will do so when this section of the coding process is finished:

[ Show youtube player ]

If there's anything technical you're curious about - ask away. So far, this part has been somewhat laborious - chunky work but not technically as interesting as doing the sprite scaling and core engine stuff.

Last edited by reassembler; 18 April 2024 at 22:27. Reason: typo, clarity, I never get it right first time
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Old 18 April 2024, 23:26   #229
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Awesone!!!!
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Old 18 April 2024, 23:50   #230
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I almost can see the breeze flowing over my hair! Congrats!
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Old 19 April 2024, 07:25   #231
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Wow, remarkable. Very impressive.
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Old 19 April 2024, 10:52   #232
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It's looking really good. I know it's not all in yet but it is going to be much much better than the official Amiga version.

Anyone watching the progress of this port needs to remind themselves from time to time how bad the Amiga Out Run by US Gold was.
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Old 19 April 2024, 11:38   #233
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Really looking nice.
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Old 19 April 2024, 12:06   #234
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So cool !
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Old 19 April 2024, 14:41   #235
reassembler
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Quote:
Originally Posted by alexh View Post
It's looking really good. I know it's not all in yet but it is going to be much much better than the official Amiga version.

Anyone watching the progress of this port needs to remind themselves from time to time how bad the Amiga Out Run by US Gold was.
I'm also looking forward to seeing how the separate version by Agermose pans out as that will have lower system specs than this one, which will please a lot of people.

What we need is a third person, porting the PC Engine version to the A500! Then all bases are covered.
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Old 19 April 2024, 17:57   #236
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Originally Posted by reassembler View Post
What we need is a third person, porting the PC Engine version to the A500! Then all bases are covered.
Did you see the STE rework of the original port? Did came out very good even though incomplete and that need 4 meg RAM - unfortunately the coder had bad back pain after a surgery and as far as i know the port is incomplete; i did post the link to the disassembled source pre-rework somewhare though

[ Show youtube player ]
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Old 19 April 2024, 18:37   #237
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Quote:
Originally Posted by alexh View Post
Anyone watching the progress of this port needs to remind themselves from time to time how bad the Amiga Out Run by US Gold was.
Agreed.
Have to admit, when I feel the need for Outrun on my Amiga, I generally play the Sega Master System version on AmiMasterGear.
It's much less disappointing. ;-)
This is looking great. Not sure how playable it will be on my 28Mhz 030 A1200, (Yes, I know about Pistorm), but enjoy watching the progress...
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Old 21 April 2024, 16:26   #238
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I'm also looking forward to seeing how the separate version by Agermose pans out as that will have lower system specs than this one, which will please a lot of people...
Its interesting, one being built from the top down, and one from the ground up. The more stuff gets cut down or changed to more suit the amiga platform, the more of its own character the conversions gets!

i honestly think the bar for a good amiga version is far lower than people aim for. that STE port is proof of that.
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Old 21 April 2024, 16:39   #239
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Wow! Really impressive.
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Old 21 April 2024, 20:03   #240
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Looking yummy!
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