08 October 2017, 19:20 | #321 | |||
AKA Mr. Rhythm Master/AIS
Join Date: Aug 2017
Location: London, UK
Posts: 70
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I did say I "suspect[ed]" based on a quick glance - I wasn't sure...
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Lotus seems to have 17 "scaling levels" : ...and that seems to be more than smooth enough. The OutRun arcade has 5 hand-drawn/tweaked scaling points, and uses the second (high-end 12MHz) 68k to perform the "inbetween" scaling on-the-fly : If the project I'm hoping to kick off starts with AGA as a baseline, that gives us 2MB of ChipRAM to play with, which should hopefully be enough to hold a similar scaling count to Lotus, despite the objects being more memory-hungry. Yup, that's what I said - it's still doing some pretty cool stuff though! Quote:
Also, while I did have a "naughty" copy of XJ220 first, I did like it enough to buy a proper copy. Like you, I did wonder if the "radio=double-speed" easter egg was only present in the pre-release versions, and was a little surprised to find it still present in the legit copy. Quote:
It's interesting that you changed the "O" to an "A" in your suggestion though - I recently read that the original English translation of the name was supposed to be "Auto Run" ("auto" meaning "car"), but there was a miscommunication which changed it to "Out Run". Similar to how "Continental Circuit" was unintentionally changed to "Continental Circus" via a translation mix-up. |
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08 October 2017, 21:29 | #322 |
Only Amiga !!
Join Date: Apr 2017
Location: United Kingdom
Posts: 588
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@TuRRIcaNEd, I actually always thought they titled it OUTRUN because you outrun the timer or competition. The English dictionary states OUTRUN means "run or travel faster or further than"
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08 October 2017, 23:49 | #323 | |
Registered User
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Location: milan / italy
Posts: 174
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Quote:
http://www.atari-forum.com/viewtopic.php?f=3&t=26068&sid=5d60b50519aaaf43337269dece164477#p246027 |
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16 October 2017, 22:39 | #324 |
AKA Mr. Rhythm Master/AIS
Join Date: Aug 2017
Location: London, UK
Posts: 70
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09 July 2018, 14:33 | #325 | ||||||
Code Kitten
Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
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(In response to my SHO related posts)
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I am genuinely really happy that you enjoyed Super Hang On Amiga and I would not want to reduce that enjoyment a single bit. The merrier the kittens around me are, the happier I am so by all means please continue enjoying it. Even I do enjoy a SHO game once in a while, especially in a competitive manner. Taste, fun and enjoyment are subjective however and they have nothing to do with technical matters. I am not too sure how you came to the conclusion that the technical issues I pointed out should have any bearing on your enjoyment of the game : they should not and I wish that you will keep having fun with the game! Quote:
From my perspective I have: * reasonable Amiga internal technical knowledge (debatable of course but my posts in the EAB coding forums are visible for anyone to judge) * non-Amiga related projects (hardware and software) * an active work and life * only a bit of time to post on the EAB from time to time (although this will increase since I am currently on vacation) * one or two Amiga related projects which currently languish, awaiting me to have time for them So, following your advice, should I refrain from posting my technical opinion because I have no active public Amiga project to show up for? If I see a technical topic which I can contribute to, I think it is reasonable to make my point if I can bring forward objective arguments. The way I understand your post it looks like I should refrain from posting if I do not have an active coding contribution. Of course, it is possible I am misunderstanding you but this confuses me a bit. (About SEGA's permission) Quote:
There is hope. Quote:
This is not overly bad but compared with the (unfair of course) Arcade smoothness this is quite visible. This said, there might be ways to avoid that (read further ). Quote:
There might be an intermediate option: use only a few main mipmaps (5 like the arcade) and generate the intermediate ones on the fly while keeping them in a Most Recently Used cache. Since roadside objects tend to come in repeated waves, the MRU cache should do a fairly good job of reducing the number of dynamic scaling operations needed, while keeping the memory requirements low. It might be possible to instrument the Cannonball version (https://github.com/djyt/cannonball/wiki) to simulate that and measure how effective such a cache could be with relatively little effort. That would spare you the effort to implement the cache if it turns out to not be worth it. |
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09 July 2018, 15:30 | #326 | |
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Join Date: Sep 2007
Location: Stockholm
Posts: 4,332
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Quote:
PixelGlass have sold ~200 copies of Worthy. At 10 € a piece, that gives you a whopping 2 000 €. You expect to sell 1 000 to 2 000 copies only to pump all that money into Sega Enterprises? |
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09 July 2018, 21:12 | #327 |
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Location: Scunthorpe/United Kingdom
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Actually, SEGA have historically been very generous with their I.P, for example with fan-made recreations and mods of their Sonic franchise. It would be worth at least enquiring.
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10 July 2018, 10:41 | #328 | |
Code Kitten
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Quote:
Indeed. |
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22 July 2018, 20:23 | #329 |
Registered User
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Location: netherlands
Posts: 109
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megadrive version sucks. play the one in shenmue 2 on dreamcast or the sega ages version on sega saturn.
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17 August 2018, 04:11 | #330 | |||
AKA Mr. Rhythm Master/AIS
Join Date: Aug 2017
Location: London, UK
Posts: 70
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Quote:
As it might be possible to tell from the relative lack of info, "my" project has been on hold for a while due to real-life stuff, but I hope to pick it up again soon. We're trying to aim for an A1200 with Fast RAM as our "base" platform, so this will introduce some limitations... Quote:
We've got 2MB Chip RAM to play with, so that should give us a little boost in terms of space for pre-scaling. Quote:
As an aside, did you check out my MOD conversions? http://psychodelicacy.net/modplayer.php |
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26 August 2018, 18:18 | #331 | ||||
Code Kitten
Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
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Quote:
About the MRU based scaling: Quote:
(Note that I am talking about horizontal scaling since vertical scaling can be achieved simply by splitting blits vertically.) To scale down an image by a single pixel simply blit thusly: Code:
SOURCE OBJECT (WIDTH = 32) +----------------+----------------+ | | | | Object left | Object right | | | | |0000000000000000|1111111111111111| |0123456789ABCDEF|0123456789ABCDEF| ++--------------------------------+ v Channel A +------------------+ disabled+ Channel B| |Channel C | | | v v | +------------+------+ +-----+-----+ | | mask = FFFF 0000 | | | | | shift = 0 | | shift = 1 | | +-------+-----------+ +--+--------+ | | | | +---------------++-----------+ | v +------------------+-----------------+ | Function = (B and A) or (C and !A) | +------------------+-----------------+ | v +---------------------------------+ | | | | Object left | Object right | SCALED OBJECT (WIDTH = 31) | | | |*000000000000000|0111111111111111| |*0123456789ABCDE|F123456789ABCDEF| +---------------------------------+ A slight issue is that this shifts the scaled version to the right rather than to the left but this is easily solved by using the rightmost pixel to position objects rather than the leftmost one. Quote:
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Also, at times, the rhythm of the melody seems a little bit off but it is a bit hard to point exactly where. I noted that the samples seem to emit a bit of a high pitch whining sound but this might be due to the web player (I am "viewing" the mod on Safari/macOS), I tried activating the low pass filter but it does not seem to work. |
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26 August 2018, 18:25 | #332 | ||
Code Kitten
Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
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Quote:
However, I note that they use all four channels so I guess you will have to compromise a bit if you want to play engine and other sound effects on top of the music. |
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26 August 2018, 20:26 | #333 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,516
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Last year I did some test on two channel music and tried to tweak it with some advice by TurricanEd but, after i got the thing on hold for a while due to other commitments i did cold listen to my own tests again and am NOT pleased with the result so far Guess at least three channels are needed plus some mixing for optimal results.
Last edited by saimon69; 26 August 2018 at 20:39. |
26 August 2018, 22:35 | #334 | |
Code Kitten
Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
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Quote:
Now, mixing samples in real time using as little CPU time as possible is definitely a challenge but I think there are some avenues to explore in this domain. |
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26 August 2018, 22:43 | #335 |
namm namm AMIGA
Join Date: Jan 2015
Location: Austria
Age: 44
Posts: 734
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NO ECS VERSION ??? NOOOOOOOOOOOOOOOOOOOOOOOOoooooooooooooo oooo o
F AGA ( just kidding but the 16 bit Amigas are the OG´s ) Besides , even 16 Bit Amiga´s can have 2MB Chip easy !!!! (they are the REAL DEAL !! ) Ohhh, and who said SEGA is forgiving about there IP´s ?/? Ever heard of the STREETS OF RAGE REMAKE DEBACLE !!!!! (ok, they are no nintendont but still) Anyway, i demand Outrun SE for the 16 BIT Amigas !!! (the days where the Amias kicked major Asses XD ,none of those whimpy 32 bit thingie´s ) * take it easy guys´i am just kidding; i am in a funny mood right now - plz forgive me * - man, what 1 beer can do to an old man like me |
27 August 2018, 04:38 | #336 | |
AKA Mr. Rhythm Master/AIS
Join Date: Aug 2017
Location: London, UK
Posts: 70
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Quote:
[EDIT : Here's the post : http://eab.abime.net/showthread.php?t=23347 ] Yes, the conversions use all four channels, but as I said earlier in this thread, my personal view is that when talking about OutRun, having the music be as faithful as possible (and it really isn't possible to do them justice in 3 channels - it took a hair-pulling degree of lateral thinking and book-work to get them into four!*) is more important than cramming in all the SFX. The C64 conversion didn't bother with the engine noise, and it was one of the better conversions IMO. Another personal opinion of mine is that the arcade's engine noise sounded more like a variable-speed hairdryer than a Ferrari boxer engine, but there we go... Re: "Last Wave" - that's in the middle of some technical tweaking. Because the ingame tunes are currently hovering somewhere between 150-200k (I'm hoping to salami-slice them down somewhat), I was trying to get Last Wave into as little space as possible, and when sampling the electric piano sound from the YM2151 emulator I discovered that immediately after the initial attack phase, the waveform becomes a basic sine, so I looped the sine section. What I need to do with it is use tracker volume commands to add the decay part of the notes. I hope to get around to it reasonably soon... [* - The original arcade tunes used 8 FM channels and 5 PCM (sample) channels (left/right/3 x centre) for the drums and percussion, so you can see how even getting them into four took a lot of effort. ] Last edited by TuRRIcaNEd; 01 September 2018 at 10:09. |
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11 January 2020, 18:06 | #337 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,186
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http://aminet.net/package/game/race/CannonBall is the download. It requires an 060 minimum. (No AMMX.)
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12 January 2020, 06:50 | #338 |
Registered User
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Location: Tacoma, WA USA
Age: 52
Posts: 1,915
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You guys seen what someone is doing on the ST with an improved version of Outrun? Looks good.
[ Show youtube player ] |
13 January 2020, 06:12 | #339 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,516
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lol, Shell renamed Cli, and you know is Amiga :P
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20 January 2020, 22:16 | #340 |
Officially retro
Join Date: Jan 2020
Location: Maidstone, Kent
Posts: 35
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Whilst I loved Outrun back in the day, and still love playing my retro games more generally; I have to confess to only playing Outrun on Xbox OG these days.
I know, I cant believe I owned up to that. But both Outrun 2 and Coast to Coast are great game. Nostalgia but with a welcome modern twist. I'll just leave this here and leave. |
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