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#21 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
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How about something like Sonic Drift 1 - 2 for Game Gear?
[ Show youtube player ]
[ Show youtube player ]
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#22 |
Moon Monkey
Join Date: Jun 2010
Location: Plymouth, Devon
Posts: 419
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#23 |
Amigan - an' lovin' it!!
Join Date: Nov 2010
Location: Nottingham, UK
Age: 55
Posts: 557
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FOUND IT!!
It's called Drive IFF and it's nowhere NEAR as good as I remembered it! HAHAHAHA Although, you can load your own 8-colour maps. I've chucked the cover disk into The Zone for anyone who is interested. Try not to be too disappointed... :P Actually, it's still way better than anything I could do, so big up to Jon Harris for coding it ![]() |
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#24 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,654
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#25 | |||
Code Kitten
![]() Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
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Quote:
![]() I have never seen that rotozoom "in the flesh", only on YouTube and I do not recall whether it is AGA only or is supposed to run on OCS. It seems impossible to me to have a full screen pixel precise rotozoom on an A500 unless there are constraints on the structure of the zoomed image which allow for some shortcuts to be taken, like lots of flat surfaces which can be easily blitted while only the contours of the image are really being zoomed. Galahad seemed to know a few things about this rotozoom so maybe he will be kind enough to share if he reads this thread. ![]() Quote:
I mentioned earlier that writing the chunky pixels to the copperlist was likely as efficient as determining the tiles to select and send to DMA but it is probably actually even more efficient since it requires only one write to memory and there is no conversion to be done between the mapped texture and the final tiles to send to DMA for copy in VRAM. So with a bit of luck the Amiga could have a small speed advantage over the console (I say "could" because there are other factors to take into account) in the rendering of the road. However, where it suffers is the rendering of objects which appear over the road: as I said earlier, using only 4 bitplanes (16 colors) in combination with copper chunky results in zero DMA available for blitting or CPU during the display: only the top of the screen where no road is drawn, the screen borders and the blanking intervals offer free DMA slots for the blitter or CPU. This might be ok for the blitter since the background does not have to be redrawn over the road (the road is drawn using only color 0 by the Copper) and there is no need to mask objects drawn over the road (same reason) but CPU might be a bit tight to texture map the road into the next copperlist and handle game logic under one frame. This is something I thought about for a future project (yes, I have bazillions of these ![]() Note however, that if I recall correctly the thread in which he explains it, gasega68k's routine does not fit under one VBL. This needs to be double checked though. Quote:
This is more like Lotus II rather than Mario Kart: no texture on the floor except for some road sections in the 2nd installment. |
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#26 |
Registered User
Join Date: Jan 2009
Location: M'Gladbach
Age: 46
Posts: 621
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#27 | |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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Quote:
I remember one level on the OCS version where framerate dropped drastically though. |
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#28 |
Registered User
Join Date: Nov 2010
Location: South Wales
Age: 47
Posts: 944
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