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#21 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,016
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Quote:
On 030+, its CPU all the time. I did have Stunt Car Racer Turbo running from 32bit fastmem at one point, but it was so fast as to literally be unplayable. The topic is really a non-starter. The only thing that I could see as being possible, would be to resource the game, and do a serious update to to that essentially makes it Stunt Car Racer 2, or develops the game further, and if you're going to do that, you might as well ask Geoff Crammond for the source code. |
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#22 | |
Registered User
Join Date: Jun 2009
Location: UK
Posts: 38
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Quote:
Judging by the posts here, I see this is going to be harder than I expected. So I'm going to: DOUBLE ALL AMOUNTS. £400 instead of £200 from my original post, £200 instead of £100 etc. Last edited by twinbee; 23 March 2016 at 10:25. |
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#23 |
Registered User
Join Date: Jun 2009
Location: UK
Posts: 38
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Just added to my original post "No 'tweening' of graphical frames to fake the smoothness." for clarification.
Anyone up for chipping in say £50 into the pot? |
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#24 |
Registered User
Join Date: Sep 2013
Location: Beeston, Nottinghamshire, UK
Posts: 240
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What's wrong with tweening as a solution?
We had a tweening based patch submitted to the remake (http://stuntcarracerwin32.bravesites.com/) but SourceForge was being a pain at the time and mangling our repository. I've still got it here: https://github.com/fluffyfreak/stunt...FrameratePatch |
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#25 |
Registered User
Join Date: Jun 2009
Location: UK
Posts: 38
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The same reason TVs which try to smooth 25fps footage to 50+fps look a bit fake. Also the same reason downsampling and upsampling a sound loses quality. Take a curve, and chose three points on it. If you interpolate (linearly or otherwise), you're going to lose the high definition of the detail in the original curve (especially if there are intended spiky bits in there).
In real terms, imagine you're coming down from a jump on SCR and you hit the track hard and bounce. The interpolated version could chop off the moment of contact when hitting the road, and instead interpolate between the moment just before and just after hitting the track. It won't look good. Also, unless the collision polling is done more frequently than the screen refresh, the physics would become more accurate if it's checking every 1/60th for hard collisions with the road or the CPU car. Input lag will be reduced too, and subtle left/right car nudges (that last a fraction of a second) could be more responsive. Still, I very much look forward to trying your patch out! It's not something I was aware of. Can you upload an executable since I'm having trouble compiling your solution (and others may not have access to VS) ? Last edited by twinbee; 23 March 2016 at 16:24. |
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#26 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
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tbh i'm kind of surprised a game like Stunt Car Racer wasn't written to cope with a variable framerate
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#27 |
Registered User
Join Date: Jun 2012
Location: UK
Age: 44
Posts: 748
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Geoff's later game, F1GP, also had a frame rate limiter which meant faster machines didn't see much benefit. But someone managed to hack the game to get extra frame rate without affecting game speed. Is a similar hack to SCR possible?
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#28 | |
I Identify as an Ewok
Join Date: Jul 2001
Location: North Lincolnshire
Age: 45
Posts: 2,356
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I tell you what, I'll do it for £15,000. Can't say fairer than that. That includes the time to learn about the Amiga hardware. It's a bargain that. Seriously though - the best idea would be to make a faithful 60fps PC remake using modern graphics. Last edited by Steve; 23 March 2016 at 18:46. |
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#29 |
Registered User
Join Date: Oct 2009
Location: Salem, OR
Posts: 1,770
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Yes, but lots of projects get done in retroland for fun and no money, and sometimes those take months or more...
I believe what he's looking for is either a quickish fix (ala the F1 patch, which sounds unlikely in this case), or to find someone else who can do it and would like to and has the time/interest to take it on on the side.. For that person, maybe they have a few projects they'd consider doing for fun, and adding a bit of money might get them to lean that way.. ;-) The money isn't going to get someone to take it on for profit, but .... You never know.. Hence the ask.. desiv |
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#30 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,016
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No reason for it to need it, it was written for 68000 based A500's which was the defacto standard, there was no expectation that Amigas would ever be more than that at the time.
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#31 | |
Registered User
Join Date: Jun 2009
Location: UK
Posts: 38
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Quote:
![]() As for the 15k offer... ![]() ![]() |
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#32 | |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
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Quote:
It could equally have just the opposite effect, maybe it seems weird that offering to pay someone might put them off doing it, but it can, human psychology is weird. |
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#33 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,969
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Or the worst idea - you'd have a game without any wow-factor. I mean come on, SCR on the Amiga was amazing because it did 3D and physics on a friggin' A500; to hell with the framerate, I didn't even notice that at the time.
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#34 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
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SCR could be done a lot faster on an A500 i reckon... maybe not 50fps, but a lot faster. But it will take a little while to code...
seven and a half... |
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#35 | |
Registered User
Join Date: Sep 2013
Location: Beeston, Nottinghamshire, UK
Posts: 240
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Quote:
So a tight corner or a jump would run fast with little to draw, a long straight would be slow etc. Better to run it consistently slow and avoid the surreal nausea you can induce with constantly fluctuating frame timings. The other thing is screen tear, it might be that 50/8.33 = 6.0 is close enough to the scan timing to avoid tearing. That's just a guess. @twinbee, i'll see about putting together a download for you, but I'm at work right now so don't have access. |
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#36 |
Registered User
Join Date: Sep 2013
Location: Beeston, Nottinghamshire, UK
Posts: 240
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I've dumped a release of the master branch here, this is without the tweening patch but is so people can try it.
https://github.com/fluffyfreak/stunt...leases/tag/0.1 |
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#37 |
Registered User
Join Date: Sep 2013
Location: Beeston, Nottinghamshire, UK
Posts: 240
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And here's the build with the SmoothFrameratePatch
https://github.com/fluffyfreak/stunt...moothFramerate |
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#38 | ||
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
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#39 |
Registered User
Join Date: Dec 2002
Location: California
Posts: 965
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#40 | ||
Registered User
Join Date: Jun 2009
Location: UK
Posts: 38
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