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#41 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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DJ metune strikes again! You will need some software mixing there for the effects, though, IF you want some in the game together with the music... that or a reduction to three channel plus some en passant over the music
Last edited by saimon69; 09 April 2021 at 19:10. |
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#42 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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By the way, once the engine is done, will be possible to create other games with it? A decent road engine can open possibilities!
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#43 | |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 410
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Quote:
What about AHX sound ![]() https://soundcloud.com/pink_abyss/ma...d-shower-cover Just kidding, mod music can be more accurate than this.. |
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#44 |
Registered User
Join Date: Nov 2019
Location: Odense / Denmark
Posts: 251
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There is no fixed number of colours as such.
Tile backgrounds, horizon gradient, and the road stripes will all be very close to the arcade colour wise. The sprites have to share 15 colours of playfield 2, the Ferrari alone has 14 colours. Some colour changes may be possible to get more than 15 simultaneous colours, but the hw sprites are not limited to a range of scanlines, but span the entire height of the playfield. |
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#45 | |
Registered User
Join Date: Nov 2019
Location: Odense / Denmark
Posts: 251
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Quote:
Uses too much memory though, so some adjustments are needed. |
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#46 |
Registered User
Join Date: Nov 2019
Location: Odense / Denmark
Posts: 251
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Yes it would be possible, but the benefit of porting an exiting game is the assets are already there. I myself don't have time or skills to draw new gfx for another game.
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#47 | |
Registered User
Join Date: Nov 2019
Location: Odense / Denmark
Posts: 251
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Quote:
I have already used 5 HW sprites for road 0, and sprite 7 is gone. That leaves only 2 sprites, which can be only 64 pixels wide, and each only 3 colours. The Ferrari is 84 pixels wide and has 14 colours. I might be able to squeeze the image to 64 pixels, and attach 2 sprites for 16 colours, but it's a huge drop in size. Open for ideas :-) |
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#48 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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Quote:
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#49 | |
Registered User
Join Date: Nov 2019
Location: Odense / Denmark
Posts: 251
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Quote:
It will not be as colourful as the arcade. To make the game playable, framerate is the most important thing, and the dual playfield setup was chosen for this reason. |
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#50 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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A well thought 16 color palette could make wonders, see the fedepede conversion - plus you will not need to care for road and horizon and that increases slots ^^
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#51 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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for how it sounds good it seems to me it used chunks instead of partitions so yup i guess it might be on the 300/400k; a mixed approach and three channel should be MAYBE less heavy
Last edited by saimon69; 10 April 2021 at 01:07. |
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#52 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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I wonder if the assets from the Megadrive versions could be reduced to 16 color more easily than arcade assets...
Outrun Megadrive Sprites |
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#53 |
Zone Friend
Join Date: May 2006
Location: France
Posts: 1,894
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Found this probably already known.
https://github.com/djyt/system16_sprite_viewer/releases |
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#54 | |
Registered User
Join Date: Nov 2019
Location: Odense / Denmark
Posts: 251
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Quote:
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#55 | |
Registered User
Join Date: Nov 2019
Location: Odense / Denmark
Posts: 251
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Quote:
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#56 |
CaptainM68K-SPS France
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#57 |
Registered User
Join Date: May 2002
Location: Essex, UK
Posts: 414
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just curious what the remit is for this, make it look as close to the arcade as possible or create the best outrun game the amiga can do and work around the differences?
if you're not fixated on the look, some things can be sacrificed, the speed and rpm does not have to be overlaid on the screen, it could have black bars top and bottom to display these if that saves on sprites etc. i think the C64 version did that. is sprite size an issue? PC Engine version had smaller sprites and they looked okay, although they only had to change the horizontal size i guess. but if the sprites are re-worked i'm sure they can be scaled down. i attached an example of the car just to show the size can be brought down and still resemble the original with some touching up. maybe its just me, but a version of outrun that is remarkably different that the arcade due to machine limitations is more interesting that a poorer clone of something we can play on the same device now anyway. |
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#58 | |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 43
Posts: 7,112
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Quote:
![]() ... and to flex skills of course ![]() |
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#59 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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If fedepede04 will finally be able to finish its tweak of the STe version and someone will port it on Amigawe will have TWO decent ports: one for OCS/ECS and ths one for AGA, but is a win-win!
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#60 | |
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Join Date: Nov 2019
Location: Odense / Denmark
Posts: 251
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Quote:
About playing on the same device. On my original A1200 I cannot play cannonball Outrun or whatever is being referred too. I want the game to run on original 90's AGA HW (meaning A1200,A4000,CD32). Changing the look slightly to increase playability is certainly an option. But sacrificing let's say the second road, like the original Amiga Outrun did, is not. |
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