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#81 |
Registered User
Join Date: Nov 2019
Location: Odense / Denmark
Posts: 251
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#82 |
Registered User
Join Date: Apr 2010
Location: Amigaplanet
Posts: 645
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2022 everything will be hopefully better.
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#83 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 795
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I saw a new OutRun topic, so has this project been abandoned ?
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#84 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 860
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I think agermose is finishing off 1942 at the moment, pretty sure work will resume on this at some point .. though I have no official knowledge of that I admit!
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#85 |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 3,006
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In the other A500 outrun thread, the incentive is somewhat different, its about some sort of moral compensation for the suffering brought to all of us back in the day by the awful port. To prove that it could / should have been much better.
For the A1200 the situation is different. I see the devs seem to target fairly vanilla A1200 (maybe fast ram), but here's a question. If the specs would be set higher, say 25MHz 020/030 with 4MB FastRAM, what would that bring to the table? I guess more RAM would allow for storing much more prescaled graphics for objects and what not.. But what would the doubled CPU speed enable the devs to do differently in this type of engine? |
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#86 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,806
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Quote:
Worked for the PC, Amiga should follow. |
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#87 | |
Registered User
Join Date: Feb 2009
Location: london/england
Posts: 1,347
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Quote:
I really wish Shaun Southern had not jumped to DOS PC after his last OCS/ECS game. I would have loved to see what he would do with AGA. AGA hasn't got a single game engine worth powering on an A1200 for. The regular Amigas have a holy trinity of game engines (Beast 1, Lotus II, Turrican III). |
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#88 |
Registered User
Join Date: May 2018
Location: Ireland
Posts: 725
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Ok its not released yet but if and Amstrad CPC can do this -
[ Show youtube player ]
There is no reason and Amiga(at least 1200) cannot do a near perfect outrun clone. |
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#89 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,458
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#90 |
Registered User
Join Date: Dec 2012
Location: Greece
Posts: 303
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Vespertino will be a killer game by the mighty Rhino indeed.
Outrun and many arcade titles are running on dual 68000 plus dual road support (probably blitters?) On the other hand, Amiga has some smooth titles too. Bump 'n' Burn, Prime Mover (ok camera is a bit lower) and the racing level on Borobodur: The Planet of Doom. |
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#91 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,806
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Quote:
![]() Plus, it's been almost three years now since the last time we have heard anything about it. So, I am a bit sceptical (but hope to be wrong, off course ). |
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#92 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 795
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Vespertino on Amstrad could be a really nice game as all BG productions.
But I think it could use predefinited and precalculated patterns. I don't think the Z80 can manage that graphics. Some time ago a little Super Mario Bros engine was released to the public to show how the game could be made. That engine use predefinited patterns/characters to make smooth orizontal scrolling. Every machine has its limits, it's up to the programmer's skill to overcome them. I think that when Vespertino (if) will be released it will require an additional expansion memory to make the game run on simple 128k cpc machine. |
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#93 |
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Join Date: Nov 2019
Location: Odense / Denmark
Posts: 251
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#94 |
Registered User
Join Date: Nov 2019
Location: Odense / Denmark
Posts: 251
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Work has resumed on the project, while 1942 is being tested and music finalized, I have some spare time for Outrun.
Working on the sprite engine for a couple of weeks, and I now have a pretty good understanding of how the arcade works. I have the sprite "engine" running, but only the ferrari is drawn at the moment. Since there is no super-duper sprite scaler available the sprites frames in-between the fixed frames (5 per object) have to be pre-drawn. The major challenge in the sprite engine is the colour palette. In the arcade each object has its own 16 colour palette. On A1200 a single 16 colour palette (incl transparent) will be used. Getting the ferrari, and the most common objects to look similar to the arcade is the main priority. Some heavy work ahead to get to a single palette per stage. Note: The road and horizon gfx have their own 16 colour palette. The sky "rainbow" will use the full 24 bit colour range of A1200. |
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#95 | |
Registered User
Join Date: Nov 2019
Location: Odense / Denmark
Posts: 251
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Quote:
Sure an A4000 could do a perfect Outrun port, but that kinda defeats the purpose. The purpose here, being to create a great Outrun port on original A1200 hardware. |
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#96 |
Registered User
Join Date: Nov 2019
Location: Odense / Denmark
Posts: 251
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#97 | |
Registered User
Join Date: Nov 2019
Location: Odense / Denmark
Posts: 251
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Quote:
Real fast RAM would improve the game speed, because it would free up DMA for the blitter, on top of faster game code. |
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#98 | |
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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#99 | |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 3,006
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Quote:
But as for Outrun AGA.. My question was actually, what a faster CPU would bring to the table.. What previously impossible things would become possible? Why can't that question be asked without judgement? Just asking ![]() (And.. We sort of know it took the power of the Sega Saturn to get a truly "perfect" (better even) port. ) |
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#100 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,806
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Okay, I'll bite...
![]() Quote:
You can solve about any computational problem with throwing just enough power and RAM at it. So, just use your fantasy and envision a crazy super detailed 3D engine game with amazing textures and an extensive sound mixer engine, only hindered by AGA capabilities. Means, it would need to run in 8 bitplane or HAM8 and 4 channel sound. It would be looking great, but in the end it would not have much to do with the Amiga chipset and its capabilities except it actively hindering the game. Almost anything would be happening in fast RAM being rendered by the CPU, and the rest of the Amiga hardware would be being a frame and sounds buffer, and that's it. So basically trying to be kind of overcomplicated PC hardware. Because you are kind of disrespecting and even doubting the devs decision to create the game for Vanilla A1200s with this question instead of cheering him for his determination to get something to run on pure Amiga goodness. If you think this is a question worth debating, create a separate thread for it, imo. Last edited by Tigerskunk; 26 February 2022 at 09:27. |
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