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Old 18 January 2024, 23:23   #161
reassembler
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Awesome work - great that it's running on a vanilla A1200.
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Old 18 January 2024, 23:28   #162
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Awesome work - great that it's running on a vanilla A1200.
Thanks. It means a lot coming from you.
A lot of compromises there. The road priorities are not as accurate as what you recently posted.

Last edited by agermose; 18 January 2024 at 23:37.
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Old 19 January 2024, 07:48   #163
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Looks great
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Old 19 January 2024, 09:38   #164
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This looks amazing...
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Old 19 January 2024, 09:56   #165
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Looks very promising and sounds very good !
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Old 19 January 2024, 12:42   #166
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Amazing stuff. Hope you stay motivated on the project, it's going to be a belter!
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Old 19 January 2024, 15:34   #167
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Amazing Work!!! Finally someone who wants to do justice. Waiting excited to see more progress.

Congratulations!!!
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Old 19 January 2024, 17:10   #168
Toni Galvez
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Good evening.

I've been back to working on Outrun AGA for some time. In a recent post on Amiga FB I replied that it is coming in the future. So here is a recent development video to back up that statement.

Running on WinUAE Amiga1200 chip mem only, no accelerators. WinUAE overestimates the CPU a bit. The number at the top is the framerate indicator. The number at the bottom right is the gear indicator.

The game is playable, but no traffic yet as can be seen from the video. Only stage 1 has sprites and correct background gfx.
Colours are washed out on Youtube. The clouds have 3 colours.

There are still loads of challenges to overcome, and glitches to fix, but I will get there eventually.
Don’t expect a release anytime soon.

Music by DJ Metune (capture not the best quality). Enjoy.

[ Show youtube player ]

/agermose
This is amazing!!! nice work!!! finally we can see the car on the road with road objects as well.

Keep up the good work.

My suggestions are, when you get the game finished, you can ask DJ Metune to make all the soundtrack, because is the guy that have proved to make the best music conversion to MOD.
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Old 19 January 2024, 18:30   #169
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The Amiga version of Cannonball has all the Out Run tunes converted to mod format. Might be fun to have running until you get your own conversions.

The Aminet version has 3 tunes in the archive (https://aminet.net/package/game/race/CannonBall). Version 1.4 (if you can find it) has all four tunes.
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Old 19 January 2024, 18:44   #170
reassembler
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If it helps anyone, I coded a decompiler/reassembler for the original Sega Music Macro Language.

You can rip the format to a relatively readable piece of Z80 code, and then recompile. I used this when adding new music to the arcade machine for the Enhanced Edition.

https://github.com/djyt/mmlr

That being said, music is the least of my worries right now! :-)
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Old 19 January 2024, 19:56   #171
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It would be handy if transfers data in xm (forget mod) and rasterize wave instruments in samples so to then make us reduce tracks more properly; with hjust hoot instruments i did achieve some decent result for Power Drift (that i did left unfinished for now, no, the main song was not ported)
[ Show youtube player ]

Last edited by saimon69; 19 January 2024 at 20:14.
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Old 19 January 2024, 20:03   #172
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Looks really good so far, very impressive work!
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Old 20 January 2024, 00:14   #173
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Originally Posted by Toni Galvez View Post
This is amazing!!! nice work!!! finally we can see the car on the road with road objects as well.

Keep up the good work.

My suggestions are, when you get the game finished, you can ask DJ Metune to make all the soundtrack, because is the guy that have proved to make the best music conversion to MOD.
He is part of the team
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Old 20 January 2024, 00:15   #174
agermose
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Originally Posted by reassembler View Post
If it helps anyone, I coded a decompiler/reassembler for the original Sega Music Macro Language.

You can rip the format to a relatively readable piece of Z80 code, and then recompile. I used this when adding new music to the arcade machine for the Enhanced Edition.

https://github.com/djyt/mmlr

That being said, music is the least of my worries right now! :-)
Good to know, thx.
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Old 20 January 2024, 00:19   #175
agermose
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Originally Posted by mrv2k View Post
The Amiga version of Cannonball has all the Out Run tunes converted to mod format. Might be fun to have running until you get your own conversions.

The Aminet version has 3 tunes in the archive (https://aminet.net/package/game/race/CannonBall). Version 1.4 (if you can find it) has all four tunes.
The music selector is not done yet. The attract mode runs, and jumps directly to the game, when fire is pressed.
Will look into it later.
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Old 20 January 2024, 01:27   #176
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The music selector is not done yet. The attract mode runs, and jumps directly to the game, when fire is pressed.
Will look into it later.
Will it run at 30fps just like the original game?
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Old 20 January 2024, 09:29   #177
Toni Galvez
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Will it run at 30fps just like the original game?
Well, 30fps for NTSC Amigas, 25fps for PAL Amigas.
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Old 20 January 2024, 09:59   #178
agermose
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Will it run at 30fps just like the original game?
No it will run at a variable framerate.
25 fps (PAL) would be great, but there are too many things to blit.
I’ll be happy with 17, with occasional drops.
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Old 20 January 2024, 10:39   #179
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Perhaps on 030 and more accelerated Amiga we can reach rock solid 25fps
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Old 20 January 2024, 11:19   #180
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problem with blitter is that the speed is the same no matter the CPU. Accelerated amigas help somehow in such games, but not that much.

AGA help with fast fetch modes that leave more slots for the blitter.

We may have 2 ports of Outrun which is awesome! I love that game and it's a challenge to port.
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