23 July 2021, 00:45 | #101 |
J.M.D - Bedroom Musician
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so blitter cannot tilt a picture? Can roll it like a page and wave it around but cannot tilt it?
Last edited by saimon69; 23 July 2021 at 03:14. |
23 July 2021, 00:55 | #102 |
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You can shift lines x offset and make curves, and you can multiply y lines with modulo and make the slopes. Afaik
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23 July 2021, 01:12 | #103 |
Lemon. / Core Design
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23 July 2021, 01:20 | #104 |
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If Dan says so... Than who am I to oppose, which I'm actually not trying to
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23 July 2021, 02:48 | #105 |
J.M.D - Bedroom Musician
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I did watch the Chuck 2 videos and want to reiterate that the arcade pic is NOT the desired effect - of course THAT would be optimal but Dan example is a double bend (they bend the tileset vertically - cannot call it tiles) and then bend the bent tileset horizontally) while i was thinking more of a single bend - badly simulated like this ; should pose no problem in a 1200
Last edited by saimon69; 23 July 2021 at 03:17. |
24 July 2021, 09:03 | #106 |
J.M.D - Bedroom Musician
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Found the game adf and tested in my emulator, in supposed 020 NTSC. So, speed is good, could be compared to the arcade;
however the cars are too big and in some circuits curves are too narrow; those are the main playability concerns that a improved edition should address. Did not take measurements (yet) but it seems car sprites might be 64 px wide, while 48px could be a decent option. How to alter the graphics have no clue, and not even how to alter the map. I suppose is not just matter of replacing assets; since the sizes might change means to alter also the engine itself somehow. |
24 July 2021, 13:02 | #107 |
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100% the best way to do this is a height based raycaster. That way you get the 3D engine for free and the heights are precalculated.
It would be faster than a wolf3d engine as you're not filling the whole screen. You'd be using precalculated blits. That's how I'd do it anyway. |
25 July 2021, 05:39 | #108 | |
J.M.D - Bedroom Musician
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Looking again around i found this snippet from sega Retro that seems interesting!
Quote:
Last edited by saimon69; 25 July 2021 at 06:14. |
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26 July 2021, 05:08 | #109 |
J.M.D - Bedroom Musician
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Through third party i went to know sources of Power Drift are lost, and there goes my improvement plan to the sewers
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01 August 2021, 20:34 | #110 |
J.M.D - Bedroom Musician
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Wanted to wait until the main song remake is finished and also polish other songs; however, since am very busy and have little time to do it i decided to show this video now.
I simulated the Power Drift updated soundtrack via video editing here: all in-game songs are three channels beside the High scores one, ad all use samples captured from the arcade by Hoot. This to see if there is any interest on have the soundtrack updated (but right now i know is not possible due to missing sources) Will add an updated version when ready. [ Show youtube player ] Last edited by saimon69; 01 August 2021 at 20:42. |
01 August 2021, 21:10 | #111 |
This cat is no more
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I think that music can still be changed without the sources. The rest of the game, well, too much reverse work to improve it (and it's also not so great)
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24 August 2021, 19:59 | #112 |
J.M.D - Bedroom Musician
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Was testing the game adfs couple weeks ago in WinUAE and the speed with all parameters set to emulate an a1200 was pretty good, so am surprised nobody tried to do a vectorbobs 3d game on AGA, it could even handle a decent Galaxy Force impersonator in my opinion - maybe because by the time AGA was around this game style was obsolete? Or is just the WinUAE emulation that fools me to think speed is good?
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25 August 2021, 23:22 | #113 |
J.M.D - Bedroom Musician
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I like to add other examples of vectorballs 3D games to show that those were indeed feasible albeit with some sacrifices on a A500 hence in a A1200 should come pretty easy
Line of Fire [ Show youtube player ] Narco Police [ Show youtube player ] |
25 August 2021, 23:26 | #114 | |
J.M.D - Bedroom Musician
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Quote:
Am finalizing all songs so we could attempt to do it - but will take time Last edited by saimon69; 25 August 2021 at 23:45. |
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26 August 2021, 04:58 | #115 |
CaptainM68K-SPS France
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Recoloring the arcade assets would take most of the time. I know how to extract those, but is it really useful ? I'm not sure.
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26 August 2021, 05:01 | #116 | |
CaptainM68K-SPS France
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Quote:
And why Degas Elite ? Deluxe Paint was the most used and the best package for graphics...... hum hum |
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26 August 2021, 08:40 | #117 |
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Two games I have never played. Line of Fire seems a bit Afterburner like in the way that it works but Narco Police moves really smoothly. Imagine either bumped up with 4x the sprites using an A1200 and fast ram. Now you might me be nearer Power Drift...
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26 August 2021, 08:45 | #118 |
J.M.D - Bedroom Musician
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Just quoting the article, if you have insights would be glad to know it
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26 August 2021, 11:18 | #119 | |
CaptainM68K-SPS France
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Quote:
Each sega port they did was done and designed to work around the ST (limitations). The Amiga was always a second tought. If ZZKJ fully dedicated to the work on the Amiga, it would have been an incredible feat considering his ability. Btw, if you really want to see what the Amiga can do with Powerdrift superscaling, have a look at digital magic's Shockwave. |
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26 August 2021, 17:40 | #120 | |
J.M.D - Bedroom Musician
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Quote:
Feed this engine to an A1200 and even without fast RAM we can indeed have a Power Drift clone if not a Galaxy Force one! for reference: [ Show youtube player ] |
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