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Old 07 April 2021, 12:49   #1
Toni Galvez
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Cruise in USA for Amiga? someone?

We have the Cruisin' USA source code of Cruise in USA, maybe someone is interested to port it for 060/Vampire/Bufee Amigas.

https://github.com/historicalsource/cruisin-usa
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Old 07 April 2021, 14:02   #2
DamienD
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Damn, I love Crusin' USA
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Old 07 April 2021, 17:53   #3
eXeler0
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Quote:
Originally Posted by Toni Galvez View Post
We have the Cruisin' USA source code of Cruise in USA, maybe someone is interested to port it for 060/Vampire/Bufee Amigas.

https://github.com/historicalsource/cruisin-usa
Pretty sure you'd need a 3d capable GPU in the Nintendo 64 ballpark for a decent port ;-) A software renderer would struggle.. a lot.
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Old 07 April 2021, 19:32   #4
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WOS and/or 68K (060) with Warp3D...?
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Old 07 April 2021, 20:55   #5
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I remember also the arcade machines not having the texture smooth enabled by default so textures sometimes did look blocky but i guess there was some performance gain
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Old 07 April 2021, 21:49   #6
jotd
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source code is in non 68k asm with a ton of macros... In comparison, Outrun remake used C++.

I checked quite a lot of sources and they all come in non 68k asm, on a much superior hardware. Having the source doesn't make the task that easier.
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Old 07 April 2021, 22:59   #7
Pyromania
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I believe the Vampire V4 could handle this.
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Old 08 April 2021, 01:03   #8
eXeler0
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I believe the Vampire V4 could handle this.
One can sure believe, but.. why though?
CPU may be equal to N64 (I say n64 because not many other ports were done AFAIK) but then there's the whole GPU thing which Vamp really isn't close to.
Some day the V4 standalone (with its bigger FPGA) might get a gpu, who knows, but for now I just don't see how it compares.

Not a lot info to be found about the custom GPU in Midways V-Unit, but one might guess its in the same ballpark as SEGA's Model 2.
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Old 11 April 2021, 23:57   #9
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One can sure believe, but.. why though?
Well, he didn't specify the framerate, you know, so from that standpoint, V4 could indeed run it

On a more serious note, at 320x200, from my benchmarking on V4, V4 needs less than 3 frames (e.g. 60/3 = 20 fps) for a flat (no 3D terrain) textured road&landscape, skybox and some roadside sprites (trees, signs, etc.). Those textures can be generic, and any resolution (RAM limited).

That is of course not the 3D terrain the Cruisin USA has, but it's a realistic target.
Given 512 MB RAM, we can get away with real-time rendering of 6 textured cars (via impostors), as that would butcher the framerate otherwise.


Not that 10 fps is great for racing games, but that 3D terrain could run at around 10 fps (6 frames per one frame) with one 3D car on V4.
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Old 12 April 2021, 00:10   #10
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Originally Posted by jotd View Post
source code is in non 68k asm with a ton of macros... In comparison, Outrun remake used C++.

I checked quite a lot of sources and they all come in non 68k asm, on a much superior hardware. Having the source doesn't make the task that easier.
Yep, TMS 32031 DSP, with 16/32-bit fixed-point in HW.

In theory, one could write a translator from DSP -> 68000, but I would not want to debug that


Much easier to just write the damn 3D engine from scratch
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