01 February 2024, 16:13 | #1 |
Registered User
Join Date: Dec 2021
Location: Australia
Posts: 187
|
Turbo Outrun Realtime Scaled?
For no reason in particular I was having a look at some old Amiga sprite based racing games to see which are faster on a faster than stock cpu.
While doing so I discovered that Turbo Outrun is heck of a lot smoother in its updating to a point Im wondering if its actually "realtime" software scaled rather than a series of pre-drawn sprites. The game itself does some really strange things with other cars movement, graphics glitches, and is actually slower, but its so smooth in the updates of graphics as they get closer that I'd be surprised if it's not realtime scaled. Anyone have any insight into this, or even just curious to check out what I mean? I was mostly trying things out on Winuae (for convenience), but I was curious enough to try it on my pistorm+gotek equipped a500 and the behavior is the same there. Not hugely exciting, but as someone who liked the arcade version and wanted to like the Amiga version I found it interesting. |
01 February 2024, 17:10 | #2 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,533
|
Quote:
|
|
01 February 2024, 18:03 | #3 |
Registered User
Join Date: May 2023
Location: essex
Posts: 457
|
The coding is pathetic, the graphics come directly from the ST. There is nothing to save, only a homebrew update from scratch
|
01 February 2024, 18:20 | #4 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,533
|
If the street graphic update was better would be a decent mediocre racing game - THAT would be already an improvement, then we can work in better graphics music etc.
|
01 February 2024, 19:12 | #5 |
Registered User
Join Date: Sep 2023
Location: England
Posts: 28
|
|
01 February 2024, 19:31 | #6 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,533
|
We are talking OCS/ECS here, though; i know many would forget that but lotus did show is possible to have a - would not say exact but similar - experience
|
01 February 2024, 19:40 | #7 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,533
|
From the ZeusDaz longplay comments
Quote:
|
|
01 February 2024, 19:47 | #8 |
Registered User
Join Date: May 2023
Location: Norwich
Posts: 385
|
That might add weight to the idea it's being real-time scaled. If you're doing resizing on the fly, you can't really use the blitter to do it.
|
01 February 2024, 19:53 | #9 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,533
|
I Think more than resize is the usual plot one /two/three/etc of 16 pixels according to the Z position - that simulate a resize- a crappy one but still
|
01 February 2024, 19:56 | #10 |
Senior Member
Join Date: Jun 2001
Location: Germany
Posts: 1,648
|
True. But what people also often forget is that there is a *huge* difference between a game that was conceived for the Amiga from the outset, and a game that was ported from some other system to the Amiga. And when the Atari ST is part of the equation as well, better run.
|
01 February 2024, 20:07 | #11 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,533
|
8 and 16-bit Consoles did went around that by tweaking things, and people did not expect the full arcade experience, we know
Last edited by saimon69; 01 February 2024 at 20:17. |
02 February 2024, 03:28 | #12 |
Registered User
Join Date: May 2023
Location: essex
Posts: 457
|
There is no real time scaling, it is the usual quality of coding for the dev group, the ST version runs a little bit faster and uses the same 16 colour graphics for the game engine IIRC.
|
02 February 2024, 06:41 | #13 |
Registered User
Join Date: Oct 2022
Location: Roma
Posts: 317
|
Just make a new AGA version, simple
|
02 February 2024, 08:52 | #14 |
Registered User
Join Date: Dec 2020
Location: Italy
Posts: 1,902
|
interesting
there is also Top Gear 2 that runs like garbage on 68000/68020 ,but seems it starts to behave 'better' with 68030 and after : https://eab.abime.net/showpost.php?p...7&postcount=29 about Turbo Outrun, this cut is from the whdload page : "The game had a major problem on fast machines, it was simply unplayable because there was no timing at all. Since the code is very slow on a plain 68000 A500 coder didn't feel like adding any sync with the raster beam hence game is unplayable on fast machines. I have fixed this, if you run the game on slow machines (or simply want to have some "fun") you can disable the timing fix with CUSTOM1." Last edited by kremiso; 02 February 2024 at 08:57. |
02 March 2024, 08:22 | #15 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,533
|
After i have seen this, i wish someone take the time to tweak the old engine for better perfomance and transform that abort in a decent racing game!
[ Show youtube player ] |
07 March 2024, 00:23 | #16 | |
Registered User
Join Date: Dec 2019
Location: North Dakota
Posts: 741
|
Quote:
At 640x480, you won't get 60 fps even on Vampire V4 in RTG mode. It took 3DFX on PC to run 640x480 smooth for racing games. I recall playing NFS1/Screamer2 at an abysmall framerate on Pentium 100 MHz at 640x480. And that was 30 yrs ago. Today I would get headache from such framerate in a racing game (turn-based strategy would be fine, however) under 15 seconds... |
|
07 March 2024, 00:35 | #17 | |
Registered User
Join Date: May 2023
Location: Norwich
Posts: 385
|
Quote:
|
|
07 March 2024, 11:10 | #18 | |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,441
|
Quote:
What a strange beast. An other iteration of the unfamous Fake AGA games except this one is even better in its OCS incarnation. |
|
07 March 2024, 13:23 | #19 | |
Registered User
Join Date: Dec 2019
Location: North Dakota
Posts: 741
|
Quote:
I seriously doubt that Pentium could pull off a 60-fps-lock 640x480 scanline racer. Perhaps with some very fast 2D card in the system, but certainly not the typical S3 of the era (let alone the cheaper ones). 640x480 is 4.8x more pixels than 320x200, so it's questionable. Pentium doesn't have that much leg up over legacy 80486. Maybe there was such racer on PC at the time of NFS1 and I simply missed it. Do you have any such examples ? Now, if somebody was to write a hand-optimized ASM bitmap scaling code for Pentium, maybe... MMX-based code (166 MHz Pentium) - yes - those were fast enough for this, but 75-100 MHz, it's doubtful. |
|
07 March 2024, 14:58 | #20 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,355
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Outrun AGA | agermose | project.Amiga Game Factory | 254 | Today 18:49 |
Realtime debugger | Radertified | request.UAE Wishlist | 4 | 19 October 2021 22:07 |
Turbo Turbo 1230-MK2 Schematics | IrY100Fan | support.Hardware | 8 | 20 August 2015 14:31 |
would you like to have an Outrun like for Aga? | sandruzzo | Retrogaming General Discussion | 50 | 30 January 2013 12:03 |
Native display is scaled although it shouldn't be | thomas | support.WinUAE | 18 | 15 October 2010 09:56 |
|
|