04 January 2015, 15:41 | #1 |
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Better Outrun port for Amiga
Has there been any project to make or port Outrun for Amiga. The orginal port is one of worst games i played Sega Megadrive port is amazing Atari ST is bad too.
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04 January 2015, 15:57 | #2 |
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You may follow this thread http://eab.abime.net/showthread.php?t=76353
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06 January 2015, 07:45 | #3 |
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I thought the Megadrive conversion sucked. Certainly much better than the Amiga version, but still rubbish.
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06 January 2015, 12:22 | #4 |
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Without being expert I think it could be done in 020 amigas. It's wrong to compare with A500 lotus which all people do, because in lotus scenery is almost empty instead to outrun that is full of objects plus having some really big sprites.
Didn't arcade outrun use same engine with space harrier? Space harrier is really good on Amiga 500, made by Elite, outrun was made by Probe. Scenery is almost empty in A500 space harrier too. |
06 January 2015, 20:09 | #5 |
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At least the Amiga version is better than the ST version!
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06 January 2015, 23:22 | #6 | |
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Quote:
I played it loads and thought it was great. The music wasn't converted so well but the gameplay was good. C64 version best for music MD version best for gameplay Amiga version best for beer coaster |
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06 January 2015, 23:46 | #7 |
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Does anyone have a fast blitter bob scaling routine?
I'm thinking some hybrid approach where various pre-scaled bobs are stored with the blitter doing one final set of stretches to get the exact size right. Probably too slow, though. |
07 January 2015, 08:14 | #8 | |
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Quote:
Compare them both to Super Hang On, Super Monaco GP, or Turbo Outrun. Those are very high quality conversions. |
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12 January 2015, 22:48 | #9 |
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Turbo Outrun a high quality conversion? On the Megadrive you mean?
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12 January 2015, 23:20 | #10 |
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MD turbo outrun is pretty dire.
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13 January 2015, 10:36 | #11 |
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I would say the same about the Amiga version Still at the time I got it, it blew my socks off.
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11 February 2015, 10:06 | #12 |
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For PC, someone has made a perfect port of the Arcade version, it's called Canonball and it's for free. It requires the original Arcade ROM though. Maybe it's possible to use this source code for a proper Amiga version too?
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11 February 2015, 14:12 | #13 |
CaptainM68K-SPS France
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yes why not ? however, it would be better to ask to the cannonball author the ressourced ASM source code commented (which he did before converting the program in C).
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11 February 2015, 15:45 | #14 | ||
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Quote:
Quote:
Outrun is clearly a level or two above LotusIII. I have been thinking of re-making it for quite some time but that's frankly not the game I would start with, it's one of the hardest (with AfterBurner) to convert without butchering it. Also if I started working on it, I would definitely ask for an official license. Regarding Super Hang On I must disagree with hewitson, it's really bad. It's not even 20 fps, probably more like 15. The controls are lagging and imprecise, the graphics are bad and not faithful at all to the original and the sound is horrendous. The other riders keep jittering left and right constantly and do not drive in the smooth trajectories they have on the Arcade which shouldn't be that hard to code. I bought the original recently on EBay because I wanted to have a clear conscience and because I wanted to analyze it but I found it even worse than what I remembered from the old days. I must say that I agree with you (hewitson) that Space Harrier feels unfinished, it has a ok look (but frankly an A500 can do better) but the controls, O dear lord do they suck. Last edited by Nekoniaow; 11 February 2015 at 16:08. |
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11 February 2015, 17:52 | #15 |
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The arcade version of OutRun is one of my favorite game. It requires a lot of hardware. To be close to the arcade it must be made for an expanded Amiga, RTG graphics board, 040 or 060 CPU,
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11 February 2015, 18:50 | #16 | |
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Quote:
I am not sure why you think a 040+ is necessary? |
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11 February 2015, 19:14 | #17 | ||||
CaptainM68K-SPS France
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Before having any difficult to move as many bobs, there is a problem with the way the graphic system is working. there is a big work in this field to do, before wanting to get bobs moving on screen. Quote:
There is a work to do on the original assets BEFORE starting to work on the conversion. Quote:
Quote:
Last edited by dlfrsilver; 11 February 2015 at 20:44. |
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11 February 2015, 20:19 | #18 |
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Because the original arcade version is running 2 x 68000@10MHz, 1xZ80 on a special designed computer that was expensive to produce, and 12 000 colors at once. Hardware supporting two roads. The same hardware was also used on Space Harrier and Super Hang-on by the way.
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11 February 2015, 20:46 | #19 |
CaptainM68K-SPS France
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1x 68000 is dedicated to the road display (second 68000 slave)
1x 68000 is dedicated to the remaining (display driving, game logic, sprite logic) (first 68000, master) 1x z80 to drive the sound. And 8192 color palette (read for a computer using a unified palette: 256 colors game). |
12 February 2015, 01:33 | #20 | |||||
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Quote:
The gameplay and road system are fairly generic and although he mentions that the road system code is way too convoluted and heavy handed for what it does that's very unlikely to require a lot of CPU power. What require power and attention is the sheer number and size of roadside objects to draw each frame. Quote:
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That's done by prototyping using dummy bobs with patterns until you can manage the achieved frame rate. Only then you know what kind of butchering can be applied to the assets. Quote:
I must say that despite this I finished the game in its day. Which is why it was also important to me to buy an original (even got an unopened one with its 1990 sticker ): I wanted to pay for the time I spent on it even though I didn't like it. Quote:
I am of the opinion that it could have been much better even at that time without any particular tricks. With tricks, well, it could be simply amazing. Last edited by Nekoniaow; 12 February 2015 at 02:34. Reason: Changed formulation. |
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