RACER Falcon (new game)

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RACER Falcon (new game)

Postby LaurentS » Mon Nov 11, 2013 8:09 pm

Hi all,

I'm happy to give you my new game for standard 4 Mo Falcon called RACER.
It's a racing games with 3 different scenarios :
- a "pole position" like race
- a "drive wrong way" race
- a "lotus like" or "outrun like" race

You can download it here : http://dl.free.fr/uUMleVGaW
It's a 30 days link, so please, if you could share it on your own sites as you did for beats of rage, it would be nice.
I've got some screenshot pictures for those who need some.

Have fun.

I've added the full readme.txt file for more infos.

best regards

Thadoss / Dune

----------------------------------------------------------------------------------------------------------------
November 2013

Thadoss proudly presents

Racer

Falcon030 version

1st at sillyventure 2013



About
-----

Racer is my second game for the Atari Falcon030 computer.

This is a 100% homebrew game.

This is my second big production for my beloved computer (after Beats
of Rage), and I'm happy and proud to share it with all the Falcon
people who still make the dream a reality.


Requirements
------------

To run this game you need:

- An Atari Falcon030 with at least 4MB of RAM
- At least 15MB of hard disk space
- One or more of the following input devices:
- a Jagpad
- A joystick plugged into the port 1
- The Falcon keyboard
- The game runs on both RGB and VGA screens

Falcon accelerators like the Centurbo CT2 or CT60 have not been tested.
(I don't own one of them), but the game should work.

If you have a 4MB machine, try to free up as much memory as possible.
The game needs a lot of memory due to the backgrounds and cars.


Installation
------------

Just uncompress the zip file in a folder of your harddrive and lauch the
game.


Files content
-------------
RACER030.PRG : the full 68030 game exe
RACERDSP.PRG : the 68030+DSP game exe
RACER.DAT : contains the options preferences and the best times
and best scores for each race.
README.TXT : this file
/DATA : the datas (images, musics, circuits definitions)
/SYS : some technical files for the game
/2_VBL.BUG : double VBL patched exe.
- RAC_0302.PRG : the 030 version, with double VBL fix
- RAC_DSP2.PRG : the DSP version, with double VBL fix

I've made 2 versions of the game : one 100% coded in pure 030 asm and one
which use the DSP for the road computing.

The DSP version should be a bit faster but some players may encounter some
problems with it.
The 030 version should be a bit slower (not that much). This version works
better with HATARI (the sound is cleaner, and no lag). It should be used
also with accelerated cards.

If you encounter a problem of double VBL bug with your monitor or a video
projector, you can try the 2 programs in the directory /2_VBL.BUG.
You just have to copy the files in the main directory of the game.
They should be used only in this case.

RACER.DAT contains all the best scores and times of each level. If you want
to reset these values, you can just delete this file. The game will automa-
tically create a new one with the defaults values. Deleting the file will
reset your options preferences to the defaults values. You can select them
again later in the main menu.



Gameplay
--------

Just take pleasure to drive fast on the roads, avoid the other drivers and
make the best time and/or the best score on each race.

You can drive on 4 different circuits. Each one is specific.

Circuit 1 : The race
This circuit is a race against 7 opponents.
Try to be the first one on the finish line.

Circuit 2 : The casino
On this circuit, you'll drive wrong way.
Try to finish the race and don't bump into the other cars.

Circuit 3 : The dark castle
This circuit is a race against 7 opponents.
Try to be the first one on the finish line.

Circuit 4 : Africa
This circuit is a "outrun" like race.
Try to finish the race without bumping into the opponents.



Controls (keyboard keys)
------------------------
UP : up arrow
DOWN : down arrow
LEFT : left arrow
RIGHT : right arrow
FIRE BUTTON : left shift
BONUS ACTION: right shift or alternate
GEAR UP : up arrow + left shift
GEAR DOWN : down arrow + left shift
PAUSE : p key
EXIT : esc key


Controls (joystick)
-------------------
UP : up
DOWN : down
LEFT : left
RIGHT : right
FIRE BUTTON : fire
BONUS ACTION: fire (only fire)
GEAR UP : up + fire
GEAR DOWN : down + fire
PAUSE : p key
EXIT : esc key


Controls (jagpag)
-----------------
UP : up
DOWN : down
LEFT : left
RIGHT : right
FIRE BUTTON : fire A or fire B
BONUS ACTION: fire C
GEAR UP : up + fire A or fire B
GEAR DOWN : down + fire A or fire B
PAUSE : PAUSE key
EXIT : esc key


Bonuses list
------------
Bell : all the visible opponents are ejected to the sides of the road
Bomb : the closest opponent's speed is reduced to zero
Boxing glove : bump into a car ejects the other car
Crystal bowl : teleport the player to 200 meters
Falling star : freeze the time counter for 10 seconds
Maxibomb : all the visible opponent's speed is reduced to zero
Missile : the player max speed increase to 500 km/h during 10 seconds
Horn : the closest opponent is ejected to the side of the road
Rainbow : invert the driver's left/right commands during 5 seconds
Shoes : the player max speed increase to 400 km/h during 10 seconds
remote control : freeze the time counter for 5 seconds


Some bonuses are automatic ; some others have to be triggered to be activated.
Some bonuses are better to be used near the opponents, whereas some other
should be used far from the oponents. You'll have to learn how to use them.
Rainbow is the only malus of the game.
The boxing glove can't be activated. It will trigger when you bump into a car.
It's better to use it in a straight road and avoid it in a curve.



Background informations
-----------------------

I've written all the code in pure 68030 assembler and DSP asm.
It took me 1 year to complete the game.

- All the sprites are hard coded in assembler, using the sprite
compressor I made for beats of rage.
- 90% pure 68030 code
- 10% DSP asm code. I've hacked the dspmod player to be able to add the
road computing and 3D->2D projection code.
- All developped with Hatari under Linux


My aim was to :
- fit the game in a standard 4 meg Falcon,
- keep a 320*240 true color resolution for both VGA and RGB
- have a game that run as fast as a standard falcon can do
- make a new and never seen game on Falcon
- keep the depth of the road, objects and other cars as far as possible.
Have a closer look at how far you can see details on each level.
I don't think there's already been such a depth in a racing game on
old computers.

The game contains 4 different tracks and 39 different cars.
Each track has it's own textures, sprites and music.

The game includes an internal clocktick to avoid slowness.
The rendering is done with 3 screen bufers (without VBL synchro).

The roads are precomputed with 4 tables :
- a x table based on a spleen curve
- a height table also based on a spleen curve
- a texture table who indicates which texture to display on each tile
- a sprites table for the objects around the track

There's also a car table for the cars of the level.

The mapping engine is based on the addx.l instruction.
here is the heart of the textured road display engine :

.loop_draw_road: move.l (a5,d6.w*2),(a6)+
addx.l d7,d6
move.l (a5,d6.w*2),(a6)+
addx.l d7,d6
move.l (a5,d6.w*2),(a6)+
addx.l d7,d6
move.l (a5,d6.w*2),(a6)+
addx.l d7,d6
dbf d2,.loop_draw_road

I've found a nice optimisation by moving the pixels 2 by 2 with a move.l
For this, you have to adapt the value of the addx (d7 value).
This allow to win 2 VBL on the standard Falcon for the road rendering and
it doesn't kill the quality of the rendering.

The rendering allows 2 modes : flat and textured.
The flat engine is 1 VBL less than the textured engine.
I've included it for the nostalgics of this kind of road rendering.



Graphical Ressources of the game
--------------------------------

All the pictures of the game were found via google image.
I've reworked them all under "the gimp" to fit my needs.
Sometimes, I had to modify these pictures.

When a picture is finished, I export it in TGA, no compression.
Then, I convert it with "Rainbow multimedia" under Falcon by saving
it in Falcon mode true color picture.
Then, I rework the binary with my own programs (optimisations
and assembler convertors).

The bonuses pictures are taken from "Sonic and Sega all star racing".



Musical Ressources of the game
------------------------------

The modules are issued from different demos and games.
I've downloaded them from the web via different sources.

night blues : 4 Channels, 42 Patterns, 31 Samples
by Patryk Gegniewicz (Poland)

banana split : 4 Channels, 49 Patterns, 31 Samples
by dizzy / cncd '93 (finland)

## FEELING ## : 4 Channels, 59 Patterns, 31 Samples
by XTD / MYSTIC

melon : 4 Channels, 64 Patterns, 31 Samples
by #Audiomonster/Melon

JazzFunk : 4 Channels, 43 Patterns, 31 Samples
by jazzfunk ???

child's philozophy : 4 Channels, 47 Patterns, 31 Samples
by dan / picco (1994)



The sounds
----------

The sounds are all downloaded from the web. They're all free sounds.

During the game, you'll hear some stereophonic swoosh when the car
is close to an object. I wanted this to reinforce the reality for
the player.



Credits
-------

Falcon code and design: Laurent Sallafranque / Thadoss / Dune
Init routs from Dead Hackers Society Falcon Demosystem v15
Joystick/keyboard routine by Nyh/Hans Wessels
DspMod by Bitmaster / TCE (hacked by myself)
video save/restore: Aura & Mugwumps
Double VBL bug in VGA: Zerkman / Sector One
Joypad routine: Simon Sunnyboy

All the pictures and musics belong to their respective creators.
If someone doesn't want his work to appear in my game, just mail me
and I'll remove it.


Thanks and greetings
--------------------

Thanks a lot to the author of the pictures, sounds and music I use
in the game.

I want to thank all the Atari communauty for all the fabulous piece of
software I saw during the last 20 years.

This game is my little contribution to the atari Falcon world.

Special thanks to goes to:
- Chuck and MIC from Dune
- Zerkman, Ukko, Tomy, _Orion,
- Grey for the Sillyventures (hey Grey, I always have a good time in Gdansk)
- All the people I met at SillyVenture (guys, you are so cool !!!)
- all the members of the atari crews
- All the members of the Hatari development team, especially Nicolas,
Thomas and Eero


Future enhancements
-------------------

The engine is robust enough to use it as a basis for more games.
Maybe ... ;)


Version history
---------------

0.1 - Nov-12ccc : Initial release
0.2 - mars 2013 : first road engine
0.3 - july 2013 : sprites, other cars
0.4 - oct. 2013 : first opponents movements, finition of the game,
hack of the dspmod player
1.0 - nov. 2013 : presentation of the game at Sillyventure 2013


If you find a bug
-----------------

If you find a bug while playing, just send me a mail with the following
informations:
- the race name
- the position of the car on the track (beginning of the track, middle, end)
- at which lap does the bug appear ?
- the time left, the gear position, the number of laps, ...
- how many cars were there on the screen ? (1, more)
- was there something special (a bonus, a crash, ...)

The more precise you are, the best I can reproduce and fix the problem.
If you can do a photo or a snapshot of the problem, it's better.


Contact
-------

laurent.sallafranque (at) free.fr

Stay (H)atari forever ;-)

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BoNuS
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Re: RACER Falcon (new game)

Postby BoNuS » Mon Nov 11, 2013 8:55 pm

Nice, played it unter the Hatari emulator (cause the file was to big to put on floppy and I to lazy to try it another way).

Brings back an old Lotus Espirit game feeling or Outrun :) Great that is all ASM, even harder to do !
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- 3x 1435 monitor - 1 x Ult.Ripper cardridge - Mega 1,2,and 4 ( just to much Atari stuff)

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Re: RACER Falcon (new game)

Postby Dal » Tue Nov 12, 2013 8:42 am

Thank you very much! Looking forward to playing this when I'm next at home.
TT030: 4MB/16MB + Crazy Dots, Mega"SST" 12, STacy 2, MegaSTE, STE: Desktopper case, IDE interface, UltraSatan (8GB + 512Mb) + HXC floppy emulator. Plus some STE's/STFM's

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Re: RACER Falcon (new game)

Postby dma » Tue Nov 12, 2013 10:06 am

Really cool game, check it out!

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Re: RACER Falcon (new game)

Postby AtariZoll » Tue Nov 12, 2013 10:53 am

I played little on Falcon - great work :cheers: Both versions 30 and DSP run flawless on LCD monitor. Framerate is pretty good for Falcon True Color.

Considering hosting this nice work: I'm sure that Atarimania will gladly host it - contact them.
I can host it too in http://atari.8bitchip.info/ASTGA/astgam.php . Even if it is called ST archive.
English language is like bad boss on workplace: it expecting from you to strictly follow all, numerous rules, but self bending rules as much likes :mrgreen:

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Re: RACER Falcon (new game)

Postby dml » Tue Nov 12, 2013 4:21 pm

Wow. I haven't seen it running yet but this is an unexpected and welcome surprise :)

Will try tonight after work!

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Re: RACER Falcon (new game)

Postby simonsunnyboy » Tue Nov 12, 2013 4:54 pm

Wow, great stuff that shows again what can be done on a standard Falcon!

I'm pretty impressed at the good framerate which makes the game more fluid than some classic ST-Low racers running the ST.
Graphics could need some polishing, esp. the fonts but as I'm a coder myself it is not a big deal!

Well done + it motivates me to dig deeper into Falcon TrueColor code..and maybe someday some result with that! 8)

PS: i have uploaded the file to my Ubuntu One space in case another dl location is needed: http://ubuntuone.com/3zi7JbhBa1jux745HNKJcO
Simon Sunnyboy/Paradize - http://paradize.atari.org/ - STOT: http://www.npoi.de/stot/

Stay cool, stay Atari!

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Re: RACER Falcon (new game)

Postby thothy » Tue Nov 12, 2013 6:49 pm

Impressive! I didn't expect to see such a complex new game on the Falcon these days - very good job, Laurent!

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Re: RACER Falcon (new game)

Postby lotek_style » Tue Nov 12, 2013 7:04 pm

Looks pretty nice :)
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Re: RACER Falcon (new game)

Postby LaurentS » Tue Nov 12, 2013 8:31 pm

Hi all,

Thanks a lot for your messages. I'm happy you like the game.

For the graphics, if a graphist want to spend time on the 40 cars, or some other parts of the game, it would be with great pleasure (and I think this would increase a little bit more the speed of the game, due to my sprite encoding tool).

Have fun, stay (H)Atari

Laurent

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Re: RACER Falcon (new game)

Postby dml » Tue Nov 12, 2013 9:53 pm

Ok I played it now - looks great and decent speed. And your second game in a very short space of time! Great work.

Reminds me of the long hours I once spent adjusting road maps of this kind in the distant past... :-o

:cheers:

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Re: RACER Falcon (new game)

Postby swapd0 » Tue Nov 12, 2013 11:44 pm

video please :cheers:

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Re: RACER Falcon (new game)

Postby Anima » Wed Nov 13, 2013 10:52 am

Nice work. It truly shows the power of the Falcon again. Thanks for sharing.

Cheers
Sascha

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Re: RACER Falcon (new game)

Postby purpleeagle01 » Wed Nov 13, 2013 1:54 pm

Many Thx Great Work :-)
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Re: RACER Falcon (new game)

Postby kristjanga » Wed Nov 13, 2013 3:03 pm

great work :cheers: and thanks for sharing it with us

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Re: RACER Falcon (new game)

Postby Omikronman » Wed Nov 13, 2013 5:16 pm

This minds me of the "Reeking Rubber" game which has never been finished. Will there be any other cars to be driven in the future? :wink:

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Re: RACER Falcon (new game)

Postby bear » Wed Nov 13, 2013 9:12 pm


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Re: RACER Falcon (new game)

Postby Eero Tamminen » Wed Nov 13, 2013 10:23 pm

I just tested this and the speed of the game is absolutely fantastic. The viewing distance for what's on the road is also excellent.

There's something funny with the cars themselves though, on which I cannot quite put my finger on. I think the other cars look at close-up a bit too large compared to your own car, their size can rapidly both increase and decrease when they're at suitable distance from you. Moving your own car sidewise looks like its texture were manipulated instead of there being actually a separate image of the car in different position (car also might be moving slightly too slowly left & right).

Shadow under the car would be great to make it more like its on the road instead of flying slightly above it :), but I guess that would slow down things too much.
Last edited by Eero Tamminen on Wed Nov 13, 2013 10:29 pm, edited 1 time in total.

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Re: RACER Falcon (new game)

Postby LaurentS » Wed Nov 13, 2013 10:24 pm

Many thanks Bear for the video. Is there a way to save it on my hardDisk ?
Laurent

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Re: RACER Falcon (new game)

Postby viking272 » Wed Nov 13, 2013 10:34 pm

LaurentS wrote:Many thanks Bear for the video. Is there a way to save it on my hardDisk ?
Laurent

Hi Laurant,

The game looks fantastique, nice work!

To save from YouTube you can use one of the many websites, like this:

http://en.savefrom.net/1-how-to-download-youtube-video/

Simply add the URL in and press Download; it will give you options to save the file.

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Re: RACER Falcon (new game)

Postby bullis1 » Thu Nov 14, 2013 12:30 pm

Congratulations on your accomplishments Laurent! The draw distance is indeed impressive; the likes of which I haven't seen since the arcade version of Outrunners!
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Re: RACER Falcon (new game)

Postby EvilFranky » Thu Nov 14, 2013 7:33 pm

Astonishing :mrgreen:

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Re: RACER Falcon (new game)

Postby EvilFranky » Sat Nov 16, 2013 12:34 am

The GFX style reminds me of Road Rash on the 3DO:-

http://www.youtube.com/watch?v=dOKYgkr3mxs

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Re: RACER Falcon (new game)

Postby Omikronman » Sat Nov 16, 2013 12:39 am

I wonder if that Road Rash would be possible on the Atari Jaguar too.

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Re: RACER Falcon (new game)

Postby NGF » Sat Nov 16, 2013 11:24 am

Very impressive (judging on the video) :mrgreen: It looks similar to Road Rash indeed or Need for speed 1.
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