Outrun with frame counter

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Re: Outrun with frame counter

Postby FedePede04 » Tue May 28, 2019 6:41 am

wongck wrote:Great jobs !! Looks a lot faster and better frame rates.
noticeable when the car crashes and flips over..... may be the slo-mo car flip gives a better dramatic effect like they do in the movies?


Many thanks :D
yes its moving a lot faster now (the original version only just get out of the starting array before the modded version is finish :lol: ).
But i do hope that i can get it to run even faster, but its getting harder and harder :lol:
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Re: Outrun with frame counter

Postby shoggoth » Tue May 28, 2019 8:02 am

Wow!! Hugh difference, hats off!!
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Re: Outrun with frame counter

Postby FedePede04 » Tue May 28, 2019 10:11 am

Thanks :D
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Re: Outrun with frame counter

Postby GadgetUK164 » Tue Jun 04, 2019 10:10 am

Very impressive! It runs too fast in places now lol! Love it!

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Re: Outrun with frame counter

Postby FedePede04 » Tue Jun 04, 2019 10:19 am

GadgetUK164 wrote:Very impressive! It runs too fast in places now lol! Love it!


many thx, i think i can't optimize so much more, so i will probably soon release the code.
maybe an other can find for more Fps :lol:

could be fun if it was unplayable due to speed :lol:
so we had to change the engine....
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Re: Outrun with frame counter

Postby GadgetUK164 » Tue Jun 04, 2019 11:20 am

FedePede04 wrote:
GadgetUK164 wrote:Very impressive! It runs too fast in places now lol! Love it!


many thx, i think i can't optimize so much more, so i will probably soon release the code.
maybe an other can find for more Fps :lol:

could be fun if it was unplayable due to speed :lol:
so we had to change the engine....


It's way more playable now! I just had a game and got to the last round! Try doing that on the original version! I wonder if there's any more ways it can be improved, like re-doing some of the sprites (I never like the way the back of the Ferrari looked different to the original version for example). Maybe it would be possible to add some intermediate sprites as cars move nearer to make the scaling look more gradual. I know it would need more memory but most of us have 4MB with the ST these days.

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Re: Outrun with frame counter

Postby FedePede04 » Tue Jun 04, 2019 12:35 pm

GadgetUK164 wrote:
FedePede04 wrote:
GadgetUK164 wrote:Very impressive! It runs too fast in places now lol! Love it!


many thx, i think i can't optimize so much more, so i will probably soon release the code.
maybe an other can find for more Fps :lol:

could be fun if it was unplayable due to speed :lol:
so we had to change the engine....


It's way more playable now! I just had a game and got to the last round! Try doing that on the original version! I wonder if there's any more ways it can be improved, like re-doing some of the sprites (I never like the way the back of the Ferrari looked different to the original version for example). Maybe it would be possible to add some intermediate sprites as cars move nearer to make the scaling look more gradual. I know it would need more memory but most of us have 4MB with the ST these days.


the palm tree, hut have been replaced, and you can also download the sign, and just copy it into the game dir.
i have think about use all 4mb :D

but something to consider, i think the most important thing is to have all the graphic loaded, so it don't have to load at every check point.
next mirror of the graphic so it don't have to use the slow software routine.
and i could also like to have the last sprite the 100% size sprite. now the biggest sprite is 66%.
an other thing that could be cool was if other cars was shown like in the arcade so you see some of the side.

but the roms on the Sega take around 2mb, so we are 2 up :D
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Re: Outrun with frame counter

Postby FedePede04 » Tue Jun 04, 2019 12:37 pm

been playing a little with the high score music.
first take could be better, but i could only find this score, that i could make to work :D
Last Wave.mp3
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Re: Outrun with frame counter

Postby FedePede04 » Tue Jun 04, 2019 3:20 pm

GadgetUK164 wrote:
FedePede04 wrote:
GadgetUK164 wrote:Very impressive! It runs too fast in places now lol! Love it!


many thx, i think i can't optimize so much more, so i will probably soon release the code.
maybe an other can find for more Fps :lol:

could be fun if it was unplayable due to speed :lol:
so we had to change the engine....


It's way more playable now! I just had a game and got to the last round! Try doing that on the original version! I wonder if there's any more ways it can be improved, like re-doing some of the sprites (I never like the way the back of the Ferrari looked different to the original version for example). Maybe it would be possible to add some intermediate sprites as cars move nearer to make the scaling look more gradual. I know it would need more memory but most of us have 4MB with the ST these days.


Look here some of the sprite have been changed
https://www.youtube.com/watch?v=6OghPsiWnKI
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Re: Outrun with frame counter

Postby GadgetUK164 » Tue Jun 04, 2019 3:37 pm

Cool! I like that end music too - I know it's not perfect but it's better than none for sure!

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Re: Outrun with frame counter

Postby wongck » Tue Jun 04, 2019 4:04 pm

LOL... the old one (with the driver and blondie ) that Ferari horse looks like a dinosaur
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Re: Outrun with frame counter

Postby FedePede04 » Tue Jun 04, 2019 9:34 pm

wongck wrote:LOL... the old one (with the driver and blondie ) that Ferari horse looks like a dinosaur


lol you are right, I never notice before that it was drive with the dinosaur.
and also the girl have a big bald spot :lol:
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Re: Outrun with frame counter

Postby dma » Wed Jun 05, 2019 7:34 am

Hey then maybe, having car "model" selector could be a sweet addition. ;)

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Re: Outrun with frame counter

Postby mlynn1974 » Thu Jun 06, 2019 8:56 pm

The new car looks fantastic! It seems that the driver and the lady are sprites layered on top of the car so that after a collision she can point at him and their hair has at least 2 frames of animation. I don't think any home computer port had that feature.
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Re: Outrun with frame counter

Postby FedePede04 » Thu Jun 06, 2019 9:54 pm

mlynn1974 wrote:The new car looks fantastic! It seems that the driver and the lady are sprites layered on top of the car so that after a collision she can point at him and their hair has at least 2 frames of animation. I don't think any home computer port had that feature.


thx, you are right they are "or" onto the car its the same with the smoke and dust, but i don't i will go that way, i will instead of make the graphic so you replace the graphic array with the man and woman, so you don't have to "or" the graphic.
but i will "or" the smoke and dust onto the sprite.

i am also consider to animate the wheel in the same manner the sprite exists.
i have found and isolate the code where it happen, but i need to make some preparations, before i replace the code.

edit.

I forgot if you look at the st version. where there is smoke or dust, they car is can only be the straightforward sprite(Car)
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Re: Outrun with frame counter

Postby FedePede04 » Thu Jun 06, 2019 9:59 pm

dma wrote:Hey then maybe, having car "model" selector could be a sweet addition. ;)


i will be to much of a problem, i can't just change the car, the whole insert car object need to be replaced.
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Re: Outrun with frame counter

Postby FedePede04 » Thu Jun 06, 2019 10:27 pm

I think that maybe this graphic take a little to much resources plus it does not quite fit :lol:

TestDisk_00009.PNG


TestDisk_00006.png

original ST graphic
TestDisk_00003.png
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Re: Outrun with frame counter

Postby dma » Fri Jun 07, 2019 7:11 am

I like those big rocky passages in the original Outrun. And they don't look too bad here imo.
But yes maybe it results in too many big sprites for the ST game engine.

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Re: Outrun with frame counter

Postby FedePede04 » Fri Jun 07, 2019 7:19 am

it was just a fast test i did last night before i went to bed.
they actual look better with the right palette :D
but i was thinking maybe to reduced the width of the rocks so they still are high, see these in some of the other ports that should make it faster, and it can't be worse that the original sprite for the ST :lol:
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Re: Outrun with frame counter

Postby wongck » Fri Jun 07, 2019 8:35 am

FedePede04 wrote:I think that maybe this graphic take a little to much resources plus it does not quite fit :lol:
g


Wow .. looks great !!
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Re: Outrun with frame counter

Postby FedePede04 » Fri Jun 07, 2019 8:42 am

wongck wrote:
FedePede04 wrote:I think that maybe this graphic take a little to much resources plus it does not quite fit :lol:
g


Wow .. looks great !!

Many thanks, but i think if i want to change graphic like this, i need to do a map editor, so i can change the graphic offset so it don't it get onto the road.
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Re: Outrun with frame counter

Postby FedePede04 » Sat Jun 08, 2019 6:38 pm

Been working on the object code the last couple of days, to make it ready for the arcade car.
not finish yet, but there have been some good progress (not all car sprite have been change yet).
so i thought that i would share with you guys :D

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Re: Outrun with frame counter

Postby dhedberg » Sat Jun 08, 2019 6:49 pm

Starting to look like Outrun!
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Re: Outrun with frame counter

Postby FedePede04 » Sat Jun 08, 2019 6:55 pm

dhedberg wrote:Starting to look like Outrun!

:D :cheers:
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Re: Outrun with frame counter

Postby mlynn1974 » Sat Jun 08, 2019 7:46 pm

Fantastic! This is the way Outrun should have looked on the ST.
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