Another WIP video of my upcoming racing game loosely based upon WEC LE Mans. This time from real hardware rather than emulation - a stock 8MHz STE with 1 meg of memory.
Пікірлер: 31
@JoanOrfila8 күн бұрын
Very impressive. Technically it will be a complete blast.
@gridleaderretro8 күн бұрын
Thank you! I'm hoping to make it both a technical showcase of the STE and also fun to play!
@PaulMJohnson28 күн бұрын
That's really impressive. The impression of speed is excellent, and great job keeping the frames up as more things appear on screen.
@gridleaderretro27 күн бұрын
Thank you Paul!
@soviet992222 күн бұрын
Thats amazing is lightyears away from lotus turbochallenge
@gridleaderretro22 күн бұрын
Thank you. It's not quite as advanced as Lotus (no hills) but I like to think the faster framerate more than makes up for it!
@goddessesstartrekonlinefle306123 күн бұрын
Super scaler eat your heart out :D. Looks great! If you fancy a extra challenge, implement branching route choices!
@gridleaderretro23 күн бұрын
Branching unlikely I'm afraid - this is already working the Blitter chip very hard!
@goddessesstartrekonlinefle306123 күн бұрын
@@gridleaderretro still looks amazing! ST has much untapped potential as demo coders been long proving :D. Getting the experience perfect and then innovating furthur in the next game generation is the racing game way! Like the evolution of Lotus Esprit. Super cool.
@AtariCrypt27 күн бұрын
And I thought Pole Position was fast n furious 😮😮😮
@gridleaderretro27 күн бұрын
You ain't seen nothing yet :)
@kevcall27 күн бұрын
Great work, thing I always hated about these games was the lack of (my) car sprites, ie 3, guess it would only use a little more memory to add 2 or 4 more..? Takes me back to when I wrote Bombaman-STe.. Good times but very time consuming lol
@gridleaderretro27 күн бұрын
Thank you! I could theoretically add a couple of new cars with little memory overhead as long as the basic car shape remains the same, but the constraint is the number of colours available. Once I need different car shapes, the memory requirement starts lifting quite dramatically due to the Blitter-based sprite rendering method in use.
@kevcall27 күн бұрын
@@gridleaderretro I actually meant intermediate car images as a jump to (say) 20 degrees is a distraction but understand it's difficult with the colours available. I'm intrigued to know what blitter method you're using, my memory is a little rusty lol. Think for my moving sprites I only used 3 bitplanes and the 4th for the mask.. Either for speed or laziness, I forget (I was slated for my awful graphics lol) On another topic, I did wonder if you could do a palette swap on the hbl just above your car sprite to get more colours but I do recall I had issues with hog/nohog mode affecting hbl interrupts and had problems knocking out the borders; spent weeks and weeks on it and the best method was to run in hog mode sometimes - think I had macros for HOGBLIT and NOHOGBLIT and figured out which to use where.. Anyway I digress lol.. It's clear you're much more up to date on all this than I am. Such impressive work 👍
@gridleaderretro27 күн бұрын
Ah okay. I'm planning on adding intermediate images for the turning of the player car only - to do it for all the scaled versions would be too much of a memory overhead. I've thought in the past about using HBL/Timer-B to get more colours in the cars, but the problem is that it affects any sprite on those lines using the colours that get reassigned. It places quite a lot of limitations on what colours you can use on what lines, and also adds quite a lot of code complexity - not what you want when you're targeting 50fps! The sprite rendering is based upon information I've gleaned from reading stuff written by clever people like Anima and DML on Atari-Forum. It's a single pass renderer that uses the end masks for masking, draws things in 4-bitplane horizontal spans, and always runs in Hog mode. Heavy compile-time preprocessing of the sprite data is involved to minimise the amount of calculations required at runtime.
@kevcall27 күн бұрын
@@gridleaderretroI understand, will watch this development with great interest. It's so smooth and gives a great impression of speed. Yes the HBL palette swap may be too much of a headache vs benefit issue.. (and yes I kept Bombaman to 60fps for some reason.. Didn't need it tbh but this improves yours no end)
@kevcall27 күн бұрын
@@gridleaderretroyou say 'compile time'.. You haven't written this in C have you..??
@francois-xavierrobin43227 күн бұрын
Whaouuu. I guess it's based on your previous works like "Lotus STE". It's so smooth. It's barely incredible.
@gridleaderretro27 күн бұрын
Yes, that's right - it's a further evolution of what I learned in Pole Position and Lotus. Whoever thought the STE could do a 50fps eh? :)
@francois-xavierrobin43224 күн бұрын
@@gridleaderretro yes it's amazing
@simonebernacchia572428 күн бұрын
STE Le Mans
@gridleaderretro28 күн бұрын
Yes, sort of! It's not intended to be an STE conversion of WEC Le Mans, but is heavily influenced by that game.
@lucasjokiel28 күн бұрын
OMG!
@gridleaderretro27 күн бұрын
I guess that means you're impressed and you like it :)
@lucasjokiel27 күн бұрын
@@gridleaderretro Hell yeah! :)
@jasont628728 күн бұрын
what do you think about the blitter on the STE could have atari done it better?
@gridleaderretro27 күн бұрын
I've come to quite like the Blitter over time, even though the way in which modern prods use it bears little resemblance to how the original designers intended! It would have been great if the original design had the capability to pull data from multiple sources into one destination, as is possible with the Amiga's Blitter.
@alexisread532521 күн бұрын
I wish they had used a T212 transputer instead- 10mips at 20mhz with a 2k cache. Atari had access to Inmos chips at the time and they work better as coprocessors rather than in a dedicated computer like the Atari ATW
@gridleaderretro21 күн бұрын
@@alexisread5325 Just guessing, but wouldn't such a processor have been - More powerful than the 68000 (which would have a strange decision given that the 68000 was the "primary" CPU) - Much more expensive than the Blitter?