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Autor Tema: Pole Position  (Leído 2789 veces)
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nitrofurano
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« : 24 de Junio de 2014, 04:51:04 pm »

at AtariAge forum (ColecoVision part) there is a thread about Pole Position - http://atariage.com/forums/topic/152019-another-reason-pole-position-shouldve-been-released-for-the-cv/ - and since i posted a test there, here is the msx version of it: https://dl.dropboxusercontent.com/u/795795/retrocoding/msx/poleposition_msx_teste.zip - so, perhaps, i think would be great having a MSX port of Pole Position, that would be better than the TI-99/4A version? Cheesy
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mäsäxi
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« Respuesta #1 : 27 de Junio de 2014, 05:47:40 pm »

I do like TI-99/4A version Smiley but it´s true it could run smoother. But it´s playable and I like it. Smiley

For MSX I would like Pole Position run smoother, that´s for sure. Smiley Your test graphics for Formula car are unbelievable, 11 frames for turning left and right and driving forward!  Shocked Smiley For Pole Position, I really would be totally satisfied with older style blocky colourful graphics, this looks too good!  Cheesy I am used to blocky graphics with this game. Smiley
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nitrofurano
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« Respuesta #2 : 29 de Junio de 2014, 10:52:19 am »

thanks! i actually used 22 frames (and yes, 11 for the rotation, instead of 23 from the original arcade version (they used 12, with x-flipped sprites) ) - i guess you moved the joystick up for seeing the car moving! Smiley
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« Respuesta #3 : 01 de Julio de 2014, 05:39:24 pm »

Yes, I did notice those frames which make the illusion of car moving. Smiley
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mäsäxi
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« Respuesta #4 : 01 de Julio de 2014, 06:27:20 pm »

Eager to see if you have made any more Pole Position mock ups or demos?  Wink As your player car was a software sprite, have you planned to use software sprites for other cars as well, in case if you would like to make the actual game? Smiley It will work with hardware sprites as "enemy" cars too, maybe cars might explode slightly too early though ("invisible car" problem) if player drives behind the "enemy" and hits hardware sprite enemy´s tail, as hardware sprite cannot be (easily and smoothly) hidden behind/under the frontside of player software sprite, so it would look like cars did explode without actually hitting each other Smiley at least when hitting while driving with slow speed.
« Última modificación: 01 de Julio de 2014, 06:31:54 pm por mäsäxi » En línea
nitrofurano
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« Respuesta #5 : 14 de Julio de 2014, 03:36:42 pm »

i have no idea! Cheesy
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mäsäxi
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« Respuesta #6 : 16 de Julio de 2014, 09:22:14 am »

I have an idea. Smiley

For that invisible car problem, one solution could be you could hide few hardware sprites behind the right edge, on the same y-coordinates as player software sprite, that would allow hardware sprite enemy car to smoothly be hidden under top pixels of player´s software sprite car, just before both cars will explode. Smiley Result is it will look like hardware sprite car will slide under software sprite! Smiley Hardware sprite is not visible through "transparent" pixels of player´s car though, but it´s not that big problem I think. Smiley

Of course that solution could cause problems when you are safely passing another car while one car is exactly in front of you, but I think you can easily overcome that problem by just swapping sprite plane numbers of enemy cars. Smiley The car which you are passing must have the highest sprite plane priority, hidden sprites will have the second highest priority and the car in front of you will have the smallest priority.

When there are two enemy cars in front of you at the same time, that routine must see which car can be passed and which car is in front of you, by comparing x-coordinates of both enemy cars and player´s car.

This might be usable for Toni Galvez´s Buggy Boy fantasies too! Smiley I would love to play that game on MSX1. Smiley
« Última modificación: 16 de Julio de 2014, 09:38:56 am por mäsäxi » En línea
nitrofurano
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« Respuesta #7 : 07 de Abril de 2016, 01:16:39 pm »

i made some improvements - the colecovision version can be found at http://atariage.com/forums/topic/152019-another-reason-pole-position-shouldve-been-released-for-the-cv/?p=3485908
(i was about uploading msx1 version here, but this forum doesn’t allow adding attachments)
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theNestruo
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« Respuesta #8 : 22 de Abril de 2016, 09:14:32 pm »

Hi!

I think that, from the theoretical point of view, this kind of games in MSX could be programmed with different approaches:

1) The underexplored approach: NAMTBL-based scenario (yes, like Hyper Rally or Antarctic/Penguin Adventure). It has potential: just see Outrun Europa (Sega Master System). It minimizes the amount of RAM-VRAM transfers and does not use any sprites (like GP World did, by example). The drawbacks are that the tileset must be carefully designed and the rendering algorithm can impact the speed of the final result.

2) The way most of the ZX Spectrum conversions did: per scanline. The main problem of this approach in the MSX is the huge amount of RAM-VRAM transfers, killing the performance, even if the CLRTBL is untouched (monochrome games). I still think that it is posible to get this working at a decent speed playing with NAMTBL, CHRTBL and CLRTBL, reducing the gameplay zone and aiming for "flat" surfaces. And, of course, lots of coding tricks to "mimick" the math formulas to calculate the road path. Maybe the best possible in MSX(2) would be something slightly behind Top Gear Pocket/Rally (Game Boy Color)...

And that for just the scenario... Wink
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theNestruo."Old BASIC programmers never die; they GOSUB but never RETURN."
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