New ST project - Pole Position arcade conversion

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bullis1
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Re: New ST project - Pole Position arcade conversion

Postby bullis1 » Fri Sep 16, 2016 11:55 am

I'm glad you stuck with the realtime scaling. The result is very impressive.

This new batch of feedback you're receiving may give you the drive to improve your port further. If not, thanks for releasing what you have. It's an amazing piece of work already.
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Re: New ST project - Pole Position arcade conversion

Postby chicane » Mon Sep 26, 2016 8:36 pm

Thanks everybody for your kind words and feedback.

I've managed to spend a bit of time working on this in the last week or two, with the following features/changes made in this time:

  • Many of the sampled sound effects have been ripped from the arcade game and are being played back by the STE in stereo due to the wonders of DMA audio (much easier to code than I imagined!);
  • You can now hear the engines of CPU cars as you drive past them (or they drive past you!);
  • The graphics for the starting line have now been completed, with the supporting left/right beams and the checkered pattern on the ground now present;
  • The blimp/airship that moves from right to left has been implemented at the start and end of qualifying;
  • The bad flickering on the horizon has now been resolved for the most part (at the expense of the sky gradient).

I'm going to spend some further time in the coming days and weeks adding the remaining sound effects and fixing some annoying bugs, after which I'll put out another disk image for people to play with.
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Re: New ST project - Pole Position arcade conversion

Postby dma » Tue Sep 27, 2016 7:02 am

Woaaah, can't wait! :)

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Re: New ST project - Pole Position arcade conversion

Postby AtariCrypt » Tue Sep 27, 2016 11:12 am

Oh yes, this is one awesome update!! I cannot wait :D
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Re: New ST project - Pole Position arcade conversion

Postby Marakatti » Tue Sep 27, 2016 11:14 am

Excellent news! Can't wait either. So happy you found time to work on :) :cheers:
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Re: New ST project - Pole Position arcade conversion

Postby chicane » Sun Oct 02, 2016 1:57 pm

Here's an updated disk image for you folks to play with:

polepos_ste_1meg_oct_preview.st.zip


You should be able to see the following new things in this version:

  • Sampled sound effects ripped from the arcade game;
  • Sound effect for overtaking/being overtaken by opponent cars;
  • Completed graphics for the start/finish line;
  • Blimp/airship flying across screen at the beginning and end of qualifying;
  • Caption on start/finish line moving between START/NAMCO/GOAL as per the arcade machine;
  • Horizon flickering effect fixed for the most part;
  • General bugfixes and some other stuff I've probably forgotten.

I know there are still some annoying bugs but I'm now confident that this is getting close to being ready for a final release. Please let me know if you think otherwise!
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Re: New ST project - Pole Position arcade conversion

Postby Marakatti » Sun Oct 02, 2016 2:12 pm

Whohou! Big Thank You, will check it as soon as my workshift ends :)
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Re: New ST project - Pole Position arcade conversion

Postby dma » Sun Oct 02, 2016 3:13 pm

Great new version! All these additions take it very close to the arcade.
(the drifting noise volume level should maybe be a little lower)

I agree that this game cries for analogue controls, mouse handling would be very cool.

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Re: New ST project - Pole Position arcade conversion

Postby Dal » Sun Oct 02, 2016 3:36 pm

Really nice work! I've not tried this since an early release so very surprised at the progress - it feels and sounds just like I remember the arcade.

I came up against a bug where the engine noise doesn't seem to be cut off at the end of a game so you get the engine drone constantly until you start a new game. Other than that, I've not found anything obvious.
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Re: New ST project - Pole Position arcade conversion

Postby AtariCrypt » Sun Oct 02, 2016 6:00 pm

Oh boy I cannot wait to play this!!! Thank you!!! :)
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Re: New ST project - Pole Position arcade conversion

Postby Eero Tamminen » Wed Oct 05, 2016 7:27 pm

Dal wrote:I came up against a bug where the engine noise doesn't seem to be cut off at the end of a game so you get the engine drone constantly until you start a new game.


I bumped into that too.

Also, title screen music has way too low volume compared to engine noise, at least in Hatari.

Otherwise, this moves and looks great!

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Re: New ST project - Pole Position arcade conversion

Postby Eero Tamminen » Wed Oct 05, 2016 7:34 pm

chicane wrote:
  • The bad flickering on the horizon has now been resolved for the most part (at the expense of the sky gradient).


I'm missing the sky gradient. Do you think it can come back later (without flickering), or is it gone for good?

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Re: New ST project - Pole Position arcade conversion

Postby hairpinbend » Thu Oct 13, 2016 12:12 pm

I also miss the sky gradient.

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Re: New ST project - Pole Position arcade conversion

Postby chicane » Sat Oct 15, 2016 10:02 am

Eero Tamminen wrote:I'm missing the sky gradient. Do you think it can come back later (without flickering), or is it gone for good?


hairpinbend wrote:I also miss the sky gradient.


I think I've stumbled upon a way to get the sky gradient back in without reintroducing the severe flicker:

gradients.png


Hopefully it works on real hardware as well as Hatari :) More news to come...
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Re: New ST project - Pole Position arcade conversion

Postby chicane » Sun Oct 16, 2016 1:28 pm

For those of you without the capability or will to run the disk image, I've uploaded a new gameplay video to Youtube showing the latest build:


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Re: New ST project - Pole Position arcade conversion

Postby FedePede04 » Sun Oct 16, 2016 2:02 pm

Looking Awesome, can't wait to try the final release :)
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Re: New ST project - Pole Position arcade conversion

Postby Greyfox™ » Sun Oct 16, 2016 7:38 pm

Simply wonderful stuff. Congrats on such amazing work and dedication to this great project, Atari would of loved you back in the day :)
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Re: New ST project - Pole Position arcade conversion

Postby Zamuel_a » Sun Oct 16, 2016 7:46 pm

I see that the sky gradient "jump" one pixel. I guess you create it with a Timer B interrupt that sometimes trigger on the wrong line. One way to get around that problem is to trigger the interrupt one line before and when it trigger, check if you are on that line or on the next one because something occurred so the interrupt triggered to late.
I had to do that for my Giana Sisters game. You can see how I did it here:
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Re: New ST project - Pole Position arcade conversion

Postby CiH » Sun Oct 16, 2016 8:03 pm

This is pretty much there :-) Incredible work!
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Re: New ST project - Pole Position arcade conversion

Postby calimero » Sun Oct 16, 2016 11:33 pm

Wow! it is super smooth!! is it 50fps?
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Re: New ST project - Pole Position arcade conversion

Postby jvas » Mon Oct 17, 2016 5:27 am

Sometimes the splash of water is drawn above the car. Very good conversion anyway. Thanks!

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Re: New ST project - Pole Position arcade conversion

Postby Estrayk » Mon Oct 17, 2016 11:40 pm

Awesome chicane!
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Re: New ST project - Pole Position arcade conversion

Postby keops » Tue Oct 18, 2016 12:23 am

Great stuff!

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Re: New ST project - Pole Position arcade conversion

Postby Marakatti » Tue Oct 18, 2016 1:56 pm

I wonder what playing device is used on the video? It looks more like an analog steering to me as the car keeps it's direction very steadily without skidding. Maybe my USB Comp Pro is just too sensitive for STeem, but i never managed to get it playing so smooth with it.
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Re: New ST project - Pole Position arcade conversion

Postby chicane » Tue Oct 18, 2016 2:19 pm

Thanks everybody for your feedback!

Marakatti wrote:I wonder what playing device is used on the video? It looks more like an analog steering to me as the car keeps it's direction very steadily without skidding. Maybe my USB Comp Pro is just too sensitive for STeem, but i never managed to get it playing so smooth with it.


Believe it or not, this is just me playing with the arrow keys on my laptop keyboard. I must have driven around that track thousands of times - I can almost do it with my eyes closed :)

Kudos on the use of a Competition Pro by the way - that was my joystick of choice back in the day :)

jvas wrote:Sometimes the splash of water is drawn above the car.


This has also been annoying me for some time. I'll fix it in due course.

calimero wrote:Wow! it is super smooth!! is it 50fps?


Not quite! I think the frame rate averages around 22.5 frames per second, with a big hit on frame rate when the start line is near, or when large numbers of cars are on screen. I could probably raise to 25 with some more optimisation work as the vast majority of the game logic and the code to draw the HUD is still in C, but at this point in time I just want to get the game feature complete and bug free!

Zamuel_a wrote:I see that the sky gradient "jump" one pixel. I guess you create it with a Timer B interrupt that sometimes trigger on the wrong line. One way to get around that problem is to trigger the interrupt one line before and when it trigger, check if you are on that line or on the next one because something occurred so the interrupt triggered to late.
I had to do that for my Giana Sisters game. You can see how I did it here:


Thanks for the advice! The gradients are indeed generated by Timer B. I've had lots of problems with the blitter destabilising these rasters. I'll look at your code in more detail if I can find time.


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