Outrun with frame counter

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Re: Outrun with frame counter

Postby Cyprian » Tue Apr 16, 2019 11:53 am

another improvement could be obtained from reducing string's bitplanes count. e.g from four to two.
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Re: Outrun with frame counter

Postby FedePede04 » Tue Apr 16, 2019 2:53 pm

Cyprian wrote:another improvement could be obtained from reducing string's bitplanes count. e.g from four to two.


in this instance would that be a no go.
i want the OSD to be as close to the Arcade as possible.

here is the progress so fare.
Some of the printing routines need some optimizations, but it starts to take shape..

outrun progress.png
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Re: Outrun with frame counter

Postby Cyprian » Tue Apr 16, 2019 3:22 pm

nice
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Re: Outrun with frame counter

Postby FedePede04 » Tue Apr 16, 2019 3:23 pm

Cyprian wrote:nice


thx
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Re: Outrun with frame counter

Postby dhedberg » Tue Apr 16, 2019 3:43 pm

Keep it up. I used to love Outrun in the arcades!
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Re: Outrun with frame counter

Postby mlynn1974 » Tue Apr 16, 2019 5:04 pm

Well done!

ST game logic bug:
1. The car accelerates slowly past 193km/h in low gear. Being in low gear should prevent the car accelerating past 193km/h.
2. In the arcade version acceleration is slower below 193km/h in high gear.

I also think the blitter would be best used for the road drawing if possible.

How much processor time does the music take?
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Re: Outrun with frame counter

Postby FedePede04 » Tue Apr 16, 2019 11:50 pm

dhedberg wrote:Keep it up. I used to love Outrun in the arcades!


thx :D
It was also my favorite arcade for many years, and probably still is :D
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Re: Outrun with frame counter

Postby FedePede04 » Wed Apr 17, 2019 12:10 am

mlynn1974 wrote:Well done!

ST game logic bug:
1. The car accelerates slowly past 193km/h in low gear. Being in low gear should prevent the car accelerating past 193km/h.
2. In the arcade version acceleration is slower below 193km/h in high gear.

I also think the blitter would be best used for the road drawing if possible.

How much processor time does the music take?
David Whittaker\Jas C Brooke replay routine usually takes approximately 7% CPU time.


many thx,
1. i can't promise that i can find and fix it, not my special array, to do stuff like that, but i will have a look to see if i can find it.
also there is something with the accelerating when you stand still and start.
in the arcade it make burn out, in this version it just start really slowly.

have not look at, how Much time the music routine use. so i don't know
but one thing with the music that always have annoys me, is it change tune every times you die, or pass a level. so that part i would really like to change.

one fatal error i have found, not only in the version that i have been optimize, also in the original.
I don't know if its due to the emulator, or if it does it on real hardware to.
is if you move the mouse really fast and really much the game crash.
maybe it could be STeem and a Pc mouse.
i also noticed that the mouse routine f..k up in Enduro racer if you do the same.

a side note, i don't think that i will go all in right now, I still have some other things to do.
But i will uploaded it when i have done the OSD, and have try to make a biltter object paint routine.
when i will continue on it later this year :)
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Re: Outrun with frame counter

Postby FedePede04 » Mon Apr 22, 2019 8:36 pm

a little update, i did not have much time over the Easter.
so i have only been playing with the OSD, i am still missing making the new speed bar and the route.
I forgot to capture the sound like last time, so again it one of my version of outrun from my New Year demo.

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Re: Outrun with frame counter

Postby FedePede04 » Mon Apr 22, 2019 8:55 pm

here is a picture where i test extended play, so don't mind the mess :)
the pink raster is the old routine and the blue one is the new one, plus i have made it look more like the arcade :D
TestDisk_00003.png
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Re: Outrun with frame counter

Postby junosix » Mon Apr 22, 2019 9:40 pm

Wow, definitely looks smoother to me. Good stuff.

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Re: Outrun with frame counter

Postby FedePede04 » Mon Apr 22, 2019 9:45 pm

Many thx.
i don't know if you can 100% relies on that, i had to time shift the old version, since it does not run so many frames it would be finish later.
I did this so you can compare frames when they are on the same time...
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Re: Outrun with frame counter

Postby dlfrsilver » Thu Apr 25, 2019 2:31 pm

Fedepede, do you need assets from the arcade?
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Re: Outrun with frame counter

Postby FedePede04 » Thu Apr 25, 2019 2:42 pm

dlfrsilver wrote:Fedepede, do you need assets from the arcade?


thx dlfrsilver not at the moment.
but maybe later on, i did have to recreate some of the arcade graphic, since i did not know how to grab it :D

right now i will just do a quick version (to upload here), and go back to work on Enduro Racer.
and when i get time i will do a major overhaul to the game.
i think it should be pretty easy to change the graphic in this versions(not 100% sure but it look like that you can just replaces it, with some other graphic)

but many thanks again for asking :D
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Re: Outrun with frame counter

Postby FedePede04 » Thu Apr 25, 2019 2:44 pm

btw i was thinking, if you can grab the background sky, and mountains.
that could be great :D

edit for some info.

the background graphic is around 640 pixel width if not more :D , on the ST is only 320 pixel, plus it also have parallax scrolling.
Last edited by FedePede04 on Thu Apr 25, 2019 3:49 pm, edited 1 time in total.
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Re: Outrun with frame counter

Postby dlfrsilver » Thu Apr 25, 2019 3:32 pm

Ok, let me work that out tonight :)
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Re: Outrun with frame counter

Postby FedePede04 » Thu Apr 25, 2019 3:49 pm

dlfrsilver wrote:Ok, let me work that out tonight :)


many thanks :D
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Re: Outrun with frame counter

Postby mlynn1974 » Thu Apr 25, 2019 10:50 pm

On the Amiga\Vampire conversion of Cannonball they switched off the clouds because it took too much CPU time.
https://www.youtube.com/watch?v=8yVqB13EtZg

Someone converted the car to 8 colours for an Amiga port that was never completed. Remapping the palette may be challenging.
I have attached the only picture I have of that.

It seems the driver and the lady in the car are sprites that are layered on top.
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Re: Outrun with frame counter

Postby warp12 » Fri Apr 26, 2019 12:28 am

I would be interesting in running the standard version, with added frame counter, on accelerated and emulated platforms. Would be be enlightening.
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Re: Outrun with frame counter

Postby FedePede04 » Fri Apr 26, 2019 6:43 am

mlynn1974 wrote:On the Amiga\Vampire conversion of Cannonball they switched off the clouds because it took too much CPU time.
https://www.youtube.com/watch?v=8yVqB13EtZg

Someone converted the car to 8 colours for an Amiga port that was never completed. Remapping the palette may be challenging.
I have attached the only picture I have of that.

It seems the driver and the lady in the car are sprites that are layered on top.


Hi
i did see the Amiga version some time ago, and it look really good.
the car is only using 5 unique colors, + the background,white and black Color, but they are also used in other places, so that is ok :D
the palette of the ST is really ugly, and there is only allocated 3 reds, so if one could reduced the reds colors in the car to 3 reds.
then i think it could work.

btw this is not to make it in to the arcade version, when it would probably be better to start all over and use the cannonball version (just like on the Amiga).
this is just to see how it could have been running on the ST with some more love, but that is also got ruin a little, because i have use the blitter some places :lol:
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Re: Outrun with frame counter

Postby FedePede04 » Fri Apr 26, 2019 7:01 am

warp12 wrote:I would be interesting in running the standard version, with added frame counter, on accelerated and emulated platforms. Would be be enlightening.


i can upload the original version of the game with the frame counter, but there are still some left overs of the copy protections, so i have to remove that first, and i also don't know if it ok to uploaded it here?

but right now the fps is very inaccurate.
it can only show
50 fps
25 fps
16
12
10
8
7
6
5
4
3
2
1

maybe that could be fixed with a timer so the resolutions could get higher.

btw i did try to speed up STeem, and it was running faster but the timer down counter, stay the same, so when you got through to the next level, you had a lot more time then your normal have.
I also see that problem now since that i have been optimize the game. that also need to be address later on
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Re: Outrun with frame counter

Postby swapd0 » Fri Apr 26, 2019 8:05 pm

I did a frame counter many years ago like this way:
- you have an array of "booleans" with 50 elements all set to false
- on each vbl you increment the index into the array and clear his value
- each time you finish a frame mark the array[index] as true
- count how many true values you have into the array and that's the fps.

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Re: Outrun with frame counter

Postby swapd0 » Fri Apr 26, 2019 8:17 pm

By the way, outrun uses triple buffer to avoid vbl wait?

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Re: Outrun with frame counter

Postby FedePede04 » Fri Apr 26, 2019 8:36 pm

swapd0 wrote:I did a frame counter many years ago like this way:
- you have an array of "booleans" with 50 elements all set to false
- on each vbl you increment the index into the array and clear his value
- each time you finish a frame mark the array[index] as true
- count how many true values you have into the array and that's the fps.


thanks for the input :cheers:
I did not think about this idea, it look like a great way, so you only print the fps every sec? or do you print every fps.

i have been thinking to make the game use triple buffer, also you will removed some wait time (from zero the a fps).
but that will come in a later version.
now i am just doing the simple optimization. i do have been rewriting some of the routines, but its a long process.
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Re: Outrun with frame counter

Postby swapd0 » Fri Apr 26, 2019 9:03 pm

I print the fps at the end of the rendering loop.


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