catmando wrote:Any chance you can add some animation movement to the wheels like the arcade version?
tjlazer wrote:Any idea if the game is truely for the STE hardware or just uses the Blitter?
vebxenon wrote:Any news?
chicane wrote:vebxenon wrote:Any news?
Nothing right now sorry - real life keeps getting in the way!
Having said this, I think the version in the most recently released disk image is more or less feature complete - there are just some minor code optimisations I plan to put in place to improve the frame rate before I consider a "final" release.
Once I've done that, it's onto the next project - a properly done version of Out Run for the ST! (Maybe).
vebxenon wrote:Thanks for your great work
PS: That's the last version? http://www.atarimania.com/game-atari-st ... 30787.html
chicane wrote:catmando wrote:Any chance you can add some animation movement to the wheels like the arcade version?
Probably not for this release - it's a surprising amount of work!
Maybe once I've got the initial release of Pole Position out of the way, I'll be motivated to do a second release that converts all of the remaining C code to 68000 and catches all of the remaining fine details of the arcade version. Maybe
catmando wrote:Wow! Amazing improvement. This is superb version. Many thanks
catmando wrote:Also is there a reason why the gameplay structure doesn't follow the qualify then race format of the arcade? This version starts with the 'prepare to qualify' speech but takes you straight to the race as there are other cars on the first lap and the lap doesn't finish after 1 complete run of the circuit.
Are you sure that the game format doesn't match that of the arcade?
Upon starting a new game, you'll be launched into a qualifying session. This qualifying session does feature opponent cars (as per the arcade), and your car will come to a stop after finishing the first lap, assuming that your lap time falls below the qualifying threshold (under 72 seconds I think). Following this, the game will proceed to the race session. Alternatively, if your lap time doesn't fall below the qualifying threshold, the qualifying session continues until you run out of time.
All of this logic is taken directly from the code of the arcade version and should therefore be behaviourally aligned with that of the arcade version. The only thing that may cause it to differ is that the arcade version you've played (either the real thing or MAME-based) might have different dip switch settings that set a different number of laps, qualifying threshold time etc.
Would you mind taking another look and confirming that ST Pole Position definitely differs from the arcade version in the ways you've described?
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