mlynn1974 wrote:Thanks for the mention Peter!
With Outrun on the ST the road is nice and wide and the sprites scale OK. It's just a bit choppy. I think the ST game engine was written by Ian Morrison (Ice Software) and it was later improved for other road games i.e. Turbo Outrun, Chase HQ 2 and Hydra. There might be some room for improvement.
that was the least i could do, and many thanks again.
mlynn1974 wrote:I have written a program in C# to convert the graphics in FTB format to PI1 for easy editing.
The format is:
Width in words (2 bytes)
Height in pixels (2 bytes)
{Data} : 2 bytes per plane
i.e. word 0: plane 0, plane 1, plane 2, plane 3, word 1: plane 0, plane 1, plane 2, plane 3 etc.
I have yet to write a program to convert the graphics from PI1 back to FTB.
Attached is the PI1 edited in Grafx2 on Windows. The palette is from level 1.
bigtree.ftb is the largest sprite 64x134. I have quickly retouched the Ferrari to get rid of those grey lines and put a proper arcade style white number plate on it.
This would give us the opportunity to improve the graphics without rewriting any of the code!
don't spend to much time on it right now, i don't have the time for this project at the moment, i have started working on Enduro Racer again.
but i will have a go on this later on, when i have some time, i also think that i can do many of the same thing that i have done on Enduro Racer.
(like blitter sample sound)
so i don't want you to wast your time on a project that maybe not going to happen
but one ting when you convert you graphic, would it be a good idea to store the width and height, so it easier when you converted it back, or that's maybe not a problem.
btw, I did do some optimization on the print road routine, it still need some work before its finish, and its not much speed it have giving so fare
