Outrun with frame counter

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FedePede04
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Re: Outrun with frame counter

Postby FedePede04 » Fri May 10, 2019 2:57 pm

Thanks again, it look like they where in a hurry when they coded it :lol:
and i know that its not many clk cycles i saved, but they are still free :D

I post more if i find more stupid code, or things that i have my doubt about :D
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Re: Outrun with frame counter

Postby FedePede04 » Tue May 14, 2019 8:32 am

ok time for a new version :D
i have been optimize it a little more plus i have fitted windows in the VW so they don't sit in draft. :lol:

TestDisk_00003.png


https://www.dropbox.com/s/zsodbzwgbmkhz ... n.zip?dl=0
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Re: Outrun with frame counter

Postby dhedberg » Tue May 14, 2019 8:47 am

Looking good! Whenever you're done with it for the STe I might take a look at it and adapt it fully for the Falcon030 if you would provide me with the source code. Could maybe even be possible to make it run in 50fps, (or close to it at least) on the Falcon.
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Re: Outrun with frame counter

Postby FedePede04 » Tue May 14, 2019 8:57 am

Many Thanks
is it ok if i give it to you later, there are still a lot to do.

i think right now it would be really hard to play it on a falcon, the falcon would run to fast, and the game would be impossible to control :D
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Re: Outrun with frame counter

Postby FedePede04 » Tue May 14, 2019 9:25 am

Here is a video where i play through the game.
i have for fun replaces the music to see how it would be with new music

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Re: Outrun with frame counter

Postby matt » Tue May 14, 2019 2:06 pm

Looking so much smoother!

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Re: Outrun with frame counter

Postby swapd0 » Tue May 14, 2019 2:17 pm

I think that you'll need to move the car with smaller increments, some parts look unplayable.

Also more sprite sizes would be great but you'll need to modify the tracks...

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Re: Outrun with frame counter

Postby FedePede04 » Tue May 14, 2019 2:31 pm

swapd0 wrote:I think that you'll need to move the car with smaller increments, some parts look unplayable.

Also more sprite sizes would be great but you'll need to modify the tracks...

I have found the place in the engine, that control the speed, but the time also to be divided with the same amount. but when i tested it, the side control got to sensitive, and the track also seem to short.
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Re: Outrun with frame counter

Postby FedePede04 » Tue May 14, 2019 2:32 pm

matt wrote:Looking so much smoother!

i don't know if its smoother :D , alot faster and more responsive :lol:
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Re: Outrun with frame counter

Postby Marakatti » Tue May 14, 2019 5:17 pm

Looks great, keep going Peter 8O I've usually played the original on Falcon / Mega STe to get a feel of speed, but your version is almost as fast on the standard STe now. One thing that has always bugged me all these decades is why the main sprite is so huge compared to other cars.
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Re: Outrun with frame counter

Postby FedePede04 » Tue May 14, 2019 7:25 pm

Many thanks.

i think its the same with the arcade, the main sprite is also huge.
i think the main sprite in the Arcade and the ST version is about the same width, the arcade is a little higher.
and the lady in the passenger's seat is bald on the ST version :lol:
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Re: Outrun with frame counter

Postby tjlazer » Tue May 14, 2019 8:34 pm

Very nice job, runs so much smoother. Looks like you fixed it so it's not so easy, on the first version I beat the game in one go. lol
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Re: Outrun with frame counter

Postby FedePede04 » Tue May 14, 2019 8:46 pm

tjlazer wrote:Very nice job, runs so much smoother. Looks like you fixed it so it's not so easy, on the first version I beat the game in one go. lol


thx, yes the time counter was in the vbl raster interrupt, so the faster the game was the more time you had, now i have move it out of the vbl interrupt and down to the game loop. so if it run faster the clock will also run faster :lol:

right now the main mission is to get it to run as fast as possible, and after i will look at making the game more smooth, i have found the place in the code where i can make the game more smooth.
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Re: Outrun with frame counter

Postby LaceySnr » Wed May 15, 2019 2:47 am

dhedberg wrote:Looking good! Whenever you're done with it for the STe I might take a look at it and adapt it fully for the Falcon030 if you would provide me with the source code. Could maybe even be possible to make it run in 50fps, (or close to it at least) on the Falcon.


Now that is a very exciting prospect!

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Re: Outrun with frame counter

Postby LaceySnr » Wed May 15, 2019 2:50 am

FedePede04 wrote:right now the main mission is to get it to run as fast as possible, and after i will look at making the game more smooth, i have found the place in the code where i can make the game more smooth.


Doing a great job man, nice one!

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Re: Outrun with frame counter

Postby FedePede04 » Wed May 15, 2019 9:53 am

LaceySnr wrote:
FedePede04 wrote:right now the main mission is to get it to run as fast as possible, and after i will look at making the game more smooth, i have found the place in the code where i can make the game more smooth.


Doing a great job man, nice one!


Many thx
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Re: Outrun with frame counter

Postby wongck » Wed May 15, 2019 10:47 am

FedePede04 wrote:Here is a video where i play through the game.


wow... amazing work done...
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Re: Outrun with frame counter

Postby FedePede04 » Wed May 15, 2019 11:33 am

wongck wrote:
FedePede04 wrote:Here is a video where i play through the game.


wow... amazing work done...

Many Thanks :cheers:
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Re: Outrun with frame counter

Postby FedePede04 » Wed May 15, 2019 11:36 am

some have ask for the source code.
so here is the original code.
the copy protections is removed, plus it have the fps counter in it.
and last you can quit the game, if you press "1" as long the menu is not active .
https://www.dropbox.com/s/4dkyffceuckuh ... T.zip?dl=0
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Re: Outrun with frame counter

Postby Cyprian » Wed May 15, 2019 11:58 am

thx Peter,
is it code modified by you?
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Re: Outrun with frame counter

Postby FedePede04 » Wed May 15, 2019 12:14 pm

Hi
The source is close to the original code, some of the copy protection was removed by swap d0, and I removed the leftover, where it was searching on the floopy. The fps and the exit from the game I put in. I will release the moded code later on, I just think it's stupid if to many work on the same thing, it will mess the whole thing up, I think is better when I can't find more, or go cold an other take over. I have found an error that I have a hard time to fix(it's also in the original code), but I will describe it, so maybe an other can find it and fixed it.
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Re: Outrun with frame counter

Postby dma » Wed May 15, 2019 12:32 pm

Interesting how the game runs with Peter enhancement. :)

Then a difference between original arcade road system and the Atari ST version, is felt at this speed, imo.
That is : I think we see much less of the road when it's flat in the ST version, than on the original arcade game.

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Re: Outrun with frame counter

Postby mlynn1974 » Wed May 15, 2019 6:47 pm

Great work Peter. How much of the copy protection was still remaining? It would try to read those tracks but just ignored the return value.

My friend had the original Outrun from the Discovery Pack and I identified the copy protection that would stop the game running from a casual copy using MonST. I then modified MAP.DEC using disk doctor. It seemed to load faster from a single sided disk and I didn't want it on a double sided disk with Black Lamp. I couldn't play the 1 Meg Only version that Automation made when I only had my first half-meg STFM. A few years ago I disassembled Outrun again for my own interest.
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Re: Outrun with frame counter

Postby FedePede04 » Wed May 15, 2019 7:13 pm

I think it have the same copy protection 3-4 places, I can't remember removed it a couple of weeks ago. It use a trap 14 call where it checked sector 79. Swap d0 had found and rem out the jump to an infinite loop. I have removed the whole trap 14 routine. So that it don't seek on the floopy any more. But I think the hard thing is to find the protection in the first place, so I is very glad that swap d0 already had removed it...
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Re: Outrun with frame counter

Postby FedePede04 » Wed May 15, 2019 7:15 pm

dma wrote:Interesting how the game runs with Peter enhancement. :)

Then a difference between original arcade road system and the Atari ST version, is felt at this speed, imo.
That is : I think we see much less of the road when it's flat in the ST version, than on the original arcade game.

I would say you are right the perspective are wrong compared to the original
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