Outrun with frame counter

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swapd0
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Re: Outrun with frame counter

Post by swapd0 »

hmmm, remember that I told you how I did the frame counter, I haven't helped you with the copy protection.
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Re: Outrun with frame counter

Post by FedePede04 »

Swap d0 you are right , I mixed up the names :oops: .
It was mlynn1974 that help with the disassembly and the copy protection, I am really sorry to both of you...
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Re: Outrun with frame counter

Post by Cyprian »

Outrun - Mega Drive vs. Amiga

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Re: Outrun with frame counter

Post by EvilFranky »

Another port they can blame the ST for :lol:
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Re: Outrun with frame counter

Post by wongck »

Blondie on Amiga seems to have a full bodied hair :lol: :wink: :roll:
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Re: Outrun with frame counter

Post by Marakatti »

EvilFranky wrote:Another port they can blame the ST for :lol:
I think they should be grateful to have a version at all.

If there was no ST i think they would not have anything as the Amiga market was way too small and the development costs too high at the time. Amiga got ports because they were cheap and fast to develop in the early years of Amiga.

Things ofcourse turned around later and we started to get lazy Amiga ports which didn't support ST architecture very well.
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Re: Outrun with frame counter

Post by CiH »

Another port they can blame the ST for :lol:
I can almost hear the low moaning sounds emanating from the English Amiga Board now! :mrgreen:
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Re: Outrun with frame counter

Post by EvilFranky »

CiH wrote:
Another port they can blame the ST for :lol:
I can almost hear the low moaning sounds emanating from the English Amiga Board now! :mrgreen:
:lol: :lol: :lol:
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Re: Outrun with frame counter

Post by christos »

And don't forget that when a game is worse on the Amiga it's a lazy port but if it's worse on the st, there was nothing the programmers could do.
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Re: Outrun with frame counter

Post by mlynn1974 »

Ah... the Mega Drive version. It was released in 1991 I think and was programmed by Robuto Games who also did the Saturn version.
It's not fair to compare them really because they had access to resources that US Gold\Probe and ultimately Ice Software (Iain Morrison) didn't have i.e. access to people at Sega and probably original hardware, code and graphics.

The Amiga version came out a year after the ST version. I don't know if they tried to make the Amiga version better but in the end had to settle for new sound effects new music by David Whittaker\Jas C. Brooke.

Remember the screenshots on the back of the 8-bit version box:
https://segaretro.org/images/6/6a/OutRun_CPC_EU_Box.jpg
In the ST mock up screen the car looked different. My mate said, "the car is too flat". When he got his ST he said, "Outrun is different from the screenshots".

I wonder if Atari did a deal to keep the Amiga version off the market so they could release it with the 20 Games Power Pack and hence sell more STs?
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Re: Outrun with frame counter

Post by FedePede04 »

Hi
some quick update.
Been optimizing the print road routine the last couple of days.
can't really see anything on the FPS.

and some good / bad news.
the good new its as easy as i expected to change the graphic.
the bad news it look like crap :'(

Edit: Found some info. none of the side graphic (maybe also the cars, not tested, yet)
are not shown if there full graphic side, they are max showed at around 66% size.

palm tree from the arcade game
Palm.png
original palm converted to outrun palette and places in the game.
Palm1.png
Palm2.png
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Re: Outrun with frame counter

Post by mlynn1974 »

Those palm trees look cool, however I have realised that in the arcade version the palm trees are flipped horizontally if they are on the right hand side of the road.

I don't know if it's possible to have other sprites for the right hand side or if it would take too much memory to scale and pre-shift 2 palm trees?
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Re: Outrun with frame counter

Post by FedePede04 »

some object get mirror in the game, there are a software mirror routine, but i could image that the information about if a object is mirrored are store in the level data, so to get the mirrored one need to make a map editor :D

btw the object are not pre-shifted, only pre-zoomed i think.
but now its a STE version, so in theory we could use 4mb :D
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Re: Outrun with frame counter

Post by FedePede04 »

If you look at this animated gif, you can see its missing the sprite in full size, it look like the palm tree is getting smaller.
i will see if i can fin the place were the z-size is getting chose.
output_xLCzUY.gif
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Re: Outrun with frame counter

Post by dhedberg »

Make sure you make use of the 4 MB. No point in trying to limit the memory usage!
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Re: Outrun with frame counter

Post by FedePede04 »

dhedberg wrote:Make sure you make use of the 4 MB. No point in trying to limit the memory usage!
:thumbs:
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Re: Outrun with frame counter

Post by FedePede04 »

here is a couple of more shots.
just for the fun of it i replaces the hut, i know the palette could be better, but it due the the poor color choice they made.
Boat Hut.png
boat hut1.png
i was also thinking of maybe they chose not to have the last zoom steep (turn off) due the the poor frame rate.
the graphic gets quite big when they are in full size....
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Re: Outrun with frame counter

Post by FedePede04 »

Need some fresh eyes on this optimizations :D
i would say the should be the same but the optimized should be one Muls short :D

D3 can either be 1 or -1

Original code:

Code: Select all

L0264:            
			MOVE.W    D4,D5 
                  LSR.W     #1,D5 
                  BCC.S     L0266 
L0265:           
		 CMP.B     D0,D5 
                  BCC.S     L0269 
                  MOVE.W    D5,D0 
                  MULS      D3,D0 
                  BRA.S     L0268 
L0266:           
		 TST.B     D3
                  BPL.S     L0267 
                  SUBQ.W    #1,D5 
L0267:            
		BRA.S     L0265 
L0268:           
		 MOVE.W    D0,14(A6) 
L0269:           
		 CLR.W     18(A6)
                  BTST      #0,D4 
                  BNE.S     L026A 
                  MOVE.W    #L_WIDTH,18(A6) ;  L_WIDTH have the value of 24
                  LSR       18(A6)
                  NEG.W     18(A6)

D3 can either be 1 or -1
New Code (Optimized)

Code: Select all


L0264:            
				Move.w    D4,D5 
				Lsr.w     #1,D5 
				Blt.s     L0265

				TST.B	D3
				Bpl.s		L0265 
				
				Subq.w	#1,D5  	; D3 Is Minus
				CMP.B	D0,D5 
				Bhs.s	L0269 
				Move.w	D5,D0 
				Neg.w	D0
				Bra.s		L0268	
L0265:          
				CMP.B	D0,D5 
				Bhs.s	L0269 
				Move.w	D5,D0 

L0268:            
				Move.w    D0,14(A6) 
				
L0269:            
				Moveq	 #0,D0	 ; D0 gets Clear in the next routine
				Move.w	D0,18(A6)
				BTST 	 #0,D4 
				Bne.s	 L026A 
				Move.w	#-12,18(A6)  ; L_WIDTH have the value of 24

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Re: Outrun with frame counter

Post by jd »

Just played this on my Mega 1 (TOS 1.02) much faster and smoother than I remember on my STFM.

Love it, keep improving it. :)
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Re: Outrun with frame counter

Post by FedePede04 »

jd wrote:Just played this on my Mega 1 (TOS 1.02) much faster and smoother than I remember on my STFM.

Love it, keep improving it. :)
Many thx :)
here is the latest build, i hope it works :D
https://www.dropbox.com/s/zsodbzwgbmkhz ... n.zip?dl=0

btw i have not been working so much on it the last couple of days, been busy whit being sick :lol:
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Re: Outrun with frame counter

Post by FedePede04 »

Hi
i converted a sign, just copy it into the outrun folder.
DANGER.zip
Old Sign
Danger Old.png
New sign.
Danger New.png
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Re: Outrun with frame counter

Post by FedePede04 »

i have just uploaded a new video. of the latest version vs the original version.....

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Re: Outrun with frame counter

Post by dhedberg »

Looking good!
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Re: Outrun with frame counter

Post by wongck »

Great jobs !! Looks a lot faster and better frame rates.
noticeable when the car crashes and flips over..... may be the slo-mo car flip gives a better dramatic effect like they do in the movies?
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Re: Outrun with frame counter

Post by FedePede04 »

dhedberg wrote:Looking good!
many thanks :cheers:
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