Frank B wrote:Already looking good!
junosix wrote:Wow, very cool so far
dma wrote:Congrats for working on such enhancements for this great game already then!
AdamK wrote:This is cool. Can it be also applied to Lotus II and III?
Cyprian wrote:great news chicane
Fletch wrote:Awesome!
CiH wrote:Liking it a lot!
rmd wrote:cool project
Marakatti wrote:Great idea, 2020 looks impressing already
thomas3 wrote:One of my favourites from back in the day. Thanks for doing this!!
Thanks all for your kind words!
AdamK wrote:This is cool. Can it be also applied to Lotus II and III?
Theoretically yes. I haven't looked at the code for Lotus 2 and 3 but from casual observation they would appear to use very similar rendering code to Lotus 1.
rmd wrote:funny to see some php code there too.
Ha ha, yes. PHP is my day job
junosix wrote:it would sound awesome with the .mod file intro and sound effects!
The DMA playback in the STE is surprisingly easy to use, so I should be able to get the sound effects in there as long as I can extract and convert from the Amiga version. I didn't realise there was a MOD file in the Amiga version - I thought it was just a long sample?
Frank B wrote:If you use anima's sprite rendering blitter technique you should be able to use timer b for the rasters. The speed up should also be significant for drawing the cars in the game.
Thanks - I'll be sure to look that up. The original car/scenery rendering code is heavily optimised and makes use of unrolled loops and self-modifying code. I'm not entirely sure that I can surpass the performance of the that code with the Blitter. But it does give the benefit of being able to use Skew to render things at single-pixel horizontal accuracy.