O.k. let's go with this one...
And I think that you don't need a 65816 to get it
For C64 (not need to be exactly copy of Lotus 2 because many roads and mountains, buildings,... can be done using this idea).
Use normal C64 Char-Mode colourMap
-> (00) Background
Using Rasters or what you call it (here on A8 we call it DLIs)
(Terrain and Sky)
-> Two C64 colours that are in all chars: Dark Gray and Brown
-> Then use the 8 c64 Colour-Map colours like White, Yellow, Red, Cyan,...
(White on the Road lines because the Green, Yellow or anything on the sides terrain Objects/Gfxs aren't in the White Road lines)
(Trees or any other object use the common chars colours Dark Gray, Brown and the two Terrain colours that dithered with the ColourMap colour (here it's Yellow just as an example) would look good and you don't notice the different scanlines (like here the two Greens)
(You can have Trees, then Rocks, then Buildings, then... like it's common for this type games on the C64...)
(Don't use two Grays on the Road and you have the same colour to put on all the sides gfxs (the feeling of speed is done by the sides Terrain scanlines))
SKY it's (00) and no need to waste there any other gfxs/bit-pairs.
Instead of chars gfxs use the C64 sprites in Multicolour or even a large horizontal expanded overlaying by Hi-Priority sprite)
In this one, the Clouds can be in different groups/scanlines as different sprites like:
-> 1 Cloud be 5sprites (60pixels wide) then another one only 2 (24pixels) and a small one with only 12pixels on the same scanlines.
(Clouds with the 3 Grays of the C64 pallete)
-> Then on other scanlines and at different xPos you repeat the same sprites
(same data but Muultiplex the sprites at different scanlines)
-> PRIORITY: As the sky it's just (00) and the Trees or any other side's gfxs no need to have interactions between them and the sky
And also: all the sprites move Priority over (00) Blue Sky but under all the other bit-pairs (01), (10) and (11) that that are the gfxs of the Road sides.
-> Use Multicolour c64 sprites with the 2 common colours as Black and Light Gray.
-> Eachone Car's colour as each independant C64 sprites colour.
-> Then each Car use expanded tall sprites
-> Our car it's static at the bottom of the Road and it is 3sprites wide then the Enemy car passing on it's side (one each time) it's more 3 sprites leaving you with 2sprites free (can be other car touch you up but because higher scanlines it's less wide)
OFF TOPIC (to you): Would like to see a BBC version possible (even lots of Multiloads) using their only 8colours of this type of games...
Just the screen would cost 16Kb on this Gfxs mode. but probably something could be done (like going into 32bytes screen width):
About A8 I am still waiting to have some answers to my questions (that I thought the out-Run release could answered but sadly I think we will never have it).
Is it because of lack of time or that it's so tricky, or is it that we don't have so many and so best programming guys that A8 never have this type of games (even today just as an Hobby...).
Still don't see why and why it seems that everytime I try to re-start this Road/Cars/Motos games Topics there aren't not many people replying...
Edited by José Pereira, Thu Aug 9, 2012 9:54 AM.