Lynxpro Posted December 1, 2015 Share Posted December 1, 2015 It does for player and mobile enemies i think, but would have to look properly to be sure though. If memory serves from idling in the IRC channel (i was Nostalgia's web/PR bunny at that time and coding the SID Burners music packs) all of that four player code was in there already but disabled, so the game was modified at an object code level to enable it in a similar way to how the trainers and N0SDOS were bolted in. All interesting. I don't remember that version supporting the Commodore/Amiga mouse or a Trak-Ball. A friend of mine with a C64 had it back then. It was one of the few games him and his father actually legitimately purchased. Quote Link to comment Share on other sites More sharing options...
sack-c0s Posted December 1, 2015 Share Posted December 1, 2015 Yawn.... Hard Drivin' is of a genre, the A8 has never seen. So where is the question, what has to be converted and the priority? That's not really any fun on a relatively powerful 68K with custom hardware to back it up - I'd probably prioritise Stuntcar racer if you want a racing game, or something running in freescape where the gameplay is slower paced. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted December 1, 2015 Share Posted December 1, 2015 What about Geof Tates Grand Prix Simulator? Quote Link to comment Share on other sites More sharing options...
emkay Posted December 1, 2015 Share Posted December 1, 2015 (edited) What about Geof Tates Grand Prix Simulator? Geoff Crammonds? Edited December 1, 2015 by emkay Quote Link to comment Share on other sites More sharing options...
Jetboot Jack Posted December 1, 2015 Share Posted December 1, 2015 Grand Prix Simulator was done on the A8 by Codemasters Geoff Crammonds Grand Prix was not on 8bit machines - but his older game, REVS was... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted December 1, 2015 Share Posted December 1, 2015 Sorry... My fault... Was thinking of queensryche band somehow... I had revs in mind and this 2 Quote Link to comment Share on other sites More sharing options...
snicklin Posted December 2, 2015 Share Posted December 2, 2015 "Revs" and "Grand Prix Circuit" look good. I would turn the sound off revs though, it's good that tv's can be muted. As for GPC, this looks good. Would the tunnel effect be possible though? Didn't Elektraglide use quad width pmgs to achieve that? Perhaps there are other ways of doing it though. Quote Link to comment Share on other sites More sharing options...
José Pereira Posted December 2, 2015 Author Share Posted December 2, 2015 (edited) Grand Prix Circuit could be done and from my old tries, playing and watching videos even the tunnel can probably not need PMGs like Elektraglide. But the cars are still hardware sprites on C64. I could get one a little less wide and possible even on the higher zoom using the A8 4PMGs but it then, in this case (on the horizon untill about 1/3 of the road 2 per line seem possible), will only be possible 1car per line never 2 that I think C64 can achieve. The car panel can be in charmode with the speed and others lines using PMGs and the same for the mirrors. In the end apart from 'ripping' the gfxs of the fonts, car(s), road and the top sky/buildings/mountains (these like the panel can be in charmode and horizontal hardware scroll then DLIs change to bitmap mode for the road and grass colours. These will go well using the same hardware horizontal scrolling for the road turnings on each single scanline like in Pole Position and Elektraglide). With all these it will end up in an A8 totally own colour done from scratch. As for the BBC Revs it will be to just import the code to ours GR.15 bitmap mode just changing the adresses, but to be honest I don't see what it has to offer and driving alone in a road with not much more to offer. What I always wish was that BBC/Electron had more and more real like Grand Prix Circuit cockpit view or even something like Out Run even if more simple but that we could, maybe, port it and then add our improvements. Shame that the Amstrad CPCs that were to use 6502 at an almost late end of design, maybe because of prices, Alan Sugar and his team moved to the Z80 (looking to Amstrad, the 3 resolutions, overscan and 16colours on screen and is easy to see that is exactly the same as their same English 'pals' of BBC/Electron though a shame that these guys left the 2nd half of the pallete unused). Edited December 2, 2015 by José Pereira Quote Link to comment Share on other sites More sharing options...
José Pereira Posted December 2, 2015 Author Share Posted December 2, 2015 Hey, C16 Plus4 version remaking of Acccolade's Grand prix Simulator: http://plus4world.powweb.com/software/Grand_Prix_Circuit Still with problems to run the Vice's and all 'Commies' emulators and can't get anywhere a video of this version, hopefully the most imporatnt that are the A8 emulators Atari800WinPlus and Altirra runs just fine !... Like I said but here's Plus4 is just 4colours and DLIs will change change colours at the top sky/,ountains/road and panel. With that DLI on the road we can even have the better looking dark gray for the cars slicks. The bottom panel at the bottom would be black and 2grays and lightest gray as white gives Gr.15 4colours I think I can then add the other colours by PMGs ... Hey this one would rock and if others from C64 can why not this from C16 Plus4? Quote Link to comment Share on other sites More sharing options...
Jacques Posted December 9, 2015 Share Posted December 9, 2015 (edited) How about: There's even C64 source-code available. I know it's not fully finished game, but still amazing as for 8-bit. Edited December 9, 2015 by Jacques 4 Quote Link to comment Share on other sites More sharing options...
sack-c0s Posted December 9, 2015 Share Posted December 9, 2015 good idea - I know I keep banging on about 'throwing CPU power and memory at colour is all well and good but *you need to leave resources for the game logic*' but in this case you have a relatively small playfield of a couple of screens where you could probably just fix up a pointer to the right part, sidestepping a lot of the work the C64 has to do. That means you should have a good chunk of runtime to actually throw at solving colour problems once you get the ball physics out of the way. 1 Quote Link to comment Share on other sites More sharing options...
José Pereira Posted December 9, 2015 Author Share Posted December 9, 2015 (edited) There is, was one or two of the levels gfxs ported to A8 in charmode I think and probably the idea to throw some colours in the table gfxs by DLIs and PMGs underlays. I saw one or two level tables but can't remember if it had or not those 'add colours'. It was some years ago and I haven't heard more of it and I also haven't nothing to do with it but at least the man that show me the A8 tables is a well knowing 'here and there' , maybe he come up and say something . All I can say is that the table(s) were scrolling up and down but no ball nor nothing else and I think that nothing more was done . Edited December 9, 2015 by José Pereira Quote Link to comment Share on other sites More sharing options...
José Pereira Posted December 9, 2015 Author Share Posted December 9, 2015 Have a look inside here: atariage.com/forums/topic/176666-will-a8-finally-get-a-decent-pinball-game/?fromsearch=1 Quote Link to comment Share on other sites More sharing options...
TMR Posted December 10, 2015 Share Posted December 10, 2015 There's even C64 source-code available. I know it's not fully finished game, but still amazing as for 8-bit. If memory serves, it uses hardware sprites for the ball... also the Ignition table graphics in that video were converted/reworked by me, so yays. =-) 3 Quote Link to comment Share on other sites More sharing options...
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