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Curt Vendel

Checkered Flag Source Code

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No biggie... the thanks is in seeing people make some new games with the code, or improve the heck out of the existing code and maybe make CF 2 of something... seeing more games come out and getting the play them... thats thanks enough! :-)

 

 

 

 

Curt

 

I see a lot of downloading, but no thanking. WTF?

 

 

Thank you Curt! :)

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Cool. I'll take a look at it. Don't know any assembly but it's always fun to look at a game's source code.

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No biggie... the thanks is in seeing people make some new games with the code, or improve the heck out of the existing code and maybe make CF 2 of something... seeing more games come out and getting the play them... thats thanks enough! :-)

 

 

Your thanks is on the way. After I finish the other stuff that is... :D

Edited by Gorf

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Thanks. I downloaded them, but dunno what to do with them. I'm not really a programmer (just a collector of data. :D)

 

Anyway, I suppose these files could be compiled into a workable ROM file for play in a Jaguar emulator too?

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Hi Curt,

 

Here is the Source Code to Checkered Flag.

All I can say is wow, man, wow.

As it's complete, it's a heck of a lot better to tweak than previous code

where big and important parts are missing. This is so fascinating, cool.

You're the man, as ever!

Now how to improve that steering, that's a different thing altogether. :-)

JustClaws.

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Curt and his amazing stuff :cool:

 

So, it apparently Checkered Flag was programmed in assembler, not C ; it uses the GPU ; it uses the Blitter... so there's no excuse for the lousy framerate :P

(but there's still an awful lot of 68K code, that's true)

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Curt and his amazing stuff :cool:

 

So, it apparently Checkered Flag was programmed in assembler, not C ; it uses the GPU ; it uses the Blitter... so there's no excuse for the lousy framerate :P

(but there's still an awful lot of 68K code, that's true)

 

And that is what kills it....that and the horrid controls.

 

It's about 75% 68k and that is the trouble...the frame rate was not that bad on

CF. IT would have been a lot better all GPU, even if they flipped the code in to

the cache.

 

I think someone with some time could really make this racer fly incredibly.

 

I think these sources will go a long way in showing there is still great power

in them thre RISCs.

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Its too bad the programmers didn't employ the RISCs like they should have. This could've easily been Atari's contender against Virtua Racing on the 32X.

A conversion of this to RISC would show the Jag's potential and give something that you can clearly see the difference.

 

Glenn

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Curt and his amazing stuff :cool:

 

So, it apparently Checkered Flag was programmed in assembler, not C ; it uses the GPU ; it uses the Blitter... so there's no excuse for the lousy framerate :P

(but there's still an awful lot of 68K code, that's true)

 

On the contrary, Doom was programmed in C and wow.

Whatever the language, if you code bad algorithms, the program will be slow.

 

Back on topic, I believe the main problem of Checkered Flag is the poor gameplay.

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Curt and his amazing stuff :cool:

On the contrary, Doom was programmed in C and wow.

Whatever the language, if you code bad algorithms, the program will be slow.

 

Doom uses a LOT more RISC than it does 68k using a customized RISC C compiler

that John Carmack and his crew modified specifically for Doom. It's some sort of RAM

flipping setup to have the compiler deal with popping code in and out of the cahce.

 

(One he claims is lost...which is very sad)

 

And why is talking about the source code in this thread off topic? The very topic is

about the source code is'nt it?

Edited by Gorf

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Its too bad the programmers didn't employ the RISCs like they should have. This could've easily been Atari's contender against Virtua Racing on the 32X.

A conversion of this to RISC would show the Jag's potential and give something that you can clearly see the difference.

 

Glenn

 

 

 

Converting the 68k to GPU would be more time consuming than difficult but it's

certainly possible. Maybe we need to make yet another tool that cross assembles

68k to GPU. It would not be the first time it's been done. You'd definitely see a

jump in frame rate in the game. Doing by hand however will no doubt yield the

most optimal result.

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And why is talking about the source code in this thread off topic? The very topic is

about the source code is'nt it?

 

Yes, you are right. I just do not wanted to open a flame war between C and assembly

(if you know what I mean)

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