Curt Vendel #1 Posted February 9, 2008 Here is the Source Code to Checkered Flag. Curt GFXFINAL.ZIP INCFILES.zip SNDFINAL.ZIP SRCFINAL.ZIP 4 Quote Share this post Link to post Share on other sites
JagChris #2 Posted February 9, 2008 I see a lot of downloading, but no thanking. WTF? Thank you Curt! Quote Share this post Link to post Share on other sites
belboz #3 Posted February 9, 2008 Great find Curt! Thanks for posting it! Quote Share this post Link to post Share on other sites
belboz #4 Posted February 9, 2008 (edited) Oops. Double post. So I will just thank Curt again! Thanks! Edited February 9, 2008 by belboz Quote Share this post Link to post Share on other sites
Curt Vendel #5 Posted February 9, 2008 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! Quote Share this post Link to post Share on other sites
Htbaa #6 Posted February 9, 2008 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. Quote Share this post Link to post Share on other sites
Gorf #7 Posted February 9, 2008 (edited) 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... Edited February 9, 2008 by Gorf Quote Share this post Link to post Share on other sites
Shamus #8 Posted February 9, 2008 As always, you manage to find interesting stuff Curt. Many, many thanks! :) Quote Share this post Link to post Share on other sites
SebRmv #9 Posted February 9, 2008 Wow, great stuff! Many thanks Quote Share this post Link to post Share on other sites
+remowilliams #10 Posted February 9, 2008 Awesome! Thanks Curt! Quote Share this post Link to post Share on other sites
Fredifredo #11 Posted February 9, 2008 Great news thank you Curt ! Quote Share this post Link to post Share on other sites
BuddyBuddies #12 Posted February 9, 2008 SWEET! Curt rocks!!! thanks Curt! Quote Share this post Link to post Share on other sites
Crazyace #13 Posted February 9, 2008 It's cool to see this stuff appear Quote Share this post Link to post Share on other sites
PeterG #14 Posted February 9, 2008 that's really cool, now hoping for improvement on steering, frames and AI and we have a winner Quote Share this post Link to post Share on other sites
Gregory DG #15 Posted February 9, 2008 Thanks. I downloaded them, but dunno what to do with them. I'm not really a programmer (just a collector of data. ) Anyway, I suppose these files could be compiled into a workable ROM file for play in a Jaguar emulator too? Quote Share this post Link to post Share on other sites
justclaws #16 Posted February 9, 2008 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. 1 Quote Share this post Link to post Share on other sites
Zerosquare #17 Posted February 9, 2008 Curt and his amazing stuff 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 (but there's still an awful lot of 68K code, that's true) 1 Quote Share this post Link to post Share on other sites
Gorf #18 Posted February 10, 2008 Curt and his amazing stuff 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 (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. Quote Share this post Link to post Share on other sites
atarifan49 #19 Posted February 10, 2008 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 Quote Share this post Link to post Share on other sites
Matthias #20 Posted February 10, 2008 Hello Curt, thanks for releasing this Matthias Quote Share this post Link to post Share on other sites
SebRmv #21 Posted February 10, 2008 Curt and his amazing stuff 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 (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. Quote Share this post Link to post Share on other sites
Pocket #22 Posted February 10, 2008 Very cool, I hope someone will be able to do something with this Quote Share this post Link to post Share on other sites
Gorf #23 Posted February 10, 2008 (edited) Curt and his amazing stuff 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 February 10, 2008 by Gorf Quote Share this post Link to post Share on other sites
Gorf #24 Posted February 10, 2008 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. Quote Share this post Link to post Share on other sites
SebRmv #25 Posted February 10, 2008 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) Quote Share this post Link to post Share on other sites