DamageX #26 Posted July 17, 2009 I am trying to imagine the best way of mapping out levels from the original game. I checked gamefaqs and found a code for level select. The only problem with going from a recording of the game being played is that it is hard to judge the "distance" between the different landmarks/corners/etc. because the player's speed is always changing. With a high quality recording, a program could be made to go through the video and read the speed indicator from the image, calculating how much "distance" is covered each frame. But it would be a bit complicated. Quote Share this post Link to post Share on other sites
Atariboy #27 Posted August 17, 2009 Outrun's road is composed of alternating light and dark sections of equal sizes to help give the game it's sense of speed. Seems like it would be relatively easy to base distances by counting those road sections. Quote Share this post Link to post Share on other sites
DamageX #28 Posted August 17, 2009 That does sound like a good idea, thanks. Quote Share this post Link to post Share on other sites
Rybags #29 Posted August 17, 2009 If you want to map the original, maybe MAME + some cheats. Hold a constant speed, then the landmarks could probably be calculated by employing a formula. Quote Share this post Link to post Share on other sites
Kjmann #30 Posted August 17, 2009 (edited) If you want to map the original, maybe MAME + some cheats. Hold a constant speed, then the landmarks could probably be calculated by employing a formula. Both are pretty good Ideas. I trust TJ's judgment on this so what ever works best for you TJ. =) Edited August 17, 2009 by kjmann Quote Share this post Link to post Share on other sites
DamageX #31 Posted February 2, 2010 What do you guys think of this title screen? (cobbled together using gfx from later Outrun games) It is using the GTIA mode with raster color changes. I couldn't get it to look good with only 4 colors on a line for 160 resolution. Quote Share this post Link to post Share on other sites
Kjmann #32 Posted February 2, 2010 What do you guys think of this title screen? (cobbled together using gfx from later Outrun games) It is using the GTIA mode with raster color changes. I couldn't get it to look good with only 4 colors on a line for 160 resolution. Awesome TJ!! Quote Share this post Link to post Share on other sites
emkay #33 Posted February 2, 2010 (edited) What do you guys think of this title screen? (cobbled together using gfx from later Outrun games) It is using the GTIA mode with raster color changes. I couldn't get it to look good with only 4 colors on a line for 160 resolution. GTIA 10 is a good solution. The Top of the picture could be build with "G2F 160 " techniques, and some details, like the sign , could get enhanced with player overlays for a perfect look. Well, depending on better HW supported fatures of G2F, we could do this picture with 64+ colours (per scanline!) in a real 256 colours mode. .... without any interlace... Edited February 2, 2010 by emkay Quote Share this post Link to post Share on other sites
Rybags #34 Posted February 2, 2010 I wonder if G2F would do it? Do you have a hires original, I might give a CIN+ version a try. Quote Share this post Link to post Share on other sites
emkay #35 Posted February 2, 2010 I wonder if G2F would do it? I guess no, because G2F doesn't support GTIA mode 10. Quote Share this post Link to post Share on other sites
Rybags #36 Posted February 2, 2010 I meant, as in doing 160h. There's not a lot of colours per line in the first place, so PM underlays would probably help a lot. Quote Share this post Link to post Share on other sites
DamageX #37 Posted February 2, 2010 Thanks for your input. Here is the original 160x224 version http://www.hyakushiki.net/junk/ot50.bmp Then I made a quick edit of the rear of the car http://www.hyakushiki.net/junk/ot64.bmp I can post a larger version if that would help any, but I won't right now because it's not on this PC. Quote Share this post Link to post Share on other sites
Rybags #38 Posted February 2, 2010 Didn't look so great in CIN+ For reference, here's a Photoshop mockup of a "best case scenario" in 160 pixel mode based on the original supplied pic. Changed to paletted mode, then used Posturize to reduce to 8 luma levels. Of course, doing this on the real hardware wouldn't exactly be easy. Quote Share this post Link to post Share on other sites
Kjmann #39 Posted February 2, 2010 TJ sent me a BIN of the Game so far, so I made a video. http://www.youtube.com/watch?v=OKLVG6c4fiI&feature=response_watch We're Gettin There. =) 2 Quote Share this post Link to post Share on other sites
+Allan #40 Posted February 2, 2010 That looks fantastic. Allan Quote Share this post Link to post Share on other sites
+Philsan #41 Posted February 2, 2010 TJ sent me a BIN of the Game so far, so I made a video. http://www.youtube.c...=response_watch We're Gettin There. =) Your games deserves a good package so, please, could you make a better version than Tempest Xtreem? The top would be a package like GR8 Software. If it costs you too much, just make a standard and a deluxe version. Quote Share this post Link to post Share on other sites
+Ransom #42 Posted February 2, 2010 Very, very nice! Quote Share this post Link to post Share on other sites
PeteD #43 Posted February 2, 2010 My 4 colour/line converter almost manages it so it should definitely be possible in G2F. I've got all the code ready to go for the mid-scanline stuff. The a8 app with cycle timed splits is done and the converter itself probably needs about 30 mins work to make it change a colour at the X positions the A8 app is doing it, I keep getting sidetracked with other stuff though As an initial test I'll be doing fixed X positions but of course it can get way more complex than that by re-ordering instructions. Pete Quote Share this post Link to post Share on other sites
Heaven/TQA #44 Posted February 2, 2010 interesting how APPle changed the wording... from software over to tools then Apps... Quote Share this post Link to post Share on other sites
PeteD #45 Posted February 2, 2010 Was it Apple who called apps apps? I've kind of always used different terms for things depending on what they do or even what part of something I'm talking about. My "tools app" is an app, the A8 code I've done for the mid-line colour stuff is an app to me because it's there to facilitate something else, displaying a picture in a special way Pete Quote Share this post Link to post Share on other sites
Gunstar #46 Posted February 2, 2010 Are P/M's used for the car and roadside signs or software sprites? Or both? Also, once the traffic is inserted will they be software sprites or P/M's? It all looks fantastic to me so far, can't wait! Quote Share this post Link to post Share on other sites
Kjmann #47 Posted February 13, 2010 The New Label for the up and coming OutRun For the 8-Bit. This game will be sold with a full color GLOSSY Label. =) Quote Share this post Link to post Share on other sites
+Ransom #48 Posted February 13, 2010 Very nice! And the full-color, glossy printed box? Quote Share this post Link to post Share on other sites
Marius #49 Posted February 13, 2010 I know we have discussed this before, but there is a mistake in the music. There is a wrong bass tone, and due to that the harmonics are wrong. My ears really hate that mistake. Is there another fix? By playing the RIGHT bass tone an octave higher? Now it is simply the wrong note, and that s*cks bigtime. It is the second measure after the melody starts. Marius Quote Share this post Link to post Share on other sites
Marius #50 Posted February 13, 2010 When you count the double speed it's the third measure of the melody ofcourse. It is around 0:50 or 0:51 in the movie on youtube. Thanks Marius Quote Share this post Link to post Share on other sites