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Burn Rubber & Side Trak PRE-ORDER!

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Here is a short preview of Burn Rubber. I made it pretty quick with no edits. I'll make a nicer video when I have a bit more time.

Nice to see that the programmer of the game has a hard time with those high-speed, hair-pin turns as well. :-D

 

Great game Dvik! Just going to take a lot of practice to nail down the physics of the turns.

Edited by NIAD

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Here is a short preview of Burn Rubber. I made it pretty quick with no edits. I'll make a nicer video when I have a bit more time.

Nice to see that the programmer of the game has a hard time with those high-speed, hair-pin turns as well. :-D

 

Great game Dvik! Just going to take a lot of practice to nail down the physics of the turns.

 

Thanks. It really doesn't take that much practice before you start winning races. The game has a real vectorized physics engine, so it is pretty intuitive once you get used to the friction. I had btw my daughter in my lap when making the video and that adds another layer of difficulty :)

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Here is a short preview of Burn Rubber. I made it pretty quick with no edits. I'll make a nicer video when I have a bit more time.

 

http://www.youtube.com/watch?v=HH-OnfUuD60&feature=youtu.be

 

How did the coder(s) do such smooth scrolling on the coleco?!?!?!?!?!??!?!?!

 

It may not much like much to scroll a near full screen, but with the level of smoothness is mind blowing stuff on the coleco! any chance they will share how it was done? Must admit, video of this game is really cool and should have been available a while back to show how cool this game looks and plays!

 

Russ

 

 

Russ

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My friend received Side Trak and was playing it and had all 3 trains and the enemy train came up behind and went through the third train and didnt collide till it hit the middle car... is this normal... just curious

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How did the coder(s) do such smooth scrolling on the coleco?!?!?!?!?!??!?!?!

 

It may not much like much to scroll a near full screen, but with the level of smoothness is mind blowing stuff on the coleco! any chance they will share how it was done? Must admit, video of this game is really cool and should have been available a while back to show how cool this game looks and plays!

 

Russ

 

 

Russ

 

I guess here, he used preshifted tiles. It is why ,i think , the graphics variety is poor, it is the price to pay using this method.

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How did the coder(s) do such smooth scrolling on the coleco?!?!?!?!?!??!?!?!

 

It may not much like much to scroll a near full screen, but with the level of smoothness is mind blowing stuff on the coleco! any chance they will share how it was done? Must admit, video of this game is really cool and should have been available a while back to show how cool this game looks and plays!

 

Russ

 

 

Russ

 

I guess here, he used preshifted tiles. It is why ,i think , the graphics variety is poor, it is the price to pay using this method.

 

Indeed. The rom contains around 6900 different tiles (uses about 13kB of the 32kB rom). Every other frame 108 tiles are moved from rom to vram and then the bgmap is updated. the other frame is used for the game play and physics engine. On a 60Hz coleco, every 6th frame is used to update status bar and other lower frequency tasks like checking if the car drives backwards. On a 50Hz coleco, this is spread out over every frame. This gives a frame rate of 25fps on both. The background in the game is built up of blocks of 8x8 characters and the map itself contains 16x16 of these blocks.

The most complicated parts of the game is actually not the scrolling. Making a real physics engine for four cars that can execute at around 20% of the cpu was the hardest part and took a couple of months by itself. Another surprisingly challenging part was to support two steering wheels, partly because they share a single interrupt.

 

If people are interested I can try to make a more detailed description of how the game works. Its by far the toughest game/demo we've made. It took several thousand hours to make (if you include tools and components we brought in from earlier productions). Some I think could be pretty interesting for other developers.

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How did the coder(s) do such smooth scrolling on the coleco?!?!?!?!?!??!?!?!

 

It may not much like much to scroll a near full screen, but with the level of smoothness is mind blowing stuff on the coleco! any chance they will share how it was done? Must admit, video of this game is really cool and should have been available a while back to show how cool this game looks and plays!

 

Russ

 

 

Russ

 

I guess here, he used preshifted tiles. It is why ,i think , the graphics variety is poor, it is the price to pay using this method.

 

Indeed. The rom contains around 6900 different tiles (uses about 13kB of the 32kB rom). Every other frame 108 tiles are moved from rom to vram and then the bgmap is updated. the other frame is used for the game play and physics engine. On a 60Hz coleco, every 6th frame is used to update status bar and other lower frequency tasks like checking if the car drives backwards. On a 50Hz coleco, this is spread out over every frame. This gives a frame rate of 25fps on both. The background in the game is built up of blocks of 8x8 characters and the map itself contains 16x16 of these blocks.

The most complicated parts of the game is actually not the scrolling. Making a real physics engine for four cars that can execute at around 20% of the cpu was the hardest part and took a couple of months by itself. Another surprisingly challenging part was to support two steering wheels, partly because they share a single interrupt.

 

If people are interested I can try to make a more detailed description of how the game works. Its by far the toughest game/demo we've made. It took several thousand hours to make (if you include tools and components we brought in from earlier productions). Some I think could be pretty interesting for other developers.

 

I'm really insterested on scrolling technique explanation ! (Even not smooth). How to make large map scrolling on Coleco in 32Ko ...

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I was really getting upset about how long it took to release this game. However, I have to say I am very impressed and got what J-F and I had agreed to. Thanks Man. Also codos to Toby for excellent safe packaging.

post-23318-0-95784900-1343065779_thumb.jpg

post-23318-0-44533400-1343065818_thumb.jpg

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The green came with the artwork cover box and the box protector, very nice presentation. Also you can see the carefully applied gold foil 30th Anniversary label.

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The green came with the artwork cover box and the box protector, very nice presentation. Also you can see the carefully applied gold foil 30th Anniversary label.

 

looks like I can have one too if I pay $2000 to Relik. ;)

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on my side traks ... someone forgot to put the instruction manual in one of them, so im missing one... and one of the boxes is coming completely unglued on one whole side, and the other box is starting to also. and one of the cart labels was put on to far to one side and the whole top part of the label wasnt even sticking on the cart.

Edited by AtariBrian

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on my side traks ... someone forgot to put the instruction manual in one of them, so im missing one... and one of the boxes is coming completely unglued on one whole side, and the other box is starting to also. and one of the cart labels was put on to far to one side and the whole top part of the label wasnt even sticking on the cart.

 

Uh oh, Maybe J-F has his kid doing it like the child labor camps in China. He will have to give his kid 40 lashes now for the poor workmans quality on your items. :)

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The label is peeling off at the top of my green Side Trak cartridge as well. Time to use some Pritt glue... ;)

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Looks like the final rom was not programmed on the cartridges.

 

 

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on my side traks ... someone forgot to put the instruction manual in one of them, so im missing one... and one of the boxes is coming completely unglued on one whole side, and the other box is starting to also. and one of the cart labels was put on to far to one side and the whole top part of the label wasnt even sticking on the cart.

im very upset with this quality or lack there of, at the very least i need my manual. but my label peeling off again and my boxes are making me quite angry since i paid all this money!

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Looks like the final rom was not programmed on the cartridges.

 

What makes you say that?

 

Put it on 2 player. When bonus is calculated for player 2 the train should be green not yellow this was a late change. Also the track looks like it is still white instead of being cyan like in the later builds. Changing the track color makes game play easier on the eyes and makes the player and enemy train stand out against the track.

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Looks like the final rom was not programmed on the cartridges.

 

What makes you say that?

 

Put it on 2 player. When bonus is calculated for player 2 the train should be green not yellow this was a late change. Also the track looks like it is still white instead of being cyan like in the later builds. Changing the track color makes game play easier on the eyes and makes the player and enemy train stand out against the track.

wow, i dont even know what to say here. other than, something drastic needs to be done to get this all fixed! everyones ! Edited by AtariBrian

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Put it on 2 player. When bonus is calculated for player 2 the train should be green not yellow this was a late change. Also the track looks like it is still white instead of being cyan like in the later builds. Changing the track color makes game play easier on the eyes and makes the player and enemy train stand out against the track.

 

Yurkie-

 

Please tell me your kidding, right? Not after waiting all this time, please. Damn.

 

And I've got a problem with Armageddon with screen glitches that don't go away. Double damn.

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The green came with the artwork cover box and the box protector, very nice presentation. Also you can see the carefully applied gold foil 30th Anniversary label.

 

looks like I can have one too if I pay $2000 to Relik. ;)

It's on sale for a few more hours at the discount price of $1750! :ponder:

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Looks like the final rom was not programmed on the cartridges.

 

What makes you say that?

 

Put it on 2 player. When bonus is calculated for player 2 the train should be green not yellow this was a late change. Also the track looks like it is still white instead of being cyan like in the later builds. Changing the track color makes game play easier on the eyes and makes the player and enemy train stand out against the track.

 

No way! Damn!

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Maybe I could work something to reprogram the EPROM with the latest build. Let's see what J-F says.

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