Jump to content
IGNORED

Atari Pole Position - Car Detail Enhancement Ideas


MrFish

Recommended Posts

I like your idea, but would this work as a game with an acceptable frame rate, and not merely for stills?

 

Rybags had the initial idea from the technical side; I'm just seeing how it might look, so

we can have some way of measuring the possible merits of the approach from a visual

standpoint.

 

It seems feasible, since only half as many scanlines need to be processed for the road;

then it should provide some time for processing softsprites on the lines interleaved with

them. The PM's would also only have half as many lines as the original. Also, using

normal screen width (as opposed to the original, which uses widescreen) would also

speed up processing.

 

No way to know for sure without doing some hard calculations against the original or

some basic tests, though.

Edited by MrFish
Link to comment
Share on other sites

I like your idea, but would this work as a game with an acceptable frame rate, and not merely for stills?

Short answer: No.

The street is build on "same graphics" plus shifted scrolling and LMS every scanline. You'd have to build the "software sprites" and sorting routine for every possible curve arrangement.

The game itself did well back in that days. But, if someone wanted to have better visual, the game would need a full rework of everything.

The change from "background" for the street, to "PMg" for the street would solve it, but it isn't on the agenda by anyone ;)

Link to comment
Share on other sites

Short answer: No.

The street is build on "same graphics" plus shifted scrolling and LMS every scanline. You'd have to build the "software sprites" and sorting routine for every possible curve arrangement.

 

Did you read the first post in this thread?

 

No software sprites would be drawn on LMS shifted scanlines.

  • Like 1
Link to comment
Share on other sites

Btw: that idea , using "interlace for moving objects" isn't really new.

 

This (of course unfinished) game demo, is rather impressive on a small PAL device. The bigger the screen , the more irregular it looks.

 

Yes, I've seen this from long ago. Impressive, if a little bit slow. It looks like they're using P/M's to mask off

the background from the objects.

 

I like how the score ends up being semi-translucent; kind of a useful side effect when masking isn't used.

Link to comment
Share on other sites

Color helps a good deal. Interlaced black and white was an odd choice.

 

Not really odd. You get many luminance choices, which helps in creating shading.

In GTIA 11 you've got lots of colors but a single luminance; so everything is either

bright, dull, or dark in that mode. In GTIA 10 you can choose your colors, but it's

limited to 9 total, because of the limitations on number of registers.

 

So, GTIA 10 might look good color-wise, but it'd lose some shading effects over what

we see here.

 

It would be possible to mix modes, and have color objects and a grayscale background.

Edited by MrFish
  • Like 2
Link to comment
Share on other sites

  • 1 year later...
2 hours ago, kiwilove said:

Maybe something to consider - if doing a game - is the possibility of including more in the way of animation or animation effects.

The speed of which - framerate as such - need not be fast at all.  At it's proper speed to be seen to be noticed.

This technique does open up the possibility for multi-color road signs with text, and higher resolution explosions -- two of the more dull aspects of Atari's 8-bit Pole Position.

 

  • Like 2
Link to comment
Share on other sites

2 hours ago, Curt Vendel said:

Sorry... I unfortunately do NOT have any sources to 5200 or 800 Pole Position.  I only have the sources to 2600 Pole Position, which is of no help for this ?

Yeah, too bad. Playsoft was looking at the 2600 sources, but said they were sparsely commented; although, apparently someone else had taken the time at some point to beef up the comments; and he has that version for possible future reference (not needed for what he's done so far, which he was able to figure out by other means).

 

  • Like 1
Link to comment
Share on other sites

Cars use all the Players in multicolour mode, missiles are the signs.

 

The track and lines are by playfield - there's a prerendering of it with LMS per scanline used to coarse shift the road.

A DLI kernal occupies much of the screen, fine scrolling tunes the road/line position and colour changes are done in the kernal as well as table based pos and size for the PMGs.

 

As such the game leaves no resources free for any extra details.  The missiles are way too chunky to add details to signs.

You'll notice there's never more than 2 cars at any given vertical position since 2 Players are used per car.

 

The benefit of such as kernal idea to do an interleaved set of graphics is that for it's part there's not really any extra CPU consumption.  And doing cars as playfield could probably be rendered without a huge extra expenditure.  One car can be always rendered at a byte boundary with HSCROL to fine tune it, then the other car rendered with shifting calculations according to what's already there.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...