we are putting videos of systems that work in pattern mode, such as sms, pc-engine, or c64, and the engine that is making metalion works in bitmap mode, which is much heavier.
It would be interesting to see what can be done in an sc4, but that's another debate.
the "Vespertino", if it goes in bitmap mode.
hang-on sg-1000
meanwhile on c64 :D https://youtu.be/qhO881r_itQ
Don't want to be picky, but they only use flat roads :)
Which is easier to use for the background scroll, because the horizon is fixed.
Meanwhile, on the MSX :
. V9938 version : the sprite engine for sideroad works (actually, it's been working even before I did the V9990 version). And I'm thinking about reverting to 16x16 sprites, although I have not decided yet.
. V9990 version : still toying around, using for the first time sprites to make a mockup.
Don't want to be picky, but they only use flat roads
Which is easier to use for the background scroll, because the horizon is fixed.
Look at ~48 seconds, there also the horizon is moving.
But anyway, your V9990 version already looks promising, and quite some progress since you just recently started with it. And really like the idea about developing for both chips, getting the most out of the available platform.
You know, on v9990 the blitter is lot faster in the bitmap modes, see table below.
It might therefore be a idea to switch to bitmap mode or to change the road rendering approach in P1 to scroll registers updates every scan line instead of blitter. This saves the blitter for updating sprite patterns, although cycling through different sets (by updating the sgen base address) is also an option. But I expect it will be some sort of combo approach, and if all time is in the road rendering it will be at the expense of the overall frame rate.
Just some thoughts for your consideration.
---------------------------------------------------- | COMMAND (kb / frame) MODE |-------------------------------------------- 60Hz | LMMM | BMLL | BMXL | BMLX | LMMV ---------------------------------------------------- B 4bit | 36.250 | 36.250 | 36.500 | 36.250 | 51.750 MCKIN | 22.500 | 22.750 | 22.500 | 22.500 | 33.000 ---------------------------------------------------- B 8bit | 36.250 | 36.250 | 36.500 | 36.250 | 76.750 MCKIN | 22.500 | 22.750 | 22.500 | 22.500 | 48.750 ---------------------------------------------------- P1 sON | 6.125 | 6.125 | - | - | 12.875 sOFF| 9.125 | 9.125 | - | - | 19.250 ----------------------------------------------------
ps: MCKIN denotes over scan mode
If you go really crazy I suppose a textured road as in street racer (sega megadrive/genesis version) could be feasible .
meanwhile on c64 :D https://youtu.be/qhO881r_itQ
Not so impressed... I see a lot of glitches and objects only on the right side od the road. And the objects movements are "falsed", not according to road speed... I sure think Metalion work is better than this
i wasnt trying to imply who has a better game.. i thought it was funny/coincidential reading about a outrun engine on mrc and then i find a video of a c64 engine in a facebook group
Sorry, I've misunderstood
I think people in different communities are reacting to the provocative Vespertino video (which is good! )
I think people in different communities are reacting to the provocative Vespertino video (which is good! )
Actually the teaser only shows a few seconds of the gameplay and, although the smoothness and sense of speed are exceptional for an 8bit computer, I don't see big objects next to the road (trees, buildings, traffic signs, billboards,...). I would like to see more in-game action footage of Vespertino.
Metalion is struggling with the MSX limitations to include all that road decor that has a height thrice or four times the size of the car, and I really appreciate his efforts because I can't imagine a good OutRun port without the aforementioned road decor.