I have double buffered the sprite pattern table, so do the copy whenever, toggle the "active pattern table" flag, and update the pattern table base address in the interrupt handler.
Nice.
Thanks for that idea.
Stay tuned.
There will be a surprise for this Christmas
Replying to the first post of the thread:
I had the wish of this cool "parallax effect" (the car is fixed at screen center, the road moves left and right). But on MSX 1, without scroll register, it seems impossible. https://www.msx.org/forum/msx-talk/development/red-line-2-po...
Pre calculated roads would take a lot of space, to calc on the fly probably very slow.
You can have a lot of space just by working on a megarom
Stay tuned.
There will be a surprise for this Christmas
This sounds really promising! I'll start counting days earlier this year.
Any progress on this?
It's slowly progressing ... but the good news is that it's still progressing ! I wanted to release a playable demo for Christmas, but in the end I was not able to. I was way over optimistic about that deadline.
I'm focusing on an MSX2 version, the V9990 version is on the shelf for the moment (anyway, MSX2 was always my aim to start with). The big test for me was to be able to add music and not slow everything down. I had to write my own music replayer to be able to do that, and it worked ... I converted the original music to MSX-Music, and it's really good !
I'm still working on the main game engine right now, more specifically on the incoming traffic. The difficulty will come later in designing the GFX, because all objects (sideroad/traffic) need to be drawn used superposed/shifted 32x32 sprites, and with 9 levels of zoom for each of them. Quite difficult to do. I already had to have some outside help for that, but that's only the beginning ...
It's been now 18 months since I started this project, and I think the POC (Proof of Concept) is made: I have an rendering engine displaying road and objects at 12 fps, while FM music is playing. This is giving strong motivation to continue ...
Very good news! Keep up the good work!
Btw, which music have you used? The one from the US Gold version on tape or the melodies from the Pony Canyon version on cartridge?
Cool I'm looking forward to seeing more from this project
I've spent quite some money on Outrun in my youth
Perhaps the Arcade sound can be used, as it is made for YM2151 and SegaPCM as VGMrips says. As you know, the YM2151 is in the Yamaha SFG modules. Perhaps a version can be made that supports the original arcade music? I'm sure Grauw can tell us more whether this is feasible, as he did similar things for Ghosts 'n Goblins and VGMplay of course.