Even more anxiety ![]()
Only 2 question:
- we know game will be released in Cartridge format with a CPC std and Plus series adapter, is it right ?
- Is a digital version planned for emulators or FPGA systems ?
Even more anxiety ![]()
Only 2 question:
Again, just AI slopeā¦
:Laying on the ground crying:
No 4 players on same screen? Give me back my money that I didnāt have yet spentā¦
Rhino really Iām speechless.
RESPECT to you personally and to all the guys that took part in this.
Starting with Batman Forever in 2011 you have really recharged the CPC community in so many ways.
Thank you!
The killer game is here as promised.
Thank you.
I can only say:
wtf.
Pending seeing it on real CPC hardware, it looks impressiveānot long now ![]()
![]()
Simply stunning!
Simply A m a z i n g !!!
itās looking impressive, but why did you get the slopmachine to do that crappy trailer?
Thirty seconds of video - running on real hardware would have done the trick even more effectively.
grumpy old guy gonna grump ![]()
Not sure about World Racing in the title. Real Racing Simulator has a much nicer ring to it. And while weāre at it, why not add Gran before Vespertino? There we go! Weāve nailed it!
OMG, imagine a version on a standard Plus cartridge, full joypad control, playable on a 128K modded GX4000
! Can you imagine?
Interesting video. It seems to confirm my intuition.
Below my intuition and guesses. Iām not judging or trying to downplay. The result is very impressive. Bravo!
And⦠Iām not 100% sure this covers all. Maybe (probably) there are more secrets.
Thank you very much for your words!
An interesting analysis, I wonāt say whether itās accurate or not! ![]()
But I have a question⦠In these types of games, the width of the road is usually much greater than the width of the visible screen, since the road shifts as you move laterally. Would the routines youāre proposing, which draw each horizontal line, render only the visible area? if so, how many routines would be required for each horizontal line to achieve horizontal pixel scrolling? Thanks!
This is absolutely beyond mindblowing. Just incredible!
Congratulations to the whole team for this phenomenal development.
Will there be any future discussions about some of the techniques used in the game?
When I heard the game was going to be using thousands of pre-rendered sprites stored on ROM I knew it would have a smoothness of scaling and rotation that went beyond anything that had been attempted before and seeing it in motion at last, it does not disappoint. The CPC can do impressive things if you strap a lot of memory to it, but it takes a lot of work to use it well.
What has really impressed me is the amount of care and attention given to the front end, menus etc. This is a time-consuming and not always fun part of game development and it all looks as polished as can be, and with a coherent design that pulls everything together.
With this amount of effort we can only hope it plays as good as it looks. I see quite a few cars on screen at the same time which is promising. Not skimping on the opponent cars.
Well, you the master coder of the Batman Group, are asking me a question about coding? There must be a trick. ![]()
And indeed, I have not done any calculation, its also why I strategically wrote āa zillion bytesā, which brings some welcome āblurā.
Okay let me think and try to answer your question. Having specialized routines that write a whole road line in all the cases would be simple (constant time, write 80 or even 96 bytes in full overscan) but would require an extremely high number of routines. One way to reduce could be to PUSH ground-color bytes from the right then call specialized routines to write the road itself, then PUSH some more ground-color bytes. This model limits somehow the number of combinations but cannot draw when the road extends farther than the screen edges on the left or right. Mmmh, thereās a further option that again limits the routine count, while keeping the overall speed fast. How about a cascading two-level table: for a given line geometry, lookup a list of shorter routines, call these routines. They have precomputed byte values to draw all the pixels and their number is much smaller. This will cover even situations where the road line extends outside the screen left and right, without run-time computation. Do I guess right, @Rhino ?
(warning, joke ahead
) Plot twist: through the years the Vespertino teasers were faked, authors ask people on forum, gather their answers through the years until a powerful enough AI exists, to feed it the answers and get the real job.
Just kidding. ![]()
Letās become real again: congrats to the whole team for this impressive prod!
After all this time and teasers Iām eager to at last see and play Vespertino!