Forum Replies Created
Mark, did you get the new discs? I added paddle as a control option.
I have played for about 45 mins on my 1084s commodore CRT today, and thought the road flicker was not that bad.
Sure, you cannot clearly see the car tires, but the game felt playable.
The only colours that do not flicker are pure red, pure blue, or pure green. None of these would work for a road. That leaves pure black, for which I could try to use a different colour of tires (some shade of grey)….
I am willing to give this a try, but it will make the game look very different than it does now.
I tried the checkerboard pattern trick, and it actually looks worse… there are visible gaps beween pixels in that mode, which creates a vertical striping effect. So I will keep things as they are I am afraid.
Just a small hope: i read on atariage that flicker can be further reduced by aligning pixels in a checkeboard pattern. I am not doing this yet, my editor outputs line by line, so i will try to modify the map with a pythom script and let you know if it improves things further…
Thanks for the feedback Phil.
Unfortunately, I wasted considerable time on adding a “simple” DLI, and it turned out to be anything but simple. The address of video data is set at the beginning and middle of a DLIST, and thus cannot be changed on the fly. To switch video mode after 8 lines requires re-ordering the data buffers, and adding 2 DLIs (for top and bottom row). But then, the pixel setting/getting algorithm must be customized, and so on… and I just run-out of memory.
It is not possible to change the road color on the fly because color are used to compute the car speed, with only 9 colors available almost eveyone is used for something (walls, marking…).
I delayed release of the game for 6 months trying to come up with a solution to the text color being unreadable, and I think that this is the best compromise I could come up with: reduced flicker, and still ability to set a static screen.
It is not dead!!! I am finally getting some free time to finish up this project.
Please read update here: http://8bit-slicks.com/?p=480
The project is not dead, just on extended hiatus. I should have time to finish this up in the coming winter, just hold on!!!
Welcome on-board Mark! I will circulate an email for the next testing session later today, it will be Sunday.
Meanwhile, please make sure your Apple //e and AppleWin are correctly setup by reading this tutorial which contains a Test Disk:
- This reply was modified 1 year ago by 8bit-Dude.
Great, I will add you the mailing list!
Lynx: 2 people asked me to switch to Port 1 as default for the Joystick. So for now it is 1 vs. 2.
I have fixed the lap counter to end at lap 5 (instead of 6).
What do you mean by $FFD5?
Thanks for the nice report NDAR.
There are some things I will improve this week, such as (3) (4) and (6).
(1) (2) (7) are more difficulty, as they need deep changes of the rendering.
As for (5), it is a gameplay issue so we should see if other people feel the same way. Personally I do not think that Walls everywhere are necessary.
As always, thanks for the list Phil!
I managed to fix the “ghost” tires bug tonight, it took some effort.
I also fixed all server bugs, next I will go down through your list.
Sorry but I don’t have time to debug VICE for Linux.
AFTER the game gets released, please contact the VICE dev and let them know of the issue.
Welcome to the forum Todd.
Next testing session will be on Sunday 10am (West European Time).
I will add you to my mailing list.