January 23, 2018 at 9:40 am #393
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?January 23, 2018 at 10:06 am #394
Strange.usually port 2 is kinda standard on c64.some multifunctional joysticks could block the keyboard when connected to port 1.
I didnt took a look at your loader, but
Please take a look at codebase ffd5
Most c64 users benefit from loading with FFD5,due their speedersJanuary 28, 2018 at 8:16 pm #416
Seem also not work with vice 3.1 Windows x64
January 29, 2018 at 2:42 pm #418
- This reply was modified 1 year ago by lynx.
Must be the loader,not viceDecember 9, 2018 at 4:34 pm #493
Atari (real hardware)
Tested new version.
Blend mode is better than previous interlaced mode.
I don’t like new not-interlaced mode: cars are not easy to see. Therefore I prefer previous BW mode.
If the problem is to recognize players names, you can still use BW and add a simple DLI to change colors in first and last lines.
Or perhaps you could try another road color so that cars are more visible.
You could prepare a version that lets change road colors so I can test it with my monitor.
I like new cars sliding.
December 9, 2018 at 11:13 pm #496
- This reply was modified 2 months, 1 week ago by Phil.
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.December 9, 2018 at 11:28 pm #497
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…December 10, 2018 at 9:56 am #498
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.December 10, 2018 at 12:40 pm #504
My idea was to try a different color for the road. Perhaps a different shade of grey would improve cars recognizability.
Or perhaps different shades of red and blue.
As is, I think the game is not playable on real hardware.
I prefer not to see players colors in the chat but to see my car when I play.
At the moment, BW solution is the best solution to play the game.
Thank you for your work!December 10, 2018 at 1:03 pm #506
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.December 10, 2018 at 1:19 pm #507
Perhaps I was not clear.
The flicker version is better than previous flicker version.
The problem is the not flicker version, worse than BW version.
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