Racing pseudo 3D road effect in MSX 1

Page 1/2
| 2

By Code Witcher

Resident (36)

Code Witcher's picture

12-10-2021, 06:00

Did anyone ever attempted this on an MSX 1? I wonder how this would work out. One of my favorite games, Buck Rogers, I believe uses stuff like this... what other examples can you quote? And if you are a programmer, how approacheable do you think this is? I'd like to ever get to create a racing game, but I'm very lost as to what are the steps to get there. I'm just learning assembly, that's fine, I can do that, but then it seems you need to understand some complex mathematics, I don't know how I'd achieve this, on an MSX 1.
Take Atari's "Enduro" for example, realy amazing stuff which should be doable on MSX 1 easily, no?
(IF THE IMAGES ARE NOT COMING UP PLEASE CHECK THAT URL)

http://www.extentofthejam.com/pseudo/

Login or register to post comments

By ToriHino

Paladin (724)

ToriHino's picture

12-10-2021, 06:57

Actually, 'Enduro' is already created for MSX 1, see this news post.

Another thread which might be interesting is this one. Although that is about a MSX 2 version, it is also referring to the same url.

By ARTRAG

Enlighted (6537)

ARTRAG's picture

12-10-2021, 10:18

You may already know this game
https://www.youtube.com/watch?v=31Lm6sit-tQ

By Timmy

Master (162)

Timmy's picture

12-10-2021, 11:34

Well done for finding a site that exists for like, 10+ years?

While the algorithm presented there is really interesting, the code is not very useful on an 8-bit machine.

Fortunately we have lots of Spectrum racing games that can do these things already, even in the 80s.

If I remember there have been racing games released on the Spectrum recently, so you could try those in the meantime. Smile

From the top of my head: Enduro Racer, Chase HQ, Nightmare Rally, Power Drift, OutRun, Buggy Boy, WEC Le Mans, Hard Drivin', Space Harrier, Road Blasters. There are probably hundreds of racing games on 8 bit computers that you can choose as inspiration and research.

By Code Witcher

Resident (36)

Code Witcher's picture

12-10-2021, 13:57

Fantastic info in all the posts, I hadn't found those, and I didn't know Wec Le Mans. Enduro looks pretty good too, I'll contact the creator to get a copy.

Timmy, what do you mean by "Well done for finding a site that exists for like, 10+ years?" If you mean the info there is outdated, then what do you suggest? If you were just being funny, then fine.
And why do you say the algorithm is not useful on an 8-bit machine?

I will certainly follow your idea about looking at other games, to try to "figure it out", though I kind of been trying that approach for a couple of decades lol I can try actually writing code and see what happens, that seems to be the "secret", just do it... is that what you mean?

By ARTRAG

Enlighted (6537)

ARTRAG's picture

12-10-2021, 19:36

Enduro Racer does not have hills. I think that WEC Le Mans has the best and the fastest algorithm of rendering of pseudo 3d roads on MSX. About the Lou's pseudo 3d Page, I am more optimist. Some solutions proposed there are suitable to be implemented with fixed point math and have been used by Asmusr on TI99

https://atariage.com/forums/topic/251540-formula-18a-formula...

This is the version with plain TMS9918, where a pimped version with F18A also exists

https://www.youtube.com/watch?v=9hdYd_1-Coo

By santiontanon

Paragon (1481)

santiontanon's picture

12-10-2021, 21:09

And let's not forget that Antarctic / Penguin adventure are basically racing games Smile

By ARTRAG

Enlighted (6537)

ARTRAG's picture

13-10-2021, 10:01

True, even if all turns and animation frames are pre-computed, thus in order to limit the memory usage, there is no "transition" between two type of road segments.
The scenarios are awesome but the lack of transitions makes the road animation unrealistic (but those games do not want to be realistic after all).

Probably using modern cartridges, even using pre-computed scenes, it could be possible to do much more to keep the illusion of a continuous road, but as everything in life it will be a matter of trade off between rom space and number and accuracy of possible scenes and transitions

By wolf_

Ambassador_ (9892)

wolf_'s picture

13-10-2021, 10:16

By Timmy

Master (162)

Timmy's picture

13-10-2021, 15:25

Code Witcher wrote:

Timmy, what do you mean by "Well done for finding a site that exists for like, 10+ years?" If you mean the info there is outdated, then what do you suggest? If you were just being funny, then fine.

Sorry, I am having a bit of internet connection problems lately, so I can't reply very often (or even replying things at all, sorry.) xD

"Outdated" wouldn't be the term I'd used. I'd probably say it's too modern. It's also not really big news. I've seen that site a very long time ago and the code is really good if you want to use things like javascript; in that case you can probably just copy and paste the code.

Quote:

And why do you say the algorithm is not useful on an 8-bit machine?

Now I could write an essay here, but with my spotty internet connection right now, I'll just say that perhaps you should at least try it out yourself and then figure it out yourself? Perhaps I'm wrong, but you will gain lots of assembly experience while figuring things out.

PS. I have been watching videos of Buck Rogers before. Unless I was watching the wrong videos, I haven't seen any hills in that game. I am also wondering why you are trying to post pictures of roads with hills if you're just trying to make Buck Rogers.

By ARTRAG

Enlighted (6537)

ARTRAG's picture

13-10-2021, 16:12

I'm the guilty who steered the discussion towards to the rendering realistic roads with hills and transitions between segments. Code Witcher was just looking for generic examples of roads

Page 1/2
| 2