About the speed / zooming issues: I'm already working on it, next version will be better.
I agree with Santi.. And I think you have to add some intermediate frames to smooth the road during slower speed sessions. But being an early project is really nice!
That is not very easy. I am alternating between two names table, and there is no space for more on VRAM (screen 2). The only way is to load all bytes from RAM. It could work, it's slow but would be used only on slow speeds.
But, the question is: it really worth it? I mean, a racing game is supposed to be at high speeds most of the time.
Yep, but when starting (and after braking and restarting) the road has to be slower. And smooth. And, as you said, it has to be used only on slow speeds, so no matter if performance isn't the fastest. But this is only my opinion. Now focus on your main routine, you can add it in the future
Yep, but when starting (and after braking and restarting) the road has to be slower. And smooth.
You will be surprised on how much "best looking" games cheat on us...
Grab a Megadrive/Genesis emulator and play Lotus Turbo Challenge. Stop in the middle of a turn. Now, accelerate very slowly. Had you ever noticed the awfully wrong scrolling speed of the background before?
Something is worrying me: I'm using two names table, the middle third of the screen is the track. Each names table is populated with tiles of one color, the fast alternating between them is responsible for the speed impression.
That's OK, but, the top third of screen will be sky, clouds, and two horizon lines, with mountains for example, these three planes will scroll horizontally in different speeds to give a parallax effect, when the road was on curves.
So, I will need to update the two names table with the same data for the screen top. Not so good. Twice the data, twice the time.
Any ideas?