Nice!!!
1) You are right, the damage is just mostly decoration (the scoreboard was too empty ). Damage is actually calculated, but it doesn't affect much. It could affect if you are careless, but it pretty much doesn't. I tuned it so that damage was important if the races were to 6 laps, but for 4 laps, it doesn't really matter much.
2) The last race is indeed hard, but it's winnable with both the 2nd or 3rd F1 cars. The key is always to race through the inside line to make the circuits shorter (enemies drive through the middle of the lane, so if you lap through the inside, then you need to drive less distance per lap )
3) ah, no, no, that message is the message for when you beat endurance, and qualify for F1!
Thanks a lot for the feedback!! I have played so much that the races feel very easy to me, but I must have played 20 - 30 times each at least during development, so, it's very hard to set the difficulty right. I am considering lowering the difficulty of the game throughout
So great game! I must make some time to play it not just try it. It is tempting Congrats! The game is of very high quality
P.S. Would it be possible to make game check and if it runs on MSX2 then use screen 4 with 8 sprites on line limit? Though I'm not sure if it is allowed by MSXDev rules, while i don't see crime as game will continue to run perfectly on MSX1 but i might be wrong with that assumption
Thanks @Pencioner!!!!
About the Screen 4 thing, it's something I need to think about, since it'd be great! The one issue I'd have to address is that I actually do exploit the 4-sprites-per-line restriction for a couple of visual effects (cars going under the starting semaphore, and cars not being drawn over the scoreboard), if I manage to solve those two, I think it'd be a great improvement!
Ok, another attempt at fixing the joystick, I hope this time it works (the problem, as identified by Juanmi) was that I had some sound effects messing up with the PSG register 7..., I hope I found all of the ones that were problematic! I also fixed the waypoint issues in Metropolis, and some other bugs. Latest version in GitHub as usual:
https://github.com/santiontanon/xracing/blob/master/README.md
@santiontanon I've played what is probably the first version of the game, but the agent_message_f1 was the message I saw shown in the last season ranking table just before the game over screen. As for the last race -- that it is the very last race, the first time I had that type of difficulty and you get only one shot at it before having to play through the entire game again... I fear that's not a good combination by today's standards.
The one issue I'd have to address is that I actually do exploit the 4-sprites-per-line restriction for a couple of visual effects (cars going under the starting semaphore, and cars not being drawn over the scoreboard)
Just an idea: (maybe I'm wrong)
By default put 8 sprites in those zones with higher priority (in MSX2 without OR color effect): in MSX1 you'll get the same effect, and in MSX2 you'll get the correct effect too...
For the Sprite Color Table, you just need to repeat the base color and forget about cycling the sprites... (4 cars-> 8 sprites)
@Uninteresting: oh! I see, I misunderstood what you were saying about the message!!! damn, indeed it's a bug! will fix right away! and about the difficulty of the last race, ok, ok, I see what you mean. Will look into it
@Victor! Will note that down! But 8 sprites in those places will leave me with just 16 sprites for the game, which is very little (i need 8 for the cars, and 4 for the minimap already, plus the ones I se for trees/signs, etc.). But I think that's the only way, so I will figure out a way!
In MSX2, other way would be to erase (or paint) in the Sprite color table... Each line... But that could be harder...
Well... That's a bad solution... You'll need to play with the 32 sprites
@ARTRAG: In the grass tileset, there are 199 "common tiles" that are always loaded, and then two sets of 57 tiles that I alternate. I wrote a small algorithm that found these subset of tiles for me given the maps You can see the tilesets (autogenerated) here: https://github.com/santiontanon/xracing/tree/master/gfx (tiles-common.png, and tiles-extra0.png and tiles-extra1.png). For the city tileset there are 4 sets of extra tiles that I alternate.
For outdoor, I see tiles-common and 3 files of additional tiles, tiles-extra0,tiles-extra1,tiles-extra2 for about 440 tile in total
For Urban, I see tiles-urban-common,tiles-urban-extra0,tiles-urban-extra1,tiles-urban-extra2,tiles-urban-extra3 for about 350 tiles in total
Are those your values?
tiles-extra2 is an old file that should not be there (I deleted it from the repo just a little bit ago). So, there should be 313 for outdoor. But for Urban, yes, that's the number!
Once I fix all the bugs that people have been reporting, I will write a little explanation on a blog post about how it works. It's not rocket science, but I'm quite happy with the final result! Also, variety in the number of tiles can still be increased a bit more, but I just ran out of memory (both in ROM and RAM) to add more tile types!