Sad to think those other cars are just being driven round those tracks continuously, just always waiting to see if a Player 1 would appear to brighten up their world.
@@gridleaderretro That's where a lot of racing games of all time on console/home computer fell down, overtaking on the bends was too difficult due to poor handling/response times. Watching your videos your car controls are spot on....or you are as good at playing into the screen racing games as Madcommodore lol
@@gridleaderretro I suppose you would have to sacrifice either the RAM or the precision of the other cars position on screen to stay at 50FPS on an ST but I presume it could still be descent on that machine even if less beautiful.
It's sad how people are always asking for more and more features. The Atari STE might be a better machine than its older brother, but 1MB is barely even enough for a game like this. Others should appreciate this project for what it does rather than what it doesn't
It looks brilliant, are you planning to implement heights on the road ? you know, up and down the road. I don't know how much raster time you will have left before you don't have time to get it to 50fps, but i think it would be awesome. what do you think?
Put it like this - I've just implemented a puny speedometer using a few multiples and divides and it's absolutely crippled the framerate. 😬 I can't begin to imagine how many further multiplies and divides would be required to get convincing hills to display like Lotus does, but I'm pretty sure I wouldn't be able to do it with this level of detail at 50fps. 😞 Literally the only thing I can think of is that ALL of the calculations would be done offline and the road routine would be played back like a movie. It would be very heavy on memory though, and that's just the beginning of the problems I can think of!
@@gridleaderretro I didn't mean that implementing it would be easy, I was just asking because I didn't know how limit you were with framerate. I see you're on the limit, I just want to express my gratitude for the current state of development. Few things at 50fps we see in STe. congratulations!.
@@estrayk Yeah, it's a constant battle to keep things running at 50fps as I add new features. I added this simple speedo indicator yesterday and it's now dropping frames all over the place :) Indeed, part of my motivation for developing this is that there are so few 50fps games out there for the ST/STE and I was wondering why! Now I know ;)
@@gridleaderretro Ah, you should avoid using divisions, they are way too slow. Instead use a lookup table for divisions, this will consume a little bit of memory but will be at least 5 times faster than a division (if not 10x). It is almost always possible to avoid divisions by using clever arithmetic. For example, if you use fixed point maths with 8 bits decimal, you can have division by multiplying then shifting 8 bits to the right. What are the maths that you use for the speedometer? Also, although multiplications are faster than divisions, they still are very costly, lookup tables and additions/shifts can usually replace them. Keep in mind that the ones you want to replace are the ones which are done frequently.
@@nekononiaow Ah yes - I'm very much aware of all this. I've spent quite some time in the emulator's profiler working out where the C compiler is generating MULs and DIVs, and then working out how to stop it from doing so :)
No plans for any major new features (e.g. hills) for 2/4 meg machines. I might do a 4 meg version after the initial release with object/car sprites that move and scale more smoothly - that wouldn't be too much hassle.
@@gridleaderretro I talked a about null-modem implementation on a french board. Someone replied that he would be happy to help with the hardware and protocol side of null-modem.
Although what you see here is obviously heavily inspired by WEC, the primary goal is to create a racing game for the crusty STE hardware that runs at a silky smooth 50fps. Any features (the obvious one being hills) that would prevent the game running at 50fps won't be considered for inclusion.
Sad to think those other cars are just being driven round those tracks continuously, just always waiting to see if a Player 1 would appear to brighten up their world.
Wow, that game looks and sound awesome and that freaking speed! Fast and smooth, congrats!!!
Thank you! Lots of ongoing optimisation work to keep it around that magic 50fps level!
Looks very controllable in the corners for overtaking, as well as the great graphics as usual, keep up the good work :)
Thank you! I'm more of a graphics programmer than a game designer so your words are reassuring!
@@gridleaderretro That's where a lot of racing games of all time on console/home computer fell down, overtaking on the bends was too difficult due to poor handling/response times. Watching your videos your car controls are spot on....or you are as good at playing into the screen racing games as Madcommodore lol
@@retrotronics1845 I must admit that I've spent quite a lot of time play testing this game while developing it. 😁
@@gridleaderretro I have quite a few Euromax Zipstik joysticks so I'm sure I will get the hang of it after decades of Lotus II on my A1000 lol
Love the Le Mans theming
Almost makes up for Ocean not releasing the official port of WEC back in the day, huh? :)
Impressive, looks fun too. Also, I strongly sympathize with your efforts to keep it at 50hz. Nice to have a game designed for the limits of the STE.
Thank you! Lots of cool stuff going on here that wouldn't be possible to do on the STFM. Great for STE owners, not so great for STFM owners :)
@@gridleaderretro I suppose you would have to sacrifice either the RAM or the precision of the other cars position on screen to stay at 50FPS on an ST but I presume it could still be descent on that machine even if less beautiful.
great job very impressive on a STE
Thanks! It's taking some effort to get this level of performance out of the old STE but I'm quite happy with it so far!
when the speed gets going, it reminds me of death race c64
Not sure whether to be flattered or offended 😁
Sheeeeeeeet!
Great tune too!
Thanks @gryz0r!
Tune is by legendary ST scene musician Dma-sc.
It's sad how people are always asking for more and more features. The Atari STE might be a better machine than its older brother, but 1MB is barely even enough for a game like this. Others should appreciate this project for what it does rather than what it doesn't
Somebody who understands the technical challenges I'm up against! Thank you! 🎉
Wrong.
@@CovenantAgentLazarus Right, keep crying though
Perfect !!!!!!
Thank you!
wow, this looks amazing. i so want to play it... lol
Thanks! Release coming December 2024 if all goes to plan!
It looks brilliant, are you planning to implement heights on the road ? you know, up and down the road. I don't know how much raster time you will have left before you don't have time to get it to 50fps, but i think it would be awesome. what do you think?
Put it like this - I've just implemented a puny speedometer using a few multiples and divides and it's absolutely crippled the framerate. 😬
I can't begin to imagine how many further multiplies and divides would be required to get convincing hills to display like Lotus does, but I'm pretty sure I wouldn't be able to do it with this level of detail at 50fps.
😞
Literally the only thing I can think of is that ALL of the calculations would be done offline and the road routine would be played back like a movie. It would be very heavy on memory though, and that's just the beginning of the problems I can think of!
@@gridleaderretro I didn't mean that implementing it would be easy, I was just asking because I didn't know how limit you were with framerate. I see you're on the limit, I just want to express my gratitude for the current state of development. Few things at 50fps we see in STe. congratulations!.
@@estrayk Yeah, it's a constant battle to keep things running at 50fps as I add new features. I added this simple speedo indicator yesterday and it's now dropping frames all over the place :)
Indeed, part of my motivation for developing this is that there are so few 50fps games out there for the ST/STE and I was wondering why! Now I know ;)
@@gridleaderretro Ah, you should avoid using divisions, they are way too slow. Instead use a lookup table for divisions, this will consume a little bit of memory but will be at least 5 times faster than a division (if not 10x). It is almost always possible to avoid divisions by using clever arithmetic.
For example, if you use fixed point maths with 8 bits decimal, you can have division by multiplying then shifting 8 bits to the right.
What are the maths that you use for the speedometer?
Also, although multiplications are faster than divisions, they still are very costly, lookup tables and additions/shifts can usually replace them.
Keep in mind that the ones you want to replace are the ones which are done frequently.
@@nekononiaow Ah yes - I'm very much aware of all this. I've spent quite some time in the emulator's profiler working out where the C compiler is generating MULs and DIVs, and then working out how to stop it from doing so :)
Hello Pole Position Remake Creator
Hello @PMitchell1011Real :)
I like it! 😃
Thank you!
wow!
Thank you!
Nice speedometer indeed. No Hope to consider 2mo/4mo enhancements ?
No plans for any major new features (e.g. hills) for 2/4 meg machines. I might do a 4 meg version after the initial release with object/car sprites that move and scale more smoothly - that wouldn't be too much hassle.
And a null-modem mode ?
@@gauthiermorand7930 I'm sorry, but I really wouldn't have a clue where to begin!
@@gridleaderretro I'll ask some help on the french Yaronet board. Maybe...
@@gridleaderretro I talked a about null-modem implementation on a french board. Someone replied that he would be happy to help with the hardware and protocol side of null-modem.
is this intended to be a port of Wec Le Man on the STE ?
Although what you see here is obviously heavily inspired by WEC, the primary goal is to create a racing game for the crusty STE hardware that runs at a silky smooth 50fps. Any features (the obvious one being hills) that would prevent the game running at 50fps won't be considered for inclusion.
How many colors on screen?
Around 30 I believe.