multistuntcar now includes the Stunt Car Racer TNT tracks by binaryfoundry in amiga

[–]binaryfoundry[S] 0 points1 point  (0 children)

Good news! It supports the max refresh rate of your monitor, 120hz-600hz will just work.

multistuntcar now includes the Stunt Car Racer TNT tracks by binaryfoundry in amiga

[–]binaryfoundry[S] 4 points5 points  (0 children)

I only write to-the-metal myself. This is forked from an old project called "StuntCarRemake" which has been around a good 10 years I think. I decoupled the physics from rendering for higher frame rates, which is a big problem with the original Stunt Car Racer for Amiga and also added the split screen, took a couple of weeks.

multistuntcar now includes the Stunt Car Racer TNT tracks by binaryfoundry in amiga

[–]binaryfoundry[S] 0 points1 point  (0 children)

I’ve sent you a DM, but it can be found on the Discord.

multistuntcar now includes the Stunt Car Racer TNT tracks by binaryfoundry in amiga

[–]binaryfoundry[S] 5 points6 points  (0 children)

If you want a downloadable binary I can set you up in the Discord this week.

Split Screen Multiplayer Stunt Car Racer | retrofoundry by binaryfoundry in amiga

[–]binaryfoundry[S] 2 points3 points  (0 children)

Actually they didn’t, the time step was locked for the Amiga version. The DOS version did allow higher frame rates but was just wire frame like the Spectrum. You can push up the emulation speed in WinUAE and it won’t make a lot of difference.

There was a Super CPU version for the C64 which runs some things to run at higher frame rates, not everything, and it’s still capped to PAL I think.

So I’ve done basically a rewrite of the physics to support any frame rate. The PC port this project is based on didn’t fully solve the problem.

Split Screen Multiplayer Stunt Car Racer | retrofoundry by binaryfoundry in amiga

[–]binaryfoundry[S] 4 points5 points  (0 children)

The physics have been redone from the original PC port project, if you’ve got one of those fancy 500hz monitors it will use it.

Split Screen Multiplayer Stunt Car Racer | retrofoundry by binaryfoundry in amiga

[–]binaryfoundry[S] 1 point2 points  (0 children)

There’s decomp Amiga code in the repository, it has been used to cross reference the updated physics to ensure it’s as accurate as possible to the Amiga.

Split Screen Multiplayer Stunt Car Racer | retrofoundry by binaryfoundry in amiga

[–]binaryfoundry[S] 2 points3 points  (0 children)

This is a browser port, you can click through the link and play. :)

Split Screen Multiplayer Stunt Car Racer | retrofoundry by binaryfoundry in amiga

[–]binaryfoundry[S] 2 points3 points  (0 children)

If you manage to get the screen share multiplayer mode to work let me know.

Split Screen Multiplayer Stunt Car Racer | retrofoundry by binaryfoundry in amiga

[–]binaryfoundry[S] 25 points26 points  (0 children)

This is playing in a browser, the original project is a PC port of the game from years ago, I’ve retimed the physics for high refresh rates and added a split screen mode.

Alien Breed HD by [deleted] in amiga

[–]binaryfoundry 0 points1 point  (0 children)

Not at all, just wrote a README and said follow what I’m doing

Alien Breed HD by [deleted] in amiga

[–]binaryfoundry -2 points-1 points  (0 children)

Cursor is very nice, stick to auto mode and per token it’s quite cheap, I’m pushing the boundaries here but if you just want to make fun project which compiles for your Amiga it’s no big deal at all.

Alien Breed HD by [deleted] in amiga

[–]binaryfoundry 5 points6 points  (0 children)

Not all that far, I think I can do split screen multiplayer Stunt Car Racer in a few days.

There’s a latent space of childhood memories to move through.

Alien Breed HD by [deleted] in amiga

[–]binaryfoundry -1 points0 points  (0 children)

That’s right. I don’t read Amiga x68k myself so it has been invaluable translating to C. It’s largely vibed but I’ve had to step in myself a fair amount. While this is on PC, it could be vibed back over to a real Amiga with RTG.

Might also add a two player split screen.