1k hires idea, adaptation of Grandpr1x

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dr beep
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Re: 1k hires idea, adaptation of Grandpr1x

Post by dr beep »

Track in video is just the rom shown as track.
I am thinking of making a full port of "Grandpr1x".

This has the advantage of a perfect track and can get other tracks as well.
I need to make a readingroutine based on the compressed data, but that can be done.
I did the same with my 3D random maze. Create a compressed maze and display from compressed data.
Or "Police Patrol" with 100 levels.

The ZX Spectrum unpacks the data and reads unpacked data.
dr beep
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Re: 1k hires idea, adaptation of Grandpr1x

Post by dr beep »

Re-activated the project. Was a bit on hold.

The track will be kept compressed and only the shown part will be decompressed for the display.
Make a turn and that part will be decompressed. First display will be overwritten.
After a full turn, start will be decompressed again.

Full compressed track is 11 bytes, full decompressed track is 44 bytes.
If decompression is done once the whole decompressroutine is redundant.
If this routine + compressed is larger than 44 bytes then I will delete it.
dr beep
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Re: 1k hires idea, adaptation of Grandpr1x

Post by dr beep »

The decomproutine and compressed data is larger than full decompressed track.
I tried to place compressed track on screen and decompress after loading before building first screen.
This caused the code to reset. Probably due to displaying the screen during intrupt while data on screen holds values that will alter the program instead of the display. I will try to solve this by setting IX to hires after building the first screen.
dr beep
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Re: 1k hires idea, adaptation of Grandpr1x

Post by dr beep »

Another problem.

The ZX Spectrum version seems to have a compressed compressed track.
So even when I set an unpacked track it is still packed.

I noticed it in the display where I thought something was wrong. Now I know.
A full decompressed track of 320 bytes is NOT an option.
dr beep
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Re: 1k hires idea, adaptation of Grandpr1x

Post by dr beep »

BTW, I have redrawn the track of the circuit.
image.jpeg
(1.14 MiB) Downloaded 321 times
dr beep
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Re: 1k hires idea, adaptation of Grandpr1x

Post by dr beep »

The display is almost right. Still missing start/finish line, but no errors in display.

Problem: I had to set memory to 2k to work. Fitting in 1K can be a real problem.
Video so far, incl. on board point of view with the nose of the car.

http://www.youtube.com/watch?v=2dqnOm_DlaA
dr beep
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Location: Boxmeer

Re: 1k hires idea, adaptation of Grandpr1x

Post by dr beep »

I am back in 1K.
The BASIC-loader is now set on trackarea and overwritten when displaytrack is created.
The VARS value of 128 caused an error in the display of the nose of the car, but when found was easy to solve.

Memory left: 145 bytes
Still to do:
Perfect display of start/finish.
Timing of race
Score
Add extra racingtime when in time reached
Car controls.
Restart game

To be honest: it will be a tough job to fit 1K.
sirmorris
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Re: 1k hires idea, adaptation of Grandpr1x

Post by sirmorris »

:O Amazing work as always, Dr. Beep!
dr beep
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Re: 1k hires idea, adaptation of Grandpr1x

Post by dr beep »

Track is now built from compressed info. Some piece of the track was missing.
start/finish is now detected. Not quite how I want it, but it works.
Video of full lap here. https://m.youtube.com/watch?v=16al5Ddteac
dr beep
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Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: 1k hires idea, adaptation of Grandpr1x

Post by dr beep »

Memory left: 149 bytes

Still to do:

Timing of race
Score
Add extra racingtime when in time reached
Car controls.
Restart game

So 'perfect' finish indicator and 4 bytes WON!

(Perfect for the display possible in 1K)
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