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Forum Index : Microcontroller and PC projects : CMM2: Outrun game

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LeoNicolas

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Joined: 07/10/2020
Location: Canada
Posts: 534
Posted: 06:18am 17 Nov 2025
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Hello everyone

I'm trying to port to the CMM2 the great arcade game Outrun. It will be a challenge to make it run with good performance, this means, I will have a lot of fun

I can't promise that the port will be similar to the arcade version. I will try my best to keep it closest as possible to the original.

The following screenshot is the result of 300 lines of basic code from this weekend. The source code is not available in my git hub yet. I need to progress a little more before pushing it to its git repo.


Edited 2025-11-17 16:19 by LeoNicolas
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 5476
Posted: 07:21am 17 Nov 2025
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Nice,

I played it last weekend on one of the earlier arcades.
Is KM on pico stopped ? Or is it waiting for Peter to push the use of libraries to blit from ?

Volhout
PicomiteVGA PETSCII ROBOTS
 
matherp
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Joined: 11/12/2012
Location: United Kingdom
Posts: 10601
Posted: 08:10am 17 Nov 2025
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  Quote   Or is it waiting for Peter to push the use of libraries to blit from ?


That is all there in RC14. I was hoping you would give it a good testing
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 5476
Posted: 09:31am 17 Nov 2025
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@Peter,

Is there is preferred method to get the X and Y dimensions in the library (2 words) before the image data ?

I know the method Petscii uses (the CSUB) but lets assume we have a BMP in RGB121 format on disk. And we know the dimensions.

How would you do it ? Use the Petscii method ? And that with the 1 file, in stead of the individual sprites. There is a limit in what you can do, because the MMbasic program needs to hold the sprite data in readable form, as well as the CSUB conversion in RAM. That is why we had to split the Petscii sprites in 70kbyte blocks.

And since we do not store individual indexes (the whole BMP) we cannot compress. I have no clear view how this could work with a 80k+ sized BMP.

The way I see is that I open the BMP file in a HEX editor, move the data down by 2 words of 64 bits, and type the X and Y values in as integers. Then save the file.

Is that what you envision ?

Volhout
PicomiteVGA PETSCII ROBOTS
 
matherp
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Joined: 11/12/2012
Location: United Kingdom
Posts: 10601
Posted: 10:02am 17 Nov 2025
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It does it for you. The blit then knows the dimensions of the image in the flash slot. All you have to know is the locations of your sprites in your image. The dimensions of the image in the flash slot can be completely different from the display. Just load the bmp and blit your known image locations
Edited 2025-11-17 20:03 by matherp
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 5476
Posted: 10:07am 17 Nov 2025
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Eeeaassy !!

I'll test it when home tonight.

Volhout
PicomiteVGA PETSCII ROBOTS
 
Peter63
Senior Member

Joined: 28/07/2017
Location: Sweden
Posts: 107
Posted: 02:29pm 17 Nov 2025
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Nice  

/Peter63
 
homa

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Joined: 05/11/2021
Location: Germany
Posts: 489
Posted: 11:00pm 17 Nov 2025
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I tried my hand at these pseudo 3D car racing games, a far cry from Outrun. That's when I came across this on the subject of Outrun...
https://www.youtube.com/@reassembler68k
He also programmed a track editor for it... just incredible background knowledge.
I gave up in frustration.  
Good luck!

Matthias
 
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