Conversion of New Rally-X

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jake79
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Post by jake79 »

New version available:
  • -Hopefully fixed freeze bug
    -New fancy updated sound effects thanks to NM156
    -Blinking special flag on radar map
    -Adjusted red car invulnerability time and collision check order.
    -plus a few other minor adjustments and fixes.
Download here: https://www.dropbox.com/s/s402tkv784yjh ... 5.prg?dl=0
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NM156
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Post by NM156 »

I don't think the new smoke sound is good enough, will have to improve that.
Extra life sound doesn't play
A couple of times I got hit by a car by being close but no actual collision, so the detection is a bit too tight now. I have seen several times a smoke cloud will stop more cars now though!

It would be good to use the crash sound as well if 2 enemy cars hit?

One more idea to free up sprites/reduce uncontrolled flickering; you could do the smoke sprites just every other frame, so they are a bit transparent. That would still look good cause it's smoke. So in case of 2 smokes it would be just 1 sprite, show the first smoke the even frames the second smoke the uneven frames.
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Neo-Rio
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Post by Neo-Rio »

From the very start of the game, pull down on the joystick and watch your car go right through the enemy car.
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Post by jake79 »

NM156 wrote:I don't think the new smoke sound is good enough, will have to improve that.
Extra life sound doesn't play
A couple of times I got hit by a car by being close but no actual collision, so the detection is a bit too tight now. I have seen several times a smoke cloud will stop more cars now though!

It would be good to use the crash sound as well if 2 enemy cars hit?

One more idea to free up sprites/reduce uncontrolled flickering; you could do the smoke sprites just every other frame, so they are a bit transparent. That would still look good cause it's smoke. So in case of 2 smokes it would be just 1 sprite, show the first smoke the even frames the second smoke the uneven frames.
I don't mind the new smoke sound, I think it works pretty well, but I'm of course open to trying another sound effect.

The extra lift sound does play, but it probably sometimes gets overridden by another sound effect on the same channel. I'll have a look and see if I can move the channels around a bit to make it less likely to get overridden.

I can try add an extra check to make sure there is actual sprite collision, however it might not be 100% reliable because there can be other sprites colliding at the same time.

I think it will get distracting if it plays a sound each time the other cars crash, especially in the later levels when all 7 are driving around constantly crashing into each other and other obstacles.

Good suggestion on the smoke sprites, I'll have a think about it, but the flicker is really only an issue when you lay a line of smoke across the red cars at the beginning of the level and I think it might not improve.
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Post by jake79 »

Neo-Rio wrote:From the very start of the game, pull down on the joystick and watch your car go right through the enemy car.
This is the intended behavior, you can do the same on the arcade version, useful for capturing a few flags at the bottom of the map to save fuel.
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Post by jake79 »

New version with better use of channels for sound effects, updated smoke sound and possibly more fair collision detection:

Download: https://www.dropbox.com/s/db2npuylfvzkv ... 6.prg?dl=0


And a proof of concept on the REU version for those who are addicted to speed:

Download: https://www.dropbox.com/s/l1pzd76czsizg ... u.prg?dl=0

This requires a 128k+ REU. No need to report bugs on the REU version, it's just a proof of concept, but feedback is of course welcome.
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Post by oldschooljoe »

Image

Image

Image

Image


https://thestuffmade.itch.io/rally-x-64


Commodore 64 conversion of New Rally-X.

There are 2 versions:

1. Standard version runs on a plain C64 PAL or NTSC machine, this version runs a bit slower than the arcade version, but otherwise fully featured. I recommend playing on NTSC, it's close to the arcade speed, whereas running on PAL hardware it runs at a bit more casual speed.

2. REU version requires a Ram Expansion Unit (REU) size 128k+, this version is an experiment to run at full arcade speed, currently it's probably running a bit too fast.

The standard version is now a release candidate, it will be the final version if no more bugs are found. The REU version is only an experimental proof of concept to test out fast scrolling using REU DMA.
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Post by merman »

Hoping to add at least one more tune (hi-score)
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Neo-Rio
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Post by Neo-Rio »

Ok, potential bug.

Try putting a L flag and a rock right behind it.
As soon as the player touches the L flag, pull back on the joystick to avoid hitting the rock. (The fuel bonus will continue)

When the bonus has finished, what happens in RC1 is that the player just goes through and hits the rock - despite pulling back on the joystick.
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Post by oldschooljoe »

Image

Image

I cannot get reu version to work with Vice 3.6.1

It works with Denice and Vice 2.4 However.

With Vice 3.6.1 it stucks at 8.7 as shown.
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NM156
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Post by NM156 »

Andy maybe you could do a tune for the challenge stages ?
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Post by merman »

NM156 wrote:Andy maybe you could do a tune for the challenge stages ?
There is a separate tune in there for challenge stages, I guess it’s not been setup/played? (Not has the chance to play RC1 myself)
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Post by Richard of TND »

I love this game. Excellent port. Well done !!! :)
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Post by laxiteer »

Appears that RC1.1 is stable and final?
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Re: Conversion of New Rally-X

Post by Matt »

So I'm confused.
Is this project finished or is this still considered a preview?
Can someone enlighten?
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