🌴 We're getting there - tilemaps, level transitions and optimization! Subscribe to the channel to be informed of future progress. Technical Details: eab.abime.net/...
It looks absolutely stunning! Also I really appreciate the decision to view an '030 as a target platform. IMHO the real sweet spot of the A1200 is to run an '030 and some fast ram. Looking forward to see how you pulled this off!
So yet another game that don’t run on a commercial “standard” Amiga using CPU mostly = not using really the unique Amiga hardware = why even bother then. As it’s really very little Amiga I it. It’s a nice tech effort but I really don’t see the point when you can play it on emulator the real thing. I prefer new games on Amiga. Done for the Amiga hardware which is either a standard A500 for OCS or standard A1200 for AGA.
@@litjellyfishWe have a version of Outrun that runs on a stock Amiga, and we have a no compromises version of Outrun via Cannonball. A version of Outrun that fits somewhere between the two is very welcome. (It's worth noting that the 3000 and some 4000s had a 030 as standard)
@@litjellyfish "using CPU mostly" on an '030? I don't think so :) So you also believe that an A500 should stick to 512k and a single floppy drive then?Whatever floats your boat, but as far as I remember the Amiga always had a bunch of upgrades available and most people would run an '030 or some fast ram in their 1200.
@@warci so you are saying that games made with an 030 also uses the blitter and copper as much as games made for stock 020 A1200? And he’s most games was made in OCS for 512k and one floppy. Later on when the saturation of 512k expansion was big enough some games switch to that requirement. But very few A1200 games had more then 020 as requirement. Many games was even mostly just a visual upgrade of the OCS version Having something available does not mean that the games was made for that setup
This looks excellent, a truly amazing feat! Do you have any plans, or is there a possibility of, supporting accelerated Amigas with OCS/ECS chipsets or RTG; if this is something you're interested in/would consider I would be more than happy to assist with testing or anyway I can. Hardware wise I have an A500+ 2mb Chip, 64Mb Fast with an 030 50Mhz and an Amiga A2000 with RTG Full ECS 2Mb Chip, 24Mb Fast 030 40Mhz.
Incredible work & passion on a labour of love. Amazing work! Also, thanks for cannonball which I also put to good use after inspiration from circuitbeard and his tomy dashboard conversion!
How did you learn to program on the Amiga, is it in assembler and how did you learn about all the hardware (books, etc)? It's something I tried on the Atari ST but never got far on the 1200. VEry impressive.
The best way is to find a project/challenge you're interested in and grind your way to success through a lot of trial, error, patience and experimentation. The Amiga Hardware Reference manual is available online and I also bought a copy of the following: www.amazon.co.uk/Bare-Metal-Amiga-Programming-OCS-ECS/dp/B09GJQ3SF6/ Some use Blitz Basic, there are also C compilers, or pure assembler. So plenty of options depending on how fast you need your code to run or whatever you personally enjoy working with.
@@reassembler68kThanks, that's just what I wanted to know, I've always wanted to try to make way into the 1200, but I've never known about the reference manuals. I do C# at the moment and it's challenging and all that, but it feels too 'easy'.
Easier yes, but it would suffer from significant performance issues on an Amiga. CannonBall was designed with modern hardware in mind from an architectural standpoint (modern including low-spec devices like the Raspberry Pi). So whilst there's a port of it to the Amiga, it really requires a Vampire to run. Which is effectively a Raspberry Pi in its earlier incarnations...
Looks cool. 👍. I wonder if porting Hang-On or Enduro Racer would have allowed for a slightly lower spec Amiga? Hang-On Jr. would definitely be less intensive.
Yes, I suspect so. To be honest, I reckon you could create an acceptable version of Hang-On/Enduro on the A500, due to the simplicity of the road layer and minimal scenery to scale (or pre-cache as would be needed). That being said, you'd effectively be completely rewriting the game from scratch rather than porting the arcade code. OutRun's trademark is partially its rich colour palette, and diversity of scenery - once you subtract those elements you start to lose something in my opinion and end up with a different vibe. With OutRun, I think the PC Engine version would make an interesting A500 baseline. But even then, the PC Engine has more powerful sprite and palette capabilities, despite being an 8-bit console.
When youve got this working on an 030, do you think you could then start paring things back to try and target a stock A1200, and also (gulp) A600 & A500? Not with the aim of trying to compare these to the arcade, but to at least get something that's better than the god awful tirtex crap that we were mis-sold as kids. Thanks and great work.
Looks amazing - your port is way faster on 030+AGA than MVG's Cannonball port on 060+RTG! - and not far off how it runs on a Vampire V2! great work, can't wait for the fully playable version!
Looks great. Im assuming this wont run on my stock Commodore A1200? Not sure about accelerators , where to get one, which one to get and how to configure them etc
It would be nice if someone tried a proper conversion of Outrun for the A500. It would answer the question 'what is A500's limits when it comes to SEGA's sprite scaler arcade games' and the question 'how much better could it be done than the shitty conversion of US GOLD'. While bringing Outrun to an accelerated Amiga is no small feat, and the work this guy has done is excellent, the above questions remain unanswered...we will never know at what degree an A500 could do Outrun...
Super cool! I know it's in its "early" stages (well I bet you have worked really hard and for a long time) but you know what I mean 🙂 I don't know if you are using C2P thing or something other (pre scaled "BOBS" type of thing?) but it would be really cool if it's C2P thingy and you could actually use Akiko and make CD32 version of the game (running slower probably, but still)... Would be cool if a "almost" arcade Outrun could run decently on CD32 (yep it's probably 5-7 times slower then you A1200 with 030@50mhz but if you are using C2P maybe Akiko could at least be half as good?). Don't know the memory target either (guessing 2 MB chip and 4 MB fastram?), CD32 2 Megabytes chip maybe do "stream" pause between levels and use those 2 Megabytes fully? Aaahwell.. Super cool! Looks amazing!
SEGA themselves struggled to get their superscalers down to the Megadrive, which should tell you all you need to know about how different the actual hardware was, and Outrun is one of the theoretically less challenging ones: Galaxy Force and the likes had three 68000 prcessors IIRC ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-84_lti_RVek.html And Megadrive Outrun is one of the better "vintage" home conversions, though to be fair it was a good four or so years after most of the others.
Super Hang-On is a pretty good conversion for Mega Drive especially if you run the early revision release with the uncapped framerate. If you clock the Mega Drive CPU to 10MHz its almost like playing the arcade version without the scaling.
So true. I mean basically running something with scaling on a 68000 without dedicated scaling in hardware is doomed to fail. It’s just the reality. Only thing you can do is if you have good blitter and sprite support and lots of memory for precalced sizes is get something decent. But still the amount of sprites often makes it not possible to then you need to go the software or hardware blot route. Which often also demand to much. I mean look at this. Running 030 and still not going so smooth. So yeah I don’t get the point really. Hopefully some of this render code can be used to make an original A1200 game that runs nice (with less things than outrun of course) so the effort and learnings might actually give some real values for the future
I would have tried to port something like Hang-On Jr. to get a 1:1 version. But I'm a big Hang-On fan and I know not everyone who is into OutRun is into Hang-On@@litjellyfish
I can see many people complaining that the target specs should be 512k upgraded A500 and stock A1200 because supposedly those were what most people had. In my opinion that is complete bull. Just because Commodore failed to realise that using an entry level 020 was a wise idea to compete with 386 and 486 PC which were swiftly taking over the market, does not mean more than 30 years later, we should be aiming at Commodore's (and later Escom's) failure.
I'd love to work on a pallet / bit plane reduced OCS/ECS version, derived from this port, for 030 equipped 2000's and 3000's. Wouldn't result in this level of fidelity, but it'd still likely result in a far superior port versus the original.
Looks so bloody good! Absolutely incredible work. 💪 Is 68030 going to be minimum requirement for this port or will this also work on base 68EC020? In the case it does but doesn't really play well, maybe an option to reduce objects, maybe remove clouds and other graphics would be handy for slower machines. 🙂
Technically, I'm not using any 030 specific instructions from memory so it could theoretically run on an 020. However, it would be slow to the point of not being playable I would expect.
@@reassembler68keven if you say would cut out half of the scenery objects? (So keeping the road, backdrop and main car but really reducing the rest) And how would it look in half y resolution? For me having it running on stock A1200 makes it interesting as then one can say it’s and AGA port for Amiga and a gaming platform. Anything more and it’s a nice tech experiment and learning but for me it looses then the point to make an Amiga port as so very few games was made for higher CPU configurations. It’s like same as when some make a game for C64 / Atari 2600 with extra hardware in the cart. I loose the point then. I am ok with larger cart sizes. As the size of carts evolved during the life cycle. Then of course one can always say that there was carts back then with extra hardware but I just feel the point of harnessing a retro platform and push it to its hardware limit goes away if the hardware specs are not constant. Amazing effort from you tho :)
Would you mind me funding the project a bit and make sure this will be available as a professional bootleg in a nice box, sold under the table at events?
Looks nice m8! I want to do a modern version but still using the Pseudo 3d road in 2d, but I can't do old school coding. Creating it with a normal camera is no problem that's the way games are produced anyway, I've even asked around and no joy. I'm using C# Microsoft visual studio.
really fantastic work! How do you intend to proceed with the audio sector? the arcade had a monster sound chip and the audio tracks are an important part.
I'll investigate those options when the time comes. There's an interesting audio mixing solution here: powerprograms.nl/amiga/audio-mixing.html I have decompiled the Sega music format used for OutRun, so it could be relatively straight-forward to convert it to a tracker format. That tooling is here if you want to take a look: github.com/djyt/mmlr
In short, yes. As mentioned in the commentary I have a date of a few weeks in my head. But I need to get the tooling that converts the arcade ROMs to the format required into a user-friendly state.
Niiiiiiiiiiiiiiiiiiiiiiiiiiiiice. I find it interesting seeing a bit by bit build (or deconstruction) of a game. Helps appreciate parr of what is involved.
You sir are doing the lords work 👏 Really looking forward to trying this out (can't wait)👍 Thank you for your continued hard work by giving us this masterpiece that we all really wanted back in 1989 and not the disappointment that us gold provided us 😂
Please add fps-counter to the demo so we can easily compare it on different setups! 🙂 I could already run it on A4000T with 060/50 and 100MHz and 040/25MHz + A1200 with 060/50MHz and 030/40MHz! ✌️
There's a build in the pinned post you can try. I'm particularly interested in the 040 performance. As an 040 @ 25Mhz, should be faster than an 030 @ 50. There's a VBLANK counter in the debug menu. The Arcade version of OutRun actually runs at 30fps (which would equate to a reading of 1 VBLANK on the debug display), as opposed to 60, with the exception of the tilemap scrolling which takes place at 60fps.
@@reassembler68k For some reason I can create only road1+2.bin files. I checked and double checked the rom-files and filenames but couldn't figure out why script fails to create tiles+sprites bin files. 😕
Only thing I've noticed is that when the road changes elevation the background also changes elevation, leaving a big blue gap. Other than that you're doing incredible work as always.
This is currently using AGA. Chip Memory is mostly used for the bitplanes, so there's plenty free at present for when we need to get sound effects and music in.
Wow , OutRun was the first arcade game that I actually finished back in the days (don´t know how much money went into that cabinet) 🤣 Nice to see your engine running so smoothly on a 030 CPU, great work you´ve done here ... keep em coming 😎
Awesome work and perseverance! I must admit I always hated in the arcade version that when the level transition occurs, the parallax goes the wrong direction. It just looks so stupid how the car veers left and the mountains in the background scroll towards the left instead of right!
I’ve been eagerly watching your progress on this and I’m utterly floors at what you’ve achieved. Can’t wait to try it out, and I like the idea of the videos covering the code/technical side of things.
This is so great man, really hyped to see the continued development of this engine. I know it's early days, but when you reach the finish line *ahem* with Outrun, you should deffo use the engine and build an original game, heck you could even do a proper Chase HQ port as well. But I'd love to see the code modified to run a bespoke game with you teaming up with some other people to bring something new to life. Would be awesome, even if you do it solo!
Also, could you downscale the game to run on stock a1200 or a500+? I'd take 25fps with this amount of detail, or remove the intensive work and do a cut down ocs version. Anyways man, this is a great project and look forward to more updates.
Yeah awesome, MVG claimed he ported to the amiga, but it was your cannonball code and it only worked on vampire with culling of assets. Thanks Chris. Side note I asked you for some help many years ago to do with your source code and just some pointers on road maps etc, you actually said to me at the time that you could not help and it was all in the source. Trouble is I only really know 68000 asm and 8086. Thanks for you efforts. Maybe we can talk in private.. Thanks man for cannonball. Awesome effort and a labour of love.
Hello! I'm going to produce a series of videos once/if I finish the project where I delve into the technicalities of the original codebase and what was involved in porting it. Hopefully they'll be of interest to you. Right now - still a lot of work on simply coding! 🙂
@reassembler68k thanks, my hole goal as nooby as I am was to do a conversion of outrun for ocs amiga. All I really wanted was to understand the road map data is a simpler was as my maths is limited to mul,div,sub, and add. I have done a few hacks super hangon and outrun arcade, but nothing close to you. Just the normal no objects or collision and time and credit and speed etc etc, so I could just watch the roads and nothing else was visible. If I could understand the road data eg map/course etc that's would be a dream. I have my own road gen code....... its not perfect and it cheats but it work's. I don't know how others do it, but I know maths is used every line. I had to find a way as I don't know much maths and muls and divs are expensive on 68000. So with some lut magic and basic maths I found a way... is not as accurate but it's fast and better than many other commercial abomination s
Sell the amiga get a zx spectrum and try chase hq can't go wrong no blitter no 68k just a good old z80 and now you can run it full 6mhz on sam coupé with external 1mb ram or 8mhz on enterprise then there's the msx turboR...
Not to take anything from this creator's amazing work and dedication, but upgraded A1200 plus graphics accelerator is not realy "Out Run running on Amiga", is it? We all want to see Out Run properly running on "real" Amiga 500, which was contemporary system to Out Run arcade board. Can somebody just switch graphic assets on Lotus II engine to add Out Run's graphics assets? That could be real version of Out Run, suited for Amiga (500 with 1MB) both in hardware capability and gameplay! If you are going for 100% arcade accuracy with "super-mega-boosted Amiga with Motorola 60080", then just play it in MAME!
@dusanpiscevic6213 - Instead of constantly asking for somebody to do this and do that, why don't YOU go learn how to switch assets, and then do it, and then deliver the results to the Amiga community? Stop being so lazy.
@@endwigast5212 I don't think he was commanding anyone to actually do it. It was likely a theoretical comment. Lotus 2 was a great achievement on the Amiga (and the ST) and Vroom arguably even more so (there's an interview with the developer you should take a look for). But it's not Outrun. As seen in this video, even the transition from one level to the next is very resource hungry, whereas in Lotus 2 all the levels were the same. They were also nowhere near as complex as the Gateway level, which caused slowdowns as-is on many conversions. It would be nice in theory though. Certainly should be possible to produce something better than Probe's attempt. However, people do this for fun; they're not going to make money from such a product. I know I don't have the free time for something like this.
If you're asking what the philosophical point of all this is - then of course there isn't one! It's simply a silly hobby. I'm lucky enough to have an OutRun arcade machine sat behind me - I could just use that, MAME, my mobile phone or a Nintendo 3DS to play OutRun. That being said, I wouldn't say an 030 processor (dating from 1987) is exactly cutting edge tech. Plenty of Amigas had 030s and the faster 040s installed.
@@reassembler68k No, 020 or 030 was not cutting edge, espcially in 1992 when A1200 appeared. In that sense A1200, greatly underdelivered as successor to A500 (1000) which was revolutionary in 1985. As somebody who lived through those years of gaming, let me put things in context. I can say that Amiga (500+) took off in 1989 and "realy" took off in 1991and stayed relevant maybe until 1994! So, after buying Amiga 500+ you did not want to burn money for A1200, just few years after, which was basicaly A500 with more colors. Developers agreed, since they continue to fork out games for A1200 which were basicaly A500's games with more colors and still A500 was main market target. A1200' was as capable as A3000, a 5 year old computer and during it's life cycle, Doom appeared in 1993 and in 1995 Playstation ended it all for Amiga (although Commodore was already bankrupt from 1994). In those few years of Amiga's (500) relevancy, all amigists longed for "close to arcade perfect" ports of games, especialy in 90's, to boost around that modest Amiga 500's architecture, almost decade old, wins over any new technology, a truly "people's computer"! Alas, that was not the case. In 1994-95, everybody switched to PC or Playstation and those few that stuck with A1200 (or 500) remained the but of the joke. I saw them instaling hard discs, CD's, accelerator cards, Motorola's 60040 and even loading from VHS tapes to boots capacity-"Look (pixelated) Doom is (barely) running on my A1200." It became niche hobby for few reamining Amiga beleivers. I respect the hobby and admire programing skills which are needed for this undertaking and gave a video a like but, moded-boosted Amiga 1200 will never be Amiga-"people's computer", but only as you sad so-a hobby for skilled tehnician/enthusiast! We, the people, are still waiting for Out Run to run smoothly on "our" A500, to remedy some of those "old woonds"!