jonathanopalise / lotus-ste Goto Github PK
View Code? Open in Web Editor NEWEnhancements to the Atari ST version of Lotus Esprit Turbo Challenge to support STE hardware features
Enhancements to the Atari ST version of Lotus Esprit Turbo Challenge to support STE hardware features
When compared to the standard road rendering technique, the width of the road is incorrect. This needs to be brought into line with the standard road rendering technique.
No pit lane is rendered by the Blitter-based road rendering method.
AND or OR passes take place on every line of the 16 pixel column containing the lap counter. This only needs to happen on the lines that actually contain lap counter content.
Around sharp corners, and when car is to far left and right of track, bits of road are rendered at the edges of the screen. These should not be visible.
If the DMA sound code was conditionalised, the game would run fine on the STFM. The only visual downgrade would be the sky gradient, and no code changes would be required beyond sound code.
When the road is drawn by the Blitter, no start line can be seen.
The trackside colour is incorrect when the road is drawn by the Blitter. This is most noticeable when on stages with distinctive colour schemes such as the snow-based stage.
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When played with a US TOS version, slowdown and raster distortion occurs when playing sound effects.
Seems that TOS 2.06 and running either form HDD or FDD - crashes after inital check screen (4 bombs, back to desktop, distorted palette). Atari STE with 4MB RAM.
Scenery drawn by the Blitter is incorrectly clipped to the left side of the screen.
The NFSR feature of the Blitter needs to be used for roadside scenery - this will provide a modest performance boost.
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