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Cannonball - Enhanced OutRun Engine Released

#16 User is offline Overlord 

Posted 22 February 2013 - 02:55 PM

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I thought the engine was his entirely and that was part of the contract he signed? It's not just for Sonic titles, after all.

#17 User is offline The Taxman 

Posted 22 February 2013 - 03:01 PM

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View PostOverlord, on 22 February 2013 - 02:55 PM, said:

I thought the engine was his entirely and that was part of the contract he signed? It's not just for Sonic titles, after all.


Correct. Obviously, the Sonic CD specific stuff like the game assets and scripts etc are SEGA IP so that's not something I could willingly give out. Which I guess goes with Reassembler's point that unless it's fully open source and publicly available, it's not really much use :P

#18 User is offline Aerosol 

Posted 24 February 2013 - 04:45 AM

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View PostLocalH, on 21 February 2013 - 07:45 PM, said:

View PostAerosolSP, on 26 December 2012 - 02:30 PM, said:

I'd like to see something like this done for the Genesis Sonic games.

Isn't that basically Taxman's Retro Sonic engine, as seen in the 2011 Sonic CD ports?


Not at all. I want the genesis Sonic games ported to C++. Not a nefariously accurate recreation of those games using a wonderful engine. And most importantly, I'd like to see that port being open source...like Cannonball.

#19 User is offline dsrb 

Posted 24 February 2013 - 06:30 AM

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But then you'd need a separate port of each game from the trilogy, and you'd have to choose whether you wanted them ported as-is, in which case the version (rev 2, etc.) you wanted, or you'd have to choose which of the various accumulated bug-fixes and refinements you wanted in each.

If you wanted to run them all in the same engine, I.e. a maximally fixed-up S3&K, well, by the time all the work was done to make that possible, if it is, you'd practically have AeStHete or whatever anyway. :v:

#20 User is offline reassembler 

Posted 24 February 2013 - 10:24 AM

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I've had access to the original Megadrive Sonic source code. It's a complete dog!

So arguably, the SonicCD reimplementation is a better route to go down :-)

But yes, having a fully portable and open engine is the way to go with these things, if you're not worried about the commercial possibilities.

#21 User is offline dsrb 

Posted 24 February 2013 - 10:52 AM

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View Postreassembler, on 24 February 2013 - 10:24 AM, said:

I've had access to the original Megadrive Sonic source code.
You don't know what you've just done by saying that. The hordes will hunt you to the ends of the Earth! :tinfoil:

#22 User is offline Aerosol 

Posted 03 March 2013 - 03:42 AM

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Maybe so. But that's what I want.

Now, like dsrb, brace yourself. Or just say that you misspoke and you meant something else entirely.

#23 User is offline vladikcomper 

Posted 03 March 2013 - 08:42 AM

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If you guys want to know how the original MD Sonic source code looked like, here is a bit for you: http://pastebin.com/L6W4CHxK :v:

#24 User is offline Ashura96 

Posted 01 August 2013 - 06:05 PM

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So what happened to the SCORE label in normal game play?

#25 User is offline reassembler 

Posted 03 August 2013 - 05:28 AM

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View PostAshura96, on 01 August 2013 - 06:05 PM, said:

So what happened to the SCORE label in normal game play?


Ahem. It seems I misplaced it when implementing time trial mode, as the two modes had a different HUD. It's funny as I checked the engine so carefully after I implemented that mode, and then I missed something really obvious!! I've quickly created a new build with it back in. Well spotted.

#26 User is offline Ashura96 

Posted 04 August 2013 - 07:53 PM

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Heh, I was wondering if you somehow "moved" it instead of "copied" it over to the Time Trial mode HUD.

#27 User is offline TrackerTD 

Posted 05 August 2013 - 05:28 PM

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This is absolutely fantastic! I'm particularly a big fan of SEGA's AM2 division, and OutRun is one of my favourite games from their library, so to be able to play it in 60FPS, complete with such wonderfully customisable options (particularly in the controls department) ... amazing!

It's rare that I see games such as OutRun getting love of this scale - I'm just glad that when it does get love, it gives us stuff like this. Easily the definitive way to play OutRun, without a doubt.

#28 User is offline Ashura96 

Posted 05 August 2013 - 10:07 PM

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So are there any future plans to add code/support for Turbo OutRun and/or OutRunners?

Because that would be spectacular.

#29 User is offline TrackerTD 

Posted 07 August 2013 - 01:50 PM

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I just realised one place it would be really awesome to see this ported would be iOS - say what you will about touch controls, but being able to just whip out my iPhone and start up OutRun at the tap of a button would be amazing.

...that said to get it released would need SEGA to get involved, a la Sonic CD and again, I'm not sure about the technology involved - when it comes to coding and technology and such, I'm completely devoid of any knowledge.

Also going to echo Ashura96's comment about Turbo OutRun support, even if just for that glorious soundtrack.

#30 User is offline Sodaholic 

Posted 07 August 2013 - 02:20 PM

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View PostTrackerTD, on 07 August 2013 - 01:50 PM, said:

I just realised one place it would be really awesome to see this ported would be iOS - I'm not sure about the technology involved - when it comes to coding and technology and such, I'm completely devoid of any knowledge.

Well, given that it's in C++ I can't imagine an iOS build would be terribly difficult. Not sure Apple requires you to use Objective C over C++. Still, John Carmack ported PrBoom to iOS for id's official Doom app, and that was in C++ originally (vanilla Doom is just C though).

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