I'm looking at the sprite management now, and it's not going to be easy.
The first version of the sprite I made for the main car was taking 8 sprites, and I was planning on using at least 4 more to give the necessary details and colors. We're talking about 12-16 sprites just for the main car ! ... Then I started thinking about the number of sprites the game would need, and came with some very high numbers indeed. A spritesplit was going to be a necessity and even with that, I was not sure it was going to be enough.
Then I got an idea. And found a neat trick.
Can you guess which ?
I didn't look carefully at the image but i guess that's a double-sized sprites (using big 2x2 pixels). Which should reduce number of sprites 4 times
A blitter object?
I didn't look carefully at the image but i guess that's a double-sized sprites (using big 2x2 pixels). Which should reduce number of sprites 4 times
Correct.
But usually, the 32x32 sprites look very blocky, like this :
Overlaping magnified sprites with a little offset?
In this case magnified sprites looks like the only solution. Mixing resolutions is not so rare in other platforms.
If want to fit better with the road, maybe could adapt the road rendering. As the VDP commands already uses full byte (multiple of 2 px), only changing the CPU part is required, that surely will mask the borders to avoid that multiple of 2 rendering.
Overlaping magnified sprites with a little offset?
Exact. An very inspiring idea I found here :
https://www.msx.org/forum/msx-talk/development/it-good-trick...
But I did not know it would turn out so well.
You can indeed have very good results with them.
In this case magnified sprites looks like the only solution
And furthermore, they offer a nice solution to the rendering of cars arriving from down the road.
I can have a "size-split", where the sprites are 16x16 above a certain line, and 32x32 beyond that.
I hope the 2x2 pixels dont make too much jumpy zooming. this version gets its speed from 3D correctness, so zooming is an important topic.
the megadrive version has too jumpy zoom.
in the hires version the main problem was the wheels. maybe one could render the wheels in the screen 5? they are not much pixel mass.
similar one could have lights and blinkers in the screen 5
I love this project! Keep going!