jesper wrote:Steve Camber wrote:Volunteers so far:
Please add me to the list.
As a starting point we can use the replay viewer code to do the gfx. If someone with a bit a 2d graphical skills is anxious to get started, improving to sprites (eg. double resolution + more colours) would be a good start.
Original sprites are on the wiki: http://www.ko-gathering.com/wiki/index. ... le=SpritesTorchiador wrote:Nice Idea but I'm not so sure about WinUAE, I use it and I have the Catweasel board in my PC. The winUAE limit the input lag/delay. Using any kind of controller like real amiga joystick mounted on catweasel or amiga gameport cable adapter/parallel port gable adapter/keyboard/pc joystick on game port/USB PC Joystick on USB port: there is a terrible lag.
If you try to play kickoff on winUAE you can feel that lag. so I don't like to play KO2 on winUAE. Besides this one, I'm sure that the greater part ou us have got an LCD Monitor connected to PC. The LCD Monitor add a lag of 10ms... This is the reason because I've got one amiga mounted in my room and other 2 amiga in lumber-room...
As I understand Steve we would only use UAE to do the "game logic" emulating the original KO2 engine. At each logic step (20 ms) we supply joystick inputs and get player coordinates outputs. We don't use UAE to emulated the joystick, but do that directly in our own code instead.
Also, the game logic code can be asynchronous with the gfx code. We can interpolate player positions between logic-steps to match the update rate of the PC graphics card thus getting smoother graphics than you normally get with UAE.
WOW! understood, and thanks for the explanation!