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Super Cars II (Atari ST) - finally cracking how the graphics and tracks work

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exxos
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Re: Super Cars II (Atari ST) - finally cracking how the graphics and tracks work

Post by exxos »

alexh wrote: Tue Oct 27, 2026 4:50 pm Mine is in the attic at the moment as I only use MegaSTe at the moment. I don't remember if MegaSTe also suffers from it?
Looking at the schematic its the same as the STE.
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Re: Super Cars II (Atari ST) - finally cracking how the graphics and tracks work

Post by exxos »

Been toying with some new track designs..

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Re: Super Cars II (Atari ST) - finally cracking how the graphics and tracks work

Post by alexh »

I like the futuristic Neon one

If you're using AI to generate tile sets. Why not do homages to other games? Like some of the levels in Lemmings?

A cannon fodder track? A speedball 2 track? A God's track? An Alien Breed (Alien Blast) track? Or any game with gfx you think might work?
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Thalion Webshrine - http://thalion.atari.org
ST,STf,STfm,STe,MegaST,MegaSTe,Falcon060
A500+,A600,A4000/060,CD32,CDTV
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Re: Super Cars II (Atari ST) - finally cracking how the graphics and tracks work

Post by exxos »

Yeah it's a good idea. Not lemmings, don't want to get sued by Sony. I'm already on questionable ground hacking supercars :lol:
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Re: Super Cars II (Atari ST) - finally cracking how the graphics and tracks work

Post by alexh »

exxos wrote: Thu Oct 29, 2026 11:17 am Not lemmings, don't want to get sued by Sony
I didn't mean Lemmings as a Super Cars II level more as an inspiration for games which have levels that are homages to other games. Lemmings has levels dedicated to other Psygnosis games. Such as two Shadow of the Beast levels which use the GFX and music from the games Shadow of the Beast 1 & 2.




(FYI you should check out the new AI coded 4MB SoTB for STe)
Senior Principal ASIC Engineer - SystemVerilog, VHDL
Thalion Webshrine - http://thalion.atari.org
ST,STf,STfm,STe,MegaST,MegaSTe,Falcon060
A500+,A600,A4000/060,CD32,CDTV
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