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Autoduel Enhanced   [2023]

Autoduel Enhanced Released by :

Release Date :
18 March 2023

Type :
IDE64 Release

Videosystem: any
Proper release: 101%

Auto Duel

User rating:awaiting 8 votes (6 left)   See votestatistics

Credits :
Code .... Grue of Beyond Force, Extend, Kasettilamerit
  TNT of Beyond Force, Kasettilamerit
Graphics .... Trurl of Extend
Crack .... Grue of Beyond Force, Extend, Kasettilamerit
Original Supply .... John York of Yleisradio
Test .... Trurl of Extend
Help .... TNT of Beyond Force, Kasettilamerit

Download :
https://csdb.dk/getinternalfile.php/243472/autoduel.zip (downloads: 138)

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Submitted by Grue on 18 March 2023
Autoduel Enhanced Ide64 Version by Grue

Enhancements to the original game:

2 MHz mode for C128, and other turbos using $d030 switch.
Improved bitmap cleaning code to speed up driving considerably.
- Original code took: 42863 cycles (more than 2 frames) to clean the bitmap play area
- Improved speed code: 19063 cycles (less than a frame)
Tracks from original disks are transferred to the auto.bin file, and ide64 block read is used to read/save them.
- Game is now playable without a lot of patience and nerves of steel.
Integrated road map into the game. You can use it in the Cities and City Buildings using the <- key.
- Map doesn't work in Arena or Roads.
- After exiting the map player is returned in front of the truck stop.
- Current city where the player is located is shown in red color

Other improvements:
- You can now edit your name and Car's name in Assembly using the del key. You still need to use CRSR Left for it elsewhere.
- Original Random routine the game used was pure shite. I replaced it with a better one I found from codebase64.
- Original CPU busy waits the game used are now replaced with timer-based waits to work with CPU speeders.
- Running / Driving is a bit faster now in the city. It takes less time to move around.
- Save to floppy option removed. You now have one save slot to make a new driver.
- Casino won't crash now with a new 2MHz IRQ code.
- Intro is now watchable with faster than 1Mhz machines
- A cheat driver with more money and base skills at the start. Lamers use this for sure!

- Cracking and code by Grue
- Timer wait code and support from TNT
- Extensive testing, including c128 compatibility with IDE64 by Trurl. Without him, this wouldn't work.
- Map Gfx by Trurl

I learned the hard way that making $d030 speedup for this more complicated game wasn't so easy after all. IDE64 and C128 is a bitch compared to Ultimate64.
You cannot use IDE64 Routines in 2Mhz or have extra speed while the screen is on. I had more or less a working game fix on U64, but when testing started on genuine C128, nothing really worked, and there were a lot of screen bugs. One by one, I squished them with the help of Trurl's very patient testing. I also learned a lot during the process, so the next fix should be more straightforward to do.

I wish there was a c128 emulator with IDE64 support with real-world limitations. Current x128 is useless for this kind of testing. I also noticed that the latest vice and development versions of x64sc crash if you use dolphin dos for 1541 and IDE64. So, the emulator's help during development wasn't that big at all. I got IDE64 working in the retro debugger, but that bugs also in weird ways compared to real hardware.
Making bug reports to the vice team would be some solution, but it turned out that I'm too stupid to create an account to Source Forge (I never got my account activated), so it seems we're doomed on buggy vice. I think I'll install Vice 2.4 instead. At least it worked ok with dolphin dos two and ide64.

For all of you who want this to work on sd2iec, I can supply a loader source code for your own fixes.

Tools used in production, not in any particular order.

- 6502Bench
- Ghidra with my c64 helpers
- 64tass
- Visual Studio Code editor
- nucrunch
- c1541
- dirmaster
- 010Editor
- RetroDebugger
- Vice
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