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Network play, a software 3D renderer for the original resolutions,
touch in the Vita's menus, and the Vita's races hold their frame rate
better, with every computer car racing.
Changed
- The Vita draws the race's 3D at 720 x 408 (75%), stretched to the screen, to hold 36 frames a second more often; the HUD and menus stay at full resolution.
- The Vita holds its frame rate in thick smoke and sparks: see-through faces stack at most six layers deep, where a pile of them took up to 96 GPU scenes a frame, and the 2D's textures upload only the rows that changed.
Fixed
- In NATIVE, the championship's podium, the retry offer and GAME OVER are drawn at the menus' size, as the results are, instead of at the screen's own pixels.
- The game no longer crashes after a championship race on the Vita: the sound mixer could still be mixing the race's voices while the race freed them.
- On the Vita, computer cars no longer stand at the start until bumped. Most tracks' racing lines give surfaces past the 30 in the grip table; the original reads the doubles around the table, and the port read past its own, which on the Vita held NaN and gave a throttle of 0.
- On macOS, Right Shift (the boost), Right Control and Right Option are told apart from the left keys.
- The championship's end shows the podium: the cup or statue, the league completed, the place and the score.
- A view wider than 4:3 no longer shows black where the track was not gathered: the port gathers a wider disc of cells about the camera.
Added
- Touch in the Vita's menus: a tap on the front screen selects an item, a tap on the selected item activates it (or steps its value), and a tap on a flag picks the language. On macOS a click does the same, and
--tap MS:X:Yscripts one. - Network play: MULTI PLAYER, NETWORK GAME races up to six players over a local network, on UDP instead of the original's DirectPlay and IPX.
--hostand--connect HOSTchoose to host or join; see docs/network.md. --soft3ddraws the 3D on the CPU with the original's own pipeline and rasteriser, ported: the race and the front end's cars and background, in 8 bit colour at the original resolutions (320 x 200, 640 x 480, 800 x 600; NATIVE races at 800 x 600), with no GPU 3D. GFX OPTIONS' RENDERER item selects it as SOFT 3D. With it, MIP MAPPING draws the original's blurred and magnified texture levels.--fpsand Alt+F show the race's frame rate; a second Alt+F adds the original's other debug lines, which it never showed.- SOUND OPTIONS has MUSIC VOL., 0 to 10, for the CD music apart from SFX VOLUME; it is kept in
ign_port.cfg. - GFX OPTIONS has a RENDERER item: HARDWARE draws the 2D on the GPU, SOFTWARE on the CPU as the original. Choosing a resolution sets its default, HARDWARE for NATIVE and SOFTWARE for the original sizes; the choice is kept in
ign_port.cfg. - Choosing one of the original resolutions sizes the window to it (320 x 200 shown at 640 x 480); NATIVE gives the window back its size.
- The game's joystick controller: with JOYSTICK chosen for a player in the options, the left stick steers with analog control and the triggers (or A and B) accelerate and brake, on the Vita, Windows, Linux and the web.
The game data is not included: these builds need the files of your own Ignition CD.
See README.md and the guide for each platform under platforms/.