Click and drag around with the mouse to drive; top goes faster, bottom is reverse, to the sides turns. Or use the arrow keys, but I found keyboard input to lag projects. Play with the Focal, cy, and PenSize! MultiPenSize? = 1 renders the lower part of the screen at a lower resolution than the top. (three different resolutions) Not optimal yet, but better.
I wanted to see if Dawgles' excellent project could run more smoothly in Scratch 2. I'd like to make a wolf3d and/or doom clone, (2.5d rendering) so I'm seeing how well texturing can work. I took out quite a bit of Dawgles work trying to make it lag less before I realized keyboard input was the cause. Instead of manually sensing the map and putting it into a list before starting, this is already in a list. Colors are in the RGB Integer format. (see my rgb pen block project for how that works.) I put it in a list by saving the image as a html table in GIMP, then search and replaced, cutting out everything except the 6 digit hex numbers, and have each on a line. Then imported into the scratch list, then I run a block I made that converts the 6 digit hex to integer. I also tested running another block that created a pallet of all the colors, then replaced the color in the original list with the pallet item number. (The idea was to reduce memory or saving time, but it doesn't seem to. I think it just slows rendering a little.) It would save a ton of memory to reference a tile map image, instead of having everything rendered and repeated in one huge image. but I had not figured out a way to export/import mario kart map data... (Well, I believe I can, but I'd rather not mess with copyright anymore than this. Mario Kart, and all these images belongs to Nintendo. Thanks for the memories and inspiration. :)