Nice suggestions guys, keep em' coming. I actually kind of like FXT myself.... it has a nice ring to it.
Outrun2: FTW would be pretty good as well. "For the Win" would fit in with the racing theme but has a nice pun and double meaning.....because...internet.
So what I'm trying to do tonight is to go ahead and define/hook up all the data I found a few months back with my endless nights of memory hacking and converting the data into a useable format.
Now that I'm actually getting down the formatting aspect of things, it's not wonder I was about to pull my hair out finding a few of these....
example:
For the "Total Time" and "Time" variables....... they don't exist. What the game does is uses the "time left" and "time elapsed" variables which are in, for lack of a better term "game time" then multiplies them by .01666666667, which converts the values into "game seconds" (which do NOT equate to a second in real life) and then formats accordingly. Total Time's formatting, btw, makes zero sense, so I don't even know why it's presented that way in the hud. It's 0 ' 00 " 000, except "0" isn't game Minutes, nor is it game Seconds either. The formatting is Hours, seconds, microseconds, but like I said, it doesn't display that. It isn't in "game time" either, because I have to do the conversion like I do with seconds to get it to display properly.
Dealing with that kind of nonsense is crazy So I get a number in game time like "5940", and multiply it by .0166666667 to get it converted to 99 seconds.
The Speedometer is similarly stored in "game units per hour" which I then convert to kph and then convert again to mph. The rpm variable has a scalar multiplier and since the game uses an analog dial, it's really tricky for me to convert, so the values I've calculated are just a rough estimate.
So long story short, I've got those outputs formatted, but don't expect them to be spot on.
Why am I bothering? Well outrun is surprisingly multi-monitor friendly. You can stretch it as far as you want and the 3d components of the game at least will stay in the proper ratio. Unfortunately, in-game menus and the hud aren't. They are just stretched to the full size of the screen, which is acceptable with one 16:9 monitor, starts looking really funny by the time you get to 3, and is downright unreadable if you go to 4 or more. The only way I know to combat that (since I can't find the 2d rendering code in the game) is to blank out the hud and overlay a custom one. So I need as many variables as possible.
I've found:
Score
Speed
RPM
Total Time
Time
Hearts
Hearts Per Stage
Current "Leg" of the Race
Current Individual Stage (Pyramid Position)
and a few others.
I've also got all the steering data and quite a bit of physics data I went over in previous posts.
So the mission over the rest of the week is to get all of that working and this weekend I'll release a POC.
I'm going to do this in stages. The first build won't have any user options. The next build will let you adjust the strength of the effects and possibly a few launch options. The build after that will completely block the game's control configuration and let you bind things via the wrapper. Then I'll add some custom controls (I can part the view button into three dedicated buttons, split the shifter out into individual gears and ect...) Then finally I'll add dx force-feedback. Then if I'm still interested, we'll get into the fun stuff like a HUd replacement and Outrun Radio