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Author Topic: Hacking Outrun 2006  (Read 358081 times)

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buttersoft

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Re: Hacking Outrun 2006
« Reply #1120 on: November 13, 2019, 04:58:10 pm »
Very keen for this new release :)

nathanjay

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Re: Hacking Outrun 2006
« Reply #1121 on: November 15, 2019, 09:59:49 pm »
Wow page 1 of this came up in a Google search - I can't believe how long it been going!

Big thanks to Howard for his work on this.

lI used to have that trainer mentioned back in 2013, and I'd disable the time limit, stick a CD on and go for a nice leisurely drive admiring the scenery with the Tridef 3D software rendering the game in anaglyph (red/cyan) 3D.
So I have a small request... for the next build would it be possible to turn off the time limit to enable cruising along at Sunday driving speeds? :)

Also, the 3D effect in tridef is very impressive with FXT, even though anaglyph "technology" is pretty ancient.  If there was a way to render two view simultaniously ingame in red/cyan, other players could experience the awesome 3Dness.  The red/cyan glasses are about £1/$1 for a pack of 3 online, but Tridef no longer exists as a business.

BIG THANKS again.


https://imgur.com/a/AW39NIY
https://imgur.com/a/fbozJkq
« Last Edit: November 15, 2019, 10:27:24 pm by nathanjay »

Howard_Casto

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Re: Hacking Outrun 2006
« Reply #1122 on: November 16, 2019, 12:55:14 am »
Quoting from the readme.txt:

"Bonus Features/Easter Eggs
--------------------------

Launch the wrapper with the command line flag "-OuttaTime" to freeze the timer, giving you infinite time to screw arou...err beta test for me."


Anyway that's pretty cool.  I could never get a good 3d effect with old school glasses though.  If you can find a wrapper that did side by side 3d that would work with most VR goggles and 3d tvs. 

nathanjay

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Re: Hacking Outrun 2006
« Reply #1123 on: November 17, 2019, 09:28:13 am »
Hey thanks for that! sorry I missed it in the .txt
Tridef can render in various 3D methods, I've had it running in a Google Cardboard type headset using Tridef + Trinus3D.

The company went bankrupt so I'm not sure on the morality/legality of downloading a cracked version...

Thanks again

RenegadeR

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Re: Hacking Outrun 2006
« Reply #1124 on: November 18, 2019, 07:11:49 pm »
This hack is great!

I am implementing it on my Daytona USA 2 Deluxe cabinet and one thing I am still missing is the sparks address I can't find it in the last OR2006C2C.CT file?

I am using my own program to send the codes to the Daytona 2 driveboard so all seems to work, stuff like force on the wheel coming from xforce and wheel vibration when you drive offroad, also started to change the vibration depending on the surface (snow will vibrate only a little while others rumble a lot more) also when hitting the sides the wheel rotates the opposite direction of the wheel, this gives a nice effect.

So want to use that sparks address to rotate the wheel when hitting cars.

Thanks!

isamu

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Re: Hacking Outrun 2006
« Reply #1125 on: November 18, 2019, 10:26:09 pm »
Howard now that you seem to have a very good understanding of how the game works and its code, would it feasible or practical to someday hack the game to work in VR, and support VR headsets like the Oculus Rift? Or is this something only Sumo would be able to do?

Howard_Casto

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Re: Hacking Outrun 2006
« Reply #1126 on: November 19, 2019, 12:54:10 am »
I think, if it's going to happen, it'll happen via a proxy dll like the aforementioned tridef.  That being said, due to the way the game renders a scene you'll probably never be able to look around... it'd be a simple stereoscopic image.

Btw, I'll look up the spark address when I get a chance. 

BigTinz

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Re: Hacking Outrun 2006
« Reply #1127 on: November 19, 2019, 04:21:49 pm »
It doesn't glitch in the new version.... I did some endless loops.

Sweet! Can't wait to try it.

SpaceFolding

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Re: Hacking Outrun 2006
« Reply #1128 on: November 19, 2019, 09:42:16 pm »
Posted this in the other FXT thread not knowing there is a longer thread:

Quote
Found a bug.

I'm playing in windowed mode but the proper resolution is not being correctly used. For example, if I use 1024x768, my screenshots are coming out as 1022x744. This causes massive tearing where rows and column of pixels would be missing. The easiest way to spot this is in the car selection screen where round wheel arches would tear and look a few lines of pixels are missing.

Also, the PC version is known to look inferior and "grainy" because of the lack of mipmapping where textures would have this ant crawling effect when in motion. Do you think integrating mipmapping is possible?

Katcher

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Re: Hacking Outrun 2006
« Reply #1129 on: September 06, 2020, 12:52:34 pm »
Sorry if I appear to be necro-ing an old thread but I want to know if there has been any success in uncensoring the Outrun 2 SP model of Clarissa. Heehee Boobies aside, I really do not like censorship especially when the arcade version of Outrun2SP had her baps proudly on display.

buttersoft

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Re: Hacking Outrun 2006
« Reply #1130 on: December 22, 2020, 04:23:07 am »
Sp, what do we know about the modded versions of OR2:C2C selling as arcade boards? Just type "Outrun" into Aliexpress and they'll come up in droves. I'd never heard of them. Someone posted on a FB group i'm part of, asking for repair advice, but i hadn't even heard of such. I hear they have language and music mods, and some sort of LAN lobby to link up cabs, but i'd like to know if there's anything worth leveraging there.

This one is called Outrun 2017...

Howard_Casto

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Re: Hacking Outrun 2006
« Reply #1131 on: December 22, 2020, 02:57:45 pm »
Just going by some of the videos it looks like they've took some of my hacks and finished them.  The sounds it makes in the online lobby are a sign that they are just using memory manipulation to auto progress through the menus like I do.  About the only thing that's noteworthy is they've managed to get the hud in the proper aspect ratio  at least I think it is.... some of those vids are very zoomed out on the action. 

Howard_Casto

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Re: Hacking Outrun 2006
« Reply #1132 on: December 23, 2020, 12:38:30 am »
I don't want to cause any mad hype or anything, but this news did get me to work on fxt a little bit today, which is probably more than I've done with it in a year. 


baritonomarchetto

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Re: Hacking Outrun 2006
« Reply #1133 on: December 23, 2020, 06:56:47 am »
Great Howard! That's the right mood!

Howard_Casto

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Re: Hacking Outrun 2006
« Reply #1134 on: December 25, 2020, 02:42:19 am »
I hope everyone is doing well.  I'm doing the usual post christmas ritual of installing games and waiting FOREVER to install, so I had some time on my hands.  I'll have to do a once over to check for bugs, but I think the new course editor is done, which lets you add custom courses to the game without overriding your existing ones.  I'll check fxt itself when I get a chance.... hopefully there will be a new release before Feb. 

isamu

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Re: Hacking Outrun 2006
« Reply #1135 on: December 25, 2020, 10:26:17 pm »
Merry Christmas everyone! Thanks for the update Howard sounds awesome!

Joaquim2020

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Re: Hacking Outrun 2006
« Reply #1136 on: December 28, 2020, 12:42:32 pm »
Nice update tool! Can´t wait!  :applaud:

Jbulleit97

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Re: Hacking Outrun 2006
« Reply #1137 on: December 29, 2020, 11:01:48 am »
So I just got C2C running on my ROG Strix 17-inch laptop, took a bit of tinkering and digging through these forums to get it running well, but I'm happy with the results... except for one thing. Whenever I play for a certain amount of time (basically if I finish a race or even just spend longer than a minute or so in-game), the game will get stuck on the loading screen that leads back to the main menu. I'm really not much of a tech wizard, I'm just good at looking for and following instructions, so I really need to find someone who knows what they're doing and can help me with this issue. Anyone wanna lend a helping hand?

Joaquim2020

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Re: Hacking Outrun 2006
« Reply #1138 on: January 06, 2021, 06:17:17 am »
Can someone help me about the PC Version Coast 2 Coast. I really want to play Scud Race and Daytona USA Races. How i need to do? I install the FTX Mod but it seems i can´t find it.  :-\

This is a XBOX Video Apresentation showing all the extra stages.



Thank you all.  :D
« Last Edit: January 06, 2021, 06:27:37 am by Joaquim2020 »

isamu

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Re: Hacking Outrun 2006
« Reply #1139 on: January 07, 2021, 10:39:47 am »
The PC version of OR2 C2C does not contain the Bonus stages. In fact, no version of OR2 C2C has them, only the OG version.

MrThunderwing

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Re: Hacking Outrun 2006
« Reply #1140 on: January 08, 2021, 08:48:29 am »
Cool video. And yup, like Isamu said, the Scud Race and Daytona USA 2 tracks aren't in Coast 2 Coast. The only way you can play them is by picking an OG xbox (or 360) and getting a copy of Outrun 2.

leapinlew

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Re: Hacking Outrun 2006
« Reply #1141 on: January 08, 2021, 04:58:51 pm »
First time seeing this!

I will gladly read all 29 pages if the answer is in there, but was hoping someone who's watched this from the beginning can answer this for me.

Can I play this on my Mame Star Wars cabinet? I'd be using the Star Wars yoke connected via USB and shows up as a game controller. Like I said, I don't mind doing the work, I just would like some assurances that it's doable before embarking on 29 pages of reading!

Howard_Casto

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Re: Hacking Outrun 2006
« Reply #1142 on: January 08, 2021, 08:02:38 pm »
Eh you are going to need pedals.  Outrun relies on the old tap brake then floor it to drift mechanic. 

leapinlew

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Re: Hacking Outrun 2006
« Reply #1143 on: January 09, 2021, 03:23:07 pm »
Thanks for that. I watched some videos and you're right. The sacrifice in gameplay is too much.

The Star Wars cabinet does a really good job with the original arcade Outrun. I don't have gas, but shifting the handles forward provides gas. It doesn't really impact gameplay for me, but I could see not being able to initiate the drift being a problem.

Jbulleit97

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Re: Hacking Outrun 2006
« Reply #1144 on: January 16, 2021, 04:36:39 pm »
So a while back a posted about an infinite loading glitch that kept popping up whenever I finished a game. I'm still having issues with that, and was wondering if anyone has an idea of how to fix it? Please ask if you need more details.

BigTinz

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Re: Hacking Outrun 2006
« Reply #1145 on: April 09, 2021, 04:25:38 pm »
Any news on that updated course editor?

Howard_Casto

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Re: Hacking Outrun 2006
« Reply #1146 on: April 10, 2021, 12:38:15 am »
Eh.... I'll get to it eventually.   

My doctors have monkeyed with my medication to try to give me more energy and so far all they have managed to do is increase the frequency of my headaches.   Right now I'm working on personal projects, which does include my racing rig and obviously whenever I work on that I tend to work on outrun.   I'm not going to make any promises until they get me normalized though.

buttersoft

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Re: Hacking Outrun 2006
« Reply #1147 on: April 10, 2021, 06:19:15 am »
Sounds rough, Howard. We'll all be here when you get back, but look after yourself,  man!

Eh.... I'll get to it eventually.   

My doctors have monkeyed with my medication to try to give me more energy and so far all they have managed to do is increase the frequency of my headaches.   Right now I'm working on personal projects, which does include my racing rig and obviously whenever I work on that I tend to work on outrun.   I'm not going to make any promises until they get me normalized though.

slylecoco

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Re: Hacking Outrun 2006
« Reply #1148 on: April 27, 2021, 06:26:40 pm »
Hi!

Impressive work!!

Thx for your road editor. ;)

Cannot think it was possible to do it!!

Are you able to give us real dashboard view,

With steering wheel, etc..

?

Thx for your help!! :)

Howard_Casto

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Re: Hacking Outrun 2006
« Reply #1149 on: May 30, 2021, 02:29:47 am »
Well it is possible.... the problem is the dash is so low res it just looks like a mess.   I'm sure somewhere in the thread I took pics of it.   

slylecoco

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Re: Hacking Outrun 2006
« Reply #1150 on: May 31, 2021, 04:49:44 pm »
Yes i understand for low quality.. :(

But could you do it please, even if it's not perfect?

I would be so happy to test it..

When you're fan, you dream about this ingame view ! ;)

mjmmx

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Re: Hacking Outrun 2006
« Reply #1151 on: November 06, 2021, 11:40:15 pm »
could the techniques used in the corse editor be used to switch around the courses in the chihiro version of outrun 2 sp?

buttersoft

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Re: Hacking Outrun 2006
« Reply #1152 on: November 07, 2021, 05:08:26 am »
could the techniques used in the corse editor be used to switch around the courses in the chihiro version of outrun 2 sp?

Errrgh. Interesting idea. You mean, using CXBXR?

Howard_Casto

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Re: Hacking Outrun 2006
« Reply #1153 on: November 07, 2021, 07:29:57 pm »
The course order is just stored in a few files... it's possible but I haven't checked to see if the files are compressed or in a different format ect.   The pc version is unique in that most of the game files sit either uncompressed or with simple lz compression in the game folder.   It makes for easy hacking.   

Beautiful

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Re: Hacking Outrun 2006
« Reply #1154 on: December 30, 2021, 02:21:24 pm »
Such an amazing thread, kudos to all involved for keeping this gem alive.

What I'm wondering is is has anyone looked into modding the PSP version? Granted its a port but for a handheld it looks and plays beautifully. Only thing I don't like is the immense size of the HUD and how much room it takes up. Having it look like this:







With just pure gameplay and nothing else would be perfect for me.

I had a look at the PSP ISO and its not a simple edit where one could swap in blank PNGs as there is only one file (titled ALL.PSP (582MB) in the \USRDIR folder) specific to the title beyond the standard PSP file structure. So everything for the game must be in that and it won't be as easy as dropping in a new image so the alternative is using Cwcheat to disable the HUD (as has been done on Gran Turismo before).

Would anyone have some input on how to go about making that happen in order to improve the experience of the PSP version of Outrun 2006 please.

Thanks


Frogbull

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Re: Hacking Outrun 2006
« Reply #1155 on: March 13, 2022, 02:43:24 pm »
Thanks a lot Howard_Casto ! :notworthy:
You did a very impressive job with your OutRun 2 hack :afro:

Frogbull

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Re: Hacking Outrun 2006
« Reply #1156 on: March 14, 2022, 03:48:07 am »
I looked a bit at the files of the Arcade version (OutRun 2 SP SDX) and I've also read many posts here (all the hacks you made are impressive and the texture interception on-fly idea was crazy ;D)

My goal would be to edit some Textures of the game but I've trouble with the file formats (seen the various posts, this problem seems to come up regularly)
I can deal with that, but they are compressed as gz files.  Apparently they are NOT gzip files just like the sz files on the pc version are NOT sz files.  Somebody really needs to tell sumo not to use existing file extensions.

For my Classic Mod for Daytona Championship USA, I also had a lot of trouble with file formats (especially Daytona USA Model 2 music format and the .adx and .csb in Daytona Championship USA) so I know how hell this easy edit on paper can become due to the files formats nightmare :banghead:

For example I would like to edit spr_sprani_title_sdx_xst.gz (just by the name I guess it's a title screen), the .gz extension leads to a gzip compression but 7zip refuses to decompress it. However, if I change the extension for .zip, the decompression "works" (although I'm not 100% sure) because 7zip detect the gzip compression.

With this trick I can get the contents of the archive and end up with the file spr_sprani_title_sdx.xst

What is a xst file?  :o
What's an xst file?  It stands for "xbox surface texture" in other words the texture format used on the original xbox.  There are plenty of tools out there that edit xst files.
Sorry if I ask for something dumb but I couldn't find any tool that let me edit xst file :(
I also can't find any answer related to the term "Xbox Surface Texture" :dizzy:


The only answer I've found is from TrID that say the xst would actually be a Photoshop Brush so I tried to change its extension to .abr and open it with Photoshop but again it's not recognized :banghead:

I started looking into the "xtx" files (aka .xbx, aka .xm, ect ect)  that are in all the archives.  I thought they were exclusively texture files, but it turns out they can be a lot of things.  Anything with the "XPR0" header is apparently a generic container for the original xbox.  It can contain any combination of textures, meshes and ect.  I've found very little in terms of viewers/ tools for this file extension.  Judging from the little data I could find, the xtx files in the archives in this case represent a skinned mesh.  The DDS files I'm manually pulling out are most likely the texture portion.  The files often contain the position, dimension and file size information for textures as well, meaning if I can find something to parse the stupid things we can most likely use hi-def textures, which was the original intention. 

Here is a short blurb about the various xbox file formats, note that with the exception of the disc image files they ALL apparently have the XPR0 extension. 

http://home.comcast.net/~admiral_powerslave/filestructure.html
Is the xst related to the xtx/xtf/xip/xbx? ???
Btw the link you posted is now dead but thanks to Wayback Machine we still could find it so if someone wants to get a look just go on https://web.archive.org/web/20151009013705/http://home.comcast.net/~admiral_powerslave/filestructure.html

« Last Edit: March 14, 2022, 03:57:24 am by Frogbull »

Frogbull

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Re: Hacking Outrun 2006
« Reply #1157 on: March 20, 2022, 10:36:38 am »
After some digging into OutRun 2 SP DX










Frogbull

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Re: Hacking Outrun 2006
« Reply #1158 on: March 20, 2022, 11:44:26 am »
First Texture ripped! :woot
From this spr_sprani_meter_f40_xst.gz to this

Now the objective will be to replace the texture and repack it into the barbian _xst.gz format and see if all work ingame.
« Last Edit: March 20, 2022, 11:47:41 am by Frogbull »

Frogbull

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Re: Hacking Outrun 2006
« Reply #1159 on: March 20, 2022, 05:31:17 pm »
Got something I think but need more time to reverse the recompression process at 100%