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Main => Driving & Racing Cabinets => Topic started by: Howard_Casto on March 06, 2013, 06:27:56 pm

Title: Hacking Outrun 2006
Post by: Howard_Casto on March 06, 2013, 06:27:56 pm
This is one of those side projects that I want to play around with when I'm bored with my main projects. 
The goal is to hack at least rudimentary force feedback support into the pc version of outrun 2006. 
If possible I'd also like to transplant the high res graphics of the lindberg arcade version into the pc version.

Right now I'm trying to narrow down the memory addresses so it isn't such a snipe hunt.  Would any of you guys have this trainer?

http://forum.cheatengine.org/viewtopic.php?p=5031924&sid=d70f829c5263000e04ba765aa946076f (http://forum.cheatengine.org/viewtopic.php?p=5031924&sid=d70f829c5263000e04ba765aa946076f) 

Upon clicking the link it takes me to some shady download site that wants me to install a download manager.  That's not happening.  But if it's available elsewhere it would speed things up dramatically. 

Title: Re: Hacking Outrun 2006
Post by: gbeef on March 06, 2013, 07:17:28 pm
FFB is already supported on the PC version.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 06, 2013, 07:23:38 pm
No it's not. 

It's supported on the xbox version, and the 360 version, but not of the pc version. 
Title: Re: Hacking Outrun 2006
Post by: gbeef on March 06, 2013, 07:26:12 pm
Ohhh outrun....for some reason i thought crazy taxi... My bad
Title: Re: Hacking Outrun 2006
Post by: Well Fed Games on March 07, 2013, 12:40:32 am
As someone frustrated by the PC port I will be watching this intently...
Title: Re: Hacking Outrun 2006
Post by: vandale on March 07, 2013, 04:41:07 am
This is one of those side projects that I want to play around with when I'm bored with my main projects. 
The goal is to hack at least rudimentary force feedback support into the pc version of outrun 2006. 
If possible I'd also like to transplant the high res graphics of the lindberg arcade version into the pc version.

Right now I'm trying to narrow down the memory addresses so it isn't such a snipe hunt.  Would any of you guys have this trainer?

http://forum.cheatengine.org/viewtopic.php?p=5031924&sid=d70f829c5263000e04ba765aa946076f (http://forum.cheatengine.org/viewtopic.php?p=5031924&sid=d70f829c5263000e04ba765aa946076f) 

Upon clicking the link it takes me to some shady download site that wants me to install a download manager.  That's not happening.  But if it's available elsewhere it would speed things up dramatically.

Suggest you virus scan this as I havent used it
http://www.2shared.com/file/cwLV8xT-/OR2006C2C_FY_P.html (http://www.2shared.com/file/cwLV8xT-/OR2006C2C_FY_P.html)

Thanks
Title: Re: Hacking Outrun 2006
Post by: isamu on March 07, 2013, 09:20:31 am
As someone frustrated by the PC port I will be watching this intently...

As will I.  Howard is aware that there are many people that would come back to this version if it had ffb.

However, tread carefully Howard, as this is one of the buggiest PC ports of any racing game I've played. So much to the point that me quitting had more to do with the frequency it crashing and the horrific controller input support, than the lack of ffb support.

The main culprit, and one that I personally feels needs your attention, is the severely limped and buggy controller config user interface. The game has a terrible tendency to think you're pressing left all the time and the player is forced to identify what's causing this "phantom key press" nearly every time you start the game. Probably has something to do with users such as myself having multiple USB game devices connected to our PCs, which brings me to my other point....

Anyone in this situation(having multiple usb controllers plugged in) is pretty much screwed if they want to play OutRun 2006. The game only allows you map *one* controller at a time to the driving functions, despite it seemingly acknowledging there is more than one plugged in. You can map steering axis to left and right with your wheel, but if you use a separate set of USB pedals(which many PC racers do) they will be useless on the track. Once you move the slider over to "controller 2" it will let you map gas and brake axis to your pedals, but now your wheel becomes null and void. Ditto with your USB stick shifter assigned to "controller 3".

This issue is FAR more crippling, annoying and inconvenient than the lack of force feedback. The announcement of no FFB was something that caused me to slip into a deep depression back when the game first came out and I remember being absolutely heart broken when SOL mentioned it on the Gamefaqs forums. But...I simply could not prepare for what I was in store for, with all the glitches and the horrible controller input support this port has. These problems just crippled any enthusiasm I had for playing OR2006 on PC. Did I manage to eventually play it? Yes, but only by temporarily borrowing my buddy's xbox 360 controller.

Howard....the promise of getting FFB into this game from the work you and Ramjet are doing is something only the heavens could bestow upon us....but if you guys can possibly find a way to modify it so that it can see multiple USB controllers as *ONE* USB device and allow us to map them accordingly, then that will mean I can finally play the game properly with my ECCI 7000 wheel, and there will simply be no words to describe the amount of gratitude I'll have for you. It will be the most incredible racing game related gift I've ever received. Other than FFB support in Namco System 22 RR games via MAME of course :D :D :D
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 07, 2013, 04:03:53 pm
This is much less of a problem than you might think.  Outrun typically defaults to the first controller on you rig.  That's fine... instead of trying to wrangle all of your usb devices into working it's much simplier to put a fake joystick as the primary joystick on your system (vjoy ppjoy ect) and then use a app or scripting to take your individual controls and map them onto this singular, fake controller. 

Just for the record, I'm not promising ANYTHING.  This might be a dead end.  I managed to find the gear shift position last night... does that count?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 07, 2013, 04:05:27 pm
This is one of those side projects that I want to play around with when I'm bored with my main projects. 
The goal is to hack at least rudimentary force feedback support into the pc version of outrun 2006. 
If possible I'd also like to transplant the high res graphics of the lindberg arcade version into the pc version.

Right now I'm trying to narrow down the memory addresses so it isn't such a snipe hunt.  Would any of you guys have this trainer?

http://forum.cheatengine.org/viewtopic.php?p=5031924&sid=d70f829c5263000e04ba765aa946076f (http://forum.cheatengine.org/viewtopic.php?p=5031924&sid=d70f829c5263000e04ba765aa946076f) 

Upon clicking the link it takes me to some shady download site that wants me to install a download manager.  That's not happening.  But if it's available elsewhere it would speed things up dramatically.

Suggest you virus scan this as I havent used it
http://www.2shared.com/file/cwLV8xT-/OR2006C2C_FY_P.html (http://www.2shared.com/file/cwLV8xT-/OR2006C2C_FY_P.html)

Thanks

Ehh my virus scanner doesn't like it apparently.  That's not unusual for trainers, but considering how sketchy the download site was to begin with, I dunno.  However, I can read the file in a hex editor and probably pull the values out that way, so thanks. 
Title: Re: Hacking Outrun 2006
Post by: isamu on March 08, 2013, 10:26:47 am
it's much simplier to put a fake joystick as the primary joystick on your system (vjoy ppjoy ect) and then use a app or scripting to take your individual controls and map them onto this singular, fake controller.

Just FYI, I've tried doing this long ago when I first got the game. Problem is, vjoy, ppjoy, etc don't allow you to move them to "Device ID #1" in Windows like you assumed. They(at least on my machine) always get pushed down to device 4 or whatever the last device is on the list. Making them "invisible" to OR2006. If you have more than 3 joysticks, whether real or virtual, OutRun will only acknowledge the first three and will ignore the rest. Hence the issue.

Besides, I don't like using those virtual joystick programs all that much, as they tend to screw around with my controller functions in some other games.

Quote
I managed to find the gear shift position last night... does that count?

A little  ;D

Hey man it's a start. Don't worry not gonna throw a tantrum if ya get nowhere, but I appreciate you and Ramjet at least giving it a try.  :cheers:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 08, 2013, 02:23:22 pm
Even given all that new info it still isn't that bad. 

All of your misc controls (horn, view, shifter, ect) are completely digital.  In outrun the keyboard controls work at the same time as the joystick controls.  So use your profiler or whatever came with your shifter to map it to the keyboard defaults, use the wheel as the primary joystick, and that just leaves the pedals.  Or it's possible to do it the other way around, with the pedals as primary, and then you just have to deal with the singular wheel axis. 

It's not nearly as bad as you say it is, you are just using a very unusual setup.  Using a sim quality setup for a cruddy arcade racer has to be out of the norm imho. 
Title: Re: Hacking Outrun 2006
Post by: sairuk on March 08, 2013, 04:20:50 pm
The trainer you were after is also available on ********** as well. Not sure if links to that particular site are allowed, so google be thy friend.

The site hosts:
- OutRun 2006 v1.0 +6 TRAINER
- OutRun 2006 v1.0 UNLOCKER

Not going to speak to the quality of either, good luck with this project though.

EDIT: sorry, even giving the name of the site is a violation of forum rules. - BadMouth
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 09, 2013, 09:19:43 pm
Well the trainer was a dead end... all the hacks were hard-coded and they weren't really relevant to what we need anyway.

I did manage to make some actual progress though. 

I found:

The shift position (might be useful later for hacking in sega shifter support)
The Speed (in arbitrary units, not kph/mph)
A value that "pops" whenever you shift gears.. it isn't related to accel, but would be useful for motion sims. 

I also found a value I'm calling "terrain smoothness."  It actually seems to do with the multiplier applied to decelerate the car when you run off road.  When on the road the value is a steady 27... when you drift one wheel off it stutters between 23 and 25,  when you go completely off road it drops all the way to zero.  Strangely enough hitting objects doesn't seem to effect it, but if you wreck and leave the road it does go all the way down to zero. 

So yeah if nothing else, that's enough for simple rumble-based FF right there.   

For those of you with a copy of the Cheat Engine, I'm including a file. 

Before you ask, you can run outrun in windowed mode by adding "DX/WINDOWED = 1" to your outrun2006.ini

Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 09, 2013, 11:59:26 pm
Just found all the analog axis as well, so yes I can remap them if need be. 
Title: Re: Hacking Outrun 2006
Post by: isamu on March 10, 2013, 09:37:00 am
Nice. Keep up the good work man.
Title: Re: Hacking Outrun 2006
Post by: deathrow on March 10, 2013, 11:26:09 am
wow, I take my hat off to you.

Please keep us updated with any new developments.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 10, 2013, 05:55:37 pm
Ok so I was playing around with this again this evening and noticed that when I selected a different car, the "terrain smoothness" values are different.  I did all my testing with the yellow car, because that's the first one that pops up, but actually the value is different for each car.  Since each car has different handling settings that means I found the actual physics data, and not some other similar value!

So I started looking in that memory region.  It looks like all physics data for the car is in this 100 byte region!  I haven't went through it yet, there's a LOT of useful data, but I've already found the most important one.  I'm calling it "X-Force" and it seems to be the turning force of the car.  When the car is stopped, this value doesn't change.  When you are going slow it reads a very high number.. in the range of around -62 to 62  depending upon how you have the wheel turned.  As you speed up, this value decreases, leveling out in the range of -10 to 10.  So yeah, just like in a real car, the wheel is hard to turn when you are stopped and as you speed up, steering becomes lighter. 

So strictly speaking, all the FF data you need for a wheel is in that value.  I'm not done finding stuff though.  In this region there are a bunch of other physics values we can use.  I noticed some values that light up when you wreck or run into something.... some values that cycle when you run over a cobblestone bridge, ect....  There's a ton of little values in here. 

That's the good news... the bad news is I've never crafted complex FF effects before so I'm not sure how to take all of this and make good effects.  I might just have to expose all the values to mamehooker and let somebody else do the math and such via scripting. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 10, 2013, 06:48:51 pm
I better quit for the day, I actually don't have time for this right now.  But it's fun!

I found a value that changes depending upon which View you are using.  This could be used to simulate the VR lights on a sega racing cab.  With the brake info I could hook up a brake light as well, just like the original outrun.   

I found more values as well.  One is again related to road friction.... this one seems a bit more sensitive as it's effected if I drive over a wet road, ect.  I also found a decel force value.  When you hit something, it makes the car jolt backwards (obviously) so this value can be used to detect large impacts, like running into a wall or hitting another car. 

I still haven't found the minimum sensitivity one though as when you hit beach balls or road cones it doesn't effect it.  Honestly it might not exist..... I haven't seen any effect on the car when you run over that stuff and I can only implement the physics of the game. 
Title: Re: Hacking Outrun 2006
Post by: deathrow on March 10, 2013, 07:17:55 pm
great going  :applaud:
Title: Re: Hacking Outrun 2006
Post by: Well Fed Games on March 10, 2013, 08:47:36 pm
Very cool, glad you are enjoying it. Certainly neat to hear what is happening "under the hood" (pun!) in the game. Between this and Cannonball, it is only a matter of time till we live in a world of double-Outrun cabs!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 11, 2013, 02:53:41 am
Can't sleep (I blame daylight savings).  Anyway I was poking around in the game with a hex editor trying to figure out how the song is changed (wanted to make an in-game radio) and I found some interesting stuff.  First off the programmers must have been bored..... the entire periodic table of elements in listed in the string table. 

Secondly... talk about a universal port... the strings and textures for both the xbox version and psp version are inside the game.  Makes you kind of wonder why the pc version didn't get ff if it was produced at the same time as the xbox version. 
Title: Re: Hacking Outrun 2006
Post by: isamu on March 11, 2013, 07:12:03 am
Makes you kind of wonder why the pc version didn't get ff if it was produced at the same time as the xbox version.

Because Sumo probably got lazy and figured PC players wouldn't care about such things as FFB. Sumo tried to put the blame on Sega, saying it was their decision to avoid putting ffb in the game, but I find that hard to believe, since the AM2 in-house port of OR2SP for the Japanese PS2 supports ffb, while the US version doesn't. Guess we'll never know the full story.
Title: Re: Hacking Outrun 2006
Post by: Well Fed Games on March 11, 2013, 08:22:56 am
and I found some interesting stuff.  First off the programmers must have been bored..... the entire periodic table of elements in listed in the string table. 

Secondly... talk about a universal port... the strings and textures for both the xbox version and psp version are inside the game. 

Ha, that is funny. When you are done sifting through it you may want to submit what you find to http://tcrf.net/The_Cutting_Room_Floor (http://tcrf.net/The_Cutting_Room_Floor), a wiki full of that kind of stuff.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 11, 2013, 03:30:52 pm
Makes you kind of wonder why the pc version didn't get ff if it was produced at the same time as the xbox version.

Because Sumo probably got lazy and figured PC players wouldn't care about such things as FFB. Sumo tried to put the blame on Sega, saying it was their decision to avoid putting ffb in the game, but I find that hard to believe, since the AM2 in-house port of OR2SP for the Japanese PS2 supports ffb, while the US version doesn't. Guess we'll never know the full story.


Parts of the game do seem shoddily produced I'll give you that.  I mean the motion folder that's on the xbox disc, which contains all the xbox FF effects is still included with the game, it's just empty.

Btw, this should be obvious, but just in case anyone doesn't know.... the entire soundtrack is stored in ogg format in the sound folder.  Each song has a preview clip for song  selection, and that actual song.  You can remove both and the song doesn't play or replace it with your favorite songs in ogg format.  I'm trying to find whatever flag is tripped when a song is selected... then the song could be changed in-game instead of just once at the start of the race. 

I was going to change the titles on the radio as well, but apparently those are textures and not strings.  If anybody knows what kind of compression format sumo is using we could probably change the sprites of the game as well.  Just for the record it is NOT szip, I tried that.  ;)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 11, 2013, 09:02:16 pm
I've been a little under the weather, so I haven't got to work on any of my projects this evening, but I thought I might share what I've found out thus far. 

Firstly the idea about hacking the shifter was successful.  If I NOP the up/down shifter functions I can manually set the shift position from 1 to 5.  That should be great for pc shifters.  Now Sega shifters only have 4 gears, but I might have a solution to that as well.  I could merge gears 4 and 5 into a single gear.  When you play outrun in manual trans mode there is a "rev" light that lights up when you need to shift.  I could map hardcoded buttons to gears 1-4 but auto-shift up to gear 5 when you are in gear 4 and the rev light comes on.

I've also managed to NOP the gas as well and manually control it.  It should be easy to block ALL control from the game and use my own direct input methods.  The only one I worry about is the brake.  The game seems to automatically put on the brakes at the end of the race.  If I block it's control the car might keep going, which could end in unintended (and probably hilarious) results.   

I think I've gleemed about as much FF data from the engine as I can figure out.  Here is what I found:

X-Force:  The amount of steering force on the wheel as well as direction, the most important value for a real wheel.  Surprisingly (or to no surprise if you know sega) these values look almost identical to the values that controlled the tilt on the classic outrun cabinet.   

Accel Force:  aka the speed.  Can be used as a multiplier for the x-force or in a fancy sim cockpit be used to adjust the y tilt.  Also can be used to know when to turn OFF effects, like when you are in the menus.   
Decel Force:  aka the anti-speed.  Can be used as a divisor for the x-force, a easy way to detect impacts for both wheel ff and gamepad rumblers, or in a sim cockpit to again adjust the y tilt.

Wheel Traction:  aka are you on the road.  Decreases as you go off road... again, great from gamepad rumblers and subtle wheel feedback.
Wheel Friction:  aka are you off the road.  Increases as you run through stuff, essentially the opposite of wheel traction.  It could be used the same way and it's more sensitive (like it can tell when you are driving on wet roads ect.)

It should be noted that due to the way the tracks are lain out in the game, if you grind into an obstacle (like a guard rail) it effects these two values as you are off road and your accel/decel is effected so it can be used to detect those sort of effects as well. 

Gear Shift Force:  Anytime you shift gears, this quickly decreases down to 0 and then back up to 255.  The game probably uses this to momentarily "pop" the rpm and speed of the car.  For the truly hardcore sim cockpits it could be used for FF on the gear shift.   


So I think I've got 90% of the data needed for real FF.........that's enough to fake it. 
I had originally planned to simply use the newly released troubleshooter 2 to hook up outputs for the game, but considering how much game-specific math would need to be done, I might have to make a custom app.  All of this data would need to be transformed to something mamehooker can use.  Technically it can do it via it's extensive scripting system, but it would be a nightmare to write scripts for. 


But right now I've got other apps that need finished.  Stay tuned from more announcements on this project, but until then this is what I intend to add into 2006.

Fully configurable controls:  Pedals, wheels and shifters can be used from any joystick and/or separate joysticks.  Buttons can be on multiple joysticks as well. 
True Shifter Hack:  Choose between Up/Down Shifter, 5 Button Shifter or 4 Button Shifter
Cruise Control:  It'd just be cool.  ;)
Outrun Radio:  In game songs would be muted.  You can setup your own playlist outside of the game and control it in-game via radio buttons.  Actual radio stations (via internet radio) will probably be supported. 
VR(view) Buttons:  Outputs would be broadcast to control three view lamps.  In addition, the current view would be monitored so three separate buttons could be mapped to each view. 

Fully configurable force feedback:  Each of the forces mentioned above would have an output broadcast.  In addition different forces could be merged and optimized for wheel use, gamepad use and ect....

Restored Internet Multiplayer?  I know where the server address strings are I the game.  I also know there are various VPN apps that still support outrun 2006.  If these vpn servers can be reached via URL, it might be possible to have the game auto-connect to these vpns instead of having to use a third party interface, which isn't exactly cab-friendly.

Hi def sprites?  This could only happen if I figure out the texture format, so it's unlikely. 
Title: Re: Hacking Outrun 2006
Post by: Fursphere on March 11, 2013, 11:08:32 pm
All I can say is that is a very impressive amount of work in a short period of time.   :notworthy:
Title: Re: Hacking Outrun 2006
Post by: deathrow on March 12, 2013, 06:19:32 am
All I can say is that is a very impressive amount of work in a short period of time.   :notworthy:

Second that! Incredible stuff  :notworthy:
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on March 12, 2013, 06:51:21 am
excellent research  :cheers:, I'm in for a multiplayer game I used to use Tunngle with friends.
Title: Re: Hacking Outrun 2006
Post by: isamu on March 12, 2013, 09:23:22 am
I've been a little under the weather, so I haven't got to work on any of my projects this evening, but I thought I might share what I've found out thus far. 

Firstly the idea about hacking the shifter was successful.  If I NOP the up/down shifter functions I can manually set the shift position from 1 to 5.  That should be great for pc shifters.  Now Sega shifters only have 4 gears, but I might have a solution to that as well.  I could merge gears 4 and 5 into a single gear.  When you play outrun in manual trans mode there is a "rev" light that lights up when you need to shift.  I could map hardcoded buttons to gears 1-4 but auto-shift up to gear 5 when you are in gear 4 and the rev light comes on.

I've also managed to NOP the gas as well and manually control it.  It should be easy to block ALL control from the game and use my own direct input methods.  The only one I worry about is the brake.  The game seems to automatically put on the brakes at the end of the race.  If I block it's control the car might keep going, which could end in unintended (and probably hilarious) results.   

I think I've gleemed about as much FF data from the engine as I can figure out.  Here is what I found:

X-Force:  The amount of steering force on the wheel as well as direction, the most important value for a real wheel.  Surprisingly (or to no surprise if you know sega) these values look almost identical to the values that controlled the tilt on the classic outrun cabinet.   

Accel Force:  aka the speed.  Can be used as a multiplier for the x-force or in a fancy sim cockpit be used to adjust the y tilt.  Also can be used to know when to turn OFF effects, like when you are in the menus.   
Decel Force:  aka the anti-speed.  Can be used as a divisor for the x-force, a easy way to detect impacts for both wheel ff and gamepad rumblers, or in a sim cockpit to again adjust the y tilt.

Wheel Traction:  aka are you on the road.  Decreases as you go off road... again, great from gamepad rumblers and subtle wheel feedback.
Wheel Friction:  aka are you off the road.  Increases as you run through stuff, essentially the opposite of wheel traction.  It could be used the same way and it's more sensitive (like it can tell when you are driving on wet roads ect.)

It should be noted that due to the way the tracks are lain out in the game, if you grind into an obstacle (like a guard rail) it effects these two values as you are off road and your accel/decel is effected so it can be used to detect those sort of effects as well. 

Gear Shift Force:  Anytime you shift gears, this quickly decreases down to 0 and then back up to 255.  The game probably uses this to momentarily "pop" the rpm and speed of the car.  For the truly hardcore sim cockpits it could be used for FF on the gear shift.   


So I think I've got 90% of the data needed for real FF.........that's enough to fake it. 
I had originally planned to simply use the newly released troubleshooter 2 to hook up outputs for the game, but considering how much game-specific math would need to be done, I might have to make a custom app.  All of this data would need to be transformed to something mamehooker can use.  Technically it can do it via it's extensive scripting system, but it would be a nightmare to write scripts for. 


But right now I've got other apps that need finished.  Stay tuned from more announcements on this project, but until then this is what I intend to add into 2006.

Fully configurable controls:  Pedals, wheels and shifters can be used from any joystick and/or separate joysticks.  Buttons can be on multiple joysticks as well. 
True Shifter Hack:  Choose between Up/Down Shifter, 5 Button Shifter or 4 Button Shifter
Cruise Control:  It'd just be cool.  ;)
Outrun Radio:  In game songs would be muted.  You can setup your own playlist outside of the game and control it in-game via radio buttons.  Actual radio stations (via internet radio) will probably be supported. 
VR(view) Buttons:  Outputs would be broadcast to control three view lamps.  In addition, the current view would be monitored so three separate buttons could be mapped to each view. 

Fully configurable force feedback:  Each of the forces mentioned above would have an output broadcast.  In addition different forces could be merged and optimized for wheel use, gamepad use and ect....

Restored Internet Multiplayer?  I know where the server address strings are I the game.  I also know there are various VPN apps that still support outrun 2006.  If these vpn servers can be reached via URL, it might be possible to have the game auto-connect to these vpns instead of having to use a third party interface, which isn't exactly cab-friendly.

Hi def sprites?  This could only happen if I figure out the texture format, so it's unlikely.

*faints*

dude if you successfully pull these things off you will be a GOD amongst men!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :dizzy: :dizzy: :dizzy: :dizzy: :dizzy: :dizzy: :dizzy: :dizzy:

This will be the most incredible ---smurfing--- accomplishment I have EVER SEEN IN MY LIFE HERE ON EARTH!!!!!!!!!!!!!!!!!!  :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy:

I will post this to neogaf and tell all my friends about it!!!!!!!!

KEEP US POSTED BRO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: Hacking Outrun 2006
Post by: isamu on March 12, 2013, 09:38:08 am
Oh and something I forgot to mention Howard.... a long time ago when the game first came out, I experimented with the idea of manipulating the track layouts in the game. Believe it or not you can actually re-arrange the default course order in the game by copying and pasting over the appropriate track files from each track folder.

When I tried it I actually pulled it off but not without the game crashing/glitching out. It would be random but sometimes if sorted the order differently so you'd go for example Sunny Beach>Jungle>Waterfalls>Forest, it would work, and then other times when you reach the end of the course as soon as the next one is supposed to appear you'd either drive into "nothingness" or be blocked by an invisible wall with nothing beyond you.

It was weird and very glitchy but the fact that it worked sometimes is I think good reason to believe it's something worth exploring. I think it is possible to re-arange the track order successfully without glitches, with some proper modding/hacking. Check out the track files and folders and see for yourself.
Title: Re: Hacking Outrun 2006
Post by: isamu on March 12, 2013, 09:43:31 am
Shoo....with all these magnificent things you're doing Howard, I think the possibilities are ENDLESS!  :cheers:  At this rate who know what else is possible! JoGcon driver support in PCSX2 so we can have true and proper FFB in Ridge Racer V? FFB support in Rave via MAME? USB emulation in PCSX2 that will open the doors for Logitech FFB wheel support so we can get proper FFB support in the Gran Tursimo games? The sky's the limit!!!!!!!!!!!!!!!!!!!!!!!!!  :dizzy: :dizzy: :dizzy: :dizzy: :dizzy:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 12, 2013, 05:18:31 pm
In regards to the game assests I just need somebody to figure out the compression, then it would be quite easy to edit most things in the game. 

This game was first released for the classic xbox right?

Well if you go into the "sprites" folder, you'll find files like this:

spr_effect_xst.sz

.sz is obviously a compressor file extension, the reason I know this is because every file, be it the tracks, or the textures ect has the file extension .sz.  Sumo did this with sfiv as well, only they used the emz extension/compression.  So take that away and the name of the file inside is "spr_effect.xst"  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. 

The sound effect files, they are probably already editable because they aren't compressed.  There was a media player for the xbox that could play sound files from various games... one of the supported formats were the outrun 2006 "pak" files.  If you look in your "sounds" folder now, everything is either in ogg or pak format. 
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on March 12, 2013, 08:10:11 pm
In regards to the game assests I just need somebody to figure out the compression, then it would be quite easy to edit most things in the game. 

This game was first released for the classic xbox right?

Well if you go into the "sprites" folder, you'll find files like this:

spr_effect_xst.sz

.sz is obviously a compressor file extension, the reason I know this is because every file, be it the tracks, or the textures ect has the file extension .sz.  Sumo did this with sfiv as well, only they used the emz extension/compression.  So take that away and the name of the file inside is "spr_effect.xst"  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. 

The sound effect files, they are probably already editable because they aren't compressed.  There was a media player for the xbox that could play sound files from various games... one of the supported formats were the outrun 2006 "pak" files.  If you look in your "sounds" folder now, everything is either in ogg or pak format.

changing the correct files then you can reach the bonus??

 Outrun 2 - Daytona USA 2 bonus track (http://www.youtube.com/watch?v=D6Xjxze7lCw#)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 12, 2013, 08:12:16 pm
possibly... I'm not sure to be honest. 
Title: Re: Hacking Outrun 2006
Post by: isamu on March 12, 2013, 09:31:29 pm
Interesting post Howard. Didn't know the had all those assets from the original xbox 1 version. Somehow I seriously doubt the bonus Daytona 2  tracks from OR2 xbox are in this game. It was explicitly removed deliberately by Sumo for the sequel, due to some sort of memory issue if I remember reading correctly. I could be wrong though who knows.

Hell I'd settle for a normal course editor that changes the routes...that would be bananas!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 16, 2013, 07:37:39 pm
I don't have a lot of time for this stuff right now, but I was playing around with rad tools to see what we can do about the 4:3 title screen. 

The game uses a standard bik file for the title screen which is a good thing... with rad tools we can convert nearly anything, even a series of images, into a bik movie. 

I took a jpg of the title screen for online arcade just as proof of concept and it seems to work pretty well. 

The question of course is what to replace it with.  I had assumed I could find the hd attract sequence to online arcade somewhere on the net, swap out the title sequence bit and be done with it, but the title sequence doesn't seem to be out there.  Anybody know where I can find it?  Regardless for the little looping flag title screen it should be possible to replicate it in hd.  Not sure about all the cheesy cg racing sequences afterwards. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 16, 2013, 08:47:40 pm
Forgot to mention something. 

I extracted the xbox 360 version of the game for reference and while some parts of the game have been altered, the sprites folder has the same files in it.  If these have been upscaled then I should be able to just drop them in and boom.. hd sprites. Currently replacing the sprites crashes the game, but I think they are getting corrupted with the extraction process as they just look weird in the hex editor compared to the other ones. 

The problem is the tool I used seems to be busted... or at least I'm guessing it is as some of the files on the 360 version are actually smaller. 

I'm currently using wxPirs.exe to do the extraction.  If any 360 hackerz out there want to chime in I'd sure appreciate it. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 16, 2013, 11:30:25 pm
Well this is an interesting development. 

Had some more time tonight so I thought I'd try it again.  While I haven't had any luck with the sprites, the assets in the "common" folder DO seem to work on the pc version.  This includes the shaders that add the lens flair among other things.  So the engines assests do seem to work together.  I think I'll have to add them in one at a time to see which ones work and which ones don't. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 17, 2013, 04:12:46 am
Ok Envalgelion is off so I finished up a bit with my experiments. 

Interesting stuff.  The models on the 360 version are in another format, so they don't transfer over.  Ditto with the sound.  We really don't want the 360 sounds anyway as the major different is they've been compressed a lot to make the xbla title smaller. 

Shaders and similar effects files transferred over just fine.  They add a subtle yet noticeable improvement to the graphics.  The game now has a sun, lens flares, improved water and weather effects and most notably the traffic has shaders applied so it doesn't look so out of place with the highly detailed player cars. 

Scripts, stages and other misc files transferred as well.  I'm not sure what difference they make really, but my install is now running the 360 versions.  What surprised me is how much they cut out of the 360 version.  It's really bare bones compared to 2006. 

I'm still having trouble with sprite replacement, which is what I was really after.  I need to determine if the reason the game crashes is because of the files themselves or because it is expecting certain dimensions ect...  I can do that by shuffling around some of the pc version's sprites. 

The sprani folder is interesting.  Apparently it controls sprite placement and animation.  When I installed the 360 versions all the sprites were in the wrong place, coming on at the wrong time ect... Makes me think if the graphics format was ever figured out we could completely re-do the hud. 

Also in the scripts folder are various "load stage x" scripts.  Alongside that is a omnious "test stage" script.  Perhaps a stage select script?  Perhaps a prototype level?  I'm off to find out!

Anyway, this version of the game is much more similar to the classic xbox interations of the game than the 360/ps3 ports, so it may be possible to swap out the bonus stage on outrun 2 afterall. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 17, 2013, 05:09:44 am
Wow these scripts are pretty interesting. 

I misunderstood and thought they were named "request" because they were used for loading the stages (aka requesting them) but I guess I should have thought more literally.  They are actually the request lists for the tracks.  You know, all the pointless crap your gf asks you to do?  The "test" script I found can replace the script for any stage and all the requests will be turned off.  You'll get an E rank (sorry no cheaters) but you will be able to run the stage without the game crashing.  As for the other scripts in general they can be swapped out, offering different challenges for different tracks, but the donor script needs to have the same number of challenges as the original or the game will lock up. 

My guess would be that the positions on the track where a request event happens is hardcoded, but which event happens isn't.  Also the PSP and PS2 request scripts are included for some reason.  You can swap the outrun 2 and outrun 2sp scripts with either of these and they will play just fine. 

Anyway this explains why the game would sometimes crash if you swapped the stages around... the scripts need to be swapped with them. 

I'm going to try to track down a version of outrun 2 and pull the bonus stages off of it.  You never know. 
Title: Re: Hacking Outrun 2006
Post by: BadMouth on March 17, 2013, 09:22:55 am
That's some crazy stuff! 

Would it be possible to make a version that loads straight to the arcade version contained in 2006, bypassing all the other menus?
Title: Re: Hacking Outrun 2006
Post by: isamu on March 17, 2013, 11:46:21 am
Wow

Geezus Kreiss Howard you're on a roll dude! I think I speak for everyone when I say reading your posts about the progress you're making is FAR more enjoyable than any book, newspaper or graphic novel/manga I've ever read  :lol Hell i could read your posts all day man, keep 'em coming!

Being able to swap stages would be bonkerz. What if we could link as many stages as we want. Would be cool to drive through say, 100 stages in one continuous route. And if that includes the daytona/scud bonus stages that would be even more outrageous!  :applaud: :afro:

One question though..... you mentioned the PS2 version and it got me thinking about the FFB side of things....since you've proven certain things can be placed from one version of the game to this one, why don't you explore the possibility of putting in the ffb code from the Japanese version of OR2 SP for Playstation 2, instead of that motion code in the PC version? I believe the PS2 version has full support for all Logitech ffb wheels. Is this feasible? I can slang you A CUP OF TEA if ya need it.
Title: Re: Hacking Outrun 2006
Post by: isamu on March 17, 2013, 11:48:41 am
Ok Envalgelion is off

How could you mangle the name of such a good show? It's "Evangellion". ;) ;) ;)  Great show, but Macross is better  :burgerking:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 17, 2013, 02:00:31 pm
The menus, at least at first glance seem to be hardcoded into the game.  Their graphics aren't, but that's another story. 

Nearly everything else is exposed though.  I would really like it if somebody more familiar with binary data formats would look at the scripts in the scripts folder.  It's one of the few uncompressed file types in the game so it's perfectly readable and it doesn't seem overly complex.  Aside from the scripts I mentioned there is some really cool stuff in there.  For instance there is a script called OR2_Goals, which appears to contain all the positions where your time gets renewed.  The outrun mile values, the network racing track order, virtually anything that doesn't involve a model or texture in the game is exposed. 

It reminds me of SFIV to be honest.... the game menus and ect is locked down but the characters stages and moves are not. 

isamu:  The ps2 doesn't support directx-style force feedback.  If it did they'd have to play money to M$, and you know they aren't doing that.  FF would have to be enabled in the game exe anyway so it wouldn't matter.

Doing stage re-ordering and looping is probably possible, at least in outrun mode.  While I can't figure out the format exactly there is enough of a pattern to understand where sections start and stop in these files.  I might try to find the goal data and replace all the first few with the first section (I'm assuming the "beach" stuff?) and see if I can make an infinite loop. 

Yeah I know how to spell it, it was 4 am.  Adult Swim showed the first film (actually 1.11).  It was interesting to see the characters in hd, but the pacing seemed rather rushed.  I had avoided the films up until now but I think I might give them a try. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 17, 2013, 06:26:28 pm
I'm stuck in the house today... still a little ill and it's frikkin freezing outside. 

I tried a stage swap and it was pseudo successful. 

There appear to be three major elements to a stage.... the requests script, the stage itself, traffic data (haven't found that yet) and the goal position. 

So long as the request script and stage naming is correct you can swap any stage BUT  when you reach the end of the stage there isn't any split.  Or at least it isn't where it's supposed to be. 

Check it out:

(http://img841.imageshack.us/img841/5780/beachtofalls.jpg)

Look up in the sky!  It's the road split!  :D

Anyway I was half correct in my theory, so long as you replace the requests file as well the game doesn't crash, you just can't go anywhere after the stage is over.  The traffic is also missing, but I think that's in another script.  The "goals" script I mentioned before almost certainly is what's positioning the road split, because when I run an individual stage in heart attack mode the "retry quit" lane change indicator pops up a mile or so before the end of the stage.  I might try swapping around some of those sections to see if I can get a change. 
Title: Re: Hacking Outrun 2006
Post by: isamu on March 17, 2013, 07:17:30 pm
Wow I think that almost exactly what happened to me when I tried to swap the tracks by simply copy and pasting the files long ago. Just stop the car into nothingness. Crazy. Well, at least your making progress and figuring out what's needed for a proper stage swap.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 17, 2013, 07:30:27 pm
Yeah I guess it's something.  There are like 12 folder in outrun 2k6, it's only obvious what about half of these folders contain, so it may just be a simple as more files needing swapped. 

I finally got a copy of outrun 2.  Then I found the ancient program needed to extract it.  THEN I found yet another more obscure program that converts the cvm files inside into a iso file. 

And I'm stuck again.  The xbox files are named differently due to the 8.3 file length limitations.  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. 

I mean I might be able to just rename the files, but I doubt it. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 18, 2013, 07:27:00 pm
I'm going to have to put this away for now.  Troubleshooter needs a new release and mamehooker desperately needs one. 

In the mean time, do we have any Linux nuts out there that are familiar with gzip?  I looked at the files in outrun2 a little closer and they appear to still be some form of gzip, they just don't have a header.  I've heard that this is an issue for servers all the time and I was wondering if someone might have a solution.  I can send files to play with if need be.  It it's core gzip is just lz compression so it might be possible to manually open these, but I don't know what I'm looking at. 
Title: Re: Hacking Outrun 2006
Post by: isamu on March 18, 2013, 07:48:30 pm
Someone get this man a gzip expert ASAP!!!!!!!  :lol

Seriously though if putting the project aside means an imminent Hooker release then I'm all for it. A new version of Hooker is something I know you've been working on releasing for a long time now, and I'm eager to see how well it jives with my ffb wheel with the whole MAME center spring issue and all that. So it's all good. Come back to this later.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 20, 2013, 08:25:54 am
Since I'm stopping for a bit, here is my updated cheat engine file. 

Tons more variables including the rpm, some menu variables, ect....
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 21, 2013, 04:37:53 pm
I'm currently working on troubleshooter atm, but I'll jump back to this from time to time. 

I was wondering if anyone can actually confirm that the 360 version of the game actually has hd sprites?  Been looking at snapshots of the "online arcade" version of the game, and the hud in particular just looks like the sprites were just upscaled via filtering.  The reason I ask is even the Lindbergh version of the game only runs at 800x480, which is still 480p, just widescreen.

Most of the graphics in the game are quite simple and if we ever find a way to extract them it would be easy to re-create 1080p versions by hand, but the sprites of the girlfriends would be hard to reproduce.  Back in ancient times there were wallpapers of the girls with all of their reaction poses, but sega took the site down long ago.  If anybody has those, post em.   
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 21, 2013, 09:10:22 pm
It bugs me when a problem defeats me, so I keep coming back to this regardless. 

In terms of high-res textures, there is another way, but it might be a bit above my pay grade.  We could use a specially coded proxy dll to intercept all directx-calls.  The dll could then log a list of all the textures loaded in game and dump them to files as it goes.  Then any "create texture" calls could be intercepted, and checked against the list... loading the external files instead.  Again, a bit above my pay grade... I've never done a hook that complex but it boggles my mind that all of these texture/model rippers exist and yet none of them have texture replacement options. 

I did download a ripper just to see what outrun is using and it appears to be standard d3d9 with some 8 mixed in.  I manged to rip most of the texture menus from just a single rip. 

Here's a sprite sheet for the characters:

(http://img46.imageshack.us/img46/14/charsn.png)

As you can see they are pretty low res.  The game is meant to run at 480p, and since any graphical upgrade we do better at least be at 1080p, all textures would have to be up-scaled 225% and re-worked if possible.  90% of the menu/hud graphics in the game use generic fonts or easily re-worked images.  I think in the case of the girls, I could probably find some official wallpaper and work them in.  It's just getting the textures back into the game. 
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on March 22, 2013, 01:10:26 am
something can be done manually but it would at least, is a lot of work.
Here I leave some pictures that I was playing with textures change in the past

(http://i.imgur.com/lOrMCo6.jpg)

(http://i.imgur.com/PFF9EBN.jpg)
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on March 22, 2013, 01:19:07 am
and with this I have finished putting textures model3  :dunno

(http://i.imgur.com/A9a1uUq.jpg)

(http://i.imgur.com/wUP1wlX.jpg)
Title: Re: Hacking Outrun 2006
Post by: isamu on March 22, 2013, 01:21:08 am
It bugs me when a problem defeats me, so I keep coming back to this regardless. 

In terms of high-res textures, there is another way, but it might be a bit above my pay grade.  We could use a specially coded proxy dll to intercept all directx-calls.  The dll could then log a list of all the textures loaded in game and dump them to files as it goes.  Then any "create texture" calls could be intercepted, and checked against the list... loading the external files instead.  Again, a bit above my pay grade... I've never done a hook that complex but it boggles my mind that all of these texture/model rippers exist and yet none of them have texture replacement options. 

I did download a ripper just to see what outrun is using and it appears to be standard d3d9 with some 8 mixed in.  I manged to rip most of the texture menus from just a single rip. 

Here's a sprite sheet for the characters:

(http://img46.imageshack.us/img46/14/charsn.png)

As you can see they are pretty low res.  The game is meant to run at 480p, and since any graphical upgrade we do better at least be at 1080p, all textures would have to be up-scaled 225% and re-worked if possible.  90% of the menu/hud graphics in the game use generic fonts or easily re-worked images.  I think in the case of the girls, I could probably find some official wallpaper and work them in.  It's just getting the textures back into the game.

Howard I'm confused....what exactly are you trying to accomplish with the game as far as textures go? Are you trying to import textures from the original Outrun 2006 Xbox 1 game, the pseudo-reworked online arcade 360/PS3 version, or both? If so, doesn't the PC version already contain the absolute best textures out of all versions?

I remember SOL telling us that all versions of 2006 looks inferior to the PC version. He even admitted that even OR2SP Deluxe for Lindbergh has lower quality textures than the PC version, even the Linbergh version's textures were ripped from the high res pc version. Another friend of mine went to Japan and played the Lindbergh version and he felt the graphics did not look as good as the PC version. Can you give us some insight into why you feel it is worth attempting to import inferior looking textures from the other versions of the game? Or are you doing something else entirely? Just curious.

By the way, with all that having been said, I don't have the PC version installed at the moment but from I recall, its textures, while not bad, aren't SUPER DUPER night and day better than the 360/PS3 OOA version. It's been ages but should reinstall it to see for myself, but I'd rather save the hard drive space until you get this whole project out the door with the remapping, ffb, and all that jazz LOL.
Title: Re: Hacking Outrun 2006
Post by: isamu on March 22, 2013, 01:24:04 am
WOW nuexzz that's wild amigo!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 22, 2013, 02:57:36 am
Nuexzz: you'll have to compare notes with me on what method you used. 

isamu:  Basically the hud in the game looks like crap.  It doesn't look much better on the 360 version but I've decided to re-work everything anyway.  The car textures and the stage textures, ect, they'd held up really well.  There's not really any point in touching those.  I can live with the stretched menus and what not, but the in-game hud really needs re-worked.  Fortunately, most of it is just text and the outrun style font is available, so it'd just be a matter of typing out all the text with a ttf and re-saving to a texture.  Then what's left is the giant yellow timer at the top of the screen (fairly easy, just 9 digits) and the speedo.  It would be really nice to replace the character sprites as well as they've aged poorly, but that might not be 100% possible. 

The main reason I'm looking into it, is because I'm at least going to have to do a basic hook for the new outrun radio feature. It would probably be a good idea to display the song title when using the radio buttons. 

Also there are other strange graphical differences I'd like to address, they are minor, but they bug the hell out of me. 

Examples: 

Clarissa has been censored... no clue why, but they put a undershirt on her.  Which isn't a big deal, but they kind of shopped it in (or at least it looks that way) so all of her sprites look a little fake.  I believe Holly has been altered as well.  The main thing though is those stupid keyboard icons.  For some reason they decided to put keyboard keys on the menus to tell you to switch songs, ect even though these functions are mapped to various in-game controls like the gas pedal, the horn or the view button.  I would like to swap these out with the or2sp icons, which is what the arcade uses and is more helpful. 
Title: Re: Hacking Outrun 2006
Post by: isamu on March 22, 2013, 03:12:42 am
Ahh OK I understand. That's cool man, thanks for the clarification. Well let's see what ya can come up with  :cheers:
Title: Re: Hacking Outrun 2006
Post by: johnriper on March 22, 2013, 03:53:49 am
and with this I have finished putting textures model3  :dunno

(http://i.imgur.com/A9a1uUq.jpg)

(http://i.imgur.com/wUP1wlX.jpg)

now that hd textures for daytona are complete can you please upload them so we can all try them?
i m using your hd textures you send me but it was incomplete, some were missing and the game was amazing.
thanks
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on March 22, 2013, 04:37:41 am
SAFE! today let me stay
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on March 22, 2013, 04:52:49 am
@Howard  the program can replace textures (DX games only) then with a scripts or launcher can be very professional work
https://code.google.com/p/texmod/wiki/uMod


also here the introduction of sound modification Daytona 2 Power Edition  :blah: :blah:

(makes a backup of your Beach_wave.ogg please)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 22, 2013, 01:43:02 pm
That program you linked to is pretty asweome man! 

I should at least be able to fix the hud with this, thanks. 

Playing around with it you know what I found that was interesting?  For whatever reason they changed the timer font between outrun 2 and outrun 2006.... the old font is still in there though. 
Title: Re: Hacking Outrun 2006
Post by: Malenko on March 22, 2013, 01:51:48 pm
so where can I get that HD Daytona?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 22, 2013, 03:39:28 pm
Nuexzz:

Did you have any luck with resizing textures?  I can't seem to get umod to accept a modified texture unless the dimensions are exactly the same. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 26, 2013, 06:37:39 am
I'm not working on this ATM, currently busy with real world pursuits, but I asked around over at the Cheat Engine forums in regards to blocking/injecting textures and DarkByte almost instantly replied with a version of CE that can do at least half of that. 

And today another member played around with the sz files and recognized the format. It's just straight zlib compression.  After that, there are multiple files in each sz.  He recognized a few important ones... xpr0 (.xbx or xbox image file) and DDS (a .dds or directx texture file).  So with a little bit of work I should be able to at least extract the textures.  I've already pulled a few out manually with a hex editor and they look fine and uncorrupted. 

With this knowledge I looked at the xbox and xbox360 versions.  Their files are raw zlib compressed as well.  Upon opening them up, the 360 is using some strange format, but the xbox seems to be using compatible files.  So that stage injection might happen if I can ever figure out how to properly pack the files back in. 

I might take some time tomorrow to make a extractor program and release it so you all can play around.  It shouldn't take more than 20 min or so. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 26, 2013, 10:06:47 pm
Ok, as promised, here's a little app to let you poke around in the  sz files in outrun 2006.  (Or any of the outrun 2 variants really). 

Couldn't be simpler... browse to a file, hit "un pack" and you'll get a folder based on the file name in the app's path that contains all the files I could find.

You'll need the common dialog control, but I figure everybody has that, so I'm not including it.   

In releasing this in hopes that some other people can example the files and figure out some stuff.  The "00000000.xxx" file is the unknown header format at the top of the archive.  Also keep in mind I'm manually searching for dds and xtx files via their headers, so there could be other files mixed in there as well.  So unpack some files and play around. 

dds files are direct draw surfaces (aka directx textures) there are tons of apps and photoshop plugins that will let you view these, including the official Microsoft directx viewer.
xtx files are xbox texture files, I'm not sure where to find the tools to open these... they seem to have been lost to time, so if you have em post it!   

Re-packing will come later once I figure out the archive format and I start working on this again. 
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on March 26, 2013, 11:25:38 pm
decompressor awesome! you created it?

OutRun2006 Coast 2 Coast\OBJ\obj_end_newy_pmt.sz (101.DDS)
(http://i.imgur.com/CJMfAdJ.jpg)

Now as we compress?

I send the program by private :cheers:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 27, 2013, 03:53:47 am
I'm using offzip, a freeware zlib decompressor to decompress everything.  Then my app takes the giant file and splits it up into the header and individual images.  Technically speaking I've got the code in there to recompress, but I don't know the header format, so any packages you change most likely won't work anyway.  I'll look into it eventually. 


Thanks for the program, I'll try it out!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 27, 2013, 05:52:40 am
Ok bugfix time!

I was playing with the extractor a little this morning and noticed a couple of goofs on my part.  For one thing I check for dds files first and then only check for xpr0 files if those aren't found.  I assumed that a package wouldn't have both types in it, but I was wrong.  So I've fixed that.  Also I was writing back to the files as string, so it added an extra couple of bytes to the end of each file, so I fixed that as well. 

So here you go... again, I'll look into the header later on. 

It actually looks vaguely similar to the pack format that the Wii uses.  No file names though, which makes it really awkward to name these things. 
Title: Re: Hacking Outrun 2006
Post by: MartinJames on March 27, 2013, 06:43:55 am
Keep up the good work!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 27, 2013, 07:17:56 am
I can't help taking a peek. 

Man this game is weird.  Go to the "Driver" folder and extract those files. 

driver_gal is the Japanese version of Clarissa.  Notice her top is low cut.  Now driver_gal_usa is the one that the game actually uses.... note that The texture is exactly the same only there is an additional texture in the folder.  Look closely and that is her blue undershirt!  So I was correct in the assumption that the censorship was a last minute hackjob and that's why she looks so funny.  So to uncensor her for the live-action cut-scenes, backup your driver_galusa file, and make a copy of the standard version and rename accordingly. 

Oh but it gets stranger. 

Go to the driver_rival folder.  Why is Jennifer's default texture in there?  She's not a rival!  Also note that you have various skins of Jennifer, Clarissa and the Driver.  This is for the rival cars of course but if we ever get a working packer, we could re-skin the main characters quite easily. 

Oh but you haven't seen the worst of it. 

Go to the driver_special folder.  This is the only place where we find any textures for Holly and seeing as how she doesn't have any cut scenes, this must be the textures that are actually used when racing.  No wonder the drivers look crappy compared to the car... the textures used are ONE QUARTER the resolution of the textures in the other two folders!  Why?  Why would you do this on the pc version? :banghead: :banghead:  It's even stupider considering you are already using better textures for the exact same model elsewhere in the game. 

If we can figure out the texture packing one of the first things I'm going to do is simply drop the high res textures into this folder and pack it back up.  Utterly ridiculous!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 27, 2013, 07:32:51 am
Oh but wait, there's more. 

If you go into the "chr" folder and extract "obj_chr_gal_usa_pmt.sz"  you'll find yet another version of poor old Clarissa.  This time the textures are of an even higher res, with each individual body part getting a 256x256 texture.  Again, why not just use this texture set all the time?
Title: Re: Hacking Outrun 2006
Post by: MartinJames on March 27, 2013, 08:06:03 am
Sounds like Voodoo programming to me and get it out the door as quickly as possible.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 27, 2013, 08:48:32 am
It gets worse actually.  The xbox textures are in there as well.  On some of the sprite sheets you can find xbox buttons, an xbox controller, the "official" outrun steering wheel that I don't think got a release in the states ect... The game is just full of garbage.  This is probably why the loading times are so long. 

What it looks like to me is the xbox version had highly optimized sprite sheets to help with it's lack of ram, so you'll find the same images in various locations because the xbox could only handle one or two big textures at a time.  Then when it came time to release a pc version sumo just got lazy and didn't "unoptimize" everything back to the way it should be. 

Also something interesting is the Sega AM2 logo is in the game, but it never shows up anywhere.  I guess they were ashamed of the port?
Title: Re: Hacking Outrun 2006
Post by: MartinJames on March 27, 2013, 09:04:41 am
While you are there, any chance of it booting straight into the arcade version? Oh and add multiplayer - cos its that simple :)
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on March 27, 2013, 11:35:49 am
m.. remember when compressing again. sz that has exactly the same size as the replaced.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 27, 2013, 12:44:42 pm
Well that would be a little hard... if you do any editing of the images the size is going to be different.  But I'll cross that bridge when I come to it. 

Anyway, first hack is ready, although it isn't much of one. 

I'm calling this one the "boobie" hack.  Backup your charset.bin in your common folder and replace it with this one.  In the 2006 part of the game Clarissa is now uncensored. 

Of course there aren't any endings in the 2006 mode, so you rarely get to see her, but still, that's part of it done anyway.  OR2 mode seems to have these files hard-coded.  I can swap em out but I get severe animation errors and the game freezes on the endings... so yeah, those will require re-packing. 
Title: Re: Hacking Outrun 2006
Post by: isamu on March 27, 2013, 12:48:14 pm
Sounds like Voodoo programming to me and get it out the door as quickly as possible.

Then when it came time to release a pc version sumo just got lazy and didn't "unoptimize" everything back to the way it should be. 

That's Sumo for ya.

Quote
Also something interesting is the Sega AM2 logo is in the game, but it never shows up anywhere.  I guess they were ashamed of the port?

I wouldn't be surprised. The only impressive thing about these ports of OutRun 2 is that they got them to run at 60fps on consoles. That's about it. Everything else about them is a buggy mess.  :dizzy: I can't tell you how many times the PC version has crashed on me during the loading screen. I'm sure it has for you as well Howard. But hey, it'll be worth re-installing this POS for true force feedback and online multiplayer someday  :applaud:
Title: Re: Hacking Outrun 2006
Post by: Fursphere on March 27, 2013, 01:11:06 pm
Just for the record, I've been playing Outrun 2006 (PC version) quite a bit lately and it has yet to crash on me.  Windows 8 x64 system. 
Title: Re: Hacking Outrun 2006
Post by: isamu on March 27, 2013, 02:23:45 pm
Just for the record, I've been playing Outrun 2006 (PC version) quite a bit lately and it has yet to crash on me.  Windows 8 x64 system.

steam or disc version?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 27, 2013, 02:48:16 pm
I haven't had any issues either. I'm running the old multi-region dvd version. 
Title: Re: Hacking Outrun 2006
Post by: Fursphere on March 27, 2013, 03:29:52 pm
Just for the record, I've been playing Outrun 2006 (PC version) quite a bit lately and it has yet to crash on me.  Windows 8 x64 system.

steam or disc version?

I think my copy came from the disc version...  ;)

Title: Re: Hacking Outrun 2006
Post by: isamu on March 27, 2013, 06:23:04 pm
Interesting. Oh well who knows what causes crashes for me. I can also mention that there's another bug where let's say you enter your license information and name, etc....well that info seems to get corrupted once you enter the controller config menu for some reason, and basically your save data is useless. Weird.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 27, 2013, 09:41:04 pm
So I hooked up the re-packer.  I still don't know that header format yet, but it does repack an identical file for the ones that extracts, so at least that much is done. 

I tried to change a texture but the game crashed.  That header defiantely has something to do with the file size.  So I padded it with 00's and then re-packed....  the game didn't crash!  Unfortunately I can't find the texture I replaced in the game though.  The textures are really a mess, so I'm going to have to replace something super obvious like the title screen. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 27, 2013, 10:40:47 pm
Success! 

I re-packed clarissa's ending textures with a fully transparent texture for her undershirt so it would be obvious.  Sure enough it worked just great!  Too bad her us model has a small hole at the bottom of her chest.  (Women... am I right guys?  ;) ) So I'll probably have to swap out the model as well, but honestly it's hardly noticeable. 

So no hi def textures yet, but at least I can fix the censorship, ditch the keyboard button icons and maybe clean up some of the really sketchy textures...  the "press start" texture is particularly rough and it has to do with a poor alpha channel, not the file size. 

No release of the texture editor tonight, I'll have to clean it up a bit, but it's on the way. 

Boy I'm glad I had the day off today... I got a lot accomplished!
Title: Re: Hacking Outrun 2006
Post by: charlieram on March 28, 2013, 01:07:30 am
I must congratulate you on the work you've done so far. I was always a little underwhelmed with the PC version, mainly because of the lack of FFB. I am really looking forward to digging this out for my old driving cab.
Title: Re: Hacking Outrun 2006
Post by: isamu on March 28, 2013, 12:30:25 pm
Good progress dude!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 28, 2013, 01:27:55 pm
Yeah I feel like I'm getting somewhere finally.  Now maybe I can walk away from it for a while knowing that there is a solution to the problems I wanted fixed.  I refuse to let any mere program get the better of me.  ;)

I've kind of got a homework assignment for you guys.  I know around here it's all about emulation, but some of you guys frequent forums that deal with real hardware, racing sim sites ect... I'm hoping everyone can spread the word and maybe someone out there owning a outrun 2 cab can get us some pics/vids. 

I mentioned earlier that something that really annoyed me was the keyboard icons in 2k6.  It makes you think that you need a keyboard to navigate when in actuality all of these functions are also mapped to the car controls.  The arcade versions of the game don't do this... they have icons representing all the controls when you are in the menu. 

I really need a good screen grab of said controls. 

This is the best I could find thus far and I pulled them off a youtube video and stitched them into this screenshot. 

(http://img208.imageshack.us/img208/9086/outrun2icons.png)

In addition to this, there is also a yellow start button icon. 

It would be nice if somebody that owns a outrun 2 board could get me a screen grab or two or better yet the arcade attract mode video.  (Which has a how to play portion that shows all the icons) 

Or if somebody wants to fire up their favorite 3d editor and re-create these that'd be cool too. 
Title: Re: Hacking Outrun 2006
Post by: BadMouth on March 28, 2013, 02:05:33 pm
I mentioned Andy Geezer in another thread.  It was in the back of my head somewhere that he had done a custom version of a Sega racer with widescreen and custom music.  I was thinking it was a model 3 game, but it's actually Outrun 2.

Outrun 2 SP Special Edition - music choice #3 (http://www.youtube.com/watch?v=TaWOz4a8Bmc#ws)
"Outrun 2 SP Special Edition is a special version of Outrun 2 SP running on a Lindbergh hardware, and features improved feedback steering, high resolution 16:9 graphics and new OST. All improvements done by me to improve what I think is one of the best driving games of all time."


The guy probably knows these Sega machines better than anyone.
You might see if he'll help you out.
http://www.tms-designs.com/theshed/default.asp?maincat=-1 (http://www.tms-designs.com/theshed/default.asp?maincat=-1)

Sorry for not remembering this sooner.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 28, 2013, 02:12:44 pm
Yeah I ran into his videos a lot. 

What's nice about the Lindbergh is it's essentially a Linux box, so he might be able to re-direct the video out to a capture card.  That is if he's willing of course. 
Title: Re: Hacking Outrun 2006
Post by: BadMouth on March 28, 2013, 02:18:17 pm
Yeah I ran into his videos a lot. 

What's nice about the Lindbergh is it's essentially a Linux box, so he might be able to re-direct the video out to a capture card.  That is if he's willing of course.

I believe that cabinet has been sold.  I was thinking more along the lines of him having a backup of the work he did and sharing the real image files.
He's been very helpful to the devs of Supermodel, Makaron, & Demul.
Title: Re: Hacking Outrun 2006
Post by: BadMouth on March 28, 2013, 05:44:35 pm
Not sure if these would be of any use.....
http://archive.videogamesdaily.com/news/200607/107_p1.asp (http://archive.videogamesdaily.com/news/200607/107_p1.asp)
Title: Re: Hacking Outrun 2006
Post by: Boomslang on March 28, 2013, 05:48:38 pm
I have Outrun 2 on lindbergh, but I don't have a capture card unfortunately. It does output via HDMI, best I could do is some photos from screen.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 28, 2013, 07:53:00 pm
Yeah that's extremely helpful BadMouth.  It's too bad about the watermark though.... runs all the shots of the gas pedal and most of Clarissa's uncensored expressions would be on there as well. 

*edit* Oops.. nevermind didn't see the last shot.  So yeah, that looks like most of the icons right there.
 
Boomslang:

I'll get back to you.  Once we are further along I might send you something to use if you are willing. 

Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 28, 2013, 08:14:46 pm
Well I feel bad asking you guys for that stuff now. 

You know where I mentioned that the game is full of garbage files aren't used?  Well in the ranking archive (which makes no sense btw), I found a sprite sheet that contains The start button icons, the wheel icon and both the gas and brake icons.  I haven't found the VR icon yet, but I'll keep looking.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 28, 2013, 09:36:37 pm
Man this game has some odd stuff in it.  Since I've found hidden gems already I went ahead and extracted the entire sprites folder.  The Outrun 2 special tours arcade title screen is in there... it's done via sprites instead of a video like 2k6's is.  Also more xbox garbage.  I also found bits of the Japanese select screens from outrun 2 mode (looks like special tours arcade).  They use the icons I've been searching for.  Afaict, the game actually uses these backgrounds, but use a bit of an image to cover up the icon portion of the screen so that they can use the cruddy keyboard icons instead.  So If I adjust the transparency I might be able to get the icons back automatically. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 29, 2013, 12:34:30 am
Ok I wanted to do a test before releasing the new extractor packer, so I made up new buttons for the menus (still low res, but better than before). 

Check it out:

(http://img580.imageshack.us/img580/9898/newbuttonsprev.png)

This pagkage is far from complete.  The arcade game didn't have a horn button, so for now I've just put the old outrun wheel badge in there and to be honest it looks awful.  The shifter Image I'm currently using doesn't have an arrow indicating that you need to down shift to go back.  There is an image that has this, but it has the whole dash attached, so I'll have to cut it out.  Also the game uses a different "tab" image for each menu, so the gas pedal hasn't been replaced yet. 

Keeping all of that in mind, here is the patch:

Back up your spr_SPRANI_ETC_CVT_Exst.sz file and extract this in your sprite folder.  Sorry foreign friends, but I only did the English version (the "E" in exst stands for English)  If you want to do another country you'll have to wait until tomorrow when I release the packer. 

One thing that I noticed was that these ridiculously small textures, like the ones used for the buttons, have really bad compression on them (dtx5, which is virtually no compression)  So even if we don't figure out the header, I can probably at least double the size of most textures and just use better compression to keep the file size down.  That is if the game allows larger textures of course. 
Title: Re: Hacking Outrun 2006
Post by: toyotasupraman on March 29, 2013, 11:02:58 am
Hello there, I found this thread after it was linked in the Supermodel forum and all I can say is

DAMN YOU'RE GOOD!

Title: Re: Hacking Outrun 2006
Post by: Nuexzz on March 29, 2013, 03:31:22 pm
appreciate the patch for Spanish mode. and I can investigate something from here  :applaud:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 29, 2013, 05:49:53 pm
Yeah here's the new app.  You can repack now, barring some limitations and I've added a file padder as well.  Honestly though dds files are pretty rigid in their file sizes, so if you save with the exact same texture format, it should result in the same file size. 

Nuexzz:  If you unpack the file I've posted it'll have the updated texture (I think it's #11?)  Just put that in any of the foreign language packs to add the new icons.  I haven't done it yet because as I said, the new texture isn't complete so I didn't want to have to repeat my work. 

Title: Re: Hacking Outrun 2006
Post by: Nuexzz on March 30, 2013, 02:33:36 am
thanks, bin files that type of information do you have?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 30, 2013, 02:45:23 am
The bin files are unknown at this point.  I've gleemed a bit of data out of them, like the total file size is towards the top but other than that no. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 30, 2013, 03:01:03 am
I wanted to finish troubleshooter but realized I wouldn't have enough time this weekend so I'll keep on this a bit longer.


Ok more icon progress.


(http://img42.imageshack.us/img42/2838/newicons2.jpg)

As you can see I modified that down-shift icon I was talking about.  It's much more obvious now what you are supposed to do to go back.  You can also see some of the issues I've yet to resolve.  While the classic Outrun 2 menu has high contrast that looks good with the arcade icons, the 2k6 menus do not.  I"ll probably dim that grid pattern that they sit in to make them stand out a little.  Of course somebody (not me) could just re-skin the 2k6 menus to make them look more like the Outrun 2 menus.  I'm just sayin'  (hint hint). 

Then there's that ugly horn button.  The was honestly the best pic I could find and it's from the classic outrun cab, not Outrun 2.  It also looks out of place because it's the only icon not at an angle.  It'd be nice if I had a good, clean pic of the badge and the ring around it that I could manipulate.  Other than that, the icon replacement is pretty well complete.  I just need to go on a snipe hunt to find the 2 dozen or so tab keys hidden in the sprites and replace them with the gas pedal.  There are a bunch of enter keys hidden as well, which I don't get because they are usually for the "press enter to continue" menus after you finish a race and enter icons are already loaded for the pause menu when playing the game..... sheesh. 
Title: Re: Hacking Outrun 2006
Post by: Jitterdoomer on March 30, 2013, 03:35:49 am
Are you going to enable the "Best Outrunners" screen where you have to enter your 4 digit letters in the scoreboard and even the "How to play" segment like the arcade? Any remnants of these screen are in the sprites folder? You should start a new wiki page at tcrf.net so you could post anything for beloved Sega Racers about the unused stuff like me! :D
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 30, 2013, 04:35:28 am
Nearly all of the "how to play" overlays from the Japanese version of the arcade game are in there.  That's where I got the images for the new icons.  Unfortunately the scripts that control the animations are missing.  Now the attract mode of 2k6 is just a video file, so if somebody records the attract sequence, I can put it in. 

As for the "best outrunners" sequence, probably not.  The game automatically uses your license name for the ranks and because there are so many ranks (Both 2k6, OR2  and OR2SP, with standard mode, reverse course mode, heart attack, time trial ect....ect...ec..) the programmers decided to use a dedicated menu for the ranks.  It would be a project in itself to find all the ranks in memory and shomehow render them at the proper time. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 30, 2013, 07:24:26 am
Ever scouring the net for Outrun 2 data to use in the hack I ran across this article about the making of Outrun 2

http://www.edge-online.com/features/making-outrun-2/ (http://www.edge-online.com/features/making-outrun-2/)

Title: Re: Hacking Outrun 2006
Post by: BadMouth on March 30, 2013, 09:40:01 am
Any idea if the stuff on the Lindberg disc would be in a useful format?

There was also the xbox360 and psn online arcade version that was pulled after they lost the Ferrari License.
Someone might be able to get high def video of those.

Don't let this thing turn into so big of a project that it can't be completed.  ;)
(sounds like you're enjoying it though)


EDIT: Some clear screenshots of the controls and Clarissa if they are of any use at this point http://game.watch.impress.co.jp/docs/20060707/sega.htm (http://game.watch.impress.co.jp/docs/20060707/sega.htm)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 30, 2013, 04:06:20 pm
It might be, I'm not sure.  I've got the 360, Japanese ps2 and xbox versions sitting here.  The only one that seems to have even partially compatible textures is the xbox version.  The 360 is using some sort of new xbox-based texture and the ps2... well I don't know anything about sony files.  Every thing is packed into about 10 files with a .PS2 extension.  Oddly enough though, the shaders from the 360 version work right off the bat.  I just threw them in a folder to get the sun and other effects back. 

Eh I better work on it now while I still have the motivation to do it.  I was all gung-ho about TS2 for months, and now that it's out and working... well I dread diving back in to do that final release. 

Yeah that pic will help, thanks.  My only other source for shots of the girl are the ps2 version, and the graphics have been severely degraded on the port.  Something that seems interesting on the Lindbergh version... the reason it LOOKS to be a higher resolution is due to the fact that they shrunk all the graphics down.  She's twice as big on the pc version, for example. 

Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 31, 2013, 02:19:43 am
Ok one last push to get some graphics re-worked before Easter tomorrow. 

I started working with the Japanese ps2 version via a texture ripper.  The ripper was deemed useless (at least for me) because it only seems to pull what is on the screen currently instead of the textures loaded in memory.  That doesn't stop me from using screenshots though. 

So here is the first result:

(http://img32.imageshack.us/img32/4742/uncensoredy.jpg)

I had to use photoshop to patch it in, but that works just fine because as I mentioned originally, her US sprites are a bad photoshop job and aren't rendered from scratch but rather manipulated.  This is apparent by the fact that overlaying the sprites makes a pixel-perfect match except for the censored region.  The PS2 textures, unfortunately have a rather low palette, but I found that the despeckle tool   in photoshop cleans that up just nicely.  I can do the menus with this method, but I'm really hoping that somebody can rip ps2 textures for me. 

The images shown at the end when your rank is displayed would be hard to get via screencapture (I'd have to finish a race with each rank, and my pc really can't handle ps2 emulation). 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 31, 2013, 02:59:28 am
Found a couple of bugs in the extractor, so I'll fix those and release it tonight.  Also I understand the DDS format a little better now, so extraction is a little more accurate... no more corrupted dds files. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 31, 2013, 04:34:14 pm
Sorry I didn't get a chance to pack up the extractor, I'll do so later this week. 

Happy Easter to those that celebrate it!

I wanted to give a little report on the things I found last night. 

I found some of the ps2/psp textures hiding around in the archives.  Like I said, the pc version has everything in it.  ;)

Also you know the features mentioned in that article I linked to the other day?  Like allowing the girls to drive and having a mode where you could get dumped ect?  Well all the unfinished assets are in the game. 

There's an unused driver's license screen where you can select all the girls, the guy and two variants of the guy.  There are also models for all of these characters as well.  It might be possible to hack in the ability to choose other characters as the driver.    There are also some unused textures from the mode including a giant "you've been dumped" banner. 

Lots of interesting stuff. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 01, 2013, 07:21:16 am
Ok guys, I could really use some help at this point. 

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 (http://home.comcast.net/~admiral_powerslave/filestructure.html)

I'm currently scouring the xbox scene website trying to find something to open these with but thus far everything reads them as invalid. 
Title: Re: Hacking Outrun 2006
Post by: BadMouth on April 01, 2013, 09:18:44 am
You might try contacting some of the Cxbx authors or digging through their blogs, Blueshogun in particular.
http://shogun3d-cxbx.blogspot.com/2013/03/virtua-cop-3.html (http://shogun3d-cxbx.blogspot.com/2013/03/virtua-cop-3.html)

The original idea of the project was not to emulate, but to to convert xbox games into pc games.
I would assume they'd have to figure out all the file types to do that.  :)

I haven't checked the blog or forum in a long time, so I'm not sure what it's evolved into.
I didn't think anything was happening with it and was surprised to see new posts.
Title: Re: Hacking Outrun 2006
Post by: BadMouth on April 01, 2013, 09:22:48 am
Seems he's worked with Outrun2  :)
http://shogun3d-cxbx.blogspot.com/search/label/Outrun2 (http://shogun3d-cxbx.blogspot.com/search/label/Outrun2)

EDIT: updated link to show both Outrun2 posts.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 01, 2013, 10:41:53 am
I've contacted him via his blog, so we'll see.  The fact that he's currently work on Chihiro stuff (arcade version of xbox) and this game is essentially a Chihiro port might lead to some useful data for both parties. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 01, 2013, 11:00:10 am
LOL  Those guys... they got me...

http://www.eeggs.com/items/52583.html (http://www.eeggs.com/items/52583.html)
Title: Re: Hacking Outrun 2006
Post by: isamu on April 01, 2013, 12:41:30 pm
Seems he's worked with Outrun2  :)
http://shogun3d-cxbx.blogspot.com/search/label/Outrun2 (http://shogun3d-cxbx.blogspot.com/search/label/Outrun2)

EDIT: updated link to show both Outrun2 posts.

Interesting :)
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on April 02, 2013, 10:31:59 pm
Wow man this is very very impressive! I never knew Clarissa was censored wtf?  I really like the new button replacements. I always hated those keyboard buttons. Is there any way to add force feed back? I can't believe Sega didn't include it in this port.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 03, 2013, 12:35:07 am
Wow man this is very very impressive! I never knew Clarissa was censored wtf?  I really like the new button replacements. I always hated those keyboard buttons. Is there any way to add force feed back? I can't believe Sega didn't include it in this port.

LOL  You might want to read the entire thread.  ;)
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on April 04, 2013, 07:06:52 pm
I did I must have missed something lol. Still thanks for working on hacks for this awesome game though!!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 10, 2013, 04:59:12 pm
I'm not working on this atm... it's currently too nice outside, but people have been very helpful about sending me info and I've been running across stuff myself. 


The Japanese version of 2006 (called plain old Outrun 2 SP over there) had some different sound track selections.  4 Unique songs in total and they are all pretty awesome. 

Included are "SP Remix" versions of Passing Breeze, Splash Wave and Rush A Difficulty, all of which, seem oddly western sounding for a Japan only release. 

Also an original track titled "Lift You Up!" which, despite it's sweet-sounding title, is actually more like a Sega-fied Metallica song was included. 

All of these songs are included in the 20th anniversary Outrun soundtrack, which can be listened to here:

https://www.youtube.com/watch?v=Jz0OYcBafkM (https://www.youtube.com/watch?v=Jz0OYcBafkM)

Oddly enough, there was more than enough room on the PC dvd to include these songs.  In the sprite sheet that contains all the song title sprites, there are even the "tracks" TBD 01 - TDB 06 (to be determined) which makes me think that these songs along with two more were supposed to be added to the pc version.  There's no code left unfortunately. 

But in my app I'll be taking control of the music (optionally of course) so we can add them back in. 

Also on the sprite/uncensor front.....  I ripped some of Clarissa's sprites from the PS2 version the hard way.  While the menu sprites are hack jobs,  apparently they did do new renders for the expression sprites.  Unfortunately they used an inferior base model.  In the ps2 version she has actual curves on her elbows, more realistic hair, ect....  But the ps2 sprites are also half the resolution, so they look slightly fuzzy.  I'm not sure which set would be best in this case. 
*edit*  Also Holly wears a totally different outfit.  It's more of a Jeans and T-shirt deal as opposed to her more dressy outfit in the US version. 

Uncensoring the models has been equally difficult.  That minor hole in the "ending" model is probably fixable, but the one for the in-game model is proving troublesome.  Even more frustrating is the fact that the uncensored models ARE included with the game, but I can't seem to swap them out due to incompatible bones.  The uncensored models are also referenced by the game code, so I've got to wonder how they are used. 

Perhaps some of our non-English friends can clarify.... is Clarissa's model (not the sprites) uncensored when running the game on a non-English pc?  I've tried changing the language settings, but to no effect. 

Also I made a proper horn icon, that looks much better as well as ripping the gas pedal icon.  I'll post some pics of all this new stuff once I come back to the project. 
Title: Re: Hacking Outrun 2006
Post by: Fursphere on April 12, 2013, 12:32:32 am
We need a private outrun 2006 server  :)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 12, 2013, 08:29:08 am
I don't disagree, but it'd probably be easier to use a VPN instead.
Title: Re: Hacking Outrun 2006
Post by: strykr on April 16, 2013, 05:31:27 pm
Hi,

Isamu has linked to this thread over on Jamma+ and just wanted to say great work so far, this is extremely exciting!

Exceptional work.  :applaud:
Title: Re: Hacking Outrun 2006
Post by: isamu on April 16, 2013, 08:24:41 pm
Hi,

Isamu has linked to this thread over on Jamma+ and just wanted to say great work so far, this is extremely exciting!

Exceptional work.  :applaud:



Welcome aboard! Nice to have you hear Strykr  :cheers:

edit: NEEEEEVER mind, I see it's already been posted in there lol! If you guys are wondering this is Sharkfactor's driving cab:

GT5 running in modded Sega Driving Cabinet Arcade machine (http://www.youtube.com/watch?v=668FpSPlOPM#)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 16, 2013, 10:34:03 pm
I'm loving the whole hype train thing, but I hope you guys don't expect too much.  This is one of my side projects afterall.  Atm, aside from gathering the necessary information, all I've actually done is a few texture replacements. 
Title: Re: Hacking Outrun 2006
Post by: Boomslang on April 17, 2013, 12:55:08 am
Im sure people will be happy with anything you can do. Ive got the lindbergh version with ffb and it definately makes the game better....

Anything you can do will be greatly appreciated
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on April 17, 2013, 04:16:44 am
by the way i was playing online with a friend and rival car seems crazy .. somebody else suffered? :(
Title: Re: Hacking Outrun 2006
Post by: Franco B on April 18, 2013, 06:38:02 am
If you guys are wondering this is Sharkfactor's driving cab:
GT5 running in modded Sega Driving Cabinet Arcade machine (http://www.youtube.com/watch?v=668FpSPlOPM#)

Technically, it's mine now.  ;D

Sharky sold it to someone else who cleaned it up some more and I've just bought it from them. I've got a few more mods to do to it myself. I'll not have the cab for a couple more weeks but I've started on an extra dash for it already, I'll start a thread once I've made a little more progress.
Title: Re: Hacking Outrun 2006
Post by: Malenko on April 18, 2013, 08:39:27 am
*jelly*
Title: Re: Hacking Outrun 2006
Post by: strykr on April 18, 2013, 02:17:38 pm
Hi,

Isamu has linked to this thread over on Jamma+ and just wanted to say great work so far, this is extremely exciting!

Exceptional work.  :applaud:



Welcome aboard! Nice to have you hear Strykr  :cheers:

edit: NEEEEEVER mind, I see it's already been posted in there lol! If you guys are wondering this is Sharkfactor's driving cab:

GT5 running in modded Sega Driving Cabinet Arcade machine (http://www.youtube.com/watch?v=668FpSPlOPM#)

cheers Isamu  :) I actually signed up here a few years ago, put a help thread up and nowone replied lol!
There such a lot of good information on this site tho. And its projects like this that are beyond the comprehension of your average gamer that are very exciting.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 18, 2013, 02:20:14 pm
Bah!  I'm just a low grade hacker/code monkey. 

Anyone here could do what I've been doing, it just takes at stupidly excessive amount of time. 
Title: Re: Hacking Outrun 2006
Post by: toyotasupraman on April 27, 2013, 05:34:31 pm
Hello Howard, may I request that you post the files needed to have the extra shaders and light effects? Thanks in advance.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 27, 2013, 06:46:51 pm
I can't do that.  It would be a violation of copyright. 

Acquire a copy of Outrun Online Arcade for the 360 (can be the demo version) and use one of the various tools that allow you to extract files from dlc.  You are looking for the "Buffers" folder as well as a few select files from the common folder. 
Title: Re: Hacking Outrun 2006
Post by: toyotasupraman on April 27, 2013, 07:56:36 pm
Would using tool to extract the Buffers and Common folders and just dropping them on the OR2006 folder (not overwriting anything) be the correct procedure or is there something I missed?

And what would be the best way to test it worked, any stage where the shaders are particularly noticeable?

Again, thanks in advance.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 27, 2013, 09:06:49 pm
For the most part yes, although there could be some issues.  I haven't finalized anything yet. 

In the beach stage you'll notice a particularly bright lens flare at the starting line.  The sun will actually appear as well. 
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on April 29, 2013, 03:45:25 pm
Hey Howard, would it also be possible for you to replace the keyboard buttons with the 360 buttons? I could probably do it myself if it isn't too hard.
Title: Re: Hacking Outrun 2006
Post by: Jitterdoomer on April 30, 2013, 11:28:58 am
Okay I have a question, what do you mean by Xbox version that is lumped inside of 2006's files? Was is the one from the Original Outrun 2 where they have a different select screen layouts and different font that was completely changed in SP?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 30, 2013, 02:06:01 pm
In terms of sprites, pretty much all variants of outrun 2006 are in there. 

The arcade version of 2 SP (that's where I grabbed the new button icons), the xbox version of 2006, the psp version's maps, ect.... A few of the course config files for the ps2 and psp version are included as well.  That doesn't mean that any of it is usable, but it's in there. 

I mean just as examples there is a sprite sheet with a psp on it, one with a xbox controller and buttons, one with the xbox Ferrari wheel (released on in japan I believe) the entire outrun 2 sp arcade attract mode sprites, ect....
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on April 30, 2013, 02:59:08 pm
Cool thanks for the info. Would it be hard for me to replace the button icons with the Xbox ones or 360 ones?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 30, 2013, 03:34:21 pm
I've already released the tool to do that...have at it. 
Title: Re: Hacking Outrun 2006
Post by: Jitterdoomer on April 30, 2013, 05:32:12 pm
In terms of sprites, pretty much all variants of outrun 2006 are in there. 

The arcade version of 2 SP (that's where I grabbed the new button icons), the xbox version of 2006, the psp version's maps, ect.... A few of the course config files for the ps2 and psp version are included as well.  That doesn't mean that any of it is usable, but it's in there. 

I mean just as examples there is a sprite sheet with a psp on it, one with a xbox controller and buttons, one with the xbox Ferrari wheel (released on in japan I believe) the entire outrun 2 sp arcade attract mode sprites, ect....

Aside from other Outrun 2006 lumps hidden inside, what about the Original Outrun 2 assets? (Not only the Course assets)
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on April 30, 2013, 09:18:21 pm
Cool thanks Howard! That DDS format is a pain in the ass. I had to locate a PS plugin for it lol. Hope you haven't given up on these hacks. Though I do understand this is one of your side projects and your a busy dude. I'll try playing with replacing the buttons. I'd settle with the Xbox buttons. What file were they located in on the PC version? Or would I need to get the file from the Xbox disc?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 30, 2013, 11:07:42 pm
It's not that simple unfortunately....  The interface buttons are in multiple files.  You'll have to visually inspect them and move things around. 

I started on it for testing purposes....  They are all in the sprite folder....

spr_SPRANI_ETC_CVT_Exst.sz
spr_SPRANI_SELECTOR_CVT_Exst.sz
spr_SPRANI_SUMO_FE_CVT_Exst.sz

Those are the ones I know of, with multiple textures that need replaced in each, but that isn't necessarily all of them.

I haven't given up, I just haven't started.  I got a little carried away before because the info was flowing so well and I was on a roll, but this is in the back of my cache of projects.  I'm currently working on the next (and hopefully final) release of Troubleshooter 2, which is almost complete and then the long-awaited mamehooker update has to go out.  After that I can dedicate my time to this project specifically. 

But atm, real world stuff takes priority so it's a little slow going.  Fake cars are nice, but my very real 92 Camaro needs some tlc and there are only so many months a year when the temp is right to do stuff like painting and priming.  Also the body is kind of in parts atm and the inspection sticker only lasts through May, so I've kind of got to get it back together so I can go down and get it inspected.  ;)
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on May 01, 2013, 12:10:21 am
Nice thanks! I'll dig into those. Did you use Photoshop to edit yours? That's what I'm using atm and what I'm use to using.

Yeah, I'm sure there are some more around there somewhere. Those keyboard icons just drive me nuts.

Sweet you have very nice taste in cars! Good to hear you haven't forgotten about this project :)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 01, 2013, 05:34:20 pm
I used photoshop and a variety of things.  The photoshop plugin doesn't seem to handle transparencies that well.  One trick is to use gimp's "color to alpha" filter to get the alpha back. 

I'm not sure if I have good taste in cars or not.  Even though I really like it, I'm aware of the fact that driving that vintage of Camaro means I should have a mullet and wear a tank top with American Flag workout pants.  But hey, I'm from WV.  ;)

It's over 20 years old, so right now I'm patching and repairing every single rust spot and ding I can find and re-aligning all the ground fx, rear hatch, ect..... Hopefully it'll be ready for paint by the end of summer and I'll post some pics. 
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on May 01, 2013, 09:22:22 pm
I'll look into Gimp. I've used it in the past. I did however (to see if it would work) tired replacing the three buttons icons and they just showed up blank so I know I did something wrong.

Ha ha! I know what you mean man. Still a nice car though. About every car nowadays look the same.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 01, 2013, 10:15:56 pm
You do have the official dx texture viewer don't you? 

You need to first load the texture in that, see what the format is and save everything in the EXACT same format.
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on May 01, 2013, 11:20:01 pm
Nah I don't have that tool. I'm searching for it right now.
Title: Re: Hacking Outrun 2006
Post by: isamu on May 05, 2013, 11:18:07 pm

Just FYI, I've tried doing this long ago when I first got the game. Problem is, vjoy, ppjoy, etc don't allow you to move them to "Device ID #1" in Windows like you assumed. They(at least on my machine) always get pushed down to device 4 or whatever the last device is on the list. Making them "invisible" to OR2006. If you have more than 3 joysticks, whether real or virtual, OutRun will only acknowledge the first three and will ignore the rest. Hence the issue.

Hi guys,

I just wanted to give an update regarding the above comment. Yesterday upon doing some exhaustive searching, I was fortunate to find a patch that moves a ppjoy controller to the top of the windows ID list and makes ID#1. This a game changer because it now allows me to use a virtual brake input in Model 2 emulator, whereas before I had no brake at all. The only problem with ppjoy is it doesn't support force feedback. Bummer, but it got me thinking....Howard, can you or Headkaze tell me whether or not vjoy support ffb? This way, I could map all my controllers to vjoy via Frank N Stick and use my wheel as well. Currently I can use my wheel in Model 2 via ppjoy but there is no ffb.

EDIT: Post shows edited by me because I was trying to reply to it and internet explorer crashed.  When it recovered, somehow I was modifying it instead of replying to it.  Sorry for messing with your post.
Title: Re: Hacking Outrun 2006
Post by: BadMouth on May 06, 2013, 09:03:57 am
This a game changer because it now allows me to use a virtual brake input in Model 2 emulator, whereas before I had no brake at all.

Do your pedals not show up as separate, or does it not allow you to map them at all since it's a separate device?

I seem to recall somewhere that to use multiple devices, you connect the first one and map it, then exit the emulator and disconnect it.
Then connect the second one and map it to the controls you want, then exit the emulator and disconnect it.
Then connect all of them and relaunch the emulator.
I think it might have been RamjetR in the software forum that posted this process, but I can't find it now.

I'm using a separate shifter and had no issues mapping everything at once, but the analog controls might be different.
Title: Re: Hacking Outrun 2006
Post by: isamu on May 06, 2013, 10:35:48 pm
This a game changer because it now allows me to use a virtual brake input in Model 2 emulator, whereas before I had no brake at all.

Do your pedals not show up as separate, or does it not allow you to map them at all since it's a separate device?

I seem to recall somewhere that to use multiple devices, you connect the first one and map it, then exit the emulator and disconnect it.
Then connect the second one and map it to the controls you want, then exit the emulator and disconnect it.
Then connect all of them and relaunch the emulator.
I think it might have been RamjetR in the software forum that posted this process, but I can't find it now.

I'm using a separate shifter and had no issues mapping everything at once, but the analog controls might be different.

OK to clarify, my pedals are a separate USB device and the gas and clutch pedal work in Model 2. The problem is, my brake pedal doesn't work because the designer of the CST pedals labeled it as a "slider", while the gas and clutch are Z and Y axis respectively. Model 2 doesn't acknowledge a slider, so it doesn't see my brake. PPJOY, coupled with a utility called Frank N Stick resolved this issue, by letting me map my brake pedal to a virtual joystick as a Z-axis instead of a slider.

This is one of the reasons I love Frank N Stick so much, because it allows you to assign buttons and analog axis controls from ANY of your multiple USB devices to ANY digital or analog button or axis on your virtual joystick via ppjoy. It's a Godsend for those who have several devices that aren't recognized by games and emus.

Because of this new patch that allows ppjoy to ALWAYS be the 1st controller listed in windows, this should resolve the problem I was having in OutRun 2006 PC, where it would always default to my stick shifter since that used to be ID#1 no matter what. I'm gonna re-install the game and find out. Gonna be a royal nuisance to play the game without ffb after having played so many ffb supported racing games lately, but oh well, Howard's hack will get off the ground eventually :D

By the way, I'm gonna search for that Vjoy thread and ask Headkaze if he has a version that supports force feedback. Might be a good alternative to ppjoy.
Title: Re: Hacking Outrun 2006
Post by: toyotasupraman on May 07, 2013, 04:43:49 pm
Perhaps some of our non-English friends can clarify.... is Clarissa's model (not the sprites) uncensored when running the game on a non-English pc?  I've tried changing the language settings, but to no effect.


I've done some quick research on this. On my installed-in-Spanish version, Clarissa's model is only censored on the OutRun2SP arcade version you can access from the main menu. On the rest of the modes she appears (Coast 2 Coast and Heart Attack inside the Single Player menu) she's uncensored.

Also...

The images shown at the end when your rank is displayed would be hard to get via screencapture (I'd have to finish a race with each rank, and my pc really can't handle ps2 emulation).

Do you still need help with that or are those textures inside the PC version?

EDIT: Almost forgot, what's the lastest version of the extractor? I've got the 2.0
Title: Re: Hacking Outrun 2006
Post by: isamu on May 07, 2013, 10:48:56 pm
Well this patch that moves ppjoy up to make it Joystick ID#1 is a GODSEND!!! I can finally play OutRun 2006 on PC without all that funky messing around in the controller config menu. The game sees my ppjoy virtual joystick as the first and default controller(Yippeee!), and I have mapped everything the way I want them.

Word of warning however.....if you have an important saved game and your OutRun license contains a crapload of OutRun miles and cars, then DO NOT GO INTO THE CONTROLLER OPTIONS SCREEN!!!!!!!!!!!!!!!!!! I cannot emphasize this enough!! If you do, then the game will screw up your license and remove all your OutRun miles all the cars you've purchased. It will retain your career stats and keep whatever completion percentage you've achieved, but your miles and cars will be GONE!! It also corrupts the name of your License to "Dest", and change your flag to some other flag(Greek or Russian or something). Very very strange.

However, I cannot say for certain but this weird and dangerous bug *COULD* be a result of me having multiple controllers plugged in and maybe that makes the game go crazy with your saved License. Not sure though.

One other thing....upon attempting to start a race in "OutRun mode" the game crashes for me. Not sure what's causing it but perhaps it has something to do with the License corruption issue. I'll keep messing around with it.

Finally, FYI I heard back from Headkaze at his own forum. Says he plans to look at putting in FFB into VJOY but nothing in the immediate future. Perhaps Howard can help him tackle this one day.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 07, 2013, 11:31:07 pm
Toyota:  yeah that's how the game normally is.  Technically she isn't censored in the 2k6 modes, but if you notice she puts her arms in front of her chest when the game starts... so they just censored her another way.  ;)

No the ps2 expression sprites aren't in the pc version.  Only the Japanese version of the ps2 game "Outrun 2 SP" (which is actually 2k6 with re-arranged menus) has de-censored sprites aside from the arcade versions.  I pulled a couple out of the game via screenshots, but I think there are something like 5-8 different poses. 

isamu:  Is the patch for 2k6 specifically or for windows in general?  The game hard codes a lot of IDs so it could be as simple as the patch not being complete.  There are two cheat codes for 2k6 that can get you 1,000,000 miles and unlock everything. 
Title: Re: Hacking Outrun 2006
Post by: isamu on May 08, 2013, 03:17:06 am

isamu:  Is the patch for 2k6 specifically or for windows in general?

No, the patch is for specifically for PPJOY, and forces Windows to place the Virtual Joystick it creates at the top of the controller list at ID#1. Helped tremendously for several emulators I had problems with like Model 2 and PPSSPP.

Quote
There are two cheat codes for 2k6 that can get you 1,000,000 miles and unlock everything.

Good lookin' on the cheat codes but I don't have any issues since I had already made several back ups of my old saved game from way back, which had all of the cars purchased and all of the colors. Still need to work on purchasing all the goals, music, etc, so now I've got a reason to invest time in the game again :lol: 

I thought I was over this damn game. I just spent a good hour playing it and surprisingly had a blast. That's OutRun 2 for ya....one minute you loathe it for all the issues the home ports have, so you walk away for a while and then a few months later it just drags you back in :lol:
Title: Re: Hacking Outrun 2006
Post by: toyotasupraman on May 08, 2013, 03:41:27 am
No the ps2 expression sprites aren't in the pc version.  Only the Japanese version of the ps2 game "Outrun 2 SP" (which is actually 2k6 with re-arranged menus) has de-censored sprites aside from the arcade versions.  I pulled a couple out of the game via screenshots, but I think there are something like 5-8 different poses.


If I somehow manage to get a copy of the PS2 version and make it run in PCSX2, how would you want the screencaps to be taken? Texture filter? Rendered at 2x resolution? MSAA?
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on May 08, 2013, 05:23:41 am
everything is hidden in this game to the configurator  :-\

these buttons and dropdownlist are invisible in the.

(http://i.imgur.com/BFQy07Y.jpg)

Code: [Select]
LANGUAGE = 0
DX/ADAPTER = 0
DX/WINDOWED = 1
DX/RES/WIDTH = 720
DX/RES/HEIGHT = 576
DX/ANTIALIASING = 2
DX/FOG = 1
DX/GFXNAME = TEXT
DX/REFRESH = 60
Title: Re: Hacking Outrun 2006
Post by: isamu on May 08, 2013, 06:23:03 am
the hell?
Title: Re: Hacking Outrun 2006
Post by: toyotasupraman on May 08, 2013, 05:34:37 pm
Well, butter my butt and call me a biscuit, look what I've got here (taken on PCSX2 with texture filter on):

(http://i.imgur.com/agAgNCz.png)
(http://i.imgur.com/7MuwKa3.png)
(http://i.imgur.com/Pscxtn9.png)
(http://i.imgur.com/E7KI9Ws.png)
(http://i.imgur.com/uThYTTw.png)
(http://i.imgur.com/Mzu9NLI.png)
(http://i.imgur.com/zCCulSg.png)


When I say I could get something , I mean I WILL get it.
Title: Re: Hacking Outrun 2006
Post by: isamu on May 08, 2013, 07:29:38 pm
Well, butter my butt and call me a biscuit, look what I've got here (taken on PCSX2 with texture filter on):

(http://i.imgur.com/agAgNCz.png)
(http://i.imgur.com/7MuwKa3.png)
(http://i.imgur.com/Pscxtn9.png)
(http://i.imgur.com/E7KI9Ws.png)
(http://i.imgur.com/uThYTTw.png)
(http://i.imgur.com/Mzu9NLI.png)
(http://i.imgur.com/zCCulSg.png)


When I say I could get something , I mean I WILL get it.

I'd hit it!  :cheers: :lol

Good work bro
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on May 08, 2013, 09:22:45 pm
Damn that's a pretty sweet find!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 08, 2013, 10:11:37 pm
I'll see what I can do with them, thanks.  We have any photoshoppers in the house?  I'm pretty good at cutting out things, but these might be tricky around the hair especially. 
Title: Re: Hacking Outrun 2006
Post by: Malenko on May 09, 2013, 10:47:27 am
I'll see what I can do with them, thanks.  We have any photoshoppers in the house?  I'm pretty good at cutting out things, but these might be tricky around the hair especially.

I'll give it a shot when I get home. I have the PS2 emu at my house and this game, so I can also resnag them at a different resolution or without filters if you want.
Title: Re: Hacking Outrun 2006
Post by: isamu on May 09, 2013, 06:03:09 pm
OK guys, I have confirmed that the issue regarding the License getting corrupted is *indeed* due to having more than three controllers plugged into your PC. Outrun will still allow you to play the game with as many controllers as you want, but if you have 4 or more connected, as soon as you enter the controller config menu it will corrupt your saved game and License stats. There is no way around this that I can see unfortunately. Especially given how I'm constantly having to enter the config menu to tweak the analog steering on my wheel. If I want to make any adjustments to my controllers and then turn around and drive with any of the faster or professional grade cars I'm screwed.

Man this game I swear.....
Title: Re: Hacking Outrun 2006
Post by: Fursphere on May 09, 2013, 06:33:06 pm
OK guys, I have confirmed that the issue regarding the License getting corrupted is *indeed* due to having more than three controllers plugged into your PC. Outrun will still allow you to play the game with as many controllers as you want, but if you have 4 or more connected, as soon as you enter the controller config menu it will corrupt your saved game and License stats. There is no way around this that I can see unfortunately. Especially given how I'm constantly having to enter the config menu to tweak the analog steering on my wheel. If I want to make any adjustments to my controllers and then turn around and drive with any of the faster or professional grade cars I'm screwed.

Man this game I swear.....

I have to ask - why do you have so many connected?
Title: Re: Hacking Outrun 2006
Post by: isamu on May 09, 2013, 06:51:32 pm
OK guys, I have confirmed that the issue regarding the License getting corrupted is *indeed* due to having more than three controllers plugged into your PC. Outrun will still allow you to play the game with as many controllers as you want, but if you have 4 or more connected, as soon as you enter the controller config menu it will corrupt your saved game and License stats. There is no way around this that I can see unfortunately. Especially given how I'm constantly having to enter the config menu to tweak the analog steering on my wheel. If I want to make any adjustments to my controllers and then turn around and drive with any of the faster or professional grade cars I'm screwed.

Man this game I swear.....

I have to ask - why do you have so many connected?

Hi Fursphere. Good question bro. More and more race gamers on PC are starting to utilize several controllers on their rigs, since a lot of these devices are sold as separate USB hardware.

Some people have up to 10 devices connected. I have four. A wheel, a shifter, and a set of pedals...plus a Virtual joystick via PPJOY. I wouldn't exactly consider that "many", but these are the devices that make up my racing rig. I would love to be able to wire my shifter to my pedals' circuit board, but given the nature of how Thrustmaster's shifters are designed, I suspect it would a terribly complicated affair.
Title: Re: Hacking Outrun 2006
Post by: Fursphere on May 09, 2013, 07:04:23 pm
There seems to be a market for a virtual interface head here.  Like when the first virtual storage heads showed up in data centers and checked the way we thought about SAN storage.

The trick is to get all the devices to play nice together and become a signal HID device.

I think the question really becomes how may analog axis's do you need?  Everything else could be wired to a keyboard encoder and become a keyboard.  The shifter is buttons - that could be keyboard presses.  I'm pretty sure the trustmaster wheel + pedals in one device, so just make the shifter a keyboard encoder.  (Ultrimarc iPac or what not)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 09, 2013, 10:36:22 pm
I'll see what I can do with them, thanks.  We have any photoshoppers in the house?  I'm pretty good at cutting out things, but these might be tricky around the hair especially.

I'll give it a shot when I get home. I have the PS2 emu at my house and this game, so I can also resnag them at a different resolution or without filters if you want.

Yeah I'd appreciate that.  No filters would be best at 640x480.  I'm not sure if that's possible or not.  It would probably be a pain in the butt to get all of those captured again though... you'd have to finish with all the ranks. 
Title: Re: Hacking Outrun 2006
Post by: toyotasupraman on May 10, 2013, 12:16:38 am
Is this what you want? No filters, resolution at 640x480:

(http://i.imgur.com/vfZ5vIa.png)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 10, 2013, 01:21:11 am
Yeah
Title: Re: Hacking Outrun 2006
Post by: toyotasupraman on May 10, 2013, 01:45:54 am
In that case...

*forgets to open FRAPS*  :angry:

*pours some magic dust in a bubbling cauldron*

*dances the Macarena*

This should do it:

(http://i.imgur.com/wbwqyBH.png)
(http://i.imgur.com/EIapLnj.png)
(http://i.imgur.com/cj16E1b.png)
(http://i.imgur.com/8QvFhvf.png)
(http://i.imgur.com/QoZ3evD.png)
(http://i.imgur.com/FquneNp.png)

PD: For a Japanese game, it's got a metric crapload of English text/voices.

Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 10, 2013, 02:08:58 am
That outta do it.  Thanks a ton!

It's a Japanese game, but it's set in America.  Japanese artists often like to use as much English audio/video as possible in situations like that.  Btw if English is not your native language, but you can understand English, play the pc version in English.  In my tests I tried the various other foreign languages and only English has complete audio samples and good voice acting.  With the others several samples are completely missing and the voices of the girls often don't match their looks or attitudes. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 10, 2013, 02:27:41 am
Well... one down at least...
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on May 10, 2013, 02:51:14 am
In that case...

*forgets to open FRAPS*  :angry:

*pours some magic dust in a bubbling cauldron*

*dances the Macarena*

This should do it:

PD: For a Japanese game, it's got a metric crapload of English text/voices.

good work with screenshots!  :applaud:

Quote from: Howard_Casto
Well... one down at least...

cool edition!! :applaud:
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on May 10, 2013, 02:57:05 am
Anyone interested in playing some online racing?
Title: Re: Hacking Outrun 2006
Post by: isamu on May 10, 2013, 03:12:21 am
Anyone interested in playing some online racing?

I would love to play some online OutRun 2006 on PC but they took down the servers, and unless you know something I don't, there's no way to play it online until Howard eventually looks into the issue and sees what he can do about it.

Believe me....I'd love nothing more than to play  this online and bring back all the good memories I had from playing the game online on the original Xbox 1, and meeting some incredibly cool people :(
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on May 10, 2013, 03:23:00 am
if you can!! I long ago and fail and try hamachi then known the "Tunngle" and we have a server to play lan mode there, me and a friend sometimes play outrun2006 racing online (rival cars are not very stable)


EDIT: install   http://www.tunngle.net/index.php?l=en (http://www.tunngle.net/index.php?l=en)
Title: Re: Hacking Outrun 2006
Post by: isamu on May 10, 2013, 04:20:53 am
if you can!! I long ago and fail and try hamachi then known the "Tunngle" and we have a server to play lan mode there, me and a friend sometimes play outrun2006 racing online (rival cars are not very stable)


EDIT: install   http://www.tunngle.net/index.php?l=en (http://www.tunngle.net/index.php?l=en)

Yeah but that's Mickey Mousing it big time bro
Title: Re: Hacking Outrun 2006
Post by: Jitterdoomer on May 10, 2013, 05:04:20 am
That outta do it.  Thanks a ton!

It's a Japanese game, but it's set in America.  Japanese artists often like to use as much English audio/video as possible in situations like that.  Btw if English is not your native language, but you can understand English, play the pc version in English.  In my tests I tried the various other foreign languages and only English has complete audio samples and good voice acting.  With the others several samples are completely missing and the voices of the girls often don't match their looks or attitudes.

Not just America where SP course takes place, it's also in Europe, Jordan, and Egypt where the Original Course takes place, I'm not gonna go in that topic about this. Okay, anyone checked their Ports to re-enable online play? Because Online Play on 2006 were shut down due to the discontinuation of Xbox 1's Live and also the XBLA version removed from the shelves on the Marketplace.
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on May 10, 2013, 05:06:05 am
Quote from: isamu
Yeah but that's Mickey Mousing it big time bro
??? I do not understand.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 10, 2013, 01:37:41 pm
That outta do it.  Thanks a ton!

It's a Japanese game, but it's set in America.  Japanese artists often like to use as much English audio/video as possible in situations like that.  Btw if English is not your native language, but you can understand English, play the pc version in English.  In my tests I tried the various other foreign languages and only English has complete audio samples and good voice acting.  With the others several samples are completely missing and the voices of the girls often don't match their looks or attitudes.

Not just America where SP course takes place, it's also in Europe, Jordan, and Egypt where the Original Course takes place, I'm not gonna go in that topic about this.

I am.  Yup there are stages in the original inspired by various European regions... but it's still supposed to be the US.  Much like the original outrun, the intention was to cross the USA, but they caved and added European locations.  They rectified this in SP and all SP courses are across the US.  Regardless of the fictional location, in every version of Outrun, you start in California and race from there.  It's where the "coast 2 coast" sub heading comes from.  Even taking the European courses into account the unofficial language of Europe is still English.  ;)
Title: Re: Hacking Outrun 2006
Post by: Malenko on May 10, 2013, 03:51:10 pm
I tried , but its a texture with an outerglow and an alpha channel on the edged, the hair isnt as good as I wanted, but if theres a"censored" hair you could paste over it....
Title: Re: Hacking Outrun 2006
Post by: BadMouth on May 10, 2013, 04:07:57 pm
I tried , but its a texture with an outerglow and an alpha channel on the edged, the hair isnt as good as I wanted, but if theres a"censored" hair you could paste over it....

That might be the way to go if Howard can post the original censored one at the same size.
Just put the censored as a layer on top the uncensored and start erasing her shirt!  :lol
Then chop away unneeded chunks of the uncensored version so the transparency on the edges is correct.
Merge the layers and you've got a good image.
Title: Re: Hacking Outrun 2006
Post by: Malenko on May 10, 2013, 04:25:02 pm
if he can post the original censored at whatever size they are I can scale the uncensored up/down to match and just put the uncensored bits on top then merge the layers like you said.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 10, 2013, 05:33:52 pm
I've been working on them... I got to the C girl so I've got 4 more to go. 

Like you I can't get them perfect, but mine looks a tad better (that one I posted was the one I did first).  Of course I'm not using the magic wand tool exclusively, rather I'm going do to the pixel level and manually adding some hair back in. 

Unfortunately in the case of the expressions, erasing out the shirt doesn't work.  They were done in basically the same poses, but unlike the menu censor job (which is a lame photoshop hack) a totally different, more detailed model was used... I've tried to shop out the shirt, but the differences are enough to where they look awkward.  In addition to a undershirt, the western release Clarissa also got a breast reduction.  ??

Oh, this is of a slightly lower priority, but does anybody have Holly unlocked in the ps2 version?  From what I understand she wears a totally different outfit.  I have the tools to rip textures off the 3d models, but I would need a game save with her unlocked. 

I'm rained in today (was gonna work on my car, but I need to jack it up and the ground is too soft atm) so I'll give a go at finishing the others and then if they need additional cleanup I'll pass em on to whoever thinks they can fix em up. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 10, 2013, 05:48:44 pm
Here's B girl.... I got all of her hair but as you can see some of the tips are a bit blueish.  This is because her hair is translucent towards the end.  So what we'd have to do is re-color those hairs white and then thin them out with to a 50% transparency or something like that.  For now I think it's ok, but it'd be nice to fix them later on. 
Title: Re: Hacking Outrun 2006
Post by: Malenko on May 10, 2013, 05:56:26 pm
http://www.gamefaqs.com/ps2/930972-outrun-2006-coast-2-coast/saves (http://www.gamefaqs.com/ps2/930972-outrun-2006-coast-2-coast/saves) ?
or there's the ENTIRETY and MILESANDMILES codes too

EDIT, ok I google image search using my cut out and found this:

http://outrun.freeforums.org/new-artworks-outrun-online-arcade-t27.html (http://outrun.freeforums.org/new-artworks-outrun-online-arcade-t27.html)

which lead me to this:

http://segaretro.org/Category:Artwork_for_OutRun_Online_Arcade (http://segaretro.org/Category:Artwork_for_OutRun_Online_Arcade)

I think I can photoshop the uncensored on top, just not right now

Edit2:
I hacked it together. I think it looks tits. /pun
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 10, 2013, 06:13:02 pm
Unfortunately the Japanese are an insane race that don't believe in cheat codes.  The codes don't work in the Japan version. 

It's a shame really... Sega Japan had a wallpaper that had all the girls expressions  in hi resolution (and uncensored of course), but the site and the wallpaper is long gone.  I spent a month or so trying to track it down but all I ever found was a 128x128 thumbnail of the wallpaper that led to a dead link.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 10, 2013, 06:17:06 pm
Yeah that looks pretty good man!  I've only got AA and AAA left though so I'm going to keep at it just in case. 

One of the other differences you'll notice is that she has makeup on the censored model....  not sure if that has to do with color palette issues though.. the ps2 has the textures squashed down with dithering pretty bad. 
Title: Re: Hacking Outrun 2006
Post by: Malenko on May 10, 2013, 06:55:14 pm
Yeah that looks pretty good man!  I've only got AA and AAA left though so I'm going to keep at it just in case. 

One of the other differences you'll notice is that she has makeup on the censored model....  not sure if that has to do with color palette issues though.. the ps2 has the textures squashed down with dithering pretty bad.

well I can always cut the hair off the censored and put it on the uncensored leaving the face the same. I moved the censored head because it looked better :p
Title: Re: Hacking Outrun 2006
Post by: toyotasupraman on May 10, 2013, 08:51:10 pm
Seems like the GFAQs saves don't work on the JAP version either, it told me to make a new license. Oh well, time to unlock Holly the hard way.
Title: Re: Hacking Outrun 2006
Post by: Malenko on May 10, 2013, 10:28:45 pm
Seems like the GFAQs saves don't work on the JAP version either, it told me to make a new license. Oh well, time to unlock Holly the hard way.

host your mem card somewhere, we can all chip away at it.  What settings are you using anyway? I have fog issues with the stages that have them.
Title: Re: Hacking Outrun 2006
Post by: toyotasupraman on May 10, 2013, 11:00:00 pm
Ok, have at it:

http://www.mediafire.com/?4t4c14cdqq1c70s (http://www.mediafire.com/?4t4c14cdqq1c70s)

PCSX2 settings:

http://imgur.com/a/df9BU (http://imgur.com/a/df9BU)

On the graphics plugin, I'm using native rendering resolution, no texture filtering. I also have the fog problem, I guess the PCSX2 forums should be a better helper in that respect.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 11, 2013, 12:19:42 am
Ok I've got em all cut out and save a little bit of flak on the hair they look pretty good.  Tomorrow I'll use X and some of my texture grabbers to pull the two textures we need out of the pc version and convert them to png. 

Btw... I'm not quite sure how to implement them yet (other than a texture hack of course) but there are various texture variants of the girls and the driver in there.  The driver is the exact same model as the "evil" rivals so you can pretty much interchange their skins.  There is also a red-haired, red-shirt version of clarissa, and black bloused version of Heather, ect.....  Only poor old Holly lacks any kind of texture variant, probably because she isn't featured in any of the endings. 

Anyway, that was a nice diversion for a couple of days guys... thanks. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 11, 2013, 01:10:58 am
Ok I couldn't sleep so I played around with the textures a little more.  There are two sets of expression textures in the game.  The largest is for the 2/2SP modes and these are bad photoshop jobs.  If you take the textures from the ps2 game I cut out and scale them to 103% they match perfectly except for the painted on undershirt.  Her boobs have been reduced and her top is a tad bit longer.  Again, the color palette is a lot better on the pc version though, so the method you guys suggested is best to get the full color range. 

So I'll have to run the game and pull the expression textures via a tool as the photoshop plugin for dds files mangles the alpha channel.  Then what I suggest is we overlay the uncensored textures and erase everything but the chest and shirt so that the textures have full color. 

Those hi-res grabs malenko found would be great if I can ever get different sized texture replacement. 
Title: Re: Hacking Outrun 2006
Post by: isamu on May 11, 2013, 10:04:31 am
OMFG I've figured out a way to run OutRun 2006 Coast 2 Coast PC with the old CRT arcade monitor look!!!!!!!!!!!!!!!!!!!!!!


(http://imageshack.us/a/img5/583/or2006c2c20130511064404.png)

(http://imageshack.us/a/img43/4697/or2006c2c20130511064407.png)

(http://imageshack.us/a/img51/6339/or2006c2c20130511062436.png)

(http://imageshack.us/a/img803/7480/or2006c2c20130511062439.png)

(http://imageshack.us/a/img199/1456/or2006c2c20130511062427.bmp)

(http://imageshack.us/a/img191/8071/or2006c2c20130511062421.png)

(http://imageshack.us/a/img593/1940/or2006c2c20130511055925.png)

(http://imageshack.us/a/img844/4767/or2006c2c20130511062100.png)


 :dizzy: :dizzy: :dizzy: :dizzy: :applaud:
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on May 11, 2013, 01:31:42 pm
Not trying to get off topic Howard but isamu how did you do that?
Title: Re: Hacking Outrun 2006
Post by: BadMouth on May 11, 2013, 03:02:12 pm
Boobs are nice, but I want my steering wheel to jiggle.  :)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 11, 2013, 03:55:13 pm
It's not about boobs... it's about making the game as complete and arcade accurate as possible.  The fact that boobs are heavily involved is just a nice bonus.  :D

I wasn't even working on this, but I won't pass up free help when I can get it. 

Unfortunately the captured images I was working with have issues.  If you look closely at the pics posted, you'll see lines going through the characters due to an improperly aligned tile map.  Now if I had only noticed before I did all 7 images.   :banghead: :banghead: :banghead:
Title: Re: Hacking Outrun 2006
Post by: isamu on May 14, 2013, 02:57:14 am
Hey Howard. Whenever you dive back into the meat of the game, do you suppose you can make alterations to game's audio? Can you make the car's engine louder? This is the one thing a lot of people complained about on pretty much all the home ports but the PC version suffers the most from a quiet engine sound. The cars passing by and the crashes are WAY louder, and it just sounds improper. If we could get a much louder engine noise and overall better audio balance that would great!  :applaud:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 14, 2013, 06:44:11 pm
It's not out of the realm of possibility, but I honestly might not be able to do that one.  I've tried several times to find the memory address the controls the volume levels of the game for my custom radio hack and have thus-far been unsuccessful. 

How did you do that trick to make the game look like an arcade monitor?
Title: Re: Hacking Outrun 2006
Post by: isamu on May 14, 2013, 07:36:23 pm
It's not out of the realm of possibility, but I honestly might not be able to do that one.  I've tried several times to find the memory address the controls the volume levels of the game for my custom radio hack and have thus-far been unsuccessful.
that sucks :(  Hope things change and you find it dude :(

Quote
How did you do that trick to make the game look like an arcade monitor?

Good question, as I was just going to post this just now anyway:

Guys, there is a post processing utility called sweetfx. It's for D3D *only* and is similar to ENBSeries. Grab it from here:

http://forums.guru3d.com/showthread.php?t=376265 (http://forums.guru3d.com/showthread.php?t=376265)

Then grab a cool and useful UI/Frontend called "The configurator tool" from here:

http://sweetfx.thelazy.net/ (http://sweetfx.thelazy.net/)

Then you need to use the ENB converter. What this is, is a file that will convert Directx8 to Directx9, and since OutRun is Dx8, this will allow it to be seen as a Dx9 game...then it will be recognized by SweetFX and will work! Just download the zip file, and then extract it into the OutRun folder. Then run SweetFX again.

The Converter is here:

http://enbdev.com/convertor_dx8_dx9_v0035.htm (http://enbdev.com/convertor_dx8_dx9_v0035.htm)

OutRun looks bonkers with these CRT effects.

(http://imageshack.us/a/img43/4697/or2006c2c20130511064407.png)



There's a ton of interesting things you can do with sweetfx. Just extract the files into the game you want to run it with and you're golden! :)

Also works in Model 2 emu!!!!!

(http://imageshack.us/a/img248/2977/daytonawithsweet.jpg)

But not in Supermodel unfortunately :( :( :(

If someone knows of a good OpenGL to D3D Wrapper/converter *other* than Qindie or GLdirect5, let me know. I tried both in Supermodel but it just crashes. I think in GLDirect5's case, it might due to GLDirect5 supporting OGL only up to 1.xx.
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on May 14, 2013, 07:44:03 pm
Sweet man thanks so much for posting this in great detail. Though I do have the advance crt shader in the right folder it doesn't show up in the configuration.
Title: Re: Hacking Outrun 2006
Post by: isamu on May 14, 2013, 10:02:54 pm
Sweet man thanks so much for posting this in great detail. Though I do have the advance crt shader in the right folder it doesn't show up in the configuration.

Ahh man you know what? I forgot to tell you that you need to place the shaders that came with SweetFX into the same folder where you installed the Configurator. If you installed/extracted the configurator into the same folder as your root SweetFX folder, then put the shaders in here:

C:\Program Files (x86)\SweetFX 1.4\Application Files\SweetFX_config_1_3_3_32\SweetFX\SweetFX\Shaders

Also, you might want to place them in this directory as well:

C:\Users\Hunk 4TH\AppData\Local\Apps\2.0\MZVJC48O.0B6\ZQV3G7EC.CDJ\swee..tion_0000000000000000_0001.0003_d76fed7c081acf65

Also, to make things easier here's an attachment of the settings I use in OutRun 2:

Hope it helps ma nickle :)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 15, 2013, 12:09:36 am
I haven't messed with this yet, but it's very promising.....  I might actually ditch my own efforts in the troubleshooter in leu of this. 

It probably needs it's own thread in the software forum. 
Title: Re: Hacking Outrun 2006
Post by: toyotasupraman on May 15, 2013, 12:27:28 am
I've tried several times to find the memory address the controls the volume levels of the game for my custom radio hack and have thus-far been unsuccessful.

This might be a dead-end, but I know that in the OutRun2 SP mode (the arcade replica thingy) there's a volume control key in the music select screen. Could that help?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 15, 2013, 12:52:09 am
I guess I should have been more specific.... I can find addresses where volume settings are stored, I just can't seem to change them without the game crashing. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 15, 2013, 02:29:55 am
isamu:  I can't get sweetfx to work in 2k6.... it works in model2, just not in 2k6.....  I know the dlls are working because I can take snapshots, it's just none of the shaders are activating. 

Did you do anything special?

Also what did you mean by 2k6 being a dx8 game?  Afaik it's dx9. 
Title: Re: Hacking Outrun 2006
Post by: isamu on May 15, 2013, 03:32:46 am
isamu:  I can't get sweetfx to work in 2k6.... it works in model2, just not in 2k6.....  I know the dlls are working because I can take snapshots, it's just none of the shaders are activating. 

Did you do anything special?

Also what did you mean by 2k6 being a dx8 game?  Afaik it's dx9.

Howard the game is in fact Dx8. Verified by Sol a while back on the forums at GF. You need to grab the DX8>DX9 converter from ENB from here:

http://enbdev.com/convertor_dx8_dx9_v0035.htm (http://enbdev.com/convertor_dx8_dx9_v0035.htm)

Unzip the file and it'll create a folder called ENB_convertor_dx8_dx9_v0035. Go in there and copy and paste both the enbconvertor.ini and the d3d8.dll files into the OR2k6 game directory. It should most certainly work then.

Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on May 15, 2013, 02:38:19 pm
Sweet man thanks so much for posting this in great detail. Though I do have the advance crt shader in the right folder it doesn't show up in the configuration.

Ahh man you know what? I forgot to tell you that you need to place the shaders that came with SweetFX into the same folder where you installed the Configurator. If you installed/extracted the configurator into the same folder as your root SweetFX folder, then put the shaders in here:

C:\Program Files (x86)\SweetFX 1.4\Application Files\SweetFX_config_1_3_3_32\SweetFX\SweetFX\Shaders

Also, you might want to place them in this directory as well:

C:\Users\Hunk 4TH\AppData\Local\Apps\2.0\MZVJC48O.0B6\ZQV3G7EC.CDJ\swee..tion_0000000000000000_0001.0003_d76fed7c081acf65

Also, to make things easier here's an attachment of the settings I use in OutRun 2:

Hope it helps ma nickle :)
Thanks man for the settings! That worked perfectly at least for Model 2. I'm having the same problem as Howard with it not working with Outrun 2006. I unzipped the ENB converter files in the Outrun 2006 directory but it still doesn't work. the shaders do show up now in the configuration though :)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 15, 2013, 07:37:47 pm
isamu:  I can't get sweetfx to work in 2k6.... it works in model2, just not in 2k6.....  I know the dlls are working because I can take snapshots, it's just none of the shaders are activating. 

Did you do anything special?

Also what did you mean by 2k6 being a dx8 game?  Afaik it's dx9.

Howard the game is in fact Dx8. Verified by Sol a while back on the forums at GF. You need to grab the DX8>DX9 converter from ENB from here:

http://enbdev.com/convertor_dx8_dx9_v0035.htm (http://enbdev.com/convertor_dx8_dx9_v0035.htm)

Unzip the file and it'll create a folder called ENB_convertor_dx8_dx9_v0035. Go in there and copy and paste both the enbconvertor.ini and the d3d8.dll files into the OR2k6 game directory. It should most certainly work then.

Nope it doesn't for me. Even though I didn't believe that it's a dx8 game, I'm good at following instructions.  Put the dx8 dll in the folder the first time as you instructed.  ;)

What OS are you running?  I'm running 7, 64bit. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 15, 2013, 07:48:17 pm
Figured it out... you have to turn anti-aliasing off in any game to get it to work.  If it's forced on in your video card settings you might have to turn it off there as well.
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on May 15, 2013, 08:10:00 pm
Thanks Howard! I totally forgot about that causing issues like this. But yeah I definitely think SweetFX needs it's own thread for users to post their results :)
Title: Re: Hacking Outrun 2006
Post by: strykr on May 16, 2013, 05:42:51 pm
Awesome stuff Isamu, cant wait to try this out when my driving cab arrives, I check this thread every day with my morning coffee to see developments  8)
Getting ever closer to playing outrun with crt style effects the ability to incorporate your own music , boobs, and possibly force feedback one day  :applaud:
Title: Re: Hacking Outrun 2006
Post by: isamu on May 17, 2013, 08:46:06 pm
OK guys I posted this in the other forum but I gotta mention this here, since I know most of ya'll are using a Logitech wheel to play OutRun 2k6 and would love to make some tweaks and such to the analog controls and whatnot, so here we go.....


Some of you may have heard of a program called vJoy. It's a utility that allows Windows to create a virtual joystick, and is intended to be a replacement for the somewhat outdated PPJOY program. So after putting it off for quite some time, I finally caved in and installed vJoy. Now, although vJoy and I got off to a very rocky start yesterday, and it did something to my ppjoy installation which prevents me from re-installing it properly, I have been using vJoy and it is indeed growing on me. Haven't had any problems with it so far and I don't really see a need to go back to using ppjoy if I don't have to.

Now...onto the even better news and the reason this is relevant: There is another utility I *HIGHLY* recommend that accompanies vJoy beautifully called "Universal Joystick Remapper", or "UJR" for short.

This little app is the stuff dreams are made of. Similar to the old and outdated Frank N Stick utility, this takes all the things Frank did and injects a vile of steroids into it! It will let you remap ANY Axis or button from ANY of your controllers to any Axis or button on your Virtual Joystick that vJoy creates. Furthermore, and this is where the term "Godsend" comes into play.....it actually lets you adjust the sensitivity of any axis on your vjoy virtual controller...ON THE FLY!!!!!!!!!!!!!!!!!! (http://vjoystick.sourceforge.net/site/components/com_kunena/template/default/images/emoticons/w00t.png)(http://vjoystick.sourceforge.net/site/components/com_kunena/template/default/images/emoticons/w00t.png)(http://vjoystick.sourceforge.net/site/components/com_kunena/template/default/images/emoticons/w00t.png)(http://vjoystick.sourceforge.net/site/components/com_kunena/template/default/images/emoticons/w00t.png)

Yes, that means if you use say the PSP emulator to play Ridge Racer, you know how sloppy it's gonna feel if you try to play it with your 900 degree Logitech G25 or whatever wheel you own. UJR solves this by allowing you to decrease the saturation of your wheel's analog axis, thus increasing its sensitivity and giving you a more natural steering sensation that replicates the PSP's analog knob more accurately. This can be done on the fly and in REALTIME!!!!!!!!!

But it doesn't stop there. The latest version, which EvilC just uploaded LITERALLY minutes ago, actually allows you to create different Autohotkey custom profiles representing each custom controller configuration to correspond with the specific game you run. For example, I can have a profile that has my steering wheel turn at around 900 degree radius, while having *another* Autohotkey profile where my wheel turns only 270 degrees!!!!!!!! And then I can setup it up where the AHK script will launch automatically with each game I play!!!!!!!!! So 180 degrees for Ridge Racers PSP and 270 degrees for OutRun 2006 Coast 2 Coast. I'm sorry but that is just BONKERS to me!!!

I've been wanting a virtual joystick-assistant utility that can do these things for YEARS!!! And now I finally have one thanks to EvilC and his UJR app. I encourage everyone who owns a steering wheel for PC and loves using it on different emulators for driving games to go download vjoy, and then UJR. You can grab them both over at Headkazes forum here:


http://vjoystick.sourceforge.net/site/index.php/forum/index (http://vjoystick.sourceforge.net/site/index.php/forum/index)


Welp, I'm off to play with UJR some more :)  Howard.......
Title: Re: Hacking Outrun 2006
Post by: isamu on May 18, 2013, 12:16:59 am
OMFG yes yes YESSSSSSSSSSS!!!!!!!!!!!!!!


(http://digboston.com/wp-content/uploads/2013/04/Yes-Man1.jpg)


I did it !!!!!! I finally nailed that ---smurfing--- Jennifer Special Request 3 Drive above the speed stage with an AAA rank!!!!!!!!!!!


(http://imageshack.us/a/img94/174/or2006aaa0517132.jpg)

(http://imageshack.us/a/img845/1967/or2006aaa0517134.jpg)

(http://imageshack.us/a/img705/9202/or2006aaa0517133.jpg)

(http://imageshack.us/a/img42/8226/or2006aaa0517131.jpg)


FINALLY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! GOD DAYUM!!!!!!!!

Been trying to nail that ---smurfette--- for two days!!! Badmouth you need to make this next week's challenge dude, just to see if ANYONE here can pull an AAA rank on that stage! I have to say it is without a doubt the HARDEST thing to do in ANY OutRun game **ever** !!!!! I'm not talking about just getting AA and talking about getting AAA on that stage. You need to drift with absolute GODLIKE precision on the second and last section of the course!!! If you so much as graze the rail or grass it's a WRAP!!!!!!!!!!!!!! Phuggeddaboudit!!!!! Jennifer is extremely picky about handing you an AAA rank here. Quite the stickler she is.

Anyway go ahead and try getting AAA on that stage guys. I'll see you in about a month when you get back  :lol :laugh2:
Title: Re: Hacking Outrun 2006
Post by: isamu on May 18, 2013, 04:08:58 am
YES!!!!!!!!!!!!!!!!!!!!!!!

Imperial Avenue Special Request Stage 2 Drive Above the Speed has been nailed like a Thursday night Strawberry on the corner of Figueroa and King!!!!


(http://imageshack.us/a/img541/1360/or2006c2c20130518004429.jpg)

(http://imageshack.us/a/img11/4886/or2006c2c20130518004337.jpg)

(http://imageshack.us/a/img811/7769/or2006c2c20130518004356.jpg)

Hardest.....damn......stage mission.......

***********E V E R***********

Go on guys....tackle it if you DARE!!!!!!!! Mwahahahaha!! :D

Welp onto give Halle Berry some lovin'


Quote from: Shaneus
I don't think it was related to the app... I suspect the test mode it puts the OS into was causing issues. Said it was ATI drivers, but... yeah, I dunno. Creating a new Windows profile let me install it fine, and reinstalled all the video drivers just to be safe.

Quite odd.

Ahh, glad you got it working mate :) Plenty of things to tweak about with it.

Quote
PS. Wheel or 360 controller, isamu?


LOL?

I don't I've ever touched any racing game with a controller except for on my psp. I'm a stickler when it comes to which instrument I use for my racing games, and I've never settled for anything other than a steering wheel.
Title: Re: Hacking Outrun 2006
Post by: isamu on May 19, 2013, 05:48:23 am
OK guys I know this is a hacking thread but I need a quick answer about this game:

I've completed all but Holly's mission. I've unlocked most of her stages, but there are stage missions falling into the Special Request, Special Request 2 and Special Requests 3 category. I am trying to get to SP1 for her Skyscrapers Photograph the Sights mission.

There are two stages leading up to Sky Scrapers: Casino and Metropolis. I can and have AAA'd both of them, but for some reason I get NO special request from Holly upon entering Sky Scrapers. Just the normal version with Memorize the Sequence and Count the Cars. Sky Scrapers only has one Special Request and that's for Photograph the Sights, but how do I activate it? Why doesn't getting an AAA on the previous stage activate it?

Very confusing this chick's mission is. Please help.
Title: Re: Hacking Outrun 2006
Post by: isamu on May 22, 2013, 06:06:28 am
Phew....At last!





(http://imageshack.us/scaled/landing/40/or2006c2c20130521204124.jpg)

(http://imageshack.us/a/img402/820/or2006c2c20130521230843.jpg)

(http://imageshack.us/a/img18/9052/or2006c2c20130521230822.jpg)

(http://imageshack.us/a/img6/6285/or2006c2c20130521231317.jpg)


Man....Holly's missions weren't overbearingly difficult per se, but unlocking her Special Request 2 and 3 stages was a nightmare and a chore. You have to get at least AA on nearly every stage in a row leading up to the last stage in order to get to Special Request 3. Unlocking it for Capeway was a pain in the ass! Oh and if I never hear her ask me to "Photograph the Sights" or "Do the Math" again it'll be too soon.

Well that completes Coast 2 Coast mode. Last time I fully 100%'ed the whole game was on the original Xbox years ago. Was never really a fan of this mode at all, except for Flagman's missions which are cool.

At this point I'm *ONLY* around 260,000 OR Miles away from being able to purchase every last thing in the Showroom :lol . But at least now I can simply play and enjoy Arcade SP or OutRun mode, and focus on the part of the game I like most....the RACING! ;)

Shaneus you got your copy up and running on PC yet mate?
Title: Re: Hacking Outrun 2006
Post by: Malenko on May 22, 2013, 08:26:16 am
you are significantly better at this game than I am, that being said its still fun, except "cutting the ribbon". Maybe the PC version is easier? Im playing the PS2 version via PCSX2
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 22, 2013, 01:19:30 pm
If you are running the Japanese version on the ps2 it is significantly harder than the pc version, or at least that's what I've been told. 
Title: Re: Hacking Outrun 2006
Post by: isamu on May 22, 2013, 09:58:39 pm
If you are running the Japanese version on the ps2 it is significantly harder than the pc version, or at least that's what I've been told.

Not true at all. I too have played the Japanese import *extensively* up to somewhere around Jennifer's missions. Flagman is done. I imported the actual game years ago when it came out and can tell you the difficulty of both ports are identical(at least to my eyes). I've never had any difficulty pulling off goal completions for Flagman or Clarisa on the PS2 JPN version any more than I did on the PC version. Seemed exactly the same.

I was going to give up on the PC version entirely until recently because of all the enthusiastic discussion here about the game(Thanks Howard ;) ). I was not going to touch it ever again and had already committed to playing the Japanese import via PCSX2 emulator.

Speaking of which, there are a couple of advantages and disadvantages to playing the PS2 import in PCSX2 over playing the PC port that I figure I'd mention:

Advantrages:

A)You get pretty good rumble via the Lilypad plugin. It's not true Logitech campatible ffb mind you, but it's certainly better than nothing.

B)Instead of having to wait for the long intro or wait for loading times, etc, you can just hit a key and load a save state right into where the race starts. Much more convenient.

Disadvantages/drawbacks:

A)Despite my initial impressions of thinking this PS2 port looked on par with the PC version, even when playing it upscaled at 6x internal resolution and applying FXAA, it still looks quite subpar to the PC version and the textures are not as detailed(duh!). The Jungle stage's rocks and trees are a prime example...they look blurred or stretched and look "flatter".

After I fired up the PC version for the first time in over a year, I immediately noticed the difference in picture quality. Not that this should come as a shock to anyone, I'm just pointing it out nonetheless.

B)Although OutRun 2 SP Japanese import runs quite well in PCSX2, it isn't perfect...the speed and motion of the game tends to look a bit "framey" in some spots, despite FRAPS' counter being rock solid at 60fps.

C)Furthermore, and this is the biggest issue that annoys me....there are very nasty split-second hiccups during gameplay when you're driving. I'm talking like half a second very noticeable stutters that occur like every minute or so. They mainly seem to be triggered when colliding with the objects on the side of the track. This was annoying enough to make me stop playing the game despite my best efforts to ignore it.

I love getting rumble delivered to my wheel with this game but these stutters were a deal breaker. Everyone's PC rig is different so perhaps you guys don't experience the same issue, but I've tried  nearly every setting in PCSX 2 short of running it in software mode(which introduces a bunch of nasty graphical problems) and haven't had any luck eliminating it. Oh well.

Bottomline is the PS2 JPN version via emulation is a great alternative but if you own the PC version that's the one to play. Now that I've sorted out all my steering wheel and pedal issues, I'm not mad at the game anymore :lol:
Title: Re: Hacking Outrun 2006
Post by: tkeahi on August 08, 2013, 02:57:32 pm
Looks like someone got OR2 Beta to run on xbox:

http://ptoponline.com/?p=1194 (http://ptoponline.com/?p=1194)
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on August 08, 2013, 09:06:56 pm
Sweet! It just sucks we need either a dev box or a modded Xbox with 128 bit ram mod. Still cool nonetheless.  Thanks for posting.
Title: Re: Hacking Outrun 2006
Post by: isamu on August 09, 2013, 03:27:26 am
Very interesting news indeed. On a side note, Howard has not posted on this forum in quite a while, and I interpret that is good news! Hopefully it means he's busy working on getting things done and making progress ;)  :cheers:
Title: Re: Hacking Outrun 2006
Post by: BadMouth on August 09, 2013, 10:33:00 am
Very interesting news indeed. On a side note, Howard has not posted on this forum in quite a while, and I interpret that is good news! Hopefully it means he's busy working on getting things done and making progress ;)  :cheers:

He's busy modding Mortal Kombat Komplete.  :lol

I understand.  I have to tinker with whatever I'm excited about at the moment or else it feels too much like a job instead of a hobby.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 25, 2013, 07:12:23 am
Yup what he said.  My main lack of motivation on 2k6 comes from the lack of progress on my racing cab.  It's just a pile of lumber atm. 

On the other hand I have my refurbished mame cab sitting next to me with no roms in it because I was disappointed in the amount of HD arcade games.  Then out of the blue MKKE gets released on the pc, the pan-ultimate fighting game of this generation. 

We've made amazing strides on it, I suggest to check out my ultimate boss mod over in the software forums.  My progress on MKKE is about winding down.  I'm currently making a special Nekropolis to view all the boss/secret character stats and stuff.  I've also finished an ending for Goro based upon the official text still dormant in the code.  I'm currently working on Kintaro's ending.

What's left after that is to get all the "missing" alt costumes added for the ninjas and female ninjas, add in the remaining npcs and hopefully figure out how to alter movesets.

I am learning a lot about dds texture editing that will hopefully be useful when it comes time to continue work on 2k6.   
Title: Re: Hacking Outrun 2006
Post by: isamu on August 25, 2013, 03:20:44 pm
Take your time. I sold all of my racing gear(wheel, pedals, the whole 9) due to financial issues, and will be taking a long hiatus from ALL racing games for the next 6-12 months. Got a lot of old school 80's-90's 2D retro games to catch up on like the original Dragon Quest and Final Fantasy.
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on August 25, 2013, 05:08:27 pm
Howard_Casto we need to add the bonus from the xbox version  and want to be part of this work.
I also inquired with cheats and can do a lot with this game  ;)
Title: Re: Hacking Outrun 2006
Post by: BadMouth on August 25, 2013, 08:58:40 pm
Take your time. I sold all of my racing gear(wheel, pedals, the whole 9) due to financial issues, and will be taking a long hiatus from ALL racing games for the next 6-12 months. Got a lot of old school 80's-90's 2D retro games to catch up on like the original Dragon Quest and Final Fantasy.

Sorry to hear about that.  Hope you still hang around as part of the arcade racing community.
Title: Re: Hacking Outrun 2006
Post by: isamu on August 27, 2013, 12:54:33 pm
Take your time. I sold all of my racing gear(wheel, pedals, the whole 9) due to financial issues, and will be taking a long hiatus from ALL racing games for the next 6-12 months. Got a lot of old school 80's-90's 2D retro games to catch up on like the original Dragon Quest and Final Fantasy.

Sorry to hear about that.  Hope you still hang around as part of the arcade racing community.

Haha, I not going anywhere, I'll be observing and participating here just as always. Lot of great things to look forward to in 2014 and I'll *hopefully* be in a position to start focusing on putting together a new rig sometime by then. I'm particularly interested in this dream wheel :D

http://simsteering.com/products.html (http://simsteering.com/products.html)

Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on December 23, 2013, 07:30:43 pm
Hate to bump. Just curious if you were still working on this? I know you've been busy with those awesome MK9 hacks too so yeah.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 29, 2013, 02:38:21 am
Honestly... my hardware is getting old in terms of computers and such and I'm low on cash.  I want to get back to this when I build a rig, but if I can't afford to build one... well...

Atm my mame cab can't even run the Mortal Kombat hacks I'm working on.  So it gets first priority in terms of an upgrade. 


If someone wanted to work on this in my "absence" I would be more than willing to release everything I've found out about the game.  Most of it's here already actually. 
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on December 30, 2013, 07:48:28 pm
That sounds good Howard. And understandable. I forgot if you said Force Feedback is possible or not. Still pissed they didn't include it. Even that ---smurfy--- Crazy Taxi 3 port had it lol.
Title: Re: Hacking Outrun 2006
Post by: tkeahi on January 09, 2014, 04:44:29 am
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. 

I'm playing around with the Chihiro and xbox versions of OR2 and am seeing lots of xst files. But I've spent days looking for a program that can view or edit them and I'm failing. Can you point me in the right direction?
Title: Re: Hacking Outrun 2006
Post by: Boomslang on February 19, 2014, 04:15:39 am
Just wanted to say I've got lindbergh outrun and a capture card so I could do some decent screens for you now if it would help Howard
Title: Re: Hacking Outrun 2006
Post by: twistedsymphony on February 19, 2014, 09:57:19 am
Just wanted to say I've got lindbergh outrun and a capture card so I could do some decent screens for you now if it would help Howard

JayFoxRox from Assembler games actually released most of the files he created to make his Lindbergh emulator...

https://github.com/JayFoxRox/Lindbergh-Emulator

I'm curious how much more work is needed to get OR2 playable in Linux, I know I'd rather have the legit arcade software running on my cab as opposed to a modified version of the PC release.
Title: Re: Hacking Outrun 2006
Post by: isamu on February 19, 2014, 06:21:12 pm
Just wanted to say I've got lindbergh outrun and a capture card so I could do some decent screens for you now if it would help Howard

JayFoxRox from Assembler games actually released most of the files he created to make his Lindbergh emulator...

https://github.com/JayFoxRox/Lindbergh-Emulator

I'm curious how much more work is needed to get OR2 playable in Linux, I know I'd rather have the legit arcade software running on my cab as opposed to a modified version of the PC release.

especially if it provides force feedback and doesn't suffer from all the bugs that the PC version does. I wonder if the Lindbergh version can be tweaked for online multiplayer?
Title: Re: Hacking Outrun 2006
Post by: Boomslang on February 19, 2014, 06:24:28 pm
Just so we are clear...that is not all the files and currently will not work at all. Jay did tell me he might release it over the next year or so.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on February 20, 2014, 02:23:13 am
My guess is the Lindbergh version is so hardware dependent that you'd basically have to re-create the Linux box it's already running on.  Then again that might be considerably cheaper than the real arcade hardware, I dunno. 

Title: Re: Hacking Outrun 2006
Post by: twistedsymphony on February 20, 2014, 09:25:56 am
Just so we are clear...that is not all the files and currently will not work at all. Jay did tell me he might release it over the next year or so.

yeah, the readme makes it pretty clear what's missing. I'm just glad that there is something tangible out there. If I actually had access to a dump or two I wouldn't mind playing around with it a bit... sadly I haven't been able to find anything.


My guess is the Lindbergh version is so hardware dependent that you'd basically have to re-create the Linux box it's already running on.  Then again that might be considerably cheaper than the real arcade hardware, I dunno.

I get the impression that it's no more hardware dependent than the TTX stuff, it's just that the security has a lot tighter integration than TTX did..

Honestly I think if Lindbergh had Street Fighter on it, it would already be done... the effort put into hacking/emulation seems directly proportional to the popularity of the games on the system.... Case and point: the state of PS2 emulation vs Original Xbox Emulation.
Title: Re: Hacking Outrun 2006
Post by: Boomslang on February 20, 2014, 01:09:14 pm
Yeah apparently it's not hardware dependant at all
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 01, 2014, 05:01:47 pm
Getting back on topic.....

I'm reluctant to post this considering it's April 1st, but rest assured this is legitimate news. 

Now that mamehooker is out, I used what I learned with it, troubleshooter 2, and MKKE and went back to work on this.

I've gotten pretty far along with the force-feedback actually. 

What I decided to do is, for now, hook everything up via xinput for use with a 360 controller.  I know, complain all you want, but it's protocols are a lot easier to deal with and thus it's a lot easier to test the actual logic of the wrapper with xinput..... I can add true ff later. 

So far except for a handful of obvious and annoying bugs it works pretty well.  I've got a terrain smoothness variable (how much the tire bounce) that rumbles the soft motor when you run on sand, barely run off the road or are running on wet road.  I've also got a friction variable that rumbles the hard motor when you flat off run off the road.  In addition to that, I've got a "hard impact force" that tells me when you've hit a semi or a guard rail that rumbles both motors and a "shifter pop" that lightly rumbles the soft motor when the car hits max rpm and you are changing gears.   

All of these work really well.  Now if I can just tackle the bugs. 

First off, these values are "reset" when you got back to the menu, and unfortunately they reset to full on, causing everything to rumble like crazy.  I've found a few variables that give me some info on what screen you are in so hopefully I can use that to fix it.  Secondly, I'm reading actual car physics for the most part, so when the car does that crazy burnout at the start of the race and the slide and the end... yup it rumbles.  Also the terrain value is different in outrun 2 modes because the physics of outrun 2 are different.  It means my max value is wrong, so I'll have to find a way to set and detect that.  Finally, I haven't added a speed multiplier yet, so even if the car is at a stop it'll rumble if you go off the road. 

These problems aren't nearly as bad as they sound though, so hopefully I'll have a VERY crude test program ready by the end of the week. 

Title: Re: Hacking Outrun 2006
Post by: Boomslang on April 01, 2014, 07:47:36 pm
Fantastic! Only issue for me would properly be that I'm pretty sure my wheel doesn't do xinput and only does directinput. But it's cool to hear that your getting stuff done!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 02, 2014, 12:55:24 am
I worked on this some more.  I can tell specifically what menu I'm in in Outrun 2 mode, so rumble is working more or less as it should in that mode.  I also added a bit of a sanity check.... rumble doesn't work unless you are traveling over 15kph.  Those two combined should fix most issues. 

I have the other variable which gives you the global menu data (which 2k6 mode uses) as well, but it's one of those crazy double pointers.  I'll have to study a bit to translate Cheat engine pointers to useable pointers.  So for now I've disabled rumble in 2k6 mode..... I"ll try to work on that tomorrow. 

I've also did a bit of code that hopefully should fix that max terrain issue as well.  It glitches out occasionally, but once the race starts and you apply the gas, it fixes itself... so not too bad. 

I've also hooked up general car info as well, mph/kph, rpm and what gear you are in.  Although I can't seem to find the overRev lamps memory position, I managed to fake one via all the other data and a bit of code.  It isn't 100% accurate though... in 5 gear cars the rpm's can really max out and my overRev logic thinks there is one more gear to go...so I'll have to think on that one a bit. 

Other than that though, I think it's coming along nicely. 

Title: Re: Hacking Outrun 2006
Post by: baritonomarchetto on April 02, 2014, 02:58:45 am
I cannot wait to test the rumble in O2C2C !!  :notworthy:

... a good reason to roll back my controller drivers to Xinput!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 02, 2014, 03:10:22 am
Boomslang: 

I've got a job for you if you still have your hardware.  It would be really nice if you can do video to get the attract mode captured.  2k6's attract mode... well it's not too great and it's just a video file anyway, so maybe we can work some arcade stuff into the video. 
Title: Re: Hacking Outrun 2006
Post by: Boomslang on April 02, 2014, 03:21:12 am
Ok should be possible. I can do it via a capture card I've got
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 02, 2014, 03:26:33 pm
Hey Howard,

Have you look at the PSN version of Outrun (Outrun Online Arcade)? Maybe there something in there that can be useful to you. The PSN version is HD like the arcade versions but i imagine that filesystem is easier to view/mod since its in a more common playstation format. It was removed from the PSN store due to licensing but i have all the files if you need anything.

Let me know   
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 02, 2014, 03:56:06 pm
Yeah.  Sega uses it's own proprietary storage format for the outrun games.  I more or less figured it out for the pc version.  The Online Arcade versions... not so much.  In terms of graphics I've got most of what I need anyway.  Remember, even though I can get HD textures from the online arcade rips, I can't actually use hd textures in the game. 

Videos are another deal all together.... they are just bink video files, which is almost as common as mpeg4 when it comes to gaming... we can make our own. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 02, 2014, 05:07:02 pm
I had a few minutes this evening so I fired things up.  I figured out the issue with the menu pointer.... The pointer, instead of being a offset of the exe address was instead a static address in memory.  Huh?  Doesn't that kind of defeat the purpose (security wise) of using a pointer?

Anyway, with that I can tell more or less when you are racing, so things only rumble when they are supposed to.  The only glitch is that if you happen to exit a race while the game is rumbling, the rumble won't stop until the "loading..." screen goes away.  It's slightly annoying, but since it stops when you get to the menus that's acceptable imho. 

I also know of a memory location that gives me the state of a Paused game, so combine those two and it should take care of it (the game has to be paused before you exit a race). 

I also added a horn function.  It annoys the crap out of me that outrun has a horn button, but other than the menus, it's only used in maybe two heart attack stages towards the end of the game.  So now if you press the horn button (outside of a menu) it'll play "horn.wav"  Now if somebody can make me a horn sound, that'd be nice.  I want something that loops, so you get a long, drawn out beep if you hold the button, but a short "toot" if you tap it.  Felsir might want that for 80's racer as well.  ;)

We are getting there.  Barring a major bug or something I see no reason why I can't release a proof of concept app this weekend, maybe sooner. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 02, 2014, 11:05:53 pm
Disregard the comment about the horn sound.  I've got a decent loop finished.  Although if someone has access to a genuine Ferrari horn sound and wants to loop it.  ;)

Anyway, even more additions.  I added vr lamps, a brake lamp and a start lamp for when outputs get hooked up.  I've also added a lot more menu status variables which seem to make the force feedback more stable, almost perfect even.  This also allowed me to re-enable the rumble in the 2k6 mode. 

I want to do a couple of more little things tomorrow, then I'll release it for a test. 
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 03, 2014, 04:01:58 am
good stuff howard. I cant wait to test it
Title: Re: Hacking Outrun 2006
Post by: Felsir on April 03, 2014, 08:26:05 am
Although if someone has access to a genuine Ferrari horn sound and wants to loop it.
Sorry, I only have access to a scalemodel Lamborghini.  ;)

I'm looking to buy Outrun 2006 for the PC, so far no luck. :-( I do have the  PS3 version, but I'd like to have it in my cab.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 03, 2014, 12:48:24 pm
Well Sega lost the Ferrari license so they can't sell it anymore. A few years ago you could still get it via ebay or whatever, but I think at this point you might have to "acquire" it. 
Title: Re: Hacking Outrun 2006
Post by: Malenko on April 03, 2014, 01:16:14 pm
or pay out the nose:

http://www.ebay.com/itm/221407779930 (http://www.ebay.com/itm/221407779930)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 03, 2014, 03:58:00 pm
Well different people have different policies on these sort of things, but in the case of 2k6 in particular, I consider it to be "abandon ware"  Sega doesn't sell it and not only that, but because they've lost the license they'll never have the ability to sell it in the foreseeable future.

Unless we see an Outrun 3 (unlikely given Sega's current state) this will probably be the last version on the pc, thus why I'm willing to put so much work into fixing an "ancient" 7 year old game.    I don't know what we are gonna do if windows ever drops x86 support... but given the current (lack of) progress with pc evolution, hopefully that's a long ways off. 

Oh Felsir, if you want my horn sample You are welcome to it.  I went super old school with the implementation.  I used a "playsound" api call with the snd_async and snd_loop flags.  When the horn is pressed the loop plays (which is a horn oscillation without the trail off, making it loop well) when the user lets go of the horn button I stop the sound by playing nothing... so it honks as long as you hold it. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 03, 2014, 04:52:32 pm
So I was playing around with RADTools to see what we could do in terms of an Intro Video.  The game crashes on anything larger than 720p, but 720p would be a marked improvement over the 480p video we currently have.  I guess I need to make a texture set with invisible textures for the hud and then someone with a better capture card than me can record some nice, 720p footage of the car racing around.  Then we can edit in overlays and what not and make a new intro. 

But I need to figure out a name for the update of the game first. 

I kind of want to drop the 2006... makes it sound old. 

Outrun 2 C2C:  SDX
Outrun 2:  Complete Edition
Outrun 2:  Feel the Road


Ideas?
Title: Re: Hacking Outrun 2006
Post by: BadMouth on April 03, 2014, 05:23:22 pm
Maybe you can finally pull out "Electric Boogaloo"
I know you've been wanting to use it.  ;)

Outrun 2: Coast to Most

Outrun 2 BYX

Outrun 2: Skin to Win

Outrun 2 FXT (for fixed)  I'm diggin' this one.
Title: Re: Hacking Outrun 2006
Post by: BadMouth on April 03, 2014, 05:28:53 pm
I'm looking to buy Outrun 2006 for the PC, so far no luck.

I just received a rare sealed game purchased from ebay.
The auction said it was for PC, but I received the Mac version.  :banghead:

I was going to acquire it elsewhere anyway because I wanted to keep it sealed, but now I feel less justified.
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 03, 2014, 05:36:07 pm
Outrun Thrice
Outrun :FTFY
Outrun :2k14
Outrun : HC
Outrun 2 :SPC2CSDX Arcade Outrunners Online
Outrunners 2
Outmod 2 : Code 2 Code
Title: Re: Hacking Outrun 2006
Post by: Boomslang on April 03, 2014, 07:23:11 pm
So I was playing around with RADTools to see what we could do in terms of an Intro Video.  The game crashes on anything large than 720p, but 720p would be a marked improvement over the 480p video we currently have.  I guess I need to make a texture set with invisible textures for the hud and then someone with a better capture card than me can record some nice, 720p footage of the car racing around.  Then we can edit in overlays and what not and make a new intro. 

But I need to figure out a name for the update of the game first. 

I kind of want to drop the 2006... makes it sound old. 

Outrun 2 C2C:  SDX
Outrun 2:  Complete Edition
Outrun 2:  Feel the Road


Ideas?

I can record some videos etc tonight and as a temp video until my Lindbergh card arrives ill record the attract video from chihiro version tonight too
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 03, 2014, 08:53:09 pm
Cool... don't work too hard though.  I'm not exactly sure what we need tbh, I'm just trying to collect as much stuff as possible.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 03, 2014, 10:05:47 pm
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
Title: Re: Hacking Outrun 2006
Post by: Felsir on April 04, 2014, 03:11:25 am
I found a cheap copy of Outrun 2006 on a dutch "ebay"-like site for 10 euros, so let's see when it arrives. I was surprised to see someone had a twin outrun 2 cab for sale for 3750 euro (~$5000). Anyway, in a couple of days I should be able to join the fun (otherwise I'll try to "aquire" it ;-) )

Howard_Casto, I'd love to have that horn sample. :-)

Looking forward to the POC.
Title: Re: Hacking Outrun 2006
Post by: BadMouth on April 04, 2014, 08:40:06 am
At work and limited to MS paint so I'm not even going to try it right now, but I'm picturing this:
(http://upload.wikimedia.org/wikipedia/en/5/5d/OutRun_2_SP_SDX_Logo.png)

modified to say "The Dragon King presents Outrun2SP FXT"
It would be real easy to change those parts and leave the rest the same.

We could come up with something else for special tours at the bottom also.
or the SP would be easy to chop off as well.

EDIT:  Or replace SP with your initials!  Outrun2 HC FXT (Howard Casto fixed) flows nicely
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 04, 2014, 03:12:15 pm
I've got a collection of logos at this point.  Strangely enough they released HD versions of all the logos in their press kits... I'm not sure why, a webpage or magazine isn't going to need something that insanely large, but it's nice for me. 

I'm kind of partial to the Online Arcade logo, the color scheme matches the 2k6 menus, so I don't have to change anything. 

I think I want to keep "SP" out of the title if at all possible.  The way I look at 2k6 it's a collection.  You've got 2k6 mode, 2SP mode and regular 2 mode.  So the title should represent the collection.  I thought about re-arranging the 2k6 mode and making my own (I can tweak challenges and stuff to a degree) but then I thought people would probably rather have the un-molested game, so I'll save that for another project. 

Right now I'm trying to figure out a good way to implement the bonus songs.  The Japan version of the game had four bonus tracks.  A J arrange version of Splash Wave, Rush A Difficulty, Magical Sound Shower, and a brand new song called "Lift you Up!"  All are very metal-centric and would make Stan Busch proud.  ;)  I'm thinking of doing it like I did MKKE... simply rename the ogg files when a button is pressed.  I'm going to have to put a butt-load of checks in place though....  oggs are streamed, so if the track(s) in question happen to be playing while I try to switch them, you'll get a big crash. 

Of course eventually all of this will be removed.  With Outrun Radio I'm going to blank out all tracks but the endings, and you'll just have radio controls like in Outruners/Rad Racer.  I can totally get why someone wouldn't want to use that though.  The individual game stages are less than 40 seconds, so if you are just doing a quick challenge it would be a lot of work. 
Title: Re: Hacking Outrun 2006
Post by: baritonomarchetto on April 04, 2014, 03:41:14 pm
C'mon Howard, stop writing and upload something! We are hungry and only improvements in this seminal game will satiate our hunger!  :angry:

 :D
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 04, 2014, 04:45:49 pm
I know, but right now there are still a few minor bugs to work out.  Like I said, this weekend comes the release (probably tomorrow). 

I figured out a good method for swapping out the songs.  At least when in outrun 2 mode, I can pretty well tell what menu you are in and what you have selected.  So if in the radio menu of or2/or2sp if you slam on the brakes while Random is selected, you'll get a little sound and the original tracks will be swapped out with the bonus tracks.  Unfortunately they'll be labeled wrong, but fixing stuff like that comes later. 

*sigh*  Anyway, that was a nice little diversion from the drudgery that is hooking up the 6 dozen or so memory addresses I've discovered.  I'll get back on that tonight. 
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on April 04, 2014, 05:27:23 pm
I have been following this since the beginning.... great work by the way... I have Outrun coaste to coaste 2006 running on converted Sega F355 arcade cockpit arcade marchine.

Really looking forward to the orginal video attract from the arcade finally inserted into the PC version.

But can't the title screen just be Outrun SP as it does have both games...

Or at least be an option?

Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 04, 2014, 08:40:54 pm
Well like I said, the intro is just a video file.  You can use whatever you want. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 05, 2014, 12:50:11 am
Wow I actually got it done early!  That never happens. 

https://www.mediafire.com/?3bv3arxnlk71fnj (https://www.mediafire.com/?3bv3arxnlk71fnj)

I put it on my mediafire account because the bonus sound tracks make the package pretty darn big, even with 7z compression. 

I've been thinking, we might have to torrent this mo-fo once it's complete.  It'll have new intro videos and sounds and everything afterall. 

But in the mean-time there it is.  Now right now it's hard-coded to work with xinput controllers.  (Xbox 360 gamepads) If you don't have one then there really isn't any point of downloading it unless you really want those bonus tracks and horn sound.  ;)  Just dump it all in the outrun folder. 

Btw this is memory hacking we are dealing with here, so it might not work with all versions of 2k6.  Afaik there is only one version (multi-language dvd) but if for some reason it doesn't work for you, please let me know. 

I've included a readme to explain the finer details, but I want everyone to keep in mind that this is ALPHA. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 05, 2014, 03:45:20 am
Some months ago someone sent me pics of the Lindbergh version with Clarissa's rank sprites.  I thought I would do a test version. 

Things are a bit pixelated, but that's just due to the puny 480i resolution of the 2d sprites. 

I believe the phrase is "boobs ahoy!"   :afro:

I still have the main sprite sheet to do (Outrun 2 mode uses different sprites for heart attack), but she's about done.  I've got most of the keyboard sprites replaced with the arcade control icons, but there are a few of those left to do.  So yeah, I'm actually about done with graphics as well. 
Title: Re: Hacking Outrun 2006
Post by: Boomslang on April 05, 2014, 05:14:46 am
Great work! Ill try to wait patiently for direct input support and force feedback!
Title: Re: Hacking Outrun 2006
Post by: baritonomarchetto on April 05, 2014, 06:51:13 am
Ok, made a test this morning.

My setup is:

SO - win XP SP3
Wheel - Xbox360 controller hack with default drivers
OC2C - well, a not 100% legit version (noCD exe)

the debug windows shows my button presses, reports some lamp outputting, so the game is hooked. This is ok up to the end of the countdown, then, when you are going to actually play, i have this run-time error:

run-time error 9
subscript out of range


(see attached pic)

After that, the game is no more hooked.

Let see what people with legit exe reports  :)

Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 05, 2014, 01:42:33 pm
Well all the output data from the screen is correct, so that's not it.  You've been messing with your xinput, so I'll bet that's the cause (the game won't rumble until after entering a race). 

The wrapper uses xinput1_3.dll, so make sure you have that and not xinput1_2.dll

Also is this 32bit xp or 64bit?  The addresses might differ in 32bit.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 05, 2014, 01:58:03 pm
Here try the exe attached (I'm not re-uploading 20+ meg files anymore, so you need the first one as well.)

I've put in error handling in the main loop so hopefully it won't crash and then we can see what is wrong.

Also I fixed the annoying issue where it would drop you out of fullscreen upon launch. 
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on April 05, 2014, 02:34:46 pm
It great to see the new interest in the project again!!

Very exciting to follow...

I was wondering weather you might consider replacing the the loading screen before the game starts with the Arcade version where it says please wait ( it the same screen just different text )

Just a suggestion  tho

Title: Re: Hacking Outrun 2006
Post by: baritonomarchetto on April 05, 2014, 02:45:32 pm
Well all the output data from the screen is correct, so that's not it.  You've been messing with your xinput, so I'll bet that's the cause (the game won't rumble until after entering a race). 
I have been messing with that, but actually the default drivers are there

The wrapper uses xinput1_3.dll, so make sure you have that and not xinput1_2.dll
Would it be sufficient to place xinput1_3.dll in the exe folder?

Also is this 32bit xp or 64bit?  The addresses might differ in 32bit.
32 bit

just downloaded the new file and i will test it in an hour time  ;)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 05, 2014, 03:10:48 pm
Well it would have to be related to either rumble or the physics, because those are the only two things that remain disabled until the race starts.  Your screen shot conveniently covers the physics section of the status window.  ;)

Xinput is screwy, it's the only dll I've seen that needs installed.  I tried to use the windows 8 xinput1_4.dll on my system (because it extends functionality somewhat) and it wouldn't work.  You might wanna try mamehooker.  It's implementation is identical to what I'm using in the wrapper. 

If XP only supports xinput1_2 or something I can probably add in support.  I need to see if xinput has an alias in the api declaration, so I can just call xinput and have windows take care of the rest. 

The only other thing I can think of is a few of the physics values are static.  90% of the values I've found are offsets (exe address + address) so those will work universally, but the statics might have issue with xp depending upon the memory location it's throwing the game into.  I thought that stuff was pretty universal though.
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 05, 2014, 03:11:00 pm
seems to be working on a bootleg version just fine. sadly this is main pc and not my cab so i havent tested the rumble or anything else.

(http://i.imgur.com/2owLBp4.jpg)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 05, 2014, 03:41:34 pm
Well we've got one confirmed working, so that's good.  ;)  Is Xinput installed on that pc?  I'm just trying to narrow down marchetto's issues. 

Man that RPM value is way off.  I'm beginning to think it's the position of the needle and not the actual value.  Different cars have different rpm gauges afterall. 


I know right now everyone is feeling out the alpha, but there's something else I want to discuss.  While looking through the graphics to fix Clarissa I noticed something rather disturbing.  Many of the graphical icons have artifacts.  They are all saved as dtx5, which is loss-less compression, so this has to be an error on the developers part.  Things that were particularly bad include the "heart" icon and the time digits.  I think if someone wanted to work on these we might be able to clean up the hud somewhat.  I mean it's still going to be 480ip, but at least it would be a clean 480p. 
Title: Re: Hacking Outrun 2006
Post by: baritonomarchetto on April 05, 2014, 04:48:55 pm
Howard, the 1.1 version fixed the issue without the need to install other xinput dll's other than the default!! Now Outrun 2006 Coast to coast Pc version rumbles like a beauty in my racing cab!

GREAT work man!!  :applaud:

I am 100% satisfied, even with this alfa...

BUT

i know that you wanna every single aspect in perfect working order, so i must report that i was not able to have the japanese tracks working, nor the horn. I have a horn button correctly mapped, but i cannot hear any sound when the button is pressed. In addition, i couldnt hear the system "beep" while pressing the brake pedal (it's a digital micro switched pedal in my cab, so a button essentially) and then the japanese tracks in the preview.

For the system beep, it's more than likely that i could not hear it because system sounds are disabled in my cab to avoid windows not-so-arcade login and logoff and popup and so on sounds... but what about the horn sound and jap musics?

 :cheers:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 05, 2014, 05:50:42 pm
Well I'm actually using the same api that windows uses to play sounds, so to hear the horn/beep you are going to have to re-enable them. 

For the japan tracks... not a big deal, I can use another method to play that and the system beep is just a place holder anyway.  I'm nto sure why it wouldn't switch though... that has nothing to do with the sound effect.  It might be that you are just toggling it back to the default sounds.  The brake pedal works like a toggle... hold to switch to Japan tracks, release and hold again to switch back.  I just tested with digital pedals and they work just fine.


For the horn, the loop is so tight (to keep the horn sound constant as you hold) that I don't know if other methods would work.  It's also why I'm using a cruddy old wav file btw... no compression so it loads faster.

Good news btw.  I mentioned in the readme that there isn't any rumble when you hit/grind cars due to Outrun fudging the physics.  I played the game a while to see if there was anything else I could tap into and I noticed that even the smallest impact with another car generates sparks.  So I tapped into the spark engine.  The effect works fairly well and as an added bonus now if you grind into a guard rail you get their weird oscillation effect that makes it feel like you are really mangling the car. 

Now it isn't a physics value, so it isn't perfect... it a tad delayed and doesn't match what you are experiencing on the screen 100%.  I would describe this particular effect as "arcadey" but for this game that isn't necessarily a bad thing. 

So all that's left in terms of physics is maybe a fudge to get an effect when you hit heart targets (beach ball, ghosts, ect) and road cones.  I might be able to tap into the sound engine for that one. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 05, 2014, 07:41:10 pm
Found another value that might be useful... the pitch applied to the engine sound.  You hardcore guys might find that one useful for a sim rig.  ;)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 05, 2014, 08:19:45 pm
Ok, another alpha to try out.  This one eliminates the requirement of the Japan Music (so I can make small packages again) and more importantly has the "Spark Force" hooked up so you can feel impact with cars!

Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 06, 2014, 01:16:44 am
Ok while I'm on a roll, I might as well keep going. 

Now that most of the basic physics are out of the way, I'm going to implement the Output system for communication with Mamehooker.  Because individual physics names and values are still a little up in the air, right now I'm just going to hook up stuff like the pause state, lamps, ect. 

I will eventually expose every single memory location I'm hooking though.  That way if the force-feedback I craft doesn't suit you, you'll have the option to script your own via mamehooker. 
Title: Re: Hacking Outrun 2006
Post by: baritonomarchetto on April 06, 2014, 03:37:23 am
[...]right now I'm just going to hook up stuff like the pause state, lamps, ect. 

As always, you are covering the "extra mile"! Thanks!  :applaud:

About the jap tracks: when you say to hold the brake pedal, do you mean that i have to keep it pressed for, i.e. 3 seconds or more?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 06, 2014, 03:52:59 am
The function I use is, if the previous value of the brake was not greater than 250 and the current value is, swap out the tracks.  So you have to press it "fully" once.  Not really a problem with a digital button (your only options are a full 0 or a full 255)  There really isn't a time period.  One press toggles the Jap tracks a second toggles back, ect....
Title: Re: Hacking Outrun 2006
Post by: baritonomarchetto on April 06, 2014, 05:19:15 am
Tested the new version: the "out-of-track" rumble works great (like before), but the "collision with other cars" one is not working on my wheel

BUT

i must say that only one rumble output is connected to my wheel (i don't remember if it's the left or right ATM) so i cannot feel the one not connected. Another possibility is that you set a strenght <10000 which, in mamehooker, is not sufficient to rumble the motor i am using so probably it's not with OR2FXT too.

I also reactivated the windows "beeps and annoying loging logoff popup ---steaming pile of meadow muffin---", but i was not able to hear the jap tracks (nor the activation beep).

The horn is still not played.

I gave a check to the button press detection by the debug utility, and the button presses are not recorded untill the start of the race, then they are. So, in the mode/car/music selection menu they are not recorded but i can see a full brake press (255) while in game. The debug window shows the pressing of the horn (button "16" , right arrow) too, but only in-game.

The brake is mapped to the "2" keyboard button and the horn to the "RIGHT" arrow. Maybe the mixed configuration i am using (360 pad X-axis for wheel, PS/2 keyboard for the digital buttons) makes things harder?

just that i am here, let me suggest a couple of things:

- possibility to control the rumble strenght (i know that this could be an easy task, i learned it from mamehooker advanced Xinput outputs  ;D)

- possibility to send all the outputs to one single rumble motor...

Ah, almost forgot: the first time i launched the config utility (with the first exe i mean) the default resolution set was "0x640" ... not a big problem, you can change it easily, but for sure fixing this could avoid some "issue not issue" reported from the casual user  that launches the main program straight forward ;) (don't ask me why i noticed that running it straight forward doesn't work  :embarassed: :lol)


Title: Re: Hacking Outrun 2006
Post by: Felsir on April 06, 2014, 12:53:49 pm
The horn is still not played.
I noticed the horn.wav is very low volume. Perhaps test it by replacing it (temporary) by a louder sample and see if you can hear that one?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 06, 2014, 02:28:41 pm

The Japan swap does work for other people, I confirmed it.  But you didn't mention using the keyboard either.  Keyboard keys are stored in another location and use another value.  I believe the brake is 2048.  I can add support for that easily.  Let me guess, your horn is mapped to the keyboard as well.  When in the menus the horn is mapped to a crazy button value like -32000.  You say it gives you a 16 in game though, so I dunno. 

As for the singular motor stuff, while I do intend to add more configuration options you understand that you are asking me to modify the code just so it'll run better on your particular hack job right?  ;)  Don't get me wrong, I'll probably add them anyway, but keep this in mind. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 06, 2014, 04:51:26 pm
I'll work on the issues you guys had in a little while.  Right now Boomslang has sent me s bunch of captured attract modes from various incarnations of Outrun 2.  (Lindbergh is on the way btw.  ;) )

I just finished converting the Xbox attract of classic Outrun 2 and it looks pretty good.  Now the "press enter" message is still there because on the pc version it's a sprite, but I'll be removing that in subsequent revisions, so don't worry. 

I'll try to convert them and upload them tonight, but be warned they are frikkin huge!  bik files are built for speed, not compression, so a 24 meg mp4 he sent me became 54 megs by the time I converted it, and that was after trimming off several seconds of unneeded footage!  Oh and archiving them, even with 7z, take a whopping 1meg off the download size, so I won't even bother. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 06, 2014, 05:35:58 pm
Ok here is what I discovered with the keyboard inputs..... yeah they are borked and I'm not supporting them. 


[Iwata]
Preeze undastand. 

While the bit-masking for gamepads is universal (the horn is 16 regardless of what button you have it mapped to, ect) with the keyboard input it depends upon what key you have it mapped to and the value is NOT a asc value or a virtual keycode.  In addition, most of Outrun's inputs for menu navigation are hard coded.  Those values I DO get... so there you go. 

So it would be surprisingly difficult, if not impossible for me to detect Outrun's keyboard status, while it would be relatively easy for you guys to just use ppjoy, vjoy,  or hook your controls up to a hacked gamepad or something.

[/Iwata]

As I mentioned, I'll eventually be taking over outrun's inputs and doing that stuff myself, so it's best to just wait for then.  I will support keyboards, only the data I actually send to Outrun will be the joystick commands, so it's easier that way.  I might look into finding the keyboard buffer, but honestly, it probably isn't worth the effort.

So sorry guys, but there isn't an easy fix for this one. 

Btw I got the outputs hooked up last night.  Another alpha is probably due to drop soon.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 06, 2014, 11:53:12 pm
I've started parting out the effects I preparation for true force-feedback and since it was requested I'm doing the same with Xinput.  You'll be able to set which gamepad gets an effect (if any) which motor it goes to (left, right or both) and the multiplier.  That should do it although I'm having a hard time testing. 

I have one wireless pad and one wired one.  The wireless adapter totally screws up when I plug the wired controller in, so once I'm ready if anyone could test that would be great. 

In the meantime, here is the first video

Outrun 2 Attract Mode Chiharo (Japan) (https://www.mediafire.com/?2s1be5aw1369cgs)

These take quite a while to upload, so bear with me. 
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 06, 2014, 11:59:18 pm
thank for the vid. you link is a bit messed up tho. you left the quotation marks on. i was able to fix it and download it tho.

UPDATE: I think there's a formatting error. I get a blank screen with "press enter" when I replace the video NEVERMIND, I PUT IT IN THE WRONG FOLDER. ITS WORKING NOW

HC, im not sure if the source was pixelated but, it think you might be compressing the video too much. it look fine at the title but once it goes into gameplay it looks like 240/360p youtube vid.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 07, 2014, 12:36:03 am
Fixed, the link, sorry. 

No I downloaded the video from my mediafire account to be sure... it plays in the game just fine. 

It should be in the "mv" folder renamed to "TitleScreen.bik"

Maybe your download corrupted?  It's 47megs

Also something of note about bik videos is that if your system resources are busy they don't play correctly. Likewise if you try to re-size the window in windowed mode or anything like that.  I thought I had screwed up one of the vids but it turned out it was just the video converter running in the background.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 07, 2014, 12:40:08 am
If you are talking about the gameplay portion of the video, nope, that's just how it looks.  The chiharo version of OR2 ran on a 480i arcade monitor.  ;)
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 07, 2014, 12:42:46 am
okay HC, i finally had time to put it in my cab and sadly i get nothing out out my driving force gt. i tried 1.0 and 1.2. what can i check for to help you figure out the issue?

Win 7 x64. driving force gt wheel. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 07, 2014, 12:45:17 am
Isn't that a DirectInput wheel?

Right now only Xinput (360 gamepads) works. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 07, 2014, 12:49:59 am
Ok here's the Xbox version, which I actually prefer.  It's about the same, only no Japanese text and a better sound track.

Outrun 2 Attract Mode Xbox (https://www.mediafire.com/?666jqzrq5x2nl41)
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 07, 2014, 12:56:38 am
ohhh. I guess it is, I dont know this stuff. i was excited =(

Sidenote: btw I tried my official wireless xbox 360 controller and got nothing either.
Title: Re: Hacking Outrun 2006
Post by: baritonomarchetto on April 07, 2014, 01:02:32 am

The Japan swap does work for other people, I confirmed it. 
perfect then, noone reported so i gave my feedback...
Quote
As for the singular motor stuff, while I do intend to add more configuration options you understand that you are asking me to modify the code just so it'll run better on your particular hack job right?  ;)  Don't get me wrong, I'll probably add them anyway, but keep this in mind.
Actually you are getting me wrong. I am only trying to anticipate issues that those users trying to keep the cabinet as unmodified as possible will have to face (the use of a PS/2 PCB like JammASD or jpack is almost mandatory... not sure if the mire recent jpack is USB, but the old PS/2 is common out there)
AAAAND
cabinets factory supporting rumble have only one motor
;)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 07, 2014, 01:10:27 am
Yes, but this is Xinput.  Xinput is for 360 gamepads only.  I will add force feedback later, as well as mamehooker support for something like a solenoid trigger.  I appreciate the fact that you hacked a 360 gamepad, but I doubt that's the route that 99.99% of the people are going to take.  Keyboard encoders aren't uncommon, but that particular hack is.

Not sure why you are replying though, I already mentioned that I've implemented what you asked for.

SegaOutrun: 

The official wireless gamepad is actually what I'm using to test.  Right now it's hard-coded for gamepad 1 ("1" light is lit up on your gamepad).  In the next version, which I'm about to release in a minute, it will be configurable.   
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 07, 2014, 01:20:34 am
Here we go, 1.3a

Xinput is configurable
Made the horn work a bit better (It should even work with keyboard inputs finally)
Mamehooker support for the lamps
some minor stuff

The rest is in the readme 
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 07, 2014, 01:36:51 am
ah my xbox controller was "2". maybe thats why. I turned off my cab so, ill try it again tomorrow but, im sure that was the reason.

sidenote: Im not sure if this is related to your stuff or i did something but ghost are driving my cars. there's no one inside driving. I didnt notice this until i raced a convertible.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 07, 2014, 01:44:12 am
Cool.  I've gotta get up in the morning, so I'm done for the night as well. 

One more thing though.  If you have "special" drivers setup for your 360 controllers then they probably aren't Xinput anymore.  I know the whole point of XBCD in particular is to make the 360 controllers show up as DirectInput devices.  I think there is a method to switch between the two, but you'd have to look it up.

Me and marchetto were discussing this in the mamehooker thread.... they do a great job with the input, but not so much rumble... I don't have much control over them. 
Title: Re: Hacking Outrun 2006
Post by: baritonomarchetto on April 07, 2014, 03:20:30 am
sidenote: Im not sure if this is related to your stuff or i did something but ghost are driving my cars. there's no one inside driving. I didnt notice this until i raced a convertible.

If with "ghosts are driving my cars" you mean that some button is kept pressed even if you are not holding anything, well i had a similar problem with japanese custom drivers for 360: in OC2C the accelerator was always hold. Solved by rolling back to default drivers.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 07, 2014, 09:20:34 am
I wonder if he means the characters are missing from that description.  I did release some texture mods in the past, but apparently they work because I'm still using them.  I can't think of anything that would kill the models though, corrupt the textures maybe. 
Title: Re: Hacking Outrun 2006
Post by: baritonomarchetto on April 07, 2014, 09:46:48 am
... now that "I didnt notice this until i raced a convertible" makes sense ...  ::)
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on April 07, 2014, 11:23:01 am
First of all, I just want to say this project is very exciting and its great to see renewed interest in this again, Well done to Howard keep up the good work! I converted a Sega F355 shell into a Outrun 2 cab running this PC version of the game with an ultimarc Apac. The full restoration can be seen here.

http://www.jammaplus.co.uk/forum/forum_posts.asp?TID=56294&title=sega-f355-conversion-to-outrun-2 (http://www.jammaplus.co.uk/forum/forum_posts.asp?TID=56294&title=sega-f355-conversion-to-outrun-2)

I have included a few pics of your updates on my cab, new movie and icon button are excellent!!

(http://i829.photobucket.com/albums/zz212/Giddygoon73/IMG_7092_zpsf971ef40.jpg) (http://s829.photobucket.com/user/Giddygoon73/media/IMG_7092_zpsf971ef40.jpg.html)

(http://i829.photobucket.com/albums/zz212/Giddygoon73/IMG_7101_zpsdad36b30.jpg) (http://s829.photobucket.com/user/Giddygoon73/media/IMG_7101_zpsdad36b30.jpg.html)

Can I make a few suggestions, I know I am not a programmer so I may appear to asking the impossible, if so then I'm sorry

First of all, I added the new attract movies today and I noticed that free play PRESS START BUTTON is recorded on the screen capture and then you have the actual sprite PRESS ENTER as in the below picture, can there option to remove the PRESS ENTER sprite or make it transparent.

(http://i829.photobucket.com/albums/zz212/Giddygoon73/IMG_7098_zpse970fa49.jpg) (http://s829.photobucket.com/user/Giddygoon73/media/IMG_7098_zpse970fa49.jpg.html)
(http://i829.photobucket.com/albums/zz212/Giddygoon73/IMG_7093_zps07bcdab1.jpg) (http://s829.photobucket.com/user/Giddygoon73/media/IMG_7093_zps07bcdab1.jpg.html)

Also is it possible to swap this loading screen with the arcade version that says PLEASE WAIT, or I think it says that? or maybe just the text.

(http://i829.photobucket.com/albums/zz212/Giddygoon73/IMG_7102_zpsf2e9cec3.jpg) (http://s829.photobucket.com/user/Giddygoon73/media/IMG_7102_zpsf2e9cec3.jpg.html)

Another suggestion is probably the most un-likely possible but I thought I'd ask, is it possible after pressing enter from the attract screen that the game takes you straight to Outrun 2 racing mode, rather then having to scroll three options to the right? again I don't expect thats possible, just that would hide the fact that its the PC version.

(http://i829.photobucket.com/albums/zz212/Giddygoon73/IMG_7088_zpsfc4be80e.jpg) (http://s829.photobucket.com/user/Giddygoon73/media/IMG_7088_zpsfc4be80e.jpg.html)

Also last thing I still have the Sega motor inside my cab, will the Force Feedback hook up your updates or mame hooker....

Keep up the good work







 








Title: Re: Hacking Outrun 2006
Post by: baritonomarchetto on April 07, 2014, 02:28:41 pm
Tested  :): the motor handling/control works like it should, great work (thanks).

I am still having issues with keyboard encoding (horn and alternate tracks), but if other users say that it works for them and it's good for you, theres no need to test it further.

Mamehooker support for the lamps

About this point: i gave it a try with no success (i am using mamehooker 5.1).

Following the advanced tutorial :Title Bar Hooking Incompatible Emulators/Games   (http://dragonking.arcadecontrols.com/static.php?page=mhtbh),  i have OC2C correctly seen and a name entry recorded for the "emu", then i set it as "stand alone game" and leave the "remove junk from title" as it is by default.

After enabling the titlebar hooking i was expecting to hear the "ding" sound and new entries for the new "emu" in the debug window, but nothing.

I tried launching "OC2CFXT -outputs" directly from the prompt window and from a batch file.

Am I doing something wrong in the program outputs enabling ("-outputs" option declaration) ?
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on April 07, 2014, 02:39:18 pm
Just left my cab on the attract mode ( x-box version ) and sometimes it freezes and becomes pixelated ...

Is there anything I can do?

I do understand that this is alpha...

Might try the Chihiro movie instead....

Are you gonna try and get the lindenburg OutrunSp or DX movie?
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 07, 2014, 02:42:31 pm
I wonder if he means the characters are missing from that description.  I did release some texture mods in the past, but apparently they work because I'm still using them.  I can't think of anything that would kill the models though, corrupt the textures maybe.

Yea the driver character is missing. I did try playing the video option in fxtxonfig (ex. antilasing and fog) but even, when I load outrun2c2c.exe directly, they are still missing so many its something i did and not you.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 07, 2014, 04:10:59 pm
Giddygoon:

The answer to most of your questions is "yes" 

"Press Enter" is going away I just haven't had a chance yet.  (It actually already says "press start" on my build) 

Try to get me a screenshot, or photo or something showing the loading screen you are talking about.  It can be swapped, but I need some point of reference.  My goal is to get as much of the arcade stuff back as possible, so I'm all for it. 

As for the menu, all I can give you right now, is "we'll see"  right now it's a low priority and it would be nice, but would require a bit more investigation as I don't fully understand the 2k6 menu system yet. 

The videos unfortunately might always have minor issues.  The game is only supposed to run a 480p video at 4:3.  I'm pushing what it can do somewhat.  If you want to re-encode to 640x480 that might help, but again, that stuff comes later. 

baritonomarchetto:

Title bar hooking is for incompatible games, aka games that don't have outputs.  The "-outputs" flag is all you need, mamehooker will take care of the rest.

That being said....*sigh*  I guess if I defined the variable as "EnableOutpus" it wouldn't work eh?  Maybe I need to quit releasing stuff at 3am.  ;)

It'll get hooked up next version.... sorry about that. 

 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 07, 2014, 04:50:33 pm
Ok so aside from minor bug stuff, things are going to get progressively harder from this point on. 

So before I dive into that, time for some fun. 

I mentioned that Outrun2k6 supports custom resolutions, but I wanted to give you guys some examples of just how extremely flexible the engine is.  Or at least the 3d part of it. 
Unfortunately I don't have a mansion full of odd-sized monitors yet, but we can fake it in windowed mode.  Basically the game will accept any aspect and any resolution.  And I do mean any valid aspect and resolution.  So hook up 3 monitors... it'll support it, hook up 30.... yeah if your magical pc can handle it...

First off, yeah you could install the game on a vertical monitor...
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 07, 2014, 04:51:29 pm
How about 3, 16:9 monitors?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 07, 2014, 04:53:35 pm
Nah too puny... 6 is more like it.  :D

Notice how the render automatically starts to "fish eye" as we get wider? So if we can remove or replace the hud.... people could go all out with this game.  Get one of those projection domes to wrap around a cab and have a 180 degree view.    Just fun stuff. 
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on April 07, 2014, 06:42:34 pm
Wow Howard, I never thought we would have force feed back put back in. You've really outdone yourself with this! Would it be too much trouble to request Xbox 360 buttons to replace the keyboard buttons like you did with the arcade buttons?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 07, 2014, 08:51:00 pm
Well let's put it this way.  I've made a extraction tool and while a tad buggy it does work.  My goal is to get things as close to the arcade as possible. 

If adding in the 360 buttons was quick/easy then I would be glad to do it, but replacing buttons is the hardest, most time consuming thing in terms of texture replacement.

The game is setup a bit odd.  Normally you would have one texture that contains all the buttons and that would be the end of it.  This game inexplicably has a set of buttons for every single status screen in the game.  I think I've found around 6 so far and still counting.  And they are arranged on sprites sheets, so the placement and size isn't universal.  There are actually xbox buttons already in the sprite sheets (for the xbox version) so minimal graphical skill would be necessary, but you'd have to scour through all  these sheets replacing them as you go.  On top of that replacement isn't universal. 

Example:  On 99% of the screens in game Enter=whatever button, gamepad or otherwise, you have mapped to start in addition to Enter.  Strangely enough in a few screens, like the time trial screen this is NOT the case.  Pressing start on a gamepad does nothing... you have to press "shift up" which also works in most of the menus as "start" but obviously isn't preferred when trying to use the arcade graphics. 

Long story short, I'll release the tool.  You guys can have fun.  ;)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 07, 2014, 11:08:39 pm
Ok so I'm getting back in the nitty-gritty of things again.  The time for hooking stuff up is passed.  Now I've got to find remaining values. 

I found the "Number of Gears"  value, so that's really helpful... it fixes the OverRev Lamp I created as I now know when the car is in it's top gear.  I think I need to look for the auto/manual values as well, just in case.  With the Max gear value I can finally over-ride the gear code... you can map each gear to a button and jump straight from 1st to 5th.  I'm not sure why you'd want to do that, but hey... you have the option now.  Something interesting is the fact that if you are in a 5 speed car and set the gear to 6, it will go into a phantom 6th gear.... the game even displays it in the hud.  Mind you it doesn't go any faster, but there you go. 

I started labeling all the camera values I found last year.  Man I don't understand how the Camera works at all.  Anyone want my latest cheat engine file to play with it? 

I managed to get some crazy stuff going on though, like an overhead view, a helicopter view, a rear view (which is really creepy because you see the sets disappearing as you drive and others.) 
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 08, 2014, 02:18:39 am
Ok so I'm getting back in the nitty-gritty of things again.  The time for hooking stuff up is passed.  Now I've got to find remaining values. 

I found the "Number of Gears"  value, so that's really helpful... it fixes the OverRev Lamp I created as I now know when the car is in it's top gear.  I think I need to look for the auto/manual values as well, just in case.  With the Max gear value I can finally over-ride the gear code... you can map each gear to a button and jump straight from 1st to 5th.  I'm not sure why you'd want to do that, but hey... you have the option now.  Something interesting is the fact that if you are in a 5 speed car and set the gear to 6, it will go into a phantom 6th gear.... the game even displays it in the hud.  Mind you it doesn't go any faster, but there you go. 

I started labeling all the camera values I found last year.  Man I don't understand how the Camera works at all.  Anyone want my latest cheat engine file to play with it? 

I managed to get some crazy stuff going on though, like an overhead view, a helicopter view, a rear view (which is really creepy because you see the sets disappearing as you drive and others.)

interesting, i was gonna ask if you had access to the overhead view only accessible in the xbox beta version but, i assumed you had a lot on your hands. good to know that you can access it.
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on April 08, 2014, 03:11:23 am
Well let's put it this way.  I've made a extraction tool and while a tad buggy it does work.  My goal is to get things as close to the arcade as possible. 

If adding in the 360 buttons was quick/easy then I would be glad to do it, but replacing buttons is the hardest, most time consuming thing in terms of texture replacement.

The game is setup a bit odd.  Normally you would have one texture that contains all the buttons and that would be the end of it.  This game inexplicably has a set of buttons for every single status screen in the game.  I think I've found around 6 so far and still counting.  And they are arranged on sprites sheets, so the placement and size isn't universal.  There are actually xbox buttons already in the sprite sheets (for the xbox version) so minimal graphical skill would be necessary, but you'd have to scour through all  these sheets replacing them as you go.  On top of that replacement isn't universal. 

Example:  On 99% of the screens in game Enter=whatever button, gamepad or otherwise, you have mapped to start in addition to Enter.  Strangely enough in a few screens, like the time trial screen this is NOT the case.  Pressing start on a gamepad does nothing... you have to press "shift up" which also works in most of the menus as "start" but obviously isn't preferred when trying to use the arcade graphics. 

Long story short, I'll release the tool.  You guys can have fun.  ;)
Oh wow well screw that then LOL!! I'll just stick with the arcade buttons. Oh yeah I know about the Xbox buttons still being on there. This mustve been based off that version instead of vice versa.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 08, 2014, 03:21:00 am
Yeah I didn't find a new viewpoint, I just have direct control of the camera axis.  There should be x,y,z, rotation as well as distance.  I can't seem to figure out which is which and what format the values are in... maybe radians? 

I was thinking it would be good for recording new intro footage.  We'll have to wait and see what Boomslang comes up with on his Lindbergh board first. 

I hooked up the new gear code btw.  This is alpha so there isn't much in the way of configuration, but basically I mapped the gears to the numpad keys as well as up/down gears to +/-  Before I release it I'll go ahead and make sure the joystick buttons also work. 

It's more of a proof of concept really, but now that I've played with it a bit, I can actually see the appeal.  If you have a massive wreck you really need to shift back to 1st.  Now instead of having to down-shift several times you can just jam it into first and be back on the road.  It would be good for sim guys at least. 

Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 08, 2014, 04:24:17 am
Holy crap look what I found.  I was trying to figure out what the heck these camera values do, so I zeroed them all out to start from scratch... when they are all set to 1... look what you get.

Yeah, that's a rear-view mirror!  It's part of the car model.  Unfortunately our driver has it adjusted improperly, it's pointed at the sky, but hey... rear view.   
Title: Re: Hacking Outrun 2006
Post by: Boomslang on April 08, 2014, 04:46:25 am
should have it sorted maybe tomorrow night, just waiting for replacement video card being sent to arrive. Had a card left at my place today as I wasn't home so Ill go pickup tomorrow, then can capture it all. If you don't want it widescreen etc then I can capture it at a suitable resolution etc. Do you want it showing footage from loading game right through attract mode etc just like Outrun 2 Chihiro vid or just attract mode only.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 08, 2014, 06:43:18 am
Widescreen is preferred.  It can always be cropped.  The loading screens with the sega logo and ect have to be cut unfortunately... those aren't videos so if you don't want to bother capturing that stuff it's fine.  I want the title screen though. 
Title: Re: Hacking Outrun 2006
Post by: Felsir on April 08, 2014, 07:14:45 am
Really impressive work HC! I've received my Outrun2 game. Will test it later today :-)

I've read in an interview ("Making of... Outrun 2" in EDGE magazine) that Sumo asked AM2 if they could add the tracks in reverse to add replayability to the home versions. Only to learn that AM2 only modelled what was visible from the car in the normal views, so I'm guessing the rearview mirror wouldn't actually show the scenary correctly.

-edit: found the article online: http://www.edge-online.com/features/making-outrun-2/ (http://www.edge-online.com/features/making-outrun-2/) "For example, if you could position the camera behind the buildings and trackside objects you would see that it’s like a movie set, with only the facade modeled." I think it is an extract of the printed article as I recall they go into detail how Sega build the perfect scenary for each of the possible viewpoints.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 08, 2014, 03:39:59 pm
Yeah it becomes apparent when you mess with the camera.  I was just impressed that they bothered to not only model a rear-view but to add a genuine reflection of the stuff in the back.  Other than the rather small textures used for some things, on the race cars you can just keep zooming in and you never run out of detail. 

I'll throw up some more screenshots just for fun tonight, including "spy hunter" view.  ;)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 08, 2014, 04:18:15 pm
A couple of camera view I was playing with. 

First a Helicopter "chase cam"
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 08, 2014, 04:19:59 pm
And what I'm calling a "spy hunter" cam.  Note that I could actually make it full-on overhead, no angle, but because it's on a horizontal monitor, you can't see enough road ahead of you to play the game. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 08, 2014, 04:22:20 pm
The reason the game doesn't have any of these overhead views is because of the way the backgrounds are rendered.  In 16:9 view you run out of background and regardless when you get to the end of the stage the off ramps don't have any background to show!  That's why those walls are so high. 
Title: Re: Hacking Outrun 2006
Post by: S0L on April 08, 2014, 05:03:27 pm
You know, if you asked nicely, I could be motivated to help :)

---
S0L
---
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 08, 2014, 05:51:49 pm
With what in particular?  I apologize if this comes off as rude, but I'm not 100% sure I know who you are.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 08, 2014, 05:59:52 pm
Ok 1.4a


Outputs are fixed (although I now, ironically have more to hookup that I haven't included yet). 
Gear shift override is now an option. 
FXTConfig.exe now has most of these new options included so you don't have to muck about in ini files. 

NOTE:  In the last version FXTXinput.ini was just dumped into the application path.  Now it has been renamed to "Xinput.ini" and put in the FXTCfg folder.  The old one will still work if you've been tweaking, just rename it and move it accordingly. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 08, 2014, 11:03:04 pm
I've been working on odds-n-ends tonight to take a break from coding. 

I made a title screen that will most likely make it into the final version for the intro video. 

Rad Tools is actually pretty flexible in terms of what you can convert to video... I actually made a "press start" animation by toggling two pngs and then mixed in an ogg file.  It was static but it made a decent title screen.  I'll have to add in the arcade button later.  I can also interleave two files so what I'll do is make the left and right portion of the logo image transparent so I can borrow the cloud animation from the official attract mode. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 09, 2014, 12:02:29 am
Ok here's a quickie.  This new package will remove the "press enter" message at the title screen.

Just extract and copy to the sprite folder. 

Remember to backup.

Enter Removal Mod (https://www.mediafire.com/?4ioyqyco6uag33a)
Title: Re: Hacking Outrun 2006
Post by: Boomslang on April 09, 2014, 05:08:34 am
Grrr  :angry:

Received my video card tonight and it doesn't work. Apparently Ive been sold a cheap Chinese card which wont work! Basically ill return this to the seller and get a new card off someone whos trustworthy. Will be delayed now obviously
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on April 09, 2014, 10:00:27 am
Both of these attract videos are great and thanks again for the press enter mod, its a shame that if you leave the game to roll through the attracts modes a few time that it freezes and pixelates then after a while is ok again.... I understand that the problem might be that these videos are 480i and re-encoding them to 640x480 might fix this. What software do you suggest?

Also I have included two screen shots of the Loading screen from the original Outrun 2 and Outrun2SP arcade

I would love it if you could adjust the text which currently says LOADING to PLEASE STAND BY which the Outrun2SP has ( :

Keep up the good work....

(http://i829.photobucket.com/albums/zz212/Giddygoon73/IMG_7105_zps85da4755.jpg) (http://s829.photobucket.com/user/Giddygoon73/media/IMG_7105_zps85da4755.jpg.html)

(http://i829.photobucket.com/albums/zz212/Giddygoon73/IMG_7107_zps3a10af82.jpg) (http://s829.photobucket.com/user/Giddygoon73/media/IMG_7107_zps3a10af82.jpg.html)

Outrun 2 standby screens, Picture 1 Outrun2, Picture 2 Outrun2SP ( The one that the PC version is almost apart from the text ) Picture 3 is the regular PC version as it is now

Picture 1
(http://i829.photobucket.com/albums/zz212/Giddygoon73/ScreenShot2014-04-09at142936_zps4c30bf17.png) (http://s829.photobucket.com/user/Giddygoon73/media/ScreenShot2014-04-09at142936_zps4c30bf17.png.html)

Picture 2
(http://i829.photobucket.com/albums/zz212/Giddygoon73/ScreenShot2014-04-09at142815_zps07c49d10.png) (http://s829.photobucket.com/user/Giddygoon73/media/ScreenShot2014-04-09at142815_zps07c49d10.png.html)

Picture 3
(http://i829.photobucket.com/albums/zz212/Giddygoon73/IMG_7102_zpsf2e9cec3.jpg) (http://s829.photobucket.com/user/Giddygoon73/media/IMG_7102_zpsf2e9cec3.jpg.html)



Title: Re: Hacking Outrun 2006
Post by: baritonomarchetto on April 09, 2014, 12:56:59 pm
Tested the new version (1.4a): now mamehooker hooks up!  ;D

Not sure if you are going lazy or what, but only the 3 views and the start light are hooked.. what about the brake lamp, the over rev lamp (not sure if there could be other lamps really...  :D)? Your debug windows records the changes of those so for sure they can be hooked!

Ah, about the start lamp: it's mapped the wrong way:it correctly blinks when the "press start" screen is there, but it's always on when should be off. With mamehooker it can be reversed (which also demonstrate that the old mamehooker bug is fixed) but we wanna everithing 100% "right" here  :lol

Howard you are sharing something really asked for from the community, so many thanks!  :notworthy:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 09, 2014, 02:16:22 pm
They are hooked actually.  Mamehooker doesn't detect a output until it's fired.  Stuff like the OverRev and Brake lamp don't fire until you are playing the game.  I've got most stuff hooked up at least.    The physics data isn't hooked up yet, but that's because it's still in-flux atm.  I'll add it once all the force-feedback stuff is done. 

The issues with the videos are probably more about the aspect than anything else.  The game just doesn't like anything other than a 4:3 aspect.  I will probably up-convert them to 720p 4:3 aspect so we don't loose any resolution.  If I do this by squashing the vid instead of cropping it, when you play on a 16:9 screen it'll stretch back out only you won't have errors.  Or at least my new test title screen does.  But apparently I might be getting some help with this, so let's hold off for the time being.  ;)

Yeah the loading screen is easy enough to change now that I have a look at it.  That might still be in the package actually, I'll just have to move it over on the sprite sheet. 

I did the start lamp that way on purpose actually.  I'm not sure how the arcade cab was, it's been a good 6 years since I've sat in one, but the blinkly lights guys tend to like the lights on, and in most sega games at least, once you press start the light stays on.  Remember, I'm faking these things anyway... so I have a little bit of leeway.


Oh I do have a POC  attract video... it's just a short little loop for file-size reasons, but of course I can interleave that with music, put in some footage from the arcade attract, ect....  I actually have it setup with "Lift You Up" playing on my machine, but that makes the file crazy big... so for now just a test.  I'll up it in a sec.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 09, 2014, 02:25:06 pm
Actually with 7z it wasn't that bad.  Here's the very static, but still cleaner test title screen.  Actually I did remake the arcade press start icon and added that in, so there's some animation at least. 

FXT Attract Vid POC (https://www.mediafire.com/?x0jszwg7nw2k5qv)



Title: Re: Hacking Outrun 2006
Post by: Giddygoon on April 09, 2014, 02:33:49 pm
Thanks again Howard, and I agree Baritonomarchetto that this is truly important project which any die hard Outrun2 fan will appreciate for years to come...

Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 09, 2014, 02:46:13 pm
Ok a bit of a progress update from what I did last night.  I managed to find the memory addresses for the radio selection in 2k6, and while it's a bit more convoluted (each album has it's own position variable) I can track it.  So I can hook up swap tracks for 2k6 mode as well. In addition, since I now know specifically which track you are on, I can add a "Now Playing" variable for mamehooker.  Totally un-necessary, but still fun. 

Ok now here's the deal on how I'm going to address the keyboard issues.  I'm going to support keyboards, but only in the default configuration, aka the default keys.  That way the values are known to me and I can track them.  This seems like a fair compromise to me.  Now with some of the over-rides I'm going to build this will be a non-issue in game, but the menu handles inputs differently and that's what I'm referring to. 
Title: Re: Hacking Outrun 2006
Post by: baritonomarchetto on April 09, 2014, 03:05:01 pm
They are hooked actually.  Mamehooker doesn't detect a output until it's fired.  Stuff like the OverRev and Brake lamp don't fire until you are playing the game.  I've got most stuff hooked up at least.   

You can bet that i pressed the brake button while playing and that i sent the engine over RPM (RPM exceed light), but those two outputs are not in the ini file... not sure if this depends on my "weird" setup, but for sure someone else will report.

I did the start lamp that way on purpose actually.  I'm not sure how the arcade cab was, it's been a good 6 years since I've sat in one, but the blinkly lights guys tend to like the lights on, and in most sega games at least, once you press start the light stays on.  Remember, I'm faking these things anyway... so I have a little bit of leeway.

The original outrun, powerdrift, outrunners, super hangon (thunderblade too, even if it's not racing) for sure work the other way: start light always off, blinking when a credit is inserted  ;)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 09, 2014, 03:17:52 pm
Yeah but did you watch the status window while you were playing?  They are hooked up, they probably just didn't get saved to the ini, which won't happen if you work on it while the game is running.  Probably a mamehooker bug, but aside form you I couldn't get anybody to test, so I'm not working on it right now. 

It actually saves to the ini properly for me though. 

Just so you don't think I'm blowing you off, I've included a snapshot with mamehooker 5.1 and the 1.4a I just released. 
Title: Re: Hacking Outrun 2006
Post by: baritonomarchetto on April 09, 2014, 03:25:51 pm
They are hooked up, they probably just didn't get saved to the ini, which won't happen if you work on it while the game is running. 

I had mamehooker in the background and it detected the first 4 entries as soon as the menu popped up. Then i made some toying with those, yes, but soon after i sent mamehooker to the bar and nothing else was detected. Maybe mamehooker prevents the first ini created to be overridden with new entries ...
So, a possible solution could be to manually insert those two values in the mamehooker ini, right?



Probably a mamehooker bug, but aside form you I couldn't get anybody to test, so I'm not working on it right now. 

Keep this in mind, you rude boy  :lol (kidding)

Just so you don't think I'm blowing you off, I've included a snapshot with mamehooker 5.1 and the 1.4a I just released.

You could never blow me off dude  >:D :lol
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 09, 2014, 10:20:53 pm
Well I got the "Now Playing:"  stuff hooked up and as a consequence the radio toggle also works in 2k6 mode, so that's nice.  I also changed the way it works a little bit.  Now as long as you don't have any of the swappable tracks selected, you can swap with brake.  I did this since 2k6 mode doesn't have a random slot.  Don't worry it won't let you swap if you have the wrong ones selected. 

Also Brake's default keyboard key (down) will also swap the tracks.  It's a shame I have to hard code it that way, but I don't get game input data until a race starts, so that's the best I can do. 

I think tonight/tomorrow I'll hook up more odds n ends and clean up a bit, then I'll start on the first input override... the gearshift.  I'll make it mappable to any joystick or keyboard key. 

Since racing rigs are so darn weird, I'm going to part out the control over-rides into sections:
Buttons
Gear Shift
Gas
Brake
Wheel. 

You can optionally override any of these, or just let Outrun handle your controls.  It doesn't make any difference really.  My guess is 95% of the people won't use overrides except for maybe the gearshift (to make it work on a H-shifter) or the buttons (to get individual view buttons).  So I'm going to do those two first, then I'll maybe work on true FF and THEN if there is demand for it, I'll make the other overrides. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 10, 2014, 01:53:56 am
I got the keyboard portion of the Gear Shift configurable, next comes the joystick.  Then I'll make a view button override.  It's going to be tricky for that one because unlike the shifter and other functions, pure buttons can't easily be blocked. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 10, 2014, 04:36:16 am
Oooh, I found something good.  I've apparently stumbled upon the array that stores the various camera views.  The variable isn't even protected, I can just write directly to it to change views. 

2=Default
513=Dash
256=inside

But the cool thing is all the other oddball views are in there as well, glamor shots of the front and rear tires... a side front and back view of the car... an outside view thats zoomed in on the car right to the characters inside and what appears to be that infamous overhead view seen in the prototype.  There are about 2 dozen in all... most aren't particularly interesting or useful in-game BUT these are the shots used to record the attract mode video, so we could re-do it in hd if necessary. 

Since there are so many, I'm going to add a 4th view lamp and I'll try to document the good ones.  Then you'll be able to select which 4 views you want to bind to keys. 
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on April 10, 2014, 07:32:38 am
WOW!!!! You found infamous overhead view seen in the prototype.  Just Wow
Title: Re: Hacking Outrun 2006
Post by: GreatLamer on April 10, 2014, 03:13:01 pm
Dear Howard_C, thanks for your job!

I play Outrun 2006 C2C since its released. I looked for a mod almost every year, and now I found your mod.

I am very happy with the FF features, and look forward for the amazing camera mods, even if that makes the scenery corrupted/misaligned at some places.

 :notworthy:
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on April 10, 2014, 05:04:06 pm
Howdy All, long time lurker, first time poster here at BYOAC. I've been following this thread with a great deal of interest and the related thread over at the Supermodel forums. I just wanted to reiterate my sentiments from over there about what a great project I think this is, really, really great work Howard!

In terms of the game's intros and attract modes, I was wondering if this YouTube video, captured from the original Lindbergh hardware, would be of any use to you (for the purposes of video capture and conversion to a .bik file)?

Sega Lindbergh Outrun 2 SP SDX Opening + Demo + How to Play (Real Hardware, 720p Capture) (http://www.youtube.com/watch?v=xYojTUscGjI#ws)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 10, 2014, 05:54:56 pm
If BoomSlang still has issues, yeah, that's an option, but youtube clips aren't exactly of the highest quality.  I think he's got the US version as well, so you know... English.  ;)

I think we can hold off on vids for a while.  It looks like to get rid of the artifacting after a few rounds I'm going to have to convert them into 4:3 and then just stretch em back out.  I need the footage of course, but in all honesty I'll probably end up re-working a lot of the intros by hand anyway to get them up to HD. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 10, 2014, 06:35:16 pm
Ok so here's how I'm going to handle the vr buttons (I think).

The nice thing is, like the shifter override  the buttons you've mapped within the game will still work fine in the menus... I'm just blocking them during the race. 

I've seen sega racers with 4 buttons, ones with 3 and one's like Outrun 2, that only have one.  So the game already gives you the single button option obviously. 

In addition I'm going to add:

3 button mode - each view is binded to a button, the first button will be used as the "view" button in the menus, because it's typically red like in the new ui I built.  Lamps operate as expected.

4 button mode - Exactly like 4 button mode, only one better.  Again lamps (4 of them now) operate like expected.

1+3 button mode.  The game's VR mode is left in tact and will work normally but you have three additional hard-coded views to play with.  In this mode lamp 1 will be the game's vr button and will remain static, while the other 3 buttons will denote the view selected. 

In all three modes, instead of forcing you to use the game's default 3 views you'll instead be able to use a array number to access a view from the array I found.  Some of them are interesting, so I'm sure you'll find something to bind to that optional 4th view.

I've got things kind of kludged in for a test and everything works great.  The only sacrifice in overriding the view is that those nice slow transitions are gone.  Now the game immediately jumps to the view you've selected... no fading or camera panning or anything.  But the default vr button still has those effects if using 1+3 mode. 
Title: Re: Hacking Outrun 2006
Post by: Boomslang on April 10, 2014, 08:00:44 pm
I've worked out my problem on Lindbergh and need a new jvs baseboard, so I'm returning this video board and getting baseboard as replacement. I was wrong about video card being be issue basically. Won't be too long
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 11, 2014, 02:34:34 am
Cool man, like I said, no hurry at all. 


So I got the VR Button and Gear Shift overrides pretty well done and configurable... at least for keyboard input (I still haven't decided how I'm going to handle joysticks). 

I need to take the time to update the configurator because it's a little hairy to configure these two via an ini file.  I'll probably release a new alpha before the week is out. 
Title: Re: Hacking Outrun 2006
Post by: baritonomarchetto on April 11, 2014, 02:44:23 am
Re-tested the hooking: outputs other than the lamps where not saved in the ini because i had modifyied it before starting the race.

Am i wrong or with MAME it plays differently? I mean, as soon as the game is launched, all the outputs are recorded?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 11, 2014, 03:12:27 am
Re-tested the hooking: outputs other than the lamps where not saved in the ini because i had modifyied it before starting the race.

Am i wrong or with MAME it plays differently? I mean, as soon as the game is launched, all the outputs are recorded?

No with mame it works the same way... as outputs are fire they are labeled, sorted, and recorded.  Try Dig Dug.... it looks like it doesn't have any outputs until the game fully boots.  Many games set all the outputs to "0" upon startup though.  I'll probably do that before I'm done, but right now what outputs I'll be adding and what-not is still up in the air. 

There is a different communication protocol in place though, so keep that in mind.  DDE is just simpler for my purposes. 

I appreciate you checking btw... when I find stuff I have to work on it immediately so I don't lose track of what I've discovered....... my memory isn't what it used to be unfortunately. 
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on April 11, 2014, 04:05:35 am
Howard I played for a little while earlier and I have to say this is truly amazing! I keep forgetting the PC version didn't have FFB. It feels so natural :) Can't wait till those lame keyboard button icons are changed. Even if it isn't the 360 buttons.
Title: Re: Hacking Outrun 2006
Post by: Malenko on April 11, 2014, 07:52:32 am
impressive work HC, you have me wanting to build another racing cab :/
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 11, 2014, 01:07:05 pm
I've been trying to make a conscious effort to actually do something with my youtube account, so here's a little preview video:

http://youtu.be/NRHXy_jHUTg (http://youtu.be/NRHXy_jHUTg)

Who knows, if it ever gets popular enough I might monetize my account and use the tens of dollars I get for further hacking projects.  ;)
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 11, 2014, 02:25:09 pm
good stuff. i dont know why i find the overhead view so fascinating. It looks like a fun way to increase the difficult up 10x. i thought the horn sounded a little funky but after a youtube search, it seems that ferraris had comically high pitch horns so, youre not far off. lol
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 11, 2014, 03:58:10 pm
Yeah believe it or not I did a bit of research on that.  Must be an Italian thing I guess... I know American muscle cars typically have the loudest, most obnoxious horns available outside of a Semi. 

*edit*

Actually in terms of difficulty, it depends on what you are doing.  It's actually really helpful for heart attack challenges where you have hit something or stay on a line because you can see further ahead. 

Just for the record I'm not that bad at the game (although I'm not that great).  I was holding a gamepad in one hand and working the camera with the numpad keys.  ;)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 11, 2014, 05:41:54 pm
Heh, sometimes you think you know your programs and then you get one of those moments that make you feel like a moron. 

I was trying to setup the "Now Playing:  " output for mamehooker but it wasn't working.  Then I remembered that mamehooker can't accept text as an output value (OOPS!).

Thankfully I'm using the dde connection method for this project, which is a bit more flexible.  What I did was send a direct command to store the track name in buffer 1.  Then there is a "Song Change" variable that flashes once when the track is changed.  So if you want to use that for anything just use buffer 1 (%b1%) as your value when the output SongChange is 1. 

I had text to speech say out the song titles as a test.  Man that voice stumbles over the names.  ;)  Anyway it might be useful if you want to send the track data to a LCD or something.  I've got a really nice scrolling led badge, but I've yet to reverse-engineer the software so that it'll run from the command line.

What I was supposed to be doing was finishing up the gear shift and vr configurations, but I got side-tracked.  Expect a release tomorrow or Sunday.   
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 12, 2014, 04:28:50 pm
So late last night I went ahead and hooked up the mph as a percentage multiplier for the rumble effects.  It works pretty well.  Now you won't get your hand rumbled off when stopped on the side of the road and ect...

I got most of the VR stuff in place as well.  I'll keep at it. 
Title: Re: Hacking Outrun 2006
Post by: Generic Eric on April 12, 2014, 06:15:33 pm
Can mamehooker read a variable that'll send the output to a USB speedometer or a tach?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 12, 2014, 06:41:31 pm
Yeah rpms and mph/kph are already hooked up as well as all the lamps you'd typically get on an arcade game. 

As for a USB speedo/tacho... good luck finding one.  I've been looking.  I know the LFS guys made some rather expensive hardware to roll your own, but other than that. 

I've actually been looking into a secondary monitor.  If I could just find a monitor cheap enough and the right size, you can get really crappy usb 2 vga adapters for under 20 dollars.  Then throw a monitor behind the dash and use MH's display files to draw the gauges.

The outputs aren't 100% there yet though the Mph/Kph is accurate to within +-1 but the RPM's are way off, so I have to fix that. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 13, 2014, 12:49:19 am
In regards to what I was talking about, check out the image I've attached.  Yeah it's a crude image but I just generated them for a POC.  Mamehooker is actually controlling the dial and what I did was make 260 images via a program (which I will release) and make those the images for display element 1. 

As you can see aside from a mis-alignment in the needle causing things to look a little slower than they are, it's accurate. 
Title: Re: Hacking Outrun 2006
Post by: purplec on April 13, 2014, 04:41:06 pm
This is really cool, will this work with my Logitech Wheel on my cab.

What exactly do I need to try this I already have the pc version but what else from these pages do I need?

any help would be great
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 13, 2014, 07:11:46 pm
We are currently in alpha (not even beta) testing.  You can find the latest alpha a few pages back, but no, it won't work with your wheel...  atm only 360 gamepads are supported for the rumble feature. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 13, 2014, 08:31:19 pm
Ok this seems like as good a time as any. 

Attached is 1.5 alpha.  The main things that got added aside from the bug fixes are the vr views and now a fully configurable gear shift override.  Keep in mind that those last two are still in their early stages, so things might be iffy. 

Most things except for advanced rumble can now be configured from within the FXTConfig.exe  Note that the new stuff is DISABLED by default. 

Enjoy.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 14, 2014, 01:59:45 am
Ok so I started added in joystick support.  So far things are going smoothly.  I kludged in mapping of the 4 views to buttons X, Y and the shoulder buttons on the gamepad and everything worked fine. 

I mentioned this before, but I'm dividing controls into sections.  The Wheel, the Brake, the Accelerator, the Shifter, the view buttons and the remaining buttons (and also possibly the menu buttons) all get their own configuration and thus each one can be binded to a different joystick. 

There is one catch, however.  In order to simulate a press of the menu buttons, I have to block ALL input.  So that means if you can't setup the menu buttons from within outrun's setup on your rig then you'll have to override ALL controls and set them all up within the wrapper. 

I think for most people it's going to be a non-issue.  Your menu controls are either going to be on the wheel or hooked up to a keyboard encoder, so you can just use in-game settings.  Also I actually block the gameplay input when you select the "over ride" option for a control, so there's nothing stopping you from also mapping one of your custom buttons to a menu button in the game.  For example in my test I remapped the View button within outrun to x.  I also set view 1 in the wrapper to the x button so while racing it just acts as one of the views, but when in the menu it acts as the standard view button, allowing me to navigate properly.
Title: Re: Hacking Outrun 2006
Post by: GreatLamer on April 14, 2014, 01:11:42 pm
I ran into a problem with the camera configuration... The window can't allow ok or canel buttons. Just X closing works.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 14, 2014, 02:09:32 pm
Hmm I see what you mean.  Actually closing won't work because it doesn't save your settings.  I forgot to hook the buttons up.  Whoops!  I've radically changed the config.exe since yesterday so you guys are going to have to wait unfortunately. 

If you are just dying to try the new stuff out you can manually alter the vrbuttons.ini  It's heavily commented so you'll be able to get through it. 
Title: Re: Hacking Outrun 2006
Post by: GreatLamer on April 14, 2014, 04:03:28 pm
Yes, I can't wait so I checked these awesome cameras. Thanks.

During the run, the driver came to Flagman in the car. This happened with me at the past too, as I remember there was a damaged savefile.

Is it possible to change the driver model? To the girlfriend for driving, even with improper sounds?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 14, 2014, 07:01:55 pm
Probably not.  From my experiments the animation files are explicitly linked to the models, and since there aren't any animations of the girls driving...
Title: Re: Hacking Outrun 2006
Post by: GreatLamer on April 15, 2014, 02:18:44 pm
Outrun: After Tonight

https://www.youtube.com/watch?v=be-nYs_HafY (https://www.youtube.com/watch?v=be-nYs_HafY)

Would you put this music into the game as a selectable? Or can we get a "custom" music slot for an ogg?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 16, 2014, 12:06:56 am
It's possible, BUT the way I do it right now is quite crude.  I'm literally renaming the oggs on the fly.  I think we better wait until I come up with a better method first. 

Anyway I got the gamepad support hooked up for both the vr buttons and the gearshift.  I wanted to make sure you could map the stuff to a totally different controller and funnily enough my SFIV fight stick was the only other wired controller I had handy.  So I've been balancing this 2 pound beast on my knee while driving on my 360 pad to test. 

I figure that the combinations with the gearshift and vr buttons are rather limited, so I'm only giving you the option of mapping them to either buttons or the hat switch (d-pad).  The d-pad is actually hard-coded just to eliminate hassle for me.  If using it for vr buttons the buttons are mapped to the 4 directions.  When used for a shifter it's either up and down (up/down mode) or UL,LL,U,D,UR,LR in a standard 6-way gear shift pattern.  I doubt anyone would use that, most gear shifts are mapped to buttons, but there you go. 

I will eventually hook up all game inputs for hooking and allow overrides, but for now I think I'll switch gears to getting force feedback to work.  First I'm going to implement the classic xbox gampad FF that I mentioned in another thread, mostly because the implementation will be nearly identical to the xinput and then I'll move on to the wheel. 

After I get all of that out of the way I think we can safely graduate the project to beta status and I'll start on bells and whistles.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 16, 2014, 12:24:38 am
Btw, while we are on the subject of tracks that need to make it in.  Can you say Rad Racer?

https://soundcloud.com/danieltidwell/rad-racer-sunset-coastline (https://soundcloud.com/danieltidwell/rad-racer-sunset-coastline)
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on April 16, 2014, 03:33:04 am
That's a pretty sweet tune Howard! Btw speaking of 360 controllers are you mapping them to whatever they were on the 360 version of Outrun Arcade Online? I never got a chance to get it so I'm not sure the buttons mapping where. Probably similar to every other modern racing game.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 16, 2014, 04:25:19 am
When the game detects a gamepad, it maps things to the default Classic Xbox controller settings (remember this is sort of a port of the xbox version)  since a xbox controller is virtually identical to a 360 controller I would imagine they are identical.  I'm not sure why you are asking though, you can remap stuff however you want.
Title: Re: Hacking Outrun 2006
Post by: GreatLamer on April 16, 2014, 02:53:06 pm
Savefile damaged again...

https://www.youtube.com/watch?v=KkRXrtYqtao (https://www.youtube.com/watch?v=KkRXrtYqtao)

Invisible driver

Flagman drives

https://www.youtube.com/watch?v=IM9KG5slFKo&feature=youtu.be (https://www.youtube.com/watch?v=IM9KG5slFKo&feature=youtu.be)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 16, 2014, 03:04:29 pm
Lol, I'm not sure how that is happening... you wouldn't think that would be in the save file.  If I did it I'm calling it a feature though.  ;)

Notice how the flagman's animation is kind of screwed up though?  That's what I was getting at before.  It might be possible to make the girls drive, but it would probably animate pretty badly. 
Title: Re: Hacking Outrun 2006
Post by: GreatLamer on April 16, 2014, 03:15:37 pm
Here is the damaged savefile. Just try it. The bug gone when you clear the savegame / load a proper one.

I think Frank and the girls share the same skeleton with different movesets. On the ending scenes of SP they look very similar.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 16, 2014, 03:38:11 pm
I'll check it out, but I doubt it'll make any difference. 

Here is what happens when I hex edit the exe to replace all instances of "m00" (the driver) with "g00" (Clarissa). 

Title: Re: Hacking Outrun 2006
Post by: GreatLamer on April 16, 2014, 04:22:24 pm
Would you explain these 'x00's? There is files with g00_usa, gh_00 and other files.

It will be ridiculous when Halle Berry drive the car and flagman give the hearts...
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 16, 2014, 04:30:55 pm
g00 = "gal"  aka Clarissa
h00 = "holly" aka well... Holly
l00 = "Jennifer"  (why they used a "l" I don't know.. maybe a last minute name change)
m00 = "male"

the xh00 are the high quality versions.

_usa = the censored version of Clarissa. 

I have been able to swap her out with limited success because it's basically the same model with an extra piece of cloth. 
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 16, 2014, 04:38:41 pm
interesting. that explains why my driver went missing. i have a damaged savefile. i noticed my save was messed up around the same time but, i didnt make the connection for the same reason as howard(aka why would the save file have to do with driver)
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on April 16, 2014, 05:10:32 pm
Hey Howard, I don't know if this might be a bit beyond the scope of what you were originally planning with this hack, but do you think it would be feasibly possible to re-introduce the end of course animations that were missing in all the home versions, with the exception of the Japanese PS2 version (The shuttle taking off, the volcano erupting et cetera). Also, and I know Nuexzz asked about this right at the start of the thread (*cough* using one of my YouTube videos *cough* :cheers:), but now you've had a chance to get yourself more familiar with the mechanics of the game, do you reckon it would ever be possible to somehow import the Scud Race and Daytona 2 bonus tracks from the original Xbox game into the PC version? I know absolutely nothing about coding, so I hope these don't sound like ridiculous questions...
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on April 16, 2014, 05:11:00 pm
Hi Howard,

I just wanted to check, did you successfully swap Holly and Clarissa to the un-sensored images for the heart attack and time attack modes.

I remember way back in this thread it was mentioned but did you finally get hi def images for them?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 16, 2014, 11:10:07 pm
Holly didn't have uncensored images. I think she had a different costume in the Japanese version, but other than that. Clarissa is good to go. 

As for the other things, let me get things working first and then we'll see how much I can add back in. 
Title: Re: Hacking Outrun 2006
Post by: VirtuaIceMan on April 17, 2014, 09:38:39 am
Hello everyone here, I've been lurking for ages and finally managed to get signed in. Very impressed with your work on the OutRun 2006 mod :-)

Anyway you were asking earlier who S0L was, he's A REALLY COOL GUY, so could be very useful if you wanted to ask questions about the game and/or anything hidden/missing/etc.

I echo the comment above about the missing end videos though; S0L said they were huge videos in the original game, that they couldn't include in the game, but then they were added to the PS2 version, so I don't know if there's anything placeholder remaining of them (e.g. a space for the video to appear in), but I suspect it'd be quite a bit of work.

Anyway yeah, that's who S0L is :-)

EDITED BY BADMOUTH TO PROTECT THE INNOCENT
Title: Re: Hacking Outrun 2006
Post by: isamu on April 17, 2014, 01:30:07 pm
Hello everyone here, I've been lurking for ages and finally managed to get signed in. Very impressed with your work on the OutRun 2006 mod :-)

Anyway you were asking earlier who S0L was, he's A SUPER COOL GUY, so could be very useful if you wanted to ask questions about the game and/or anything hidden/missing/etc.

I echo the comment above about the missing end videos though; S0L said they were huge videos in the original game, that they couldn't include in the game, but then they were added to the PS2 version, so I don't know if there's anything placeholder remaining of them (e.g. a space for the video to appear in), but I suspect it'd be quite a bit of work.

Anyway yeah, that's who S0L is :-)

Hi Virtua IceMan long time no see dude.

LOL I didn't want to say anything, but yeah I was a bit surprised when Howard ask who he was. I can confirm VIM is correct that SOL is indeed the head guy from COOLSVILLE, and was a frequent poster on the OR2 Gamefaqs boards way back. SOL if you're reading this, it's been quite a long time mate. How have you been?

Ahh the memories from the Gamefaqs days. Heck, Virtua Racer/F40 and SPENCE might even start showing up here :)  :cheers:

EDITED BY BADMOUTH TO PROTECT THE INNOCENT
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 17, 2014, 01:40:43 pm
Yes I know, I've been in contact with him since.   He's been quite helpful. Maybe we shouldn't draw a lot of attention to the fact that he's giving me advice though.  ;)

The video placeholders, afaik aren't there.  Videos are easy enough to hack in though so I might just be able to overlay them during the loading screen.
Title: Re: Hacking Outrun 2006
Post by: twistedsymphony on April 17, 2014, 02:19:29 pm
As for a USB speedo/tacho... good luck finding one.  I've been looking.  I know the LFS guys made some rather expensive hardware to roll your own, but other than that. 

As someone who has done quite a bit of hacking around with with actual tachs and speedos... it's all just pulse width modulation.

80s-90s era clusters generally have the VSS (Vehicle Speed Sensor) hooked directly to the cluster.

In general they produce a sign wave that bounces between -3V and +3V (or sometimes more like +/-1.5V) and the cluster counts the pulses based on how frequently the signal passes through the 0V range.

Newer cars are even easier and use a 0-3.3V or 0-5V square wave pulse driven by the computer... a lot of 80s and 90s era cars uses this signal type for Tachometer too.

--------------

I've been able to drive a speedometer using just a 555 timer and a capacitor to drop the bottom of the signal below 0V:
http://youtu.be/_Irk3vCjCBk (http://youtu.be/_Irk3vCjCBk)

^the cluster doesn't actually care that it's not a sign wave... it just cares that it's dipping below 0V.

--------------
Basically my point is you could probably write an arduino script to interpret signals from a PC into a pulse wave that actual automotive gauges can understand... and once you've got the code written then your arduino becomes a ~$30 USB adapter.

For the speedo you'd need a configuration file to adjust PPM (pulses per mile) as that can vary WILDLY from gauge to gauge
for instance GM uses a 4000PPM signal while Nissan uses a 16000PPM signal.

Similarly for the tach you need pulses per revolution... tachs were originally design to tie into the ignition coil so they would get a pulse every time a spark plug fired, so if you figure a tach from a 4-stroke 4-cylinder motor would get 2 pulses per revolution... however newer cars use hall effect sensors with the signal cleaned up by the computer before being sent to the gauges so they pulse at whatever rate the engineer determined... I know that most GM V8s actually pulse at the same rate as most 4-cylinders.

Most 90s era clusters have a potentiometer on the tach to fine tune it, and it's got enough adjustment in there at you can compensate a 6-cylinder signal to read like a 4-cylinder or visa-versa (these adjustment were likely use by the factory for models that had different sized motors so the cluster could work with either) newer clusters are again, just handled by the computer.

temp, fuel, and oil pressure gauges are generally resistance (analog voltage) based

I don't really have much interest in working on something like this myself but if anyone wants additional info on how gauge clusters work let me know.... and I can try to help out.

Cliff Notes: I think if you can get an arduino to convert a number on your PC into a pulse width rate on an output you've pretty much created a solution for this.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 17, 2014, 08:41:19 pm
Yeah there's actually a thread I started regarding that last year.  I was trying to find a universal solution we could use without a lot of fiddling, and my conclusion was that fiddling was mandatory unfortunately. 

I saw some Taurus clusters on the ebay for a little bit of nothing just the other day, but my grandma has one of those cars and the gages are frikkin huge.  I guess for a typical sega racer we'd need motorcycle sized ones?

But yeah if I ever make it to that stage on my rig I'll ask for help and I can share anything I write with everybody else. 

I know I've got to pull the tacho out of my Camaro.  It's got a resistor chip on it that often goes bad.  I'm going to scrap the whole chip assembly and stick a pot in there so I don't have to keep tweaking it every few years. 


As for the requests guys the best thing I can say is be patient.  Once I get FF and control over-ride in place (started on the FF last night) I'll start working on that stuff again.  I'm likely to forget any small requests in the mean time.  Lots of fun stuff yet to hook up in the game.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 18, 2014, 12:58:47 am
So I got the  Wheel Force Feedback Kludged in.  It took over an hour for me to realize that my joystick reading code wasn't playing nice with my writing code (ff).  I wanted to keep them separate for sanity's sake, but I guess DirectInput is going to pitch a fit on me and I'll have to do it the hard way. 

I played a couple of games with the kludged in effects and learned two things:

1.  I absolutely suck at OR2 with pedals and need to practice more. 
2.  I think I set the power of the effects too high.... my arm is sore. 

Anyway, this is going to take a while to get right, so please be patient. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 18, 2014, 02:52:07 am
Again I need to keep in the habit of posting stuff to youtube. 

Quick demo, please excuse the poor quality:

http://youtu.be/0J5p3AwjReU (http://youtu.be/0J5p3AwjReU)
Title: Re: Hacking Outrun 2006
Post by: lolomc2 on April 18, 2014, 03:05:26 am
Howard, first post here to say thank you for this work. I have been searching for a way to get ffb on my Logitech G25 weel... Without success (I even tried OutRun 2 japonese version which, according to SOL, should have ffb enabled... It does not work, I confirm)
I can't wait to try it. I'll post a link to my arcade machine ;) Do you think it will work on my French version of the game ?

1.  I absolutely suck at OR2 with pedals and need to practice more.
  :laugh2:

Rgs,
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 18, 2014, 03:34:42 am
Afaik there is only one version of 2k6 on the pc, it's packaged differently but other than that it's just a single, multi-language dvd.  Maybe when S0L is back in a couple of weeks he can confirm that one for us. 
Title: Re: Hacking Outrun 2006
Post by: Boomslang on April 18, 2014, 05:17:54 am
Outrun 2 SP on ps2 Japanese version has ffb.
Title: Re: Hacking Outrun 2006
Post by: lolomc2 on April 18, 2014, 01:18:13 pm
Outrun 2 SP on ps2 Japanese version has ffb.

Boomslang, are you talking about "OutRun2 SP Special Tours" japonese ?
If yes, as I tried it and it did not work, and as I do not read/speak japonese, could you please give a proof of that ? Picture of the menu selection for exemple ?

EDIT : I found another French guy on gamoover forum who said exactly the same thing : It should have ffb but was not able to get it with Logitech wheel. It makes me really think that OR2 SP Special Tours does not have force feedback, whatever popular belief   :blah:
Anyway, it do not change anything about your heroic work Howard !!!  :notworthy:

Regards,
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 18, 2014, 11:51:09 pm
Ok I think I've finally got the input overrides and force-feedback playing nice together.  It's impossible for me to check every configuration, but I hooked up a 360 controller and the wheel... the wheel was shaking, the gamepad was rumbling and I had the 6 speed gearshift mapped to the gamepad and the view buttons mapped to the wheel and everything seemed to work. 

Stuff is still kind of kludged in atm though.  I figure it'll take the rest of the weekend to get things in a state that you guys can actually use. 
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 19, 2014, 04:19:35 am
If im understanding you correctly, you are adding directinput (PC wheel) support? If so, thats awesome. I cant wait to try it.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 19, 2014, 04:23:08 am
Yeah man... you should maybe go one page back and look at the demo vid.  ;)
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 19, 2014, 04:38:17 am
sorry i missed the vid, that's excellent. I cant wait to try it and I cant wait to have a new reason to hate the "Milky Way Stage". I have never made it through that stage without touching the walls a few times.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 19, 2014, 04:39:42 am
In my comments that's what I was referring too.  Hitting those barriers about ripped my arm off.  ;)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 19, 2014, 07:35:28 pm
Well I was going to try to release the force-feedback version tomorrow night as a Easter/Spring/whatever present, but life had other plans.

I spent all day getting the lawn mower working enough to cut the grass and I do mean all day.  A tire had went completely flat to the point of where it fell off the rim before I even managed to get the thing out of the shed... so I had to take the whole wheel apart to re-seat it.  Then of course the battery was dead and wouldn't hold a charge and to top it all off, my new mulching plug got caught on a small clump of grass and made the deck lock up and throw a belt. 

*sigh*  White people problems. 

So next week sometime maybe?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 20, 2014, 05:23:17 am
Well I'm on Ham duty this morning, so I went ahead and hooked up the force-feedback stuff to a ini file.  Everything seems to be working normally.

Of course I need to add in some more effects... I've only got the rumble effects hooked up... newer ff-only effects like the xforce, decel force, ect will come later. 

I wanted to bind the x-force to the center spring, but it's breaking the effect when I try to change the offset... I'll have to look into that. 
Title: Re: Hacking Outrun 2006
Post by: lolomc2 on April 20, 2014, 07:01:28 pm
So next week sometime maybe?

Arfff.... My cab can't wait to try it !!
borne transformable (http://www.dailymotion.com/video/x190bgh)

Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 21, 2014, 12:17:57 am
Nice cab man... where in the world did you find a 16:9 crt?


Anyway I'm variable hunting again (joy) and I found two variables that tell me when the 2k6 loading screen and 2sp loading screen are shown respectively.  Why should you care?  Two reasons.

I already had the menus pretty well mapped out... I could tell when you are at the title screen, at the main menu, ect.  I could also tell when you were playing the game and if you paused the game.  What was missing was the loading screens, where several of these values are reset and I can't tell where the hell you are.  So first off I can now ensure where you are in the game, meaning things like the control overrides and such are now far less buggy.  I can also stop the force-feedback when you enter the loading screens, meaning that "stuck" effects will no longer remain in motion when you exit a game. 

Secondly bg music is only supposed to be played in game.  Now that I always know when you are in game I can override the in game sound-track... it's the first step for Outrun Radio!
Title: Re: Hacking Outrun 2006
Post by: lolomc2 on April 21, 2014, 05:23:02 am
Nice cab man... where in the world did you find a 16:9 crt?

Sony KV-32 series.. I found you one  (http://www.leboncoin.fr/image_son/639466783.htm?ca=2_s)in  Lilles (North of France) for 20 euro  :lol
But honestly, this is not the best choice I made when I have designed the cab. Distance between the wheel and the screen is fine for 4/3 games but not for 16/9 games. The screen is too closed. I already modified the cab to push the screen 15 cm in the back but it should be, at least 40 cm...

Anyway, while you speak about CRT, I read in the post that you want to add HD textures to the game... CRT resolution is limited to 640x480, so I am sure (or at least, I hope !!!) you plan to make it optional. Yes ?

Anyway I'm variable hunting again (joy) and I found two variables that tell me when the 2k6 loading screen and 2sp loading screen are shown respectively.  Why should you care?  Two reasons.

I already had the menus pretty well mapped out... I could tell when you are at the title screen, at the main menu, ect.  I could also tell when you were playing the game and if you paused the game.  What was missing was the loading screens, where several of these values are reset and I can't tell where the hell you are.  So first off I can now ensure where you are in the game, meaning things like the control overrides and such are now far less buggy.  I can also stop the force-feedback when you enter the loading screens, meaning that "stuck" effects will no longer remain in motion when you exit a game. 

Secondly bg music is only supposed to be played in game.  Now that I always know when you are in game I can override the in game sound-track... it's the first step for Outrun Radio!
Oh man, I can't wait release an alpha !!!  :banghead:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 21, 2014, 03:28:07 pm
Oh I didn't want one... seems like all that weight would be a lot of hassle, but I was just surprised such a thing existed. 

I wouldn't be holding my breath on the HD graphics..... I'll have to go over the sprani format and write a tool as well as alter the sz containers.  Regardless it would look just as good on a 640x480 screen.... I'll just be taking the textures in the menus and HUD and remastering them in hd.... they won't be altered in any way if I can help it.  Everything in the game holds up really well, but the hud looks terrible due to the lack of blending applied to it.  I tried to maybe fix that with sweetFX, but I can't figure out how to only filter the 2d graphics.  (Or if that's even possible.)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 21, 2014, 08:27:02 pm
So I'm going to probably go ahead and release a graphics pack along with this next version... so you don't have to muddle through the thread and piece together stuff. 

I went ahead and fixed an error that's been there for quite some time.  In the last pack the gear shift icon pointed down, but everybody knows that on a real car (and in the default Outrun 2 config) you move the shifter forwards to actually shift down.  So I did a test in one of the numerous sub-menus I have to convert... check it out below.  I'll go ahead see if I can find any more stray icon buttons. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 23, 2014, 10:58:40 pm
I've been busy.  The beta (yes I think we are out of the alpha stage finally) will still be released sometime this week. 

Right now I'm tinkering with Outrun Radio.  I decided to make it a stand-alone application as people might want to use it on other games.... in the case of outrun, messages will be sent to it telling it when you are in a race so it will know when to mute the audio. 

I haven't made a media player since the old Dragonator Jukebox days around 15 years ago.  Man things sure have progressed since then!  I looked at the various options out there and decided that using windows media player as the back end would be easiest.  It will take care of the media tags and album art and what not (mostly at least, ogg support is rather crappy, so I have to do those manually).  It also has built in search functionality to search through your library. 

Maybe I can do something fancy like add in voice recognition like all the new cars seem to have?

Anyway I'm designing it so you can optionally show your track info on a secondary monitor.  I'll probably also add the option to send text to a lcd display. 

I have an amazingly crude preview attached.  Those ugly buttons are there for my benefit as it isn't hooked to outrun yet.  I'll do that later.  I'll probably make the whole thing skinnable as well. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 26, 2014, 02:14:20 pm
Well I think I found the last of the errant keyboard icons in the game.  The trouble is I can't remember where this particular graphic is used, so I can't test to see how it looks.  It's the screen that says "congratulations"  I thought that was in 2k6 mode (all 2sp modes, afaik have endings).  I tried a main remix, and outrun mode and couldn't find it. 

Anyway, I'm sure it's fine, I'll release something tomorrow probably. 
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 26, 2014, 02:22:17 pm
sweet. I cant wait to try it. my new control panel should be finished tomorrow too.

Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 26, 2014, 02:40:51 pm
Me too.... I'm going to start building my cab this evening hopefully.  ;)

I messed with it in terms of ff again last night.  I still don't think I have it perfect (spark force seems a tad strong, it goes nuts when you hit cars for heart attack) but I've made every single effect configurable even the effect file itself, so we should be good. 
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on April 26, 2014, 03:55:17 pm
Did you ever release the uncut Clarissa? I forget. I remember several pages back you attempted Photoshopping it in  :laugh:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 26, 2014, 06:21:15 pm
Yeah she's in the next version.  There were a couple of textures that were a little iffy, but it turned out the same quality as the originals.  I was actually sent screen grabs of the real sprites, so that helped tremendously. 

I'll tell ya, there are more outrun fans than you might think.  Everybody and their brother has came out of the woodwork since I started this last year. 
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on April 26, 2014, 11:55:23 pm
Sweet I can't wait for that. And oh yeah tell me about it. I've been a fan since I first played it on Master System. Outrun 2 imo is one of the greatest racing games ever made. How good the PC version looks just blows my mind.
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on April 27, 2014, 06:22:04 am
Sweet I can't wait for that. And oh yeah tell me about it. I've been a fan since I first played it on Master System. Outrun 2 imo is one of the greatest racing games ever made. How good the PC version looks just blows my mind.

Yeah, I'd second that. Playing the original Outrun in one of those massive sit-down-shake-you-all-about hydraulic cabinets is one of my first ever arcade memories. When the original Outrun 2 came out on the Xbox that game alone was enough for me to sell my PS2 and jump ship to Microsoft (that and Panzer Dragoon Orta). The first time I fired it up, it genuinely felt like the closest I'd ever got to playing a real arcade racer at home. Even now, the PC version still looks great. It's just got a sense of vibrancy and speed which just seems to be missing in so many modern racing games (a lot of which I think is due to the fact that so many modern racers stick to 30 fps). I Hope S0L feels a little swell of pride when he sees threads like this, knowing that there are so many people who still love Outrun 2 and 2006 as much as the first day they played them.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 28, 2014, 02:23:31 am
So I was going to release the new beta today, but I tired myself out working on my cabinet.  Also I realized that I haven't bothered to make textures for the other languages. 

It isn't hard (just some copying and pasting of the English dds files around the text) but it is time consuming.  I got the first three of the modded texture archives prepared. 

Game_CVT is next and I've got to fix two dds files per archive and some manual copy/paste is required so that one will take a while.  I'll probably finish them up tonight if my insomnia continues, otherwise, tomorrow evening. 

OH btw, if any of you html guru's want a nice little companion project I've got something for you.  You know those little "currently playing, currently ranked" footers that used to be so popular?  Well I've more or less figured out the ranking data file in outrun, meaning a person could parse it an make a gif with their high scores.  Since I can open the textures, I can even give you access to the original dds files, so it would look like it does in-game. 

I've got the rank data more or less figured out, it isn't even encrypted really, but because there are so many modes in 2k6, there are literally hundreds of lines of scores, so it's a matter of figuring out which lines pertain to which high score charts.  Since they aren't encrypted I've just been renaming the initials to a number so I can confirm the lines visually within outrun. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 29, 2014, 04:28:59 pm
The real world is keeping me busy unfortunately.  I'll see what I can do about a release later this week, but atm I'm uncertain. 
Title: Re: Hacking Outrun 2006
Post by: lolomc2 on April 29, 2014, 05:37:13 pm
Howard, as many of us, I am looking at this page ten times (or more) everyday !!!  :hissy:
Release something or administrator will think about DDos attack against this forum

Thank you again for this amazing work
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 29, 2014, 08:10:14 pm
Eh I'm still human unfortunately.  I tried calling the department of defense about that robot body I had on back order by they said "Who are you and how did you get this number?"  so I guess we'll have to do things the hard way.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 01, 2014, 08:11:07 pm
Nothing to report I'm afraid, having more minor medical issues and real world crap to deal with.  The meds they've got me on do keep me up at night though, so maybe I'll try to work on this stuff a little more when I'm having trouble sleeping. 
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on May 01, 2014, 08:50:55 pm
No worries Howard. Some seem impatient. But take your time man. Hope you feel better!
Title: Re: Hacking Outrun 2006
Post by: isamu on May 02, 2014, 03:08:50 pm
No worries Howard. Some seem impatient. But take your time man. Hope you feel better!

+1

Your health is more important dude.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 02, 2014, 04:21:44 pm
Well I'm getting restless though.  The problem is I haven't really slept properly so it's hard to do anything. 

Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 07, 2014, 10:40:39 pm
So I'm still having minor medical issues going on.  I am working on this, but just a bit and piece at a time.  Most of the sprite packs are prepared at least, I just need to pack em up.  I would also like to look into the issues I'm having with spring effects before I release it as hooking up the x-force would be great. 
Title: Re: Hacking Outrun 2006
Post by: S0L on May 08, 2014, 01:08:52 pm
Apologies, been on holiday, and then I came back to a huge pile of work... Bah.

Looking forward to this taking shape, I'm helping where I can :P


Boomslang, are you talking about "OutRun2 SP Special Tours" japonese ?
If yes, as I tried it and it did not work, and as I do not read/speak japonese, could you please give a proof of that ? Picture of the menu selection for exemple ?

EDIT : I found another French guy on gamoover forum who said exactly the same thing : It should have ffb but was not able to get it with Logitech wheel. It makes me really think that OR2 SP Special Tours does not have force feedback, whatever popular belief   :blah:
Anyway, it do not change anything about your heroic work Howard !!!  :notworthy:

Regards,

So I'll hopefully clear this one up at least. The Japanese version of OutRun2SP on PS2 does support Force Feedback on certain Logitech Wheels. Off the top of my head we supported the Driving Force Pro and Logitech G25. It *may* work with other wheels that Logitech make as we used their driver software. You will need to play it on a retail PS2 though, it probably won't work on a PS3 or under emulation as it relied on the PS2 USB hardware libraries.

Bear in mind quite a bit of time has passed since then though, updates to the wheels firmware may break compatibilty with the wheel SDK we used, newer wheels (such as the G27) didn't even exist at the time, so they may not work either.

Note only the Japanese PS2 version supported FFB wheels, the EU/US versions most certainly didn't.

Hope that answers the question.

---
S0L
---
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 08, 2014, 01:13:53 pm
Hey S0L, welcome back.  I'm trying to get the basic FF implemented atm so that the base of the project will be completed.  After that I've got questions.  ;)

This applies to mamehooker as well as they are using the same FF engine but since more interest is over here I'll explain it for you guys. 

In my insomnia endued stupor I looked at my FF code to see why spring effects were failing when I tweak them on the fly.  Unfortunately it seems to be a bug in DX8.  You see I was trying to change a single variable in an effect type and pass it along, which tends to work for most effects, but apparently not  for envelope or conditional effects (aka springs).  For those you need to first retrieve the existing values to put in your structure, change the one that you wanted, and then dump the entire structure back into the effect. 

That SHOULD be easy, but the getparameters function seems to be broken in managed DX.  The MSDN documentation refers to a structure type not defined that way in reality.  I've tried overriding the structure type, but that seems to give the far more important setparameters function trouble.  I'm probably just too tired to fix it atm, but it isn't a deal breaker anyway. 

Fortunately there is a rather stupid workaround.  If you tweak all variables in an effect, hard-coding the ones you don't want to change, then it'll work as I setup the tweak engine to apply all the variables and then fire the effects after they are all setup.  Annoying but doable.  I'll update the effect file tutorials to reflect this once I feel better.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 09, 2014, 06:57:23 pm
So I made a tweak file to hook up the xforce to the spring.  In all honesty it didn't feel all that great.  I'm not sure if this is my particular wheel, or my inability to program, or what, but since you can make your own effect file and tweak it to your liking, I'll just leave it exposed (off by default) and you can mess with it. 

I'll work on the remaining sprite packs tonight as health permits.  Expect a release soon. 
Title: Re: Hacking Outrun 2006
Post by: lolomc2 on May 09, 2014, 09:11:48 pm
Howard do not mistreats the animal... Take care of you a little bit
We will wait
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on May 09, 2014, 10:02:21 pm
No Howards were harmed* during the making of this hack.




*probably
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 09, 2014, 10:26:45 pm
It's not like I'm dying or anything I've just got a pretty bad infection in my inner ears.  I'm on my third round of medication and hopefully this will finally take care of it. 

It's a colossal pain in the butt though because it doesn't allow me to sleep very much and when I am awake I'm dizzy and in a decent amount of pain.  It's getting better though... I wouldn't be working on this otherwise.
Title: Re: Hacking Outrun 2006
Post by: Boomslang on May 10, 2014, 04:11:03 am
just a note that Outrun SP Japanese version does indeed work 100% force feedback on ps2 emulator, ive used it myself. I can't wait for this hack from Howard tho so I can play force feedback multiplayer!
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on May 10, 2014, 07:29:30 am
Sounds like you might have labyrinthitis Howard. Have you recently developed an aversion to any David Bowie films that also involve muppets? Seriously though, a friend of mine had it last year and they felt pretty bad for a good few months with it, but have made a full recovery now. Keep going with the meds mate, hope you feel better soon.

S0L, can I put the same question to you that I asked Howard awhile back? Would it be feasible to add into the the PC version of Outrun 2006 the extra end of game animations that are in the Japanese PS2 version? Likewise, would it be feasible to import the Scud Race and Daytona 2 bonus stages from the Xbox version of  Outrun 2 into PC Outrun 2006? I've still got two original Xboxs and two copies of Outrun 2 to play on them via system link (and two copies of Coast 2 Coast). The bonus stages in Outrun 2 are pretty much the only reason I've kept a hold of the Xboxs, if it were possible to play them on PC I could finally get rid of them...
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 10, 2014, 08:04:16 pm
Ok so I was testing the x-force again.  I don't think I'm tapping into the right value.  It seems to follow the force of the car, but I can be on a straight stretch not turning the wheel and it'll violently swerve in one direction or another occasionally.  Maybe it's just a font tire and not the whole front end?  Anyway, I'll turn it off for now... plenty of opportunities to find the correct memory location.
Title: Re: Hacking Outrun 2006
Post by: pinkimo on May 11, 2014, 12:43:06 pm
just a note that Outrun SP Japanese version does indeed work 100% force feedback on ps2 emulator, ive used it myself. I can't wait for this hack from Howard tho so I can play force feedback multiplayer!

I think the japanese PS2 version supports only vibrations, not the full FFB of the arcade version.
Title: Re: Hacking Outrun 2006
Post by: isamu on May 11, 2014, 03:34:45 pm
just a note that Outrun SP Japanese version does indeed work 100% force feedback on ps2 emulator, ive used it myself. I can't wait for this hack from Howard tho so I can play force feedback multiplayer!

I think the japanese PS2 version supports only vibrations, not the full FFB of the arcade version.

From what I've read it's full 100% arcade FFB when using a Logitech wheel
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 11, 2014, 04:51:15 pm
Yeah S0L confirmed this with me.  We were only a hair away from getting it on the pc version actually, which certainly makes things easier on my end.  ;)
Title: Re: Hacking Outrun 2006
Post by: lolomc2 on May 11, 2014, 05:07:45 pm
...
The Japanese version of OutRun2SP on PS2 does support Force Feedback on certain Logitech Wheels. Off the top of my head we supported the Driving Force Pro and Logitech G25. It *may* work with other wheels that Logitech make as we used their driver software. You will need to play it on a retail PS2 though, it probably won't work on a PS3 or under emulation as it relied on the PS2 USB hardware libraries.

Bear in mind quite a bit of time has passed since then though, updates to the wheels firmware may break compatibilty with the wheel SDK we used, newer wheels (such as the G27) didn't even exist at the time, so they may not work either.

Note only the Japanese PS2 version supported FFB wheels, the EU/US versions most certainly didn't.

Hope that answers the question.

---
S0L
---
Thanks to all for answering... Just to finish this out of topic... There is one hypothesis which could explain everything

1 - When looking at the external cover of OR2 japanese, you can read "GT Force" and "GT Force Pro"...
2 - OR2J went out in 2004... Two years before the G25 from Logitech which started to be sold in 2006-2007.
3 - Boomslang confirms that FFB is working.... on emulator !
4 - And interesting post here (http://forum.arcadecontrols.com/index.php/topic,137565.0.html) When you use the emulator, there is a driver/plugin which make your wheel becomes a logitech....... Driving force / Generic Logitech wheel OR Driving Force pro.
5 - I tried myself the game (Japanese version) on original PS2 with a G25 wheel. The wheel is working but not FFB


So my conclusion is that OR2J supports FFB on the original PS2 with an old wheel like GT Force or Pro... And it does not work on the G25/G27 as they were out widely after the game.
When Logitech decided to sell the G25, which was extremely expensive for such kind of thing (and it was the first to sell a good wheel) they took a big risk. That's why I wouldn't be surprise that they delivered some prototypes of G25 to development studios like yours Sol...


And when they sold to public it they changed material or firmware revision... Breaking the compatibility you experienced few years before....

End of OT for me.

Howard, I want to try  :applaud:  :banghead:



Title: Re: Hacking Outrun 2006
Post by: BadMouth on May 11, 2014, 05:31:05 pm
5 - I tried myself the game (Japanese version) on original PS2 with a G25 wheel. The wheel is working but not FFB

Did the wheel show up in the game as a wheel instead of a gamepad?
If the game only detects a gamepad, of course it would only send rumble.

In my experience with PC games and such, the G25/G27 will work perfectly on anything that an older Logitech wheel will (until you get back to the original formula force that utilized a different protocol).  The reverse is also true.  The only difference is that the G25/G27 will shake if the rumble signal is sent, but the older wheels do not.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 11, 2014, 08:28:58 pm
Well here's the thing with FF.  Us guys that use it have and always will be in the extreme minority of the gaming population.  I'm currently using DX8 as a base for my outrun wrapper.  Why use one that old?  Well there's no point to use anything newer...  FF implementation hasn't changed AT ALL since dx8.  Microsoft threatens to remove it every few revisions and the sim enthusiasts get up in arms.

They really want to force Xinput on everyone, which for general gaming is great, but it would be a nightmare for specialty controllers.

My point?  Aside from maybe some minor differences in how the wheel actually interprets the signals, FF hasn't really changed since 2k6 was released.  This makes it all the more frustrating on how information in regards to creating effects is till sparse after all these years.  I guess I need to buy one of those annoyingly thick books I hate so much.  ;)

Now all of that being said, the PS2 obviously doesn't support force-feedback in the strictest of sense... they fake it because it's a proprietary Microsoft interface.  So any issues might happen there. 

I hope everybody had a good mothers day btw, I did... me and Mom didn't get into any fist fights or anything.... oh well there's always next week.   ;D
Title: Re: Hacking Outrun 2006
Post by: lolomc2 on May 12, 2014, 03:10:29 pm
5 - I tried myself the game (Japanese version) on original PS2 with a G25 wheel. The wheel is working but not FFB

Did the wheel show up in the game as a wheel instead of a gamepad?
If the game only detects a gamepad, of course it would only send rumble.

In my experience with PC games and such, the G25/G27 will work perfectly on anything that an older Logitech wheel will (until you get back to the original formula force that utilized a different protocol).  The reverse is also true.  The only difference is that the G25/G27 will shake if the rumble signal is sent, but the older wheels do not.

If even moderator push me to make ot, I will not bother  ;D
Wheel is recognised as a wheel inside the game. You can see the shape of the wheel + integrated gearbox like this :
(http://www.4gamer.net/news/image/2007.04/20070426121401_3.jpg)

(which is different from G25 which has external gearbox)

Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 13, 2014, 02:28:17 pm
I'm not in the mood to work on the sprite packs atm.  I decided to work on a couple of odd's n ends today.  For one thing, the horn sound I crafted is not from the game.  I fired up the goldwave and took a few samples from Holly's challenges, so I'll clean that up later and replace the horn sound. 

I also want to go ahead and work on the fake lamps I made ages ago.... invert the start lamp and suggested and what-not.

I know I'm driving you guys nuts not releasing anything, but those rapid fire releases from before were hard to do reliably.  You should still see a release within the next week or so.
Title: Re: Hacking Outrun 2006
Post by: S0L on May 14, 2014, 05:36:50 am
Just passing through...

Sounds like you might have labyrinthitis Howard. Have you recently developed an aversion to any David Bowie films that also involve muppets? Seriously though, a friend of mine had it last year and they felt pretty bad for a good few months with it, but have made a full recovery now. Keep going with the meds mate, hope you feel better soon.

S0L, can I put the same question to you that I asked Howard awhile back? Would it be feasible to add into the the PC version of Outrun 2006 the extra end of game animations that are in the Japanese PS2 version? Likewise, would it be feasible to import the Scud Race and Daytona 2 bonus stages from the Xbox version of  Outrun 2 into PC Outrun 2006? I've still got two original Xboxs and two copies of Outrun 2 to play on them via system link (and two copies of Coast 2 Coast). The bonus stages in Outrun 2 are pretty much the only reason I've kept a hold of the Xboxs, if it were possible to play them on PC I could finally get rid of them...

I agree, sounds like Labyrinthitis, my Dad had this and he was laid low for about 3 months. Infection in the ear, felt like he was constantly moving, even though he wasn't. It'd bugger me up as I ride a motorcycle!

On the end animations, it wouldn't be impossible but the animated textures (such as the space shuttle taking off and the volcano erupting) are actual MPEG movie files. The PC version has no support to play these back, whereas I think we converted them to UV texture animations for PS2. It might be possible to replace the PC levels with the PS2 ones with those animations (though it'd need some texture format wrangling), but you'd be taking a hit to the quality of the textures and the levels themselves (we had to reduce the poly count as the PS2 couldn't push as many polys as a PC!). Sort of an apples and pears choice that.

The Xbox specific Bonus Levels are likely easier, but the textures would need to be extracted, converted and repacked in a PC specific format.

In addition the start and end positions would need to be hacked into the PC executable, we have a bunch of 'magic numbers' which are used to determine the real start and ends of levels. That's why normally you can't rename one level to another and start in the right place. The other side of course is the levels were never meant to be in OutRun2006, meaning you'd have to either hack the stage tables for extra ones to be included or replace other stages with the Bonus ones. Not impossible, but again not straightforward.

Not that I want to detract in anyway from the excellent work done here, but bear in mind Howard is finding and enabling elements that existed but were disabled from the arcade machine (like the FFB), were development features or incomplete (like the debug cams) or is replacing assets the game expects to show (like the on-screen control help/Clarissa's cleavage!).

Adding new playable content that wasn't meant to be part of the game is a different kettle of fish. It's possible, but it likely would need a deeper understanding of the game from a source code level. For example adding extra levels or cars would be difficult as there is no art or text for the menus, the post race map, the scoring structures etc.

...
The Japanese version of OutRun2SP on PS2 does support Force Feedback on certain Logitech Wheels. Off the top of my head we supported the Driving Force Pro and Logitech G25. It *may* work with other wheels that Logitech make as we used their driver software. You will need to play it on a retail PS2 though, it probably won't work on a PS3 or under emulation as it relied on the PS2 USB hardware libraries.

Bear in mind quite a bit of time has passed since then though, updates to the wheels firmware may break compatibilty with the wheel SDK we used, newer wheels (such as the G27) didn't even exist at the time, so they may not work either.

Note only the Japanese PS2 version supported FFB wheels, the EU/US versions most certainly didn't.

Hope that answers the question.

---
S0L
---
Thanks to all for answering... Just to finish this out of topic... There is one hypothesis which could explain everything

1 - When looking at the external cover of OR2 japanese, you can read "GT Force" and "GT Force Pro"...
2 - OR2J went out in 2004... Two years before the G25 from Logitech which started to be sold in 2006-2007.
3 - Boomslang confirms that FFB is working.... on emulator !
4 - And interesting post here (http://forum.arcadecontrols.com/index.php/topic,137565.0.html) When you use the emulator, there is a driver/plugin which make your wheel becomes a logitech....... Driving force / Generic Logitech wheel OR Driving Force pro.
5 - I tried myself the game (Japanese version) on original PS2 with a G25 wheel. The wheel is working but not FFB


So my conclusion is that OR2J supports FFB on the original PS2 with an old wheel like GT Force or Pro... And it does not work on the G25/G27 as they were out widely after the game.
When Logitech decided to sell the G25, which was extremely expensive for such kind of thing (and it was the first to sell a good wheel) they took a big risk. That's why I wouldn't be surprise that they delivered some prototypes of G25 to development studios like yours Sol...


And when they sold to public it they changed material or firmware revision... Breaking the compatibility you experienced few years before....

End of OT for me.

Howard, I want to try  :applaud:  :banghead:


Bear in mind I'm running from memory! It's not perfect, I've slept at least once since we did OutRun2006 :)

I figured we supported the G25 as I know we have at least one, but from what you're saying it might be for something we did later though (we've done more than one driving game!). We actually did the game in 2005, so it's pretty much 9 years ago now. That's about 13 Developer years due to all the late nights and weekends we work :P

It's interesting it works with PS2 emulation though, that's got to be pretty decent emulation if it's also emulating the PS2 USB ports.

Thanks for the confirmation and sharing!

---
S0L
---
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 14, 2014, 02:01:08 pm
Ok now that I've gotten your take I'll chime in. 

Because they are mpeg movies in a way that actually makes it easier.  I can overlay them on the screen most likely via some sort of proxy dll.  Of course if anyone around here is good at making proxy dll's they should get started as I'm terrible at them (managed to make one in my life, it didn't work well).  The hard part would be determining when to overlay the mpeg.  I would have to find a universal value (such as maybe a texture address) that changes when the end of stage starts and display it then. 

It would most likely be a bit hackish like the horn button I've added.  (Although I'm going to try and find the assembly code on that one and implement a horn properly.)

I really wish we could encourage someone in the hacker community to write a scaler proxy for direct x.  Something that would simply re-route texture loading as it happens and load from an alternate, hi-res source and when displaying the texture use the exact same relative dimensions or scale them by X amount if using absolute dimensions (which rarely happens in 3d games).  Most proxy dlls attempt to add additional graphics/textures to the render and that's hard, but I would think that tweaking the loading and selecting of existing textures would be a bit simpler.



In terms of the levels, yeah that's a tricky one.  If you are referring to the rvt array I kind of sort of have a general idea where it's at in the exe, but like you said, it's a bit complex.  Assuming I can successfully find them and edit them What I would probably do is make an exe hack and replace some of the 2k6 stages with the bonus ones.  So you'd just launch another version of the game to play them. 

Some of this stuff might be beyond my scope honestly.  I'm just a low grade hacker messing with bytes in memory.  If we can find somebody that's good at reverse engineering assembly code though, some of these features could be added back in more professionally.  It's like S0L says.... most of the stuff I've added thus far is either passively added, like the horn/ff or replacing an existing item, like the texture hacks.  Most of the package names and contents in the game seem to be hard coded in the exe, which makes adding brand new content a little difficult. 

As for my ear... ugh... I think I'm going to have to go back.  They put me on one of those anti-biotic packs (AGAIN) last week and now that I'm weaned down to one pill a day my ear is stopping up again and it's starting to ache a little.  Next they try pretnazone and if that doesn't work, possibly surgery. 
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on May 14, 2014, 03:16:55 pm
Thanks for the in-depth replies S0L and Howard. It's encouraging to know that these things, whilst not exactly straightforward sounding, aren't entirely outside the realms of possibility.
Title: Re: Hacking Outrun 2006
Post by: S0L on May 15, 2014, 09:20:29 am
Because they are mpeg movies in a way that actually makes it easier.  I can overlay them on the screen most likely via some sort of proxy dll.  Of course if anyone around here is good at making proxy dll's they should get started as I'm terrible at them (managed to make one in my life, it didn't work well).  The hard part would be determining when to overlay the mpeg.  I would have to find a universal value (such as maybe a texture address) that changes when the end of stage starts and display it then. 

I'm not sure it'd be so straight-forward. They're not quite standard MPEG files (it's in CRI Movie format) and originally the video would have been mapped to a texture. They're complicated by being part of the scene, so they're in front of the sky, but behind the UI. I don't think you'll be able to get away with projecting them directly on top of what's rendered normally as an overlay.

I've dug up the actual files and they're basically split vertically with the effect on the top half and the Alpha channel on the bottom. I'm pretty sure they were triggered at the start of the end sequence (when the car skids to a halt on passing the Goal line).

...though I need to do some more digging here. Whilst I've found the source for all the end effects (Volcano, Space Shuttle, Doves\Petals and the Confetti) I've not found movies for the ones I'd expect. Might be they're not done exactly as I think. Leave this one with me for a bit.

As for my ear... ugh... I think I'm going to have to go back.  They put me on one of those anti-biotic packs (AGAIN) last week and now that I'm weaned down to one pill a day my ear is stopping up again and it's starting to ache a little.  Next they try pretnazone and if that doesn't work, possibly surgery. 

Yikes. In the end the anti-biotics worked for my Dad, but it did take a while. Hope it clears up soon as I know exactly how much fun it isn't.

---
S0L
---

Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 15, 2014, 09:26:12 pm
Well let me ask you this then... the camera angles for the end animation are fixed right?  I might be able to get boomslang to record the individual ends on his lindberg setup and fake it that way.  I know the score and stuff would have to be worked around, but that's fairly trivial. 

Windows has some really dirty tricks at my disposal for video... if nothing else I can color-key an instance of wmp and put a big old magenta texture up there to project it on. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 16, 2014, 12:41:18 am
Heh, so my save file corrupted like was mentioned by the others earlier.  I now don't have a driver.  :)

S0L can you put any light on this?  It seems to be some sort of a bug in regards to control configurations (or at least that's what screwed mine up).  I'd like to fix it somehow. 
Title: Re: Hacking Outrun 2006
Post by: Boomslang on May 16, 2014, 02:48:51 am
Oh yea the part I needed finally turned up this week so I ill install it etc and hopefully get that video sorted over next couple days
Title: Re: Hacking Outrun 2006
Post by: S0L on May 19, 2014, 06:54:30 am
Heh, so my save file corrupted like was mentioned by the others earlier.  I now don't have a driver.  :)

S0L can you put any light on this?  It seems to be some sort of a bug in regards to control configurations (or at least that's what screwed mine up).  I'd like to fix it somehow.

Not something I think we ever saw, bear in mind the majority of testing was done at SEGA (we only have a small internal QA team) and I suspect no-one ever tried lots of controllers all plugged in at once.

We do save the control configuration to the same file as the player profiles, if I had to hazard a guess, there'll be some data structure in the game that deals with the potential control configurations and it's exceeded whatever number the coder picked at the time. I.e. it expects up to 3 USB devices and no more, so if you go over, it causes the save to be corrupted when it gets updated.

Again it's a side effect of when the game was written, there wasn't a huge proliferation of people using multiple USB controllers at the time, where that's more common these days.

I'm not sure you'd be able to easily increase the data structure, not without some form of IPS patching. You might be able to back up the save data and do some form of vetting to see if the control config is likely to bust it (so a last known good save and safety check on boot).

I'd need to go digging in the source code to see if I'm right though!

---
S0L
---
Title: Re: Hacking Outrun 2006
Post by: baritonomarchetto on May 19, 2014, 10:31:06 am
Howard, i am not a doctor but i think that you should STOP working in front of your monitor and start thinking seriously to rest a little bit more: all the (great) stuff you are doing in this period are energy demanding and you are "low in fuel" dude ...
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 20, 2014, 12:09:56 am
Rest assured I'm taking care of myself.  When you are sick for a couple of days the best thing to do is just rest, but when you are sick for extended periods you get stir crazy.  This stuff is a distraction to keep my mind occupied.  I haven't felt like it recently, but I might later.

S0L:

Yeah I doubt I can fix it directly at least not easily, but if I knew what the corruption was I could maybe make a tool to repair corrupted files. 

I would also like to know what is changing the driver around, because hey, bonus feature. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 21, 2014, 02:55:24 am
So I'm going to try and get this next release out sometime this week. 

Technically speaking it's ready and I could release it now, but as I mentioned earlier I'm also getting the graphics packs ready.  Unless I can manage to make the game support higher resolution textures (might actually be possible) or modify the sprani files enough for widescreen compensation, that aspect of the game is done.

Yes there are more things I wish to add.  I would like to find the car force and angle values in the code not so much for wheel FF, but for motion sims.  I could also use the x-force as a multiplier, making the FF rumble I have setup directional, which would make it more realistic.  Blocking and re-routing inputs is also a priority considering odd-ball configurations apparently corrupt the save file.  Of course there is also the out-standing Outrun radio project as well.  That being said, barring any major bugs or improvements, the next version will probably cover most people's needs. 

It'll offer arcade icon buttons, uncensored Clarissa, configurable xinput rumble that can be sent to up to 4 devices and configurable force-feedback rumble with configurable software spring.  In addition, the two features I wanted to add into the game, configurable views and more shifter options are already in there. 

If I get this out then I can put the project on hold and just work on it whenever as finding memory locations is tedious work.  I would like to release a final version of troubleshooter 2 that better supports the latest version of m2emulator and oh yeah, release those final MKKE mods that I worked on last year.  ;)
Title: Re: Hacking Outrun 2006
Post by: VirtuaIceMan on May 21, 2014, 11:29:49 am
I always hoped S0L would say that there was a placeholder texture for the video content in the game, and that some sort of blank dummy file would just need replacing with the final video... but if it was that easy it would have probably been done in the original PC version!
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on May 21, 2014, 12:09:06 pm
Sorry to ask Howard, but are the video movies being improved? I love the two intro movies that you put up but it still has the freeze and pixelation issues..

Great work and we are all looking forward to your next release


Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 21, 2014, 12:38:47 pm
S0L explained (and I pretty much figured out already anyway) that the game engine was never intended to support widescreen movies and that's probably the issue.  What I'll have to do is convert them to anthropomorphic widescreen.  In other words go ahead and give the videos a 4:3 ratio and the game itself will stretch them out.  This is what I did with the FXT intro and you can run it indefinitely without error. 

The reason I haven't messed with vids is because I was told to wait.  Boomslang still has some stuff to send me and even after he's done, I'm going to carefully go over the video he produces and try to recreate it in the pc game engine.  The goal is to remaster the whole thing in 720p.  I can blank out the hud, set the game to run at 720p, use the custom camera angles I found to record and it should be more or less identical, just of a better quality. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 21, 2014, 01:45:56 pm
So last night I was poking around in the exe with the cheat engine.  I'm trying to go down the assembly code line by line to find various things we need.  The one I'm really looking for is the code for the view matrix.  Since the hud doesn't seem to be effected by 3d distortion, I've got to assume the game switches to a 2d viewpoint when rendering the hud.  If I decrease it's horizontal scaling then I can compensate for widescreen aspect distortion and have the hud always render at 4:3.  It would certainly be easier than reverse engineering the sprani format and changing every single solitary sprani file. 

The reason I mention it is because I'm really bad at assembly.  I can understand individual commands obviously, but I'm a high level programmer..... I can think on how to write complex code at such a low level.  So if someone wants to help out, grab a copy of cheat engine.  It has an assembly decoder built in, which makes things easy... if you know what you are doing, which I only do half the time.  ;)
Title: Re: Hacking Outrun 2006
Post by: Chris2 on May 22, 2014, 11:36:49 am
Sounds like you might have labyrinthitis Howard. Have you recently developed an aversion to any David Bowie films that also involve muppets? Seriously though, a friend of mine had it last year and they felt pretty bad for a good few months with it, but have made a full recovery now. Keep going with the meds mate, hope you feel better soon.

S0L, can I put the same question to you that I asked Howard awhile back? Would it be feasible to add into the the PC version of Outrun 2006 the extra end of game animations that are in the Japanese PS2 version? Likewise, would it be feasible to import the Scud Race and Daytona 2 bonus stages from the Xbox version of  Outrun 2 into PC Outrun 2006? I've still got two original Xboxs and two copies of Outrun 2 to play on them via system link (and two copies of Coast 2 Coast). The bonus stages in Outrun 2 are pretty much the only reason I've kept a hold of the Xboxs, if it were possible to play them on PC I could finally get rid of them...

If you ever find a reason to get rid of them, then I may take them off your hands. I have a sort of Xbox collection going ever since I bought Steel Battalion.

Title: Re: Hacking Outrun 2006
Post by: Boomslang on May 23, 2014, 01:14:00 am
Ill look at trying to get the video done either tonight or tomorrow
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 23, 2014, 02:01:23 am
Don't worry about it man... getting an intro video done would be the last thing I would want to add, so it's low priority atm.
Title: Re: Hacking Outrun 2006
Post by: BadMouth on May 23, 2014, 10:47:45 am
Don't worry about it man... getting an intro video done would be the last thing I would want to add, so it's low priority atm.

Anytime I've ever said anything like that to a person who was going to do something for me, it ended up never getting done.

Get to work on that intro vid Boomslang!  :cheers:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 23, 2014, 03:34:56 pm
Well you guys wanted me to add wheel support to mamehooker and told me to take my time.  I got around to it.....in three years.  Boomslang where is that vid!?

 ;D
Title: Re: Hacking Outrun 2006
Post by: Boomslang on May 23, 2014, 05:38:07 pm
Lol ok sorry ill do it soon
Title: Re: Hacking Outrun 2006
Post by: Boomslang on May 23, 2014, 06:42:22 pm
Recording it right now! It actually changes slightly as it goes as it showcases a stage each time it resets video so I might just take a huge recording and someone can perhaps edit it so it shows all stages together or something

Oh and it's in English this time too
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 23, 2014, 07:34:11 pm
Awesome sauce man.  I look for too/dread the massive download I'll eventually get.  ;)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 24, 2014, 05:09:13 am
So Boomslang sent me the Outrun2SP intro vid.  It looks really good.  I think we can re-create it and make it look even better but as is, it's still a marked improvement. 

While watching it I realized that there is a shift forward graphic in the game.  I made mine by hand and it doesn't look so hot.  So now I've got to go back and re-edit a few of the sprit sheets I've already done.  Boo, I say, Boo!  I only had two more to go.   :banghead:

Anyway though, that's one more thing we don't have to worry about. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 24, 2014, 01:27:11 pm
S0L: 

I don't know if you've had a chance to look into it or not, but in regards to the save game corruption.  I'm not sure about the save game files themselves but it definitely corrupted the liscense1.dat.  I opened it up in a hex editor and my name is now garbage and there appears to be garbage in a few of the lines that follow.  The file size itself seems the same though and the stuff towards the bottom is still properly aligned... so I'm not sure exactly what it did.  I can send it along if you wanted to take a look. 
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on May 25, 2014, 09:13:53 am
Sounds like you might have labyrinthitis Howard. Have you recently developed an aversion to any David Bowie films that also involve muppets? Seriously though, a friend of mine had it last year and they felt pretty bad for a good few months with it, but have made a full recovery now. Keep going with the meds mate, hope you feel better soon.

S0L, can I put the same question to you that I asked Howard awhile back? Would it be feasible to add into the the PC version of Outrun 2006 the extra end of game animations that are in the Japanese PS2 version? Likewise, would it be feasible to import the Scud Race and Daytona 2 bonus stages from the Xbox version of  Outrun 2 into PC Outrun 2006? I've still got two original Xboxs and two copies of Outrun 2 to play on them via system link (and two copies of Coast 2 Coast). The bonus stages in Outrun 2 are pretty much the only reason I've kept a hold of the Xboxs, if it were possible to play them on PC I could finally get rid of them...

If you ever find a reason to get rid of them, then I may take them off your hands. I have a sort of Xbox collection going ever since I bought Steel Battalion.

I'll bear that in mind if I do decide to sell them at some point.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 25, 2014, 02:22:01 pm
Ok I guess I should keep you guys in the loop.  Previously... on Batman....

I mentioned that I found an official sprit for the shifter.  I've since added that to the keyboard key texture.  I'll have to go back and add it to a few additional screens as well, so I get to re-do work I've already done.  (Yay!)

Also Boomslang sent me the video he captured of Outrun2SP running on Lindbergh at 720p.  It's quality video and I'll eventually make it available to you all, BUT it has issues that need to be addressed and quite honestly I think we are better off using it as a guide to remaster the intro videos.  You see part of the "how to play" segment of the attract vid is a canned video file, so it's only 480p.... also any textures used are 480i, which are noticeably pixelated.  In addition, all the "driving around" segments of the attract have the hi scores covering everything, which would be great, but they obviously aren't the hi scores from our game. 

uMod is a program I was using before I figured out the texture format.  It allows you to inject textures into a running program, replacing them with custom images.  While altering the packages would be the "right" way to blank out the HUD, I found uMod is just quicker... no packing and unpacking.  I made a texture package that blanks out 95% of the HUD stuff... I'll finish it later on.  Why?  Well with the HUD gone we are free to capture footage of the game running at 720p and use that for the attract video.  I just have to upscale and include the textures used for the "how to play" sequences, which are conveniently included with the game in an unused package. 

I did a test mockup the other night and included below is the "sd" screen grab from the video boomslang sent me and a version remastered by yours truly.  It took an hour to an hour and a half to re-create this particular screen and I think there are three or 4 more like it.  So that's not too bad.  If someone is good at video editing, I might pass this along to them once all the pieces are ready.  I can do it, but I'm really bad at it, which is probably why I post all my youtube videos sans editing.  ;)
Title: Re: Hacking Outrun 2006
Post by: deano7649 on May 26, 2014, 04:15:25 am
Been following this thread for a long while now, excellent work  :)

Where can I download the latest update for this please ?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 26, 2014, 09:37:14 pm
If you browse through this thread you'll find it, just work backwards.  ;)

This next release I'm starting a new Outrun Fxt thread and I'm going to make a real home for it on my website, so hopefully that'll make things easier. 



Guys save me some trouble here because I don't pay much attention to the text while playing.  What mode has the "mission failed" messages?  It looks like I've missed a few keyboard icons but some are unused in the game, so I'd like to make sure I actually have to change them before I go to the trouble.  I'm almost done btw.... I've got three more textures packs on the international stuff then it's just a matter of packing them up and getting the release ready. 
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on May 26, 2014, 10:39:38 pm
the regular story mode 2k6 C2C has mission failed if you dont make rank. sadly ive seen more times than i care to admit. is that what you are looking for?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 26, 2014, 11:20:59 pm
Ok, let me let the time run out or something and see what options pop up.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 26, 2014, 11:41:06 pm
Ah ok.... I've got some more stuff to replace then.... joy    :badmood:
Title: Re: Hacking Outrun 2006
Post by: FaithLes2425 on May 27, 2014, 07:22:11 pm
Will this hack work with Logitech G27 Wheels?
Title: Re: Hacking Outrun 2006
Post by: zxthehedgehog on June 14, 2014, 07:37:44 pm
Is there any more progress on this? When are you releasing the beta?

(not meaning to rush you, I know you're sick and everything...)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on June 19, 2014, 11:38:54 pm
Family issues atm. 

I'll get back to this if/when I get the chance.  Right now I do good to find enough time to post a few things on the forums.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on June 21, 2014, 05:03:24 pm
Ok just an update. 

I haven't really made in progress for obvious reasons. 

The exe itself, however is done, it's just the textures (only the foreign language textures to be specific) that need to be changed. 


Now these are a bunch of big IFs but if I can find time this coming week and if I feel well enough, I'll release what I've got done so far.  It'll at least get us preliminary force feedback. 
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on June 22, 2014, 04:29:20 pm
Awesomness. My wheel's rumble only, but still looking forward to giving this a try and testing the rumble out.

FWIW, I've had another thought recently about a possible cosmetic change for the better in the game. Again, I'm thinking about this from the perspective of someone with no coding knowledge, so if it's something that would be a massive pain in the arse to do then please ignore my semi-coherent ramblings.

I was playing a bit of LAN Outrun 2006 against a mate a few weekends ago, and I got to thinking about how much better it would be if there was an option to select your car, where you can actually see the car, like in the single player, like so:

(http://www.ukresistance.co.uk/pics3/or2006howto5.jpg)

Rather than the current option for a LAN game, that simply shows you the name of the car, as people who are unfamiliar with the game (or Ferraris) have no clue what they're selecting. Would it be possible to incorporate a change like this in a future revision of the Outrun hacking project?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on June 22, 2014, 07:13:22 pm
I'm not saying it's impossible, but it's improbable to say the least. 

First off the car is rendered in 3d so since the renderer isn't already running, that bit is impossible.  Now snaps of the various cars could be taken and used BUT.....Right now the best I can do is replace textures.  I can't resize them though.  So needless to say it'd be hard to implement what you mean. 

Someone wanted the "loading" message changed and I looked into it but ran into the same problem.  The text in the game is smaller than it was in the arcade, so there's no way to replace it... at least in a fashion that would match the arcade. 
Title: Re: Hacking Outrun 2006
Post by: BadMouth on June 23, 2014, 11:46:59 am
I just want ffb and cleavage.
Title: Re: Hacking Outrun 2006
Post by: charlieram on June 23, 2014, 03:30:17 pm
I just want ffb and cleavage.

What he said!  :applaud:
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on June 23, 2014, 07:25:22 pm
Someone wanted the "loading" message changed and I looked into it but ran into the same problem.  The text in the game is smaller than it was in the arcade, so there's no way to replace it... at least in a fashion that would match the arcade.

Hi Howard, that was me..... Thanks for looking into it.... Is it not possible then how about rearranging the font that already used to spell "Please stand-by"  or is it not possible to copy it from the arcade resize it and paste it over the loading msg?

I'm sure you tried this already, it's just that these details give it away that it's not the arcade....

Keep up the good work Howard
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on June 25, 2014, 05:24:17 pm
I'm not saying it's impossible, but it's improbable to say the least. 

First off the car is rendered in 3d so since the renderer isn't already running, that bit is impossible.  Now snaps of the various cars could be taken and used BUT.....Right now the best I can do is replace textures.  I can't resize them though.  So needless to say it'd be hard to implement what you mean. 

Someone wanted the "loading" message changed and I looked into it but ran into the same problem.  The text in the game is smaller than it was in the arcade, so there's no way to replace it... at least in a fashion that would match the arcade.

Thanks for the clarification Howard.
Title: Re: Hacking Outrun 2006
Post by: FaithLes2425 on June 26, 2014, 09:14:09 pm
Looking forward to this very much Howard and im sure others like me check this post in silence for updates daily.
Title: Re: Hacking Outrun 2006
Post by: lolomc2 on July 02, 2014, 02:05:43 am
Howard president !!! Howard president !!! Howard President !!!

I promise that I'll vote for you when you'll publish your work  :banghead:
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on July 13, 2014, 11:15:09 am
FWIW, I've made quite a few Outrun related videos over the years, I thought I might as well post a few of them here...

Daytona USA 2 Vs Outrun 2 - Challenge Course (New HQ) (http://www.youtube.com/watch?v=v5sIpnAfDdM#ws)

Outrun 2 Vs Scud Race (new HQ V2) (http://www.youtube.com/watch?v=XckJKcOrkIQ#ws)

Outrun 2006 Vs Outrun Bay (Redux) (http://www.youtube.com/watch?v=Tp8emactn2g#)

4 Ages of Outrun (Sega) (http://www.youtube.com/watch?v=lGDFST3_lZo#)

Outrun 2 SP - Japanese PS2, all Goals (http://www.youtube.com/watch?v=hZSlHjYFIgc#ws)

Cannonball - The Enhanced OutRun Engine (http://www.youtube.com/watch?v=bV9BZbk7C-E#ws)

Outrun - Sega Ages 2500 (pcsx2) (http://www.youtube.com/watch?v=Ngm78JJTyB4#)

Outrun Tribute (Sega) (http://www.youtube.com/watch?v=1EMzk2TsxLQ#)

I do loves myself a nice bit of Outrun.
Title: Re: Hacking Outrun 2006
Post by: Malenko on July 13, 2014, 10:09:44 pm
any chance of you redoing the challenge course video so that the cars are taking the same turns at the same time?
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on July 14, 2014, 05:00:49 am
any chance of you redoing the challenge course video so that the cars are taking the same turns at the same time?

The idea was to try and keep the two games as synced up as possible for comparison purposes, but Outrun 2 is actually faster than Daytona 2. This mean even if they're synced up perfectly at the start of the course, Outrun 2 will always keep getting further ahead. I've tried as much as possible to keep them in sync by editing out some of the course linking bunki sections in Outrun 2, but this is further complicated by the fact that the second part of the Challenge course (Daytona 2's Expert track) starts at a different part of the track in the two games (something that was later altered in the Japanese version of Outrun 2).
Title: Re: Hacking Outrun 2006
Post by: VirtuaIceMan on July 15, 2014, 08:02:52 am
MrThunderwing, your PS2 (emulated?) version of OutRun is really dark, is it an emulation bug?

Also, here's a random fact, OutRun on PS2 was ported by Sims, who also made OutRun 2019 back on the MegaDrive/Genesis! I think the final stages of the diamond shaped PS2 Arrange exclusive version of OutRun, where you drive over a raised bridge, was sort of a nod to 2019 with it's raised carriageways!
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on July 15, 2014, 11:54:35 am
MrThunderwing, your PS2 (emulated?) version of OutRun is really dark, is it an emulation bug?

You mean the Sega Ages one, right? Yeah, it's an emulation bug. Too much shadow. This was an older build of Pcsx2 with all the default graphics options unchanged, so I'm not sure if that's been sorted now or whether tweaking the options would correct it.

Also, here's a random fact, OutRun on PS2 was ported by Sims, who also made OutRun 2019 back on the MegaDrive/Genesis! I think the final stages of the diamond shaped PS2 Arrange exclusive version of OutRun, where you drive over a raised bridge, was sort of a nod to 2019 with it's raised carriageways!

Cool, I love finding out random stuff like this! I'll have to give the arranged version a bit more of a thorough playthrough. I never did get into Outrun 2019 back in the day though, it just felt too much like a random futuristic racer with the 'Outrun' brand slapped on it. Now, if it'd had hover Ferraris in it however...
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 15, 2014, 01:21:44 pm
That's because 2019 WAS a random futuristic racer with "Outrun" attached to it.  It didn't become an Outrun game until late in the development cycle. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 19, 2014, 02:00:53 pm
Ok so I'm rained in today.  I thought it would be a good opportunity to get this package out the door, but in the mean time I've got the pc I'm going to use on my cab so I thought "let's do a fresh install to see if the users will face any problems"  .... be glad I did. 

The dx8vb.dll that I use to communicate with directX was apparently removed in win 7 service pack 1 and is completely absent from win 8.  Why I'm not sure... up until recently it was included with your direct X install but apparently they've removed it.  (This will cause issues with mamehooker as well btw). 

Since a lot of my programs depend on this dll, I'm going to make a little batch file to install it for you and put it on my site.  I might be able to install it automatically, but I wouldn't be 100% certain it installs, so it's better to draw the user's attention to it. 

Anyway, I'll probably finish up the textures today since I have nothing better to do.  I think I'm going to make diff files out of the modded textures and install it that way.  This will make the download significantly smaller as well as keeping everything on the legal up and up... all included files will be original and not part of the stock game. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 20, 2014, 02:16:06 am
Ok so I've started work again. 

First off I've changed the way the music toggle works.  Now the wrapper simply looks for any track named after the original with the ".alt" extension.  It means if you downloaded my previous songs you'll have to change the extension BUT, it also means that you can add as many of your own tracks as you like.  The only catch is you can't change a track you currently have selected or it'll cause an error.  I'll probably choose a single track that you have to select before music swap will work for safeties sake. 

Also now that my pc is in, I could look for some of the Lan memory values by starting a multiplayer game.  I found the current race position fairly quickly, so I can add a "race leader" lamp as well as a position lamp. 

I couldn't bare to deal with the textures.  The rain slacked off so I cut some grass and it screwed up my back something awful apparently.  (Didn't hurt until later.)  I'm having to type in a weird position to keep it from hurting, which means for graphic editing tonight. 

We are almost there though.  I got the Force feedback working on my donor pc which means I've made an installer that'll work on a "virgin" pc.  It's just minor things at this point and I may release one more alpha tomorrow before I put this into beta and officially release it on my site. 
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on July 20, 2014, 05:16:23 am
i cant wait to test it  ;D
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 21, 2014, 12:54:06 am
Sorry guys, it was a fairly decent day today so I decided to work on my cab instead. 

I did a little bit tonight though.  I hooked up the multiplayer lamp.  Basically the "race leader" lamp is on all the time, until you start a multiplayer game... I figured that was just easiest.  I don't really know if it should blink or not.. outrun 2 didn't have a race leader lamp unless you count the fancy Lindbergh ride on units and they used a fancy crt screen instead. 

Like the Lindbergh units, I also have a Race Position output that essentially tells you what place you are in.  I hope it works properly, but as you can imagine, it's a tad hard to test.  It appears to be zero-based (1st place = 0, 2nd = 1, ect) but with only two cars to test it makes it hard to confirm.  I guess I could install the game on a few net books.  ;)

Anyway, it's just cleanup stuff at this point.  Expect some kind of release soon barring any more weird medical issues. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 21, 2014, 02:14:15 pm
So I implemented the new song swapping system. 

Now you've got two playlists, the original and your alt.  You can swap the names in the playlist2 and they'll be reflected in mamehooker with the now playing buffer.  You can swap any song now, as long as you leave at least one song un-molested so that you'll have a position to put the cursor during the song swap.  The wrapper intelligently checks now and if the cursor is on a song with an alt version or you don't have any songs to swap, you won't hear a "beep" and nothing will happen. 

I really need to replace that beep eventually.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 21, 2014, 08:17:57 pm
Ok just a tad more work on the song swapping stuff.  I've gotten sick of the system beep so I converted over the menu navigation sounds.  When you switch to the alt tracks you'll hear the sound the plays when you select something in the menu... when you switch to the original tracks you'll hear the sound that plays when you de-select/back out. 

It seemed appropriate but of course you can always roll your own sounds. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 22, 2014, 01:18:01 am
So for whatever reason I feel like playing around with code tonight. 

Many of the advanced features I've mentioned an interest in adding, like Outrun Radio really require me to do an overlay on the screen, which is a bit tricky.  I tried manipulating the game in windowed mode and have had much better luck. 

If I put the game in windowed mode (I can remove the borders btw, so it looks identical.) I can put another window on top of the gameplay area so long as I use a "topmost" flag and don't actually give the overlaid window focus.  The game never seems to slow down, nor does the window flicker or anything, so I think this might be a viable solution. 

Although they won't make it this version (unless you guys want to wait forever) this means in future versions I can:

Force the window back to 4:3 aspect when in menus.  This would eliminate distortion and allow you to navigate the menus in crazy 3 monitor setups. 

Overlay the alt song title when using alt tracks in the song selection menu.

Overlay the playing song in-game in the hud allow outrun radio to show the tracks so you can change songs on the fly.

Add a bezel if you prefer to play the game in 4:3.

Remake most of the menus in hd and display those over top of the current ones (unlikely... too much work to re-create all the animations and track all the data). 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 22, 2014, 01:16:01 pm
So I was looking at the Outrun SP menus....  All of the status buttons appear below the white stripe.  The fact that we are stuck with such puny, unanimated, icons has annoyed me.  I was thinking... with the method above I could overlay a brand new set of icons that more closely match the arcade.  Now it can't be exact because some of the buttons have changed, but it should be more authentic. 

For that matter I could also do something with the 2006 menus, likewise with them there is a stripe on the screen and all icons appear below it. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 24, 2014, 01:00:58 am
So I couldn't resist....... 

I implemented an overlay system into fxt.  Nothing super fancy atm... it just overlays custom track titles over the radio graphic, but it works!  At least on my system it does... this sort of technique is kind of dodgy and I'm guessing depends a lot upon your video card.  I severely doubt it would work on xp either as the desktop and therefore form compositing, isn't hardware accelerated. 

Anyway here's a pic:

Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on July 24, 2014, 01:26:41 am
looks good!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 24, 2014, 03:00:28 am
Thanks. 


Because 2SP mode is so standardized I went ahead and started playing around with adding better buttons.  Below is the result and yes, they are animated.  The text is wrong because I just pulled off a screen grab of my photoshop doc to make the textures.  I can also fight the ws distortion... I'm displaying them in 4:3 even though the game is in 16:9. 
Title: Re: Hacking Outrun 2006
Post by: baritonomarchetto on July 24, 2014, 03:03:43 am
Wow, keep this up Howard!  :applaud:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 25, 2014, 04:09:58 pm
Thanks... I really dug my own grave with this one.  I want to re-do a lot of the menus now. 

MrThunderwing: 

After messing with LAN some I agree, we need some pics of the cars.  I'm not promising anything but...  If you or some of the guys want to take some 1080p screenshots off all the cars I'll trying adding them to that little blank area next to the pop-up menu in overlay mode. 
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on July 25, 2014, 05:11:43 pm
Awesome  :applaud:. I should be able to get some decent screen grabs that I can upload here using Fraps.
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on July 25, 2014, 07:28:03 pm
Ok, first batch. Hope these are good enough quality wise - I recorded a video of the cars rotating and then got the screen grabs by playing it back using Windows Media player so I could stop the video with the car at the correct angle to get a clear image. I've also airbrushed out the tab option to change class.
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on July 25, 2014, 07:32:36 pm
The final 7 of the standard class. If this is the sort of thing that works for you Howard I'll get more screen grabs of the next class of cars above these ones.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 25, 2014, 07:36:04 pm
Yeah those are fantastic man.  I'm glad we are on the same page. 

What I'll do is resize/crop those and put a little red border around em.... I've got to find the memory value for the car first though so I can detect them.  ;)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 25, 2014, 07:50:43 pm
I'm thinking something along the lines of this might look best.

I'm not sure... there isn't a lot of screen real-estate to work with, I'll keep playing around. 

Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 25, 2014, 07:57:58 pm
Depending upon how the menu locations work... I also might be able to do it this way.....

I'd have to put an arrow or something indicating that there are more menu options if you go down. 
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on July 25, 2014, 09:17:14 pm
well here I can run 2 instances of the game on the same pc (sandbox) .. but it is obvious that the network protocol does not work, it would be great if someone here slightly modifies the connection for twins cabs single pc.

Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on July 26, 2014, 10:33:00 am
Ok, here are the top tier cars:
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on July 26, 2014, 10:36:09 am
... and the rest of them. The very last one I just added in for shits 'n' giggles.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 26, 2014, 11:59:27 pm
Good work man.... You might want to just package those up for me so that we don't kill the site with even more random pics.  ;)

So I got the SP menu's done... or at least they are 90% there.  I've got a little patch to fill in on one of the menus (it's slightly taller than the others) and I've got to figure out what the crap to do when the color selection is activated on the car select screen as that dips down into the menu area, but other than that... works great. 

I'll flesh out the radio menus a little better as well.  2k6 is pretty straight-forward as the songs just use straight up text, but the SP track buttons will be difficult to emulate because they are graphical with the text individually placed.  I might have to take some liberties. 

I would like to just straight up re-do all the menus, but that's too much animation to do and too many variables to keep track of.  I might just enhance the static bits instead to kind of spruce things up a little.  I could also do custom loading screens pretty easily, so that's something I can do. 
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on July 27, 2014, 04:38:07 pm
Cool, glad you liked them. If I can help you out in any other way with any art related stuff at all just let me know.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 27, 2014, 05:21:11 pm
Well I haven't had much luck finding the memory addresses containing the LAN menu stuff yet, so these will have to go on the back shelf for now unfortunately.  :(

I'll get em' though.... I found all the song menu  addresses afterall. 

Right now I'm just deciding how to do this overlay thing.  As I mentioned before I'm basically sticking a window on top of the game and poking holes in it via window's compositing options.  That means that I'm just using good old gdi to render the graphics because trying to poke a hole in a DX window is kind of like crossing the streams and I don't want to destroy the universe.  Now the hw acceleration isn't really needed.... These menus have like 5 frames of animation, but scaling kind of is.  I made the sprites in 1080p and when I paint them to the form no re-sampling is done, so they look like crap unless you just happen to be running at 1080p. 

I don't know if I should add a graphics library to the app, which would make the whole thing more bulky, or just make the images external and leave it up to the user to resize them. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 27, 2014, 07:22:18 pm
Ok so I found a math function to resample images the hard way (no plugins).  It works pretty well but it's slow.  I'll probably make it generate the images on startup or something. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 27, 2014, 08:33:30 pm
So I made a little function to pre-cook all the images upon the game start.  It takes until the SEGA logo goes away in the splash screens before the re-sampling is done, so I guess I'll have to be sparing in the amount of HD images I add to the interface... at least using this method. 

Anyway, it looks pretty good!  I'll make a vid or something tomorrow. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 28, 2014, 12:12:57 am
Preview vid... excuse the lag, it's due to the video capture method and doesn't reflect the hack in action:

http://youtu.be/LSnQddsvViw (http://youtu.be/LSnQddsvViw)
Title: Re: Hacking Outrun 2006
Post by: Malenko on July 28, 2014, 10:23:00 am
looks really good, I'm impressed!
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on July 28, 2014, 10:48:05 am
Your work so far is superb.... looks very close to the lindbergh arcade version

Love the animated icons......

Keep up the good work!


Was wondering is it possible to change the ( Loading ) msg screen to the arcade ( Please Stand By )

and is they a video fix for the arcade attract? Sorry to ask
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 28, 2014, 01:59:47 pm
Oh btw... I discovered something when I was working on these menus.  All the options that involve using the horn (color change and sound balance) ..... well if you tap the horn instead of holding it, it'll toggle through the choices, so no need for up/down buttons!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 29, 2014, 09:10:15 pm
So call me completely out of whack with my priorities in regards to this project, but after the hd menu results I thought I would have a go at enhancing a few of the other menus.

Here's the 2k6 one and note that it's just a mock-up... I haven't actually put it in game yet. 

I'll do the sp radio as well, but in all honesty have you looked closely at that thing?  It's the fakest radio I've ever seen.  I might not be able to Purdy that one up. 

Title: Re: Hacking Outrun 2006
Post by: GreatLamer on July 31, 2014, 03:00:32 pm
Sorry for the off topic but Mortal Kombat Boss Mod is incompatible with the updated game now. I would love to kill my friends with Goro here :).
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 31, 2014, 03:47:29 pm
Yeah I'm aware... I'm not working on that until I get this done.  There have been fixes released by others already though, so just search around. 

Title: Re: Hacking Outrun 2006
Post by: BadMouth on August 01, 2014, 09:16:14 am
Sorry for the off topic but Mortal Kombat Boss Mod is incompatible with the updated game now. Please finish Outrun 2006 FXT before bothering with MKK.
Driving games are infinitely more important, especially adding ffb to a game that it was unfathomably left out of to begin with.
People have been waiting 12 years for ffb to be added to Outrun 2006.  MKK just came out last year.  MKK fans can wait a bit.

fixed  ;)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 01, 2014, 12:07:41 pm
Eh MKKE is going to be a beast. 

Fixing UBM 2.0 wouldn't be a problem, it's mostly just ini file exploits, but they altered all the models.  So the upcoming UBM 3.0 is broken and I haven't even released it yet!  Hacking the game to get transparency exploits for the new "classic" costumes for the bosses required a decent amount of manual hex editing.  There was also a guy working on adding the MK2 style costumes to the other Ninjas and I'll bet his work is ruined as well. 

Seriously... who updates a game that hasn't been touched in over  a year?
Title: Re: Hacking Outrun 2006
Post by: GreatLamer on August 07, 2014, 01:50:04 pm
Yeah... Netherealm Studio rolled out new 700 MB patch... Now MKKE will be updated on every second day... for what?!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 07, 2014, 02:06:13 pm
To prevent mods basically.... I guess they are getting serious. 

Long story short just don't play the game via steam anymore.
Title: Re: Hacking Outrun 2006
Post by: zxthehedgehog on September 11, 2014, 08:55:17 pm
Any more progress?
Title: Re: Hacking Outrun 2006
Post by: retrorepair on September 18, 2014, 01:37:43 am
Here's what I've learned about the Lindbergh version:

Original game ran at 800x480.
With a hack it's possible to run it at 640x480 (and just about any other resolution you like) though literally the width is reduced making EVERYTHING squished.
Like the Chihiro version, uses .gz archives for compressing assets as opposed to the PC version which uses .sz. I don't know how to unpack these .gz files.
The FFB board uses a serial protocol (RS485/422, not sure which) which plugs into the com port. I bit of sniffing should uncover the protocol. Could be JVS but I sort of doubt it knowing Sega.

I'm hoping to use some of the Chihiro assets to correct the aspect on the graphics. It'd be easier if I could unpack and pack .gz files. Not sure what I'd do about the 3D aspect though.

I suppose I need to understand more about the graphics engine.

Also found remnants of Chihiro functions in the main executable  :)
Title: Re: Hacking Outrun 2006
Post by: lolomc2 on September 18, 2014, 01:50:31 am
Hi,

7-zip (http://www.7-zip.org/) which is LGPL can handle *.gz archives

Rgs,
Title: Re: Hacking Outrun 2006
Post by: retrorepair on September 18, 2014, 09:12:42 am
Despite the .gz extension, they are sadly not gzip archives.
Title: Re: Hacking Outrun 2006
Post by: Gunstar Hero on September 20, 2014, 02:34:22 am
Just played the Japanese PS2 version of 2SP with 2 different logitech wheels on my Japanese PS2  and the FFB is there but so light as almost not to exist.  :badmood:

Howard, your hack might be the only hope for those of us with wheels to experience this game as it was meant to be, with decent FFB!  :applaud:

Also, triple screen support. Actually, it works pretty well except the timer and text and all that being really stretched, all the polygon stuff looks great!
Title: Re: Hacking Outrun 2006
Post by: Boomslang on September 20, 2014, 08:51:27 pm
What is the progress of this project? I read months back that you were planning a release but that was awhile ago when you were having ear issues etc. Im really looking forward to trying this out!
Title: Re: Hacking Outrun 2006
Post by: 2huwman on September 22, 2014, 11:57:47 am


Also, triple screen support. Actually, it works pretty well except the timer and text and all that being really stretched, all the polygon stuff looks great!

Triple screen support would be excellent! it also works really well in 3D!

In the meantime, does anyone know how to get rid of the OSD (timer/text/tachometer) as that would really improve the experience of playing it in 5760x1080 resolution. 
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on September 26, 2014, 04:52:55 pm
Awesomness. My wheel's rumble only, but still looking forward to giving this a try and testing the rumble out.

Yaaaaaar, Ignore that. I've inherited a Logitech Driving Force GT from my brother-in-law who's in the process of selling his PS3.

Bring on the FFB....  :cheers:

(...and the boobs).
Title: Re: Hacking Outrun 2006
Post by: Gunstar Hero on September 26, 2014, 11:48:06 pm


Also, triple screen support. Actually, it works pretty well except the timer and text and all that being really stretched, all the polygon stuff looks great!

Triple screen support would be excellent! it also works really well in 3D!

In the meantime, does anyone know how to get rid of the OSD (timer/text/tachometer) as that would really improve the experience of playing it in 5760x1080 resolution.

That could work. Might be simpler that just limiting the OSD to the center screens resolution.
Title: Re: Hacking Outrun 2006
Post by: 2huwman on September 28, 2014, 05:32:51 am


Also, triple screen support. Actually, it works pretty well except the timer and text and all that being really stretched, all the polygon stuff looks great!

Triple screen support would be excellent! it also works really well in 3D!

In the meantime, does anyone know how to get rid of the OSD (timer/text/tachometer) as that would really improve the experience of playing it in 5760x1080 resolution.

That could work. Might be simpler that just limiting the OSD to the center screens resolution.

yes, i've tried removing and changing what i think are the corresponding files in the 'sprite' folder using the patching tool, but the game always crashes at the start of the level.
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on October 04, 2014, 04:51:11 pm
So, I don't know if this common knowledge amongst all the other Outrun fans on here (it probably is), but I just found out yesterday that my PS3 version of Outrun Online Arcade supports force feedback :o.

When I'd previously heard mention of the fact that the only version of Outrun 2006: Coast 2 Coast that supported FFB was the Japanese PS2 version, in my brain, for some reason, I just naturally assumed that this extended to the PS3 and Xbox 360 versions of Outrun Online Arcade as well, what with them being basically scaled down versions of Coast 2 Coast based on the Outrun 2 SP arcade machine. Glad in this instance that I was proven wrong!

Obviously, it's not as good as having FFB in the full PC version of Coast 2 Coast with all it's additional content, but as someone who's never experienced any FFB in an Outrun 2 based game outside of the arcade this is pretty sweet.

Outrun Online Arcade - with force feedback (PS3) (http://www.youtube.com/watch?v=G75c0f5Tw6A#ws)

Sega Rally Online Arcade has also got some pretty awesome FFB effects, actually a bit better than the ones in Outrun Online Arcade.
Title: Re: Hacking Outrun 2006
Post by: Boomslang on October 04, 2014, 09:52:13 pm
So, I don't know if this common knowledge amongst all the other Outrun fans on here (it probably is), but I just found out yesterday that my PS3 version of Outrun Online Arcade supports force feedback :o.

When I'd previously heard mention of the fact that the only version of Outrun 2006: Coast 2 Coast that supported FFB was the Japanese PS2 version, in my brain, for some reason, I just naturally assumed that this extended to the PS3 and Xbox 360 versions of Outrun Online Arcade as well, what with them being basically scaled down versions of Coast 2 Coast based on the Outrun 2 SP arcade machine. Glad in this instance that I was proven wrong!

Obviously, it's not as good as having FFB in the full PC version of Coast 2 Coast with all it's additional content, but as someone who's never experienced any FFB in an Outrun 2 based game outside of the arcade this is pretty sweet.

Outrun Online Arcade - with force feedback (PS3) (http://www.youtube.com/watch?v=G75c0f5Tw6A#ws)

Sega Rally Online Arcade has also got some pretty awesome FFB effects, actually a bit better than the ones in Outrun Online Arcade.


actually the xbox 360 version doesn't have FFB.
Title: Re: Hacking Outrun 2006
Post by: BadMouth on October 05, 2014, 12:22:04 pm
...and unfortunately SEGA had to stop selling the game for xbox360 and PS3 after their deal with Ferrari expired.
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on October 05, 2014, 04:23:38 pm
although they are no longer the web stores, they can be found otherway if your ps3 is hacked(prob xbox too). I have outrun on my ps3 as well as daytona usa
Title: Re: Hacking Outrun 2006
Post by: FaithLes2425 on October 13, 2014, 12:24:42 am
How about some new music for the hack like this?
https://www.youtube.com/watch?v=s8XOaBu5TAA (https://www.youtube.com/watch?v=s8XOaBu5TAA)
Title: Re: Hacking Outrun 2006
Post by: zxthehedgehog on October 14, 2014, 04:50:25 pm
You can already do that fairly easily by replacing the .ogg files in the game folder's Sound directory. I used it to switch out the music for Night Flight with the prototype version, and it should work with any looping OGG.
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on October 24, 2014, 05:29:33 pm
I found quite an interesting article about Outrun 2 by chance this evening, which features interviews with S0L and a couple of the other Sumo guys:

The Beautiful Game: Inside OutRun 2006: Coast 2 Coast (http://www.rockpapershotgun.com/2013/10/30/the-beautiful-game-inside-outrun/)

Edit: And a little Outrun Online Arcade VS Coast 2 Coast comparison I made myself. I really didn't think the lack of bloom effects in the PC version made that much of a difference until I saw the difference in the 'Legend' stage at the end running side-by-side.

http://youtu.be/qT_11hIgBGE?list=UUzPkT2e0HFjVZi1EVlI-xzw (http://youtu.be/qT_11hIgBGE?list=UUzPkT2e0HFjVZi1EVlI-xzw)
Title: Re: Hacking Outrun 2006
Post by: Sp3c7r3 on October 28, 2014, 04:50:22 am
I've read through this whole thread and it's very interesting reading. Question, did Howard ever manage to get FFB working or was he stuck at the rumble effects? I found a link in this thread for FXT1.5a with the early stuff. Was a beta ever released? Can't seem to find anything on Howards site about the FXT?
Title: Re: Hacking Outrun 2006
Post by: zxthehedgehog on October 29, 2014, 09:30:56 pm
Howard Casto actually finished the FFB mod, however, he has not released it yet, as he has been sick, and also wants to add more content.

If you look through the thread, you can find data for FXT, which I believe adds rumble on Xinput wheels (don't quote me on that, not entirely sure), a couple of other minor tweaks, and he started replacing the textures with higher res versions when he just vanished off the forum.
Title: Re: Hacking Outrun 2006
Post by: dirtydog on November 20, 2014, 09:36:41 am
Vanished off the forum, does that mean this might not be released? That would be a real shame, I was very excited to read about it in this thread and would have loved to have been able to try it.
Title: Re: Hacking Outrun 2006
Post by: BadMouth on November 20, 2014, 10:09:05 am
Vanished off the forum, does that mean this might not be released? That would be a real shame, I was very excited to read about it in this thread and would have loved to have been able to try it.

He's commented on stuff on youtube since disappearing from here, so he's still alive.
I suppose he did leave because he was annoyed with the forum.

It will probably turn up through some other avenue eventually.  :-\
I check his website (which is hosted here) every so often, but nothing new has been posted.
Title: Re: Hacking Outrun 2006
Post by: Generic Eric on November 20, 2014, 10:41:49 am
All I want for Christmas is for Howard_Casto to come back to BYOAC.
Title: Re: Hacking Outrun 2006
Post by: twistedsymphony on November 20, 2014, 03:49:46 pm
I sent him an email recently to see how he was doing. Due to his health issues he needed to get his stress level down so staying away from BYOAC for the time being was helping him with that. He started some new projects to keep him occupied but AFAIK he's not working on any of the arcade stuff right now.
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on November 20, 2014, 07:47:55 pm
Hopefully he's on the mend and starting to feel a bit better.
Title: Re: Hacking Outrun 2006
Post by: dirtydog on November 21, 2014, 03:35:27 am
Yes I hope he is okay! And maybe he will feel like continuing with this project at some point, I hope so.

I originally found this thread because I googled to find a mod which would replace the keyboard button prompts with the ones from a 360 pad, obviously what Howard_Casto has done massively surpasses that.  But it isn't available so... does anyone know if there are any other mods which do that?
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on November 23, 2014, 05:36:57 pm
Dug out the original Xbox tonight to play a bit of original Outrun 2 for the first time in ages. I'd forgotten, because it's been awhile since I've played, but man, it's way harder than Coast 2 Coast. Trying to get the F50 to stay on the track seems to require a lot more skill and finesse than when I usually just belt through the courses in Coast 2 Coast. It's not hard to finish the game and still have time to spare, just hard if you're trying for an absolutely perfect run where you don't clip any curbs or scape any traffic. If you collide with another vehicle when you're powersliding in OR2 the game seems to treat it more like a proper crash as well, as opposed to Coast 2 Coast where you can just, more-or-less, knock them out of the way. Anyway, people here probably know this already, it's just funny what you forget when you haven't played a game in awhile.

This led me to a bit of Outrun 2 random interweb searching and I stumbled across a video of one of the Marubaku guys playing the arcade version of Outrun 2. These guys are like Terminators; They don't feel pity or remorse and they absolutely will nor stop until the arcade racer they're playing has been absolutely beaten into submission.

In short: they are very good.

MBK-GIL - Outrun 2 (http://www.youtube.com/watch?v=r184v4DcIfo#)
Title: Re: Hacking Outrun 2006
Post by: isamu on November 24, 2014, 03:00:35 pm
Dug out the original Xbox tonight to play a bit of original Outrun 2 for the first time in ages. I'd forgotten, because it's been awhile since I've played, but man, it's way harder than Coast 2 Coast. Trying to get the F50 to stay on the track seems to require a lot more skill and finesse than when I usually just belt through the courses in Coast 2 Coast. It's not hard to finish the game and still have time to spare, just hard if you're trying for an absolutely perfect run where you don't clip any curbs or scape any traffic. If you collide with another vehicle when you're powersliding in OR2 the game seems to treat it more like a proper crash as well, as opposed to Coast 2 Coast where you can just, more-or-less, knock them out of the way. Anyway, people here probably know this already, it's just funny what you forget when you haven't played a game in awhile.

This led me to a bit of Outrun 2 random interweb searching and I stumbled across a video of one of the Marubaku guys playing the arcade version of Outrun 2. These guys are like Terminators; They don't feel pity or remorse and they absolutely will nor stop until the arcade racer they're playing has been absolutely beaten into submission.

In short: they are very good.

MBK-GIL - Outrun 2 (http://www.youtube.com/watch?v=r184v4DcIfo#)


Man I haven't seen that video in ages. I remember waiting very very VERY impatiently for them to upload their OutRun 2SP video and when I finally saw it, it was like I was in heaven.

It's funny because I came *THIS* close to selling my Original Xbox console on Carigslist last year, but nobody wanted it even at $30USD :lol Suffice it to say I'm keeping it for sentimental reasons. There's something to be said about a console that started it all with Outrun 2 and is the machine that's responsible for all of us loving the game.

Get well soon Howard.
Title: Re: Hacking Outrun 2006
Post by: twistedsymphony on November 24, 2014, 04:30:21 pm
How similar is the arcade version to the original Xbox version?

I sold my San Fran Rush arcade machines because I really want a Sega Twin unit racer. Outrun 2 looks like an awesome cab but I've never played the arcade version and there are none near me. I just bought the Xbox version on eBay to try it out but it'd be nice to know how well it compares to the arcade version before I consider buying one.
Title: Re: Hacking Outrun 2006
Post by: Malenko on November 24, 2014, 07:57:01 pm
Id assume since it was the same hardware, it's gonna be pretty close.
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on November 24, 2014, 08:16:21 pm
How similar is the arcade version to the original Xbox version?

I sold my San Fran Rush arcade machines because I really want a Sega Twin unit racer. Outrun 2 looks like an awesome cab but I've never played the arcade version and there are none near me. I just bought the Xbox version on eBay to try it out but it'd be nice to know how well it compares to the arcade version before I consider buying one.

Very similar from what I've heard. The arcade Chihiro version was, from what I understand, basically a souped up original Xbox with more memory (512mb vs 64 mb) which allowed for ever so slightly fancier graphics. People have been able to get a beta version of the actual Chihiro version of Outrun 2 working on modified (extra memory added) original Xboxes.

Outrun 2 Chihiro Beta : Runs on the Xbox! (http://www.youtube.com/watch?v=3tPUI0iF7Y8#)

I only ever played the arcade original a few times, and I can honestly say visually I couldn't really tell them apart. The biggest change visually I noticed in the game was when i purchased Outrun Online Arcade on the PS3 and the amazing transition in the game to HD. PC version is also HD and great looking, but as mentioned earlier in the thread, is missing the bloom effects from the PS3 and Xbox versions, so is still not perfect (but does contain the original 15 OR2 tracks that weren't in OOA).
Title: Re: Hacking Outrun 2006
Post by: dirtydog on November 25, 2014, 06:32:41 am
One of the main problems with the PC version is that it isn't proper HD, ie. although it does run at HD resolutions, it simply stretches the 4:3 aspect ratio including the cars and the HUD - really it's quite a lazy effort by Sega which given the power of the PC to be capable of an arcade perfect port, is very disappointing.  (Hence my original excitement when I discovered this thread and saw that someone was working on improving the game.)

I've previously owned an Xbox and OutRun 2 as well as 2006, and the Xbox version is better than the PC version - the graphics and shader/lighting effects etc. are superior.  Although it is still 4:3 (at least on a UK PAL Xbox like I had, I know the US versions of Xbox games sometimes had 720p but I don't know if it was true 720p or just stretched).
Title: Re: Hacking Outrun 2006
Post by: Loafmeister on November 25, 2014, 10:48:14 am
... I don't recall seeing the graphics stretched incorrectly in any way for the PC version?  :dunno  I did the first time but then I ran the config.exe that comes with the game, chose the right resolution and it looks wondrous here.
Title: Re: Hacking Outrun 2006
Post by: dirtydog on November 25, 2014, 10:52:54 am
... I don't recall seeing the graphics stretched incorrectly in any way for the PC version?  :dunno  I did the first time but then I ran the config.exe that comes with the game, chose the right resolution and it looks wondrous here.

Look closer then.  The easiest giveaway is the speedo dial is an oval rather than circular.

(http://i.ytimg.com/vi/md_wmaeRI74/maxresdefault.jpg)
Title: Re: Hacking Outrun 2006
Post by: dirtydog on November 25, 2014, 10:54:30 am
Compare to the Xbox 360 version

(http://www.mobygames.com/images/shots/l/429520-outrun-online-arcade-xbox-360-screenshot-driving-along-the.jpg)

Interestingly the car on the PC version doesn't look stretched to me, which I hadn't noticed before, I assumed it was as well.
Title: Re: Hacking Outrun 2006
Post by: Loafmeister on November 25, 2014, 01:13:23 pm
I run 3 screens so I don't doubt you on the HUD issue, it's pretty ghastly on 3 screens! LOL.   it was the actual game/track/cars that I didn't see it as a problem (which I see we agree). 
Title: Re: Hacking Outrun 2006
Post by: twistedsymphony on November 25, 2014, 03:01:09 pm
eesh, stretched anything bugs the crap out of me.

My plan is to buy an actual Chihiro Twin setup. I hope to have the original Xbox game in this weekend so I can refresh my memory on at least that version of the game..

I like the idea of this as a driving cab because I can swap it out for Wangan midnight if I want and Chihiro is one of the few arcade systems that's not emulated yet and it doesn't look like it will be anytime soon. Plus the VGA monitors will be helpful if I ever get around to building it into a Racing MAME setup.

Thanks for the info  :cheers:
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on November 25, 2014, 05:07:18 pm
Here's a quick comparison video I made between the original Xbox version of Outrun 2 and the PC version of Outrun 2006: Coast 2 Coast (the reason I'd dug my old Xbox and a copy of OR2 out in the first place). The added bloom effects in the Xbox game really do make a big difference.

Outrun 2 (Xbox) Vs Outrun 2006: Coast 2 Coast (PC) (http://www.youtube.com/watch?v=Db2DRo6D1Pg#ws)

My plan is to buy an actual Chihiro Twin setup.

Twin is cool. 'Course you could always splash out that little bit extra and go for this:

(http://www.hardcoregaming101.net/outrun/outrun2sp-cabinet-big.png)

Edit: Or alternatively, you could do what this guy's done:

Outrun 2 XBOX cabinet Bro vs. Pops (http://www.youtube.com/watch?v=fTM9GbqvEnA#)
Title: Re: Hacking Outrun 2006
Post by: twistedsymphony on November 26, 2014, 09:02:20 am
Twin is cool. 'Course you could always splash out that little bit extra and go for this:

(http://www.hardcoregaming101.net/outrun/outrun2sp-cabinet-big.png)

Something tells me that wouldn't fit down the steps to my basement. ... or clear the ceiling once down there  :lol
Title: Re: Hacking Outrun 2006
Post by: SEGA4ever on January 29, 2015, 03:58:26 am
HI all!

I have played Out run c2c 2006 on pc,1920x1080 + sweetfx(bloom,sharpeness...) on my 46" hdtv...

Tried my Thrustmaster TX wheel,with a 320mm real leather wheel rim and buttckiker v2 for big vibrations,and WOW this game is absolutly gorgous and fun!

Of course,with real FFB ,OR 2006 will be better and better... ::)

so,with the control panel,i can increasing the spring centering and damper effect to simulate a artificial FFB!
It lacks the FFB to become fantastic,like all Model2/3 racing games with FFB!

THX Howard for this great work. :)
Title: Re: Hacking Outrun 2006
Post by: Tiger Heli on January 31, 2015, 02:10:26 pm
Just played the Japanese PS2 version of 2SP with 2 different logitech wheels on my Japanese PS2  and the FFB is there but so light as almost not to exist.  :badmood:

Howard, your hack might be the only hope for those of us with wheels to experience this game as it was meant to be, with decent FFB!  :applaud:

Also, triple screen support. Actually, it works pretty well except the timer and text and all that being really stretched, all the polygon stuff looks great!

Dear friends,

I am glad that I have joined this fantastic forum with all of you contributing the most to its success !

I own an (original) XBOX on which I play both OR2 and the coast-to-coast versions using my Fanatec Speedster 3 wheel. The game's handling is amazing. At the same time I also own a Logitech G25 which I have tried to use with the PC version of the coast-to-coast to my total disatisfaction. Don't get me wrong, it is not the fact that FF is missing, but I find the handling pretty bad, mostly because I cannot find a way to reduce the deadzone.

To cut the long story short, I have heard that the G25 works with the PS2 version. And if you have the Japanese PS2 you also get some short of FF.

The question is whether G25 is also compatible with the OR coast-to-coast of the European PS2 which I am thinking of buying as I believe that despite how good the Fanatec wheel works the feeling that you get by using the G25 is not comparable.

Has anyone tried it ? If yes, does the sequential shifter work ? I guess that the H-shifter is by no way working.

I look forward to receiving your experiences in this regard with may many thanks !

WBR,

TH
Title: Re: Hacking Outrun 2006
Post by: isamu on January 31, 2015, 07:20:32 pm
Just played the Japanese PS2 version of 2SP with 2 different logitech wheels on my Japanese PS2  and the FFB is there but so light as almost not to exist.  :badmood:

Howard, your hack might be the only hope for those of us with wheels to experience this game as it was meant to be, with decent FFB!  :applaud:

Also, triple screen support. Actually, it works pretty well except the timer and text and all that being really stretched, all the polygon stuff looks great!

Dear friends,

I am glad that I have joined this fantastic forum with all of you contributing the most to its success !

I own an (original) XBOX on which I play both OR2 and the coast-to-coast versions using my Fanatec Speedster 3 wheel. The game's handling is amazing. At the same time I also own a Logitech G25 which I have tried to use with the PC version of the coast-to-coast to my total disatisfaction. Don't get me wrong, it is not the fact that FF is missing, but I find the handling pretty bad, mostly because I cannot find a way to reduce the deadzone.

To cut the long story short, I have heard that the G25 works with the PS2 version. And if you have the Japanese PS2 you also get some short of FF.

The question is whether G25 is also compatible with the OR coast-to-coast of the European PS2 which I am thinking of buying as I believe that despite how good the Fanatec wheel works the feeling that you get by using the G25 is not comparable.

Has anyone tried it ? If yes, does the sequential shifter work ? I guess that the H-shifter is by no way working.

I look forward to receiving your experiences in this regard with may many thanks !

WBR,

TH


FFB for the Logitech G25 is supported in the pS3 version of OOA as well, which was only released in Europe. Try that one.

I really wish Howard would come back :(
Title: Re: Hacking Outrun 2006
Post by: Tiger Heli on February 01, 2015, 02:07:03 am
Dear Isamu,

Thank you for your reply. Unfo the OOA for the PS3 has been removed from the servers and is no longer available for download due to "the expiry of the contract with Ferrari". 
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on February 01, 2015, 05:51:27 am
yea the only way to get outrun for the ps3 now is the have a modded ps3. The psn files can be found pretty easily. same thing with daytona usa. I added them to my ps3 earlier in the year.  Outrun coast to coast (us and pal) has no wheel support at all on the ps2. Only the japanese outrun 2sp does. I havent tried my g25 with my ps2 yet but it does work on the ps2 emulator using the gt force plugin. While battle gear 3 has great ffb on pcsx2, i just played outrun2 on pcsx2 and the ffb basically absent. the wheel would give a faint turn if you hit a wall and small rumble if you went over dirt. Im not sure if thats how it is on the real hardware. ill try out on the real ps2 but i dont it will even pick up the g25. a lot of these older games only supported the gt force and the force gt wheels.
Title: Re: Hacking Outrun 2006
Post by: Tiger Heli on February 01, 2015, 07:56:10 am
Dear friend,

Your feedback has been received with much appreciation.

If I undestood correctly from your message you will give a try of the coast-to-coast OutRun on your (non-Japanese) PS2 that will be connected to a G25.

I really look forwarding receiving your feedback on whether this has worked or not (even without FF). If G25 doesn't co-operate at all (or you think that it responds in a terrible, non-playable manner), then I will solely look to pursue your idea with the modded PS3.

Though it looks strange that (regardless of having or not FF) only the Japanese PS2 supports the G25 and not any of the US or the European versions.

Again many thanks in advance for your assistance.

Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on February 01, 2015, 09:47:11 am
yea the only way to get outrun for the ps3 now is the have a modded ps3. The psn files can be found pretty easily. same thing with daytona usa. I added them to my ps3 earlier in the year.

Can you still do online play with a modded PS3? I was thinking about posting a thread to try and organise some online games of Daytona USA and Outrun Online Arcade for any PS3 users here - I've got no idea if you actually can even still play these games online though. I asked over at the official Sega forum and got no official response from any of the mods there, but a few of the members reckon that any matches are just hosted peer-to-peer, so even though official support for these games is dead, in theory you still be able to play online. Anyone up for giving it a try?
Title: Re: Hacking Outrun 2006
Post by: Tiger Heli on February 01, 2015, 10:03:52 am
I have no experience with PS3 and their online service. I am only interested inplaying the game against the CPU. I believe this shouldnt be a problem.

But first I will wait to see whether our friend SegaOutrun hits the jackpot with a PS2-coast to coast-G25 setup.

BTW: Can someone tell me how to reduce the deadzone of my G25 when playing the coast-to-coast on my pc ?
Title: Re: Hacking Outrun 2006
Post by: SEGA4ever on February 01, 2015, 03:20:05 pm
HI,all!
...hi "isamu ECCI 7000"! ;D

I have got all outrun 2 versions(exept the real arcade cab),xbox,pc,ps2 (jap),xbox360.

I have tried the OR2 sp jap version on pcsx 2 :

with Qemu USB Driver (wheel mod) 0.5.1 plugin + GT Force emulation,and the FFB is very weak,the vibration off road and cars collisions are very good with my Thrustmaster TX wheel + T500rs GT rim = 1.2 kg(only used for arcade racing  games) :o

I think the best version to enjoying it,is the ps2 jap version...

I used this setting for a close visual as the xbox version(with bloom effetcs):

PCSX2 GIT -14.12.24" from emucr!

All defaut,speedhack...etc

GSDX plugin: GSdx-32 AVX /Direct3D11 Hardware

-interlacing = none
- Reso scaling = 4x native
-all ticked : shader boost  (shad boost setting = 55/55/60)/fx shader/fxAA.
-Texture filtering and enable HW Hacks ,Skipdraw = 2(to remove the blue fog) + half pixelOFFset ticked too.

The game looks very beautifull with this setting and runs at smooth 60 fps on my HDTV 1080p 46"

I noticed too,square ugly shadows on the jungle track and with the HW HACKS option it disapear! ;)

Now,we have a good mix of pc,xbox,racade versions!
Enjoy!

HOWARD, we miss you bro...comeback soon. :'(

Title: Re: Hacking Outrun 2006
Post by: isamu on February 01, 2015, 06:37:26 pm
HI,all!
...hi "isamu ECCI 7000"! ;D

I have got all outrun 2 versions(exept the real arcade cab),xbox,pc,ps2 (jap),xbox360.

I have tried the OR2 sp jap version on pcsx 2 :

with Qemu USB Driver (wheel mod) 0.5.1 plugin + GT Force emulation,and the FFB is very weak,the vibration off road and cars collisions are very good with my Thrustmaster TX wheel + T500rs GT rim = 1.2 kg(only used for arcade racing  games) :o

I think the best version to enjoying it,is the ps2 jap version...

I used this setting for a close visual as the xbox version(with bloom effetcs):

PCSX2 GIT -14.12.24" from emucr!

All defaut,speedhack...etc

GSDX plugin: GSdx-32 AVX /Direct3D11 Hardware

-interlacing = none
- Reso scaling = 4x native
-all ticked : shader boost  (shad boost setting = 55/55/60)/fx shader/fxAA.
-Texture filtering and enable HW Hacks ,Skipdraw = 2(to remove the blue fog) + half pixelOFFset ticked too.

The game looks very beautifull with this setting and runs at smooth 60 fps on my HDTV 1080p 46"

I noticed too,square ugly shadows on the jungle track and with the HW HACKS option it disapear! ;)

Now,we have a good mix of pc,xbox,racade versions!
Enjoy!

HOWARD, we miss you bro...comeback soon. :'(


SEGA4ever beautiful post my friend. Lots of good info. I can confirm that the JPN version of OUtRun 2SP for PS2 does indeed support *TRUE* FFB! I own the original disc and played it in PCSX2.....unfortunately however, this was before Qemu and Racer_S got together and brought out the ridiculously awesome FFB plugin for PCSX2(something I thought would NEVER happen!).

Playing the game with the LilyPad plugin delivers only rumble to your wheel, and it isn't very good. I am simply chomping at the bits to try the Qemu plugin! Can't do it at the moment because I'm without a wheel(sold the ECCI 7000) but I'm saving up for Berney's wheel, which is the greatest FFB wheel ever made(at a premium cost of course). Hoping to get it by this summer/fall.

I put a lot of hours into OR2SP in PCSX2 and played it quite a bit. The steering and gameplay is very good but my experience with the game's performance wasn't so good. Not sure if it was my settings but the game would suffer from bad stuttering upon colliding with any objects particularly the road side objects(walls, rails, etc). Keep in mind this was on a very old build of PCSX2(some build from like 2012) so I'm hoping they've made improvements to the emulator that's eliminated this issue, because if they have that will awesome. SEGA4ever do you experience any stuttering at all when crashing into other cars or road objects?

Despite the great port and our ability to play OR2SP in PCSX2 with upscaled graphics, I personally would still prefer to play the PC version with all the enhancements Howard was working on. He was on the verge on brining some *incredible* improvements to the game, not only with the FFB but a bunch of other little things as well. It was on track to be a masterful project. The much higher res textures alone makes the choice of which version to play quite easy.

Anyway who knows, maybe he'll be back someday.  :cheers:
Title: Re: Hacking Outrun 2006
Post by: SEGA4ever on February 02, 2015, 08:31:42 am
Hi,ISAMU!
 Totaly agree with you,the pc version is potentialy the best and more cleaner for me...textures filtering,reflections of cars...sweetfx for adding bloom,HDR effects ...etc

I did'nt know you sold your great ECCI 7000 for an ACCUFORCE wheel(i 'm waiting for review!lol)! :o

My specs: I5 2500K 4.4 ghz + hd 7970 ghz + 8 go ddr3 + ssd crucial M4 128go...

No stuttering,but sometime a little fps drop,at the same areas with a lot of cars

also...because the 4x native reso-scal + smoke effect + shader boost....etc

This pcsx2 built is the best and without speed hack at all,in my case!

You should trying to increase speed hack options,if your pc is not powerfull!

ps: Played with the 360 pad,and it is very fun with strong vibrations with lilypad plugin(big motor + small motor mixing)...with my tx wheel only constant forces are available with small and big motors and square,sawtooth...= same FFB

When i hit a car from side = strong left/right vibration , off road = no vibration,but quick left/right FFB like i hit a wall,but very good directional FFB effects!

The best FFb should be directional constant force + vibration like XINPUT x360 rumbles!

edit: enabling fx shader = ugly square shadows on the road...so untick this option resolves this issue!
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on February 03, 2015, 06:05:39 pm
My specs: I5 2500K 4.4 ghz + hd 7970 ghz + 8 go ddr3 + ssd crucial M4 128go...

No stuttering,but sometime a little fps drop,at the same areas with a lot of cars

also...because the 4x native reso-scal + smoke effect + shader boost....etc

This pcsx2 built is the best and without speed hack at all,in my case!

You should trying to increase speed hack options,if your pc is not powerfull!

Man, your processor speed must be making a real big difference to this. I've also got an i5 (2.90 GHz), with the same amount of memory and  a reasonable Nvidia card and I can't get OR2 SP2 running full speed even at it's native resolution on PCSX2. Admittedly I haven't tried the specific build you've mentioned, I used the latest compiled one from EmuCR and also tried my 'normal' one and there wasn't any differences between them.
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on February 03, 2015, 08:15:03 pm
it runs alot better on the daily builds. on the official 1.21 i was getting 45fps on my 2500k, using a build from last week, it runs at 60fps with a few dips in heavy traffic area.
Title: Re: Hacking Outrun 2006
Post by: Tiger Heli on February 06, 2015, 04:14:08 pm
Can anyone tell me how can I reduce the deadzone on the G25 when playing the pc version ?

Thanks
Title: Re: Hacking Outrun 2006
Post by: SEGA4ever on February 06, 2015, 05:43:19 pm
Hi,it is very easy to do ,man!

You need to check " Enable centering spring option and put it to something like: 25/30%

It will give you stronger resistance on the center of your wheel without dead zone!

allow game... = unticked!!

If it doesn't,you will need the "XinputCntSpring.rar" (posted by ISAMU on page 5 or 6?),it worked with my old Fanatec CSR wheel on ps3 mod(on ps3 mod,it emulates a G 25),so it will be good for a real g25,lol.

Ps:Today,i have tried a real twin cab of outrun 2 sp  and i I have make two races(finished 1er vs a good racer,lol) and noticed a weak and basic FFB,a little desappointed...

...but it was very fun to drift with a strong wheel and FFB effects! 8)

ps2: First time i try the pc version with howard 's OR2fxt and with 360 pad it is just perfect,better than lillypad rumble and more rumbles,CONGRATULATION HOWARD! :applaud:
...i don't imagine with real directional FFB with a good high end wheel! :)
Title: Re: Hacking Outrun 2006
Post by: Tiger Heli on February 06, 2015, 06:01:10 pm
Thanks SEGA4ever, I will follow your instructions.

Yesterday I received a copy of Outrun 2 for the original Xbox. I felt that my Fanatec Speedster 3 behaved much better than in the coast-to-coast version.

One of the cons though is that the cheats, i.e. Cars, bonus tracks unlocking etc. cannot be permanently installed after first being setup and one needs to insert the codes every time the game is loaded.

I am still trying to find a modded PS3 to buy in Greece, to download Outrun Online Arcade and play our fav game with the G25. Unfortunately so far all the shops which advert they sale modded ps3 havent respinded to my enquiry.
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on February 06, 2015, 09:28:35 pm
One of the cons though is that the cheats, i.e. Cars, bonus tracks unlocking etc. cannot be permanently installed after first being setup and one needs to insert the codes every time the game is loaded.

If you unlock stuff the legitimate way, i.e. without cheating, it'll stay permanently unlocked and you won't need to keep putting cheat codes in every time you turn the machine on.
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on February 07, 2015, 11:30:01 am
MrThunderwing you could send me screenshots of the way (menu) to get to the bonus tracks?
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on February 07, 2015, 12:23:51 pm
You're in luck old son, I still had some of the raw footage from a recent Xbox System link video I uploaded using the bonus stages.

There are two ways to access them: Clear all Stage 4 and 6 Missions to unlock bonus stage 1 and 2 respectively or the easy way is to enter the code TIMELESS into the gallery password screen. If you unlock them by completing the challenges they'll stay unlocked every time you power up the game. Apparently in the Japanese Xbox version the code does not work and they can only be unlocked by completing the challenges.
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on February 07, 2015, 02:10:40 pm
correct, i have euro and jap version on my original xbox. euro version let you enter the code and the jap version does not. The jap version also has some difference in the bonus levels and is considered the better version. my favorite part of the bonus level is the more than 360* turn. The disappointing part is that even with composite cables, they do not age well. 

Can anyone with a modded xbox 360, try to play outrun 2 (eu and jp version) and record it? im curious if the 360 upscaling of original games helps. i already have a modded ps3 so ive held off on spending $150+ for one game that may or may not work/look better on a modded xbox360. They should work with the leaked compatibility files and an xbox 360 wheel since outrun coast to coast works on the 360.
Title: Re: Hacking Outrun 2006
Post by: Tiger Heli on February 07, 2015, 02:14:48 pm
yea the only way to get outrun for the ps3 now is the have a modded ps3. The psn files can be found pretty easily. same thing with daytona usa. I added them to my ps3 earlier in the year.  Outrun coast to coast (us and pal) has no wheel support at all on the ps2. Only the japanese outrun 2sp does. I havent tried my g25 with my ps2 yet but it does work on the ps2 emulator using the gt force plugin. While battle gear 3 has great ffb on pcsx2, i just played outrun2 on pcsx2 and the ffb basically absent. the wheel would give a faint turn if you hit a wall and small rumble if you went over dirt. Im not sure if thats how it is on the real hardware. ill try out on the real ps2 but i dont it will even pick up the g25. a lot of these older games only supported the gt force and the force gt wheels.

Dear SegaOutrun,

It seems that I found my way round to acquire a  modded (European) PS3, on which OOA will be preinstalled.

The questions is whether the modded PS3 can play also the Japanese Outrun 2 SP for the PS2. If yes, do I need to have a NTSC-J compatible television set (or due to the fact that the modded PS3 is a European one a standard HD sold in European countries will do the job) ?

Last but not least (if "yes" is the answer to the above) will it be compatible with the G25 ?

Awaiting for your valuable input, I remain

With many thanks
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on February 07, 2015, 02:28:54 pm
yes, it can play ps2 games and it doesnt matter if its pal/ntsc. But its pointless, unless you got an Version 1 PS3 with hardware emulation, you will not be able to use your steering on the ps3 to play ps2 games. Later versions ps3 can software emulate ps2 games but it does not emulate the usb ports so it will not see your wheel as a wheel, it will read it as regular dualshock. you can read more about ps3/ps2 stuff in my post.

http://forum.arcadecontrols.com/index.php/topic,138432.0.html (http://forum.arcadecontrols.com/index.php/topic,138432.0.html)

also while the mods usually dont say anything about discussing emulated games, asking for downloads will get you in trouble, i recommend editing your post.
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on February 07, 2015, 07:39:42 pm
i have euro and jap version on my original xbox. euro version let you enter the code and the jap version does not. The jap version also has some difference in the bonus levels and is considered the better version. my favorite part of the bonus level is the more than 360* turn. The disappointing part is that even with composite cables, they do not age well. 

Funnily enough just last week I decided I was going to bite the bullet and have a go at soft modding one of my original Xboxs, mainly so I could give the Japanese version of OR2 a go and try the enhanced versions of the Scud Race and Daytona 2 bonus levels - I saw some videos of them on YouTube ages ago (in the pre-Supermodel years) and ever since then my Euro versions have felt a bit inadequate and I've wanted to give them a try ever since. I've got a Jap OR2 ISO burnt to DVD ready to go, I'm just waiting on a cable to arrive from China, that I bought on eBay, that'll let me connect a USB thumb drive to my Xbox to transfer across the necessary files. I'm guessing you went down the soft mod route yourself to get the Jap version working?
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on February 07, 2015, 10:59:15 pm
small world. I had softmodded it ages ago and i had coast to coast on it but, it was just collecting dust. i hadnt played with it in over a year and two weekends ago i was researching if it was worth getting and xbox 360 and i was looking at racing games it could play and I came across a post talking about the bonus levels. I ended up watching your video on the bonus level on your youtube channel and I decided to dust off the xbox. I also upgraded the HDD with a spare 80gb hdd i had to ftp the games to the hdd. The hdd is not needed but my computer doesnt even have a dvd drive anymore and i didnt want to keep burning disc on my brother pc, especially since the xbox is very picky about burned disc. pm me if you have any questions
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on February 08, 2015, 07:20:47 am
Thanks dude, will do!
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on February 09, 2015, 03:53:30 pm
The cable arrived today, hurrah! One quick YouTube tutorial later and a few files downloaded and swapped between PC and Xbox and everything's up and running. My pre-burnt OR2 DVD works perfectly.

Right, time to get cracking on completing these Outrun Missions. I remember this taking me awhile when I did it before in the PAL version...

(... I don't suppose I can just copy across the my Euro save file from the HDD of my other Xbox?)

The disappointing part is that even with composite cables, they do not age well. 

Is it not that much of a difference then between the standard RGB cable then? I haven't got any Xbox component cables, so would need to acquire those and then see how you change the region to re-enable HD output, but if it doesn't look that much better I might not bother...

Edit: I've been able to figure out how to FTP into my Xbox using my Xbox System Link cable plugged into my router, using the trial version of FlashFXP. I'd read a few tutorials that seemed head scratchingly complex, then I found a really easy one that didn't need any messing about with changing my IP address or any of that business. I've successfully transferred a couple of games over to my HDD as well, so all good (had to use a program called Qwix to extract the ISOs first though).
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on February 11, 2015, 08:18:22 pm
correct, i have euro and jap version on my original xbox. euro version let you enter the code and the jap version does not.

Have you had any issues with the save files for the Japanese and Euro versions of Outrun 2 being in the same location? When I first tried the Japanese version I created a new profile in-game and it didn't seem to acknowledge the Euro save on the hard drive. Before I started unlocking too much in the Japanese version I tried my Euro version of the game to see if it would cause any issues - to which the answer was yes. It saw the Japanese profile and identified it as corrupt data and offered to delete it. I said no and loaded up my usual Euro profile and all seemed OK. When I tried the Japanese version after this, the Euro version had somehow really screwed something up in it, it kept making engine sounds on the selection screens every time I moved between an item, the title screen music didn't quite play right, the countdown at the start of the race was playing all the wrong sounds and the game would crash if you tried pausing it. Luckily all these problems were rectified by just deleting the game save file (fortunately I'd backed up the Outrun Udata on my PC, so I haven't lost my original Euro save with all the stuff I'd unlocked - I first created the save file back in 2005 years ago, which is kind of scary how quick the time's gone)

Have you had similar issues with your Euro version of the game screwing up the Japanese version?
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on February 11, 2015, 08:41:53 pm
opps, i should have mentioned, you need to edit the title card of the jap iso to something else otherwise the save will screw each other up because they are same name.

http://forums.afterdawn.com/threads/tut-renaming-an-xbe-title.564942/ (http://forums.afterdawn.com/threads/tut-renaming-an-xbe-title.564942/)
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on February 12, 2015, 04:31:04 pm
Thanks for the link mate, I'll have a read through and see what I can sort out.
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on February 14, 2015, 07:32:06 am
Welp, here's the first of my inevitable Japanese Outrun 2 bonus stage comparison videos:

The Challenge course from Daytona USA 2: Power Edition

Daytona USA 2 Vs Outrun 2 (Japanese Xbox) in 60 fps! (http://www.youtube.com/watch?v=m59F7eCYXOY#ws)
Title: Re: Hacking Outrun 2006
Post by: Tiger Heli on February 14, 2015, 07:43:21 am
First and foremost I would like to take this opportunity to thank members of this thread namely isamu, segaoutrun, sega4ever and Mr. Thunderwing for taking the time to answer all of my questions which proved to be of much assistance.

I received today my modded PS3, loaded with OOA and Daytona USA. So far I have spent 2 hours playing OOA with my Logitech G25 wheel.

My view is that the game lacks significantly contentwise (game modes etc.) when compared to the other versions. I know this is not new to anyone here.

The other interesting thing is that, believe it or not is that the Fanatec Speedster 3 wheel gives a better handling of the car on the Xbox OR2 version. OK the G25 is a much better wheel in all respects, nonetheless when it comes to handling the Speedster wins the prize. Don't forget that the Fanatec Speedster 3 is supposed to be the best wheel that came out for the original Xbox, while it was by far the most expensive.

Next on my projects is to acquire a modded PS2 in order to enjoy the Japanese OR2SP with my G25. I hope my project will run as smoothly as the PS3 did.

Any special advice which will be of assistance will be much appreciated. One thing which definately I would like to clarifiy is whether there is also a cheat code (for unlocking cars, stages etc.) for this version as there is for the European C2C and OR2.

A big thank you once again to everyone.
Title: Re: Hacking Outrun 2006
Post by: Tiger Heli on February 14, 2015, 07:48:27 am
Welp, here's the first of my inevitable Japanese Outrun 2 bonus stage comparison videos:

The Challenge course from Daytona USA 2: Power Edition

Daytona USA 2 Vs Outrun 2 (Japanese Xbox) in 60 fps! (http://www.youtube.com/watch?v=m59F7eCYXOY#ws)

Very interesting m8 !
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on February 16, 2015, 05:34:58 pm
Here's my comparison between the Japanese version of the Scud Race tracks and actual Scud Race.

Scud Race Vs Outrun 2 (Japanese Xbox) in 60 fps (http://www.youtube.com/watch?v=6FYXkj_M0Uw#ws)
Title: Re: Hacking Outrun 2006
Post by: Tiger Heli on February 21, 2015, 02:42:41 am
Hi guys,

I got my hands on a modded PS2 which allows me to enjoy the Japanese Outrun 2 Special Tours together with my Logitech wheel. I have to admit that although the wheel works and feels perfectly well, the FFB produced is -at least from my point of view- debatable. Whatever, I do not complain.

HELP needed: Does anyone know the unlock codes-cheats for the Japanese Outrun 2 Special Tours (PS2). I need them so badly and despite my efforts so far I haven't been able to track down any relevant info over the web.

Thank you in advance.
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on February 21, 2015, 07:02:43 am
This is what works for the Euro and US versions of Coast 2 Coast:

http://www.gamefaqs.com/ps2/930972-outrun-2006-coast-2-coast/cheats (http://www.gamefaqs.com/ps2/930972-outrun-2006-coast-2-coast/cheats)

Dunno if that'll work on the Japanese version of OR2 SP though. I seem to recall that there was some stuff that could only be unlocked if you paired the game up with the PSP version.
Title: Re: Hacking Outrun 2006
Post by: Tiger Heli on February 21, 2015, 07:40:38 am
This is what works for the Euro and US versions of Coast 2 Coast:

http://www.gamefaqs.com/ps2/930972-outrun-2006-coast-2-coast/cheats (http://www.gamefaqs.com/ps2/930972-outrun-2006-coast-2-coast/cheats)

Dunno if that'll work on the Japanese version of OR2 SP though. I seem to recall that there was some stuff that could only be unlocked if you paired the game up with the PSP version.

Thank you MrThunderwing for your response. Unfortunately the Japanese version does not allow for a licence name of more than 4 letters to be entered and therefore the cheats are of no use.

To the best of my knowledge it was the coast-to-coast PS2 version that was paired with the PSP one.

Anyway thank you very much.
Title: Re: Hacking Outrun 2006
Post by: Shun on February 24, 2015, 08:06:41 pm
I've been following this thread for a while now and the progress on these hacks is amazing. Howard has done a great job, hopefully he'll be better soon and continue creating these awesome hacks for Outrun.

In the meantime, I noticed somewhere in this thread that BadMouth had the same thought as me:

That's some crazy stuff! 

Would it be possible to make a version that loads straight to the arcade version contained in 2006, bypassing all the other menus?

This would be a really nice feature as it would make it much more like the arcade version.

So I've had a little look at this myself by hooking Cheat Engine up to Outrun 2006. Having never used Cheat Engine I ran through a few tutorials and after a while I could control the initial menu system that we are greeted with after pressing enter on the title screen.

It seems that the five menu items are a simple 0 indexed array with a length of 5 contained within a memory address:

Single Player: 0
Multiplayer: 1
Outrun 2SP: 2
Rankings: 3
Options: 4

By changing the value of this memory location the menu items will change.

This is as much as I have looked at so far as I have hardly experience with Cheat Engine. I've asked a question over at the CE forums but have had no response as of yet.

I was just wondering if anyone else had an experience with CE as I'm a bit stuck at the moment. I assume that I would need to find the trigger upon entering the initial menu and then using that to fire off the trigger on menu 2 which is Outrun 2SP. I don't know if thats even possible.

Currently, I could probably make a mod so that menu items 0 and 2 are swapped so that Outrun 2SP is the default option, which is only slightly better than what we have now.
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on March 09, 2015, 06:50:33 pm
The disappointing part is that even with composite cables, they do not age well. 

So, here's an interesting thing: I bought a secondhand Xbox 360 yesterday. I'd been considering getting one for some time now, if the price was right, purely to get to play Hydro Thunder Hurricane on. That's not the interesting bit. This is - I was forgetting at the time that some original Xbox games are backwards compatible. So I tried my Outrun 2 disc in it (my legit Euro one) and wow, it looks absolutely amazing upscaled into HD. It looks almost on a par with my PC version in terms of how crisp and well anti-aliased everything is. If anything it almost looks nicer because of the fact it's got all the bloom effects still intact that were missing from the PC version. If you've got a 360 and you're a massive Outrun fan (like me) I'd say it's well worth tracking down a copy of the original Xbox version of Outrun 2, if only to experience those bonus stage in HD for the first time.
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on March 09, 2015, 08:57:42 pm
perfect, you took the dive that I wasnt willing to make! I had been tempted to get a modded xbox 360 to see if outrun 2 played. But I didnt want to spend the money on one game that might not work (only C2C is listed as officially compatible). BTW Modded xbox360s can boot games more xbox originals games with a hacked emulator/loader than what listed as officially compatible. I was also worried it wouldnt upscale nicely. Put some videos up asap! The official xbox wireless wheel should work as well.

damn it, now i may need to pick up an xbox 360

 
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on March 10, 2015, 08:00:01 am
Put some videos up asap!

Would love to mate, but unfortunately I can only do video capture from an external source (like a console) in SD, so you wouldn't be able to see the benefit (and in fact I only have an HDMI cable for the 360, so I wouldn't be able to obtain any SD video capture anyway).

You'll just have to take my word for how good it looks ;)
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on March 10, 2015, 08:23:56 pm
boo, i guess Ill just have to buy one in the summer. Then I can finally have a use for my two xbox360 wireless wheels that are collecting dust.

if you decide to mod ur xbox360, im curious if the Outrun 2 Beta from the Chihiro will run on it. It runs on a modded original xbox with 128mb ram mod so, it should run on the 360. or maybe any of the other chihiro games (although those would a be a very long shot). I dream of the day ill be able to play maximum tune at home. My chihiro rom folder is titled 'One day" on my comp =(
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on March 11, 2015, 05:34:15 pm
Don't think I'll be modding the 360 anytime soon, the method to do so involves taking the machine apart and doing fiddly stuff with it that sounds like a bit too much hassle for me (although is probably child's play for a hardened BYOACer).

Someone over at the AG forum asked about the possibility of running Chihiro games on the 360. Not quite sure what "However, there'll be the same problems as on the xbox." means though - The games simply won't run because of a lack of memory or the handful of games that do run will still have the same bugs?

Chihiro-on-Xbox-360-Is-it-Possible (https://www.assemblergames.com/forums/showthread.php?54846-Chihiro-on-Xbox-360-Is-it-Possible)

I asked on the YouTube channel of someone running the Chihiro beta of Outrun 2 on a modded Xbox if they knew if it had working force feedback like the arcade version, but apparently that there weren't any FFB wheels for the original Xbox to be able to test it out.
Title: Re: Hacking Outrun 2006
Post by: BadMouth on March 11, 2015, 07:34:14 pm
apparently that there weren't any FFB wheels for the original Xbox to be able to test it out.

Fanatec Speedster 3

http://forum.arcadecontrols.com/index.php/topic,57479.msg566698.html#msg566698 (http://forum.arcadecontrols.com/index.php/topic,57479.msg566698.html#msg566698)

http://forum.arcadecontrols.com/index.php/topic,112542.0.html (http://forum.arcadecontrols.com/index.php/topic,112542.0.html)
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on March 11, 2015, 08:23:17 pm
Awesome. It'd be interesting to know then what would happen if someone tried the Outrun 2 Beta with one of those wheels.
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on March 11, 2015, 08:58:09 pm
i lurk on the AG chihiro subforum  ;D. Ive heard the speedster wheel is the best you can get for the og xbox and outrun. They are hard to find tho. There was one on the Goodwill auction site about a month ago but I pass on it since i had just bought some other wheels. it sold for like 30-40 bucks. i regret it.
Title: Re: Hacking Outrun 2006
Post by: isamu on March 13, 2015, 04:29:24 am
apparently that there weren't any FFB wheels for the original Xbox to be able to test it out.

Fanatec Speedster 3

http://forum.arcadecontrols.com/index.php/topic,57479.msg566698.html#msg566698 (http://forum.arcadecontrols.com/index.php/topic,57479.msg566698.html#msg566698)

http://forum.arcadecontrols.com/index.php/topic,112542.0.html (http://forum.arcadecontrols.com/index.php/topic,112542.0.html)

Ahh, good ole Speedster 3. My first and only Xbox wheel. Played it and was so rough on it, it broke after a month  :lol
Title: Re: Hacking Outrun 2006
Post by: vandale on March 13, 2015, 05:09:10 am
Wow, I picked up one of these about a year ago for $25 and its sat in my attic ever since. Time to go digging I think
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on March 13, 2015, 03:42:02 pm
Just make sure you don't play as rough with it as Isamu  ;)

Great though isn't it when that chance find you picked up for an absolute bargain actually turns out to be a piece of unexpected buried treasure or something you suddenly find useful in a context you hadn't originally envisioned for it (looking at you Dreamcast arcade stick, that I now use on my PC fir MAME courtesy of an el-cheapo adapter from China).
Title: Re: Hacking Outrun 2006
Post by: Tiger Heli on March 14, 2015, 01:19:08 pm
i lurk on the AG chihiro subforum  ;D. Ive heard the speedster wheel is the best you can get for the og xbox and outrun. They are hard to find tho. There was one on the Goodwill auction site about a month ago but I pass on it since i had just bought some other wheels. it sold for like 30-40 bucks. i regret it.

My Speedster broke after 6 months. Thankfully i found a technician who fixed it for me.

You can always find used Speedster wheels (and sometimes new ones as i did) at Amazon.de as this is a German produced item.
Title: Re: Hacking Outrun 2006
Post by: Tiger Heli on March 24, 2015, 06:48:35 pm
i lurk on the AG chihiro subforum  ;D. Ive heard the speedster wheel is the best you can get for the og xbox and outrun. They are hard to find tho. There was one on the Goodwill auction site about a month ago but I pass on it since i had just bought some other wheels. it sold for like 30-40 bucks. i regret it.

My Speedster broke after 6 months. Thankfully i found a technician who fixed it for me.

You can always find used Speedster wheels (and sometimes new ones as i did) at Amazon.de as this is a German produced item.

I was wondering whether anyone knows a place in uk which sells modified 128 mb xboxs. Please pm.
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on March 25, 2015, 04:21:39 pm
i lurk on the AG chihiro subforum  ;D. Ive heard the speedster wheel is the best you can get for the og xbox and outrun. They are hard to find tho. There was one on the Goodwill auction site about a month ago but I pass on it since i had just bought some other wheels. it sold for like 30-40 bucks. i regret it.

My Speedster broke after 6 months. Thankfully i found a technician who fixed it for me.

You can always find used Speedster wheels (and sometimes new ones as i did) at Amazon.de as this is a German produced item.

I was wondering whether anyone knows a place in uk which sells modified 128 mb xboxs. Please pm.

You might be better off asking that over at the Chihiro sub-forum section over at AG, I'd imagine you're probably more likely to encounter people who know about that sort of stuff there (I think Boomslang over here at BYOAC has a 128mb modded Xbox, but I think he's in the wrong hemisphere of the planet to be able to help you out in getting one).
Title: Re: Hacking Outrun 2006
Post by: Pintechltd on March 30, 2015, 03:15:22 pm
Hi, I have been reading through this very interesting topic. On Page 8 and 9, there are links to attract modes and the remove enter mod. I have registered with Mediafire, but can not download these files. Does someone have these available, or on another file server to access? We bought a PC kit out of China to upgrade one of our Failed Sega Model 3 Twin driver units. It came with a force feedback board that interfaced with the Midway force feed back motors found in Cruisn' USA etc. But it has an annoying attract screen, and removing the "Press Enter" logo would be nice.

Cheers

Iain
Title: Re: Hacking Outrun 2006
Post by: _Scott on March 31, 2015, 06:50:14 am
Hi, I have been reading through this very interesting topic. On Page 8 and 9, there are links to attract modes and the remove enter mod. I have registered with Mediafire, but can not download these files. Does someone have these available, or on another file server to access?
You don't need to register to download those from Mediafire so I think something's wrong there, but I re-upped them for you.

https://mega.co.nz/#!1UggTRJA!jIv4crxNC0q0O0_auv7_dRWtjsgl8hnMHYwkQF6QUIQ
https://mega.co.nz/#!sdZ10ZpC!G7-JsyUk-aNQSYTt9Y1G7A4QwzQdgJj3Xw9xnxxaq_4
Title: Re: Hacking Outrun 2006
Post by: Pintechltd on March 31, 2015, 02:54:22 pm
Brilliant!, Thanks heaps for that. In the off chance of sounding greedy.... Is it possible to re upload the Xbox Attract mode. I would like to compare the two before inserting into the game.

Thanks again

Iain
Title: Re: Hacking Outrun 2006
Post by: _Scott on April 01, 2015, 05:08:59 am
Sorry, I forgot to upload this yesterday

Outrun 2 Xbox.bik 54.1 MB
https://mega.co.nz/#!4ZYGVS4Q!WSaeFAapMOWICJ2m5XzSghpHueQ_NlRnj37vjSTyTeo
Title: Re: Hacking Outrun 2006
Post by: Boomslang on April 01, 2015, 05:18:02 am
Is this the attract videos I recorded last year? I did a few different ones
Title: Re: Hacking Outrun 2006
Post by: Pintechltd on April 01, 2015, 06:12:41 am
That XBox one looks really good IMHO. Am I correct in saying that because the press start is embedded in the .bik, then the remove patch wont remove the words?

Cheers

Iain
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on April 01, 2015, 02:57:33 pm
That XBox one looks really good IMHO. Am I correct in saying that because the press start is embedded in the .bik, then the remove patch wont remove the words?

Cheers

Iain

Yes, you can't remove them. It's part of the video.
Title: Re: Hacking Outrun 2006
Post by: Pintechltd on April 01, 2015, 03:10:50 pm
That XBox one looks really good IMHO. Am I correct in saying that because the press start is embedded in the .bik, then the remove patch wont remove the words?

Cheers

Iain

Yes, you can't remove them. It's part of the video.

Thought so. That's ok though as this Chinese kit has an extra PCB that generates an on screen overlay that covers the press enter area on screen. (Can't disable this either) It had a really naf attract video, so the Xbox one will do nicely. I'll just remove the sound out of it so there is no noise during attract mode.

Cheers
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on April 03, 2015, 05:32:20 am
On the subject of the movies from the Sega chihiro system and the Xbox version, I loved these video grabs much better than horrible PC video....

But there was a problem both the videos will either freeze or pixelate if left in attract mode for a second pass, please see pics below....

Does anyone have any ideas how to fix this as i love leaving these attract modes on in my games room its just a shame that it falls over if left on...

(http://i829.photobucket.com/albums/zz212/Giddygoon73/IMG_7105_zps85da4755.jpg) (http://s829.photobucket.com/user/Giddygoon73/media/IMG_7105_zps85da4755.jpg.html)

(http://i829.photobucket.com/albums/zz212/Giddygoon73/IMG_7107_zps3a10af82.jpg) (http://s829.photobucket.com/user/Giddygoon73/media/IMG_7107_zps3a10af82.jpg.html)


Thanks for any help with this



Title: Re: Hacking Outrun 2006
Post by: deano7649 on April 03, 2015, 08:17:10 am
On the subject of the movies from the Sega chihiro system and the Xbox version, I loved these video grabs much better than horrible PC video....

But there was a problem both the videos will either freeze or pixelate if left in attract mode for a second pass, please see pics below....

Does anyone have any ideas how to fix this as i love leaving these attract modes on in my games room its just a shame that it falls over if left on...

(http://i829.photobucket.com/albums/zz212/Giddygoon73/IMG_7105_zps85da4755.jpg) (http://s829.photobucket.com/user/Giddygoon73/media/IMG_7105_zps85da4755.jpg.html)

(http://i829.photobucket.com/albums/zz212/Giddygoon73/IMG_7107_zps3a10af82.jpg) (http://s829.photobucket.com/user/Giddygoon73/media/IMG_7107_zps3a10af82.jpg.html)


Thanks for any help with this

I put this video into the mov folder in Outrun C2C 2006 on the PC in my multi racer Sega Rally cab and the same thing happened :-[

Much better than the original video though !
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on April 03, 2015, 08:32:54 am
Its just a shame that Boomslang went to the trouble of ripping them in great quality, but the game itself is having trouble playing them

seeing that this thread is about hacking Out Run C2C2006 to look more like the arcade, this was a great step

If anybody knows a way to tweak either the video of the bik player within the game....

Please advise
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 03, 2015, 09:21:12 pm
Its just a shame that Boomslang went to the trouble of ripping them in great quality, but the game itself is having trouble playing them

seeing that this thread is about hacking Out Run C2C2006 to look more like the arcade, this was a great step

If anybody knows a way to tweak either the video of the bik player within the game....

Please advise

That's a tall order.

Luckily, I just opened a bag of my favorite Cheetos, double clicked on hack.exe, started pecking away on keybaord.

enjoi.

terrible jokes aside. It looks likes it was just a framerate issue. xbox vid was at 60fps and the pc version runs at 29.97. The loops is clean now. I let it run a few times and I didnt get any artifacts.

Quick Update: I played with setting a bit to clean the video. Boomslang, if you want to send me the original rips, i might be able to do more.

Regular Xbox Version:
https://mega.co.nz/#!dRlgXRKa!vat9kQmg5yaUf0p9CAWN3YiLM5W03gZgOz8GthROj5U (https://mega.co.nz/#!dRlgXRKa!vat9kQmg5yaUf0p9CAWN3YiLM5W03gZgOz8GthROj5U)

Outrun 2 Xbox Attract Mode (http://www.youtube.com/watch?v=nKvis2YHFyQ#ws)

Upscaled Xbox Version(Captured on an Xbox360)
https://mega.co.nz/#!8MdTBRAR!s9Kzp3C71PgQ9au-8iEeuMrIjREJkEccIZIitkRP654 (https://mega.co.nz/#!8MdTBRAR!s9Kzp3C71PgQ9au-8iEeuMrIjREJkEccIZIitkRP654)

Outrun 2 Xbox360 Attract Mode (http://www.youtube.com/watch?v=pD-jCk8amNY#ws)

Chihiro Version:
https://mega.co.nz/#!FQ8SiDpZ!Ywuxb4dHnKnHUgnrSjL6YzGhWUcoArMKfpxEcQSk19s (https://mega.co.nz/#!FQ8SiDpZ!Ywuxb4dHnKnHUgnrSjL6YzGhWUcoArMKfpxEcQSk19s)

Outrun 2 Chihiro Attract Mode (http://www.youtube.com/watch?v=klL7zmuqmPM#)

Hybrid Version(Has OutRun 2 Logo and Outrun C2C gameplay):
https://mega.co.nz/#!kdl0iZhJ!h3LgjA-n82HlsyT0_HLhdXVSblHTlOhpXzkHb-SIQLE (https://mega.co.nz/#!kdl0iZhJ!h3LgjA-n82HlsyT0_HLhdXVSblHTlOhpXzkHb-SIQLE)

Outrun 2 Hybrid Attract Mode (http://www.youtube.com/watch?v=XPkso6DjCa4#ws)

Lindbergh Version: Outrun 2 SP:
https://mega.co.nz/#!EYdCjQyZ!718qa8REWOnJc4JPIXTjn01mm_rf6-8nUW5AYjlZq4g (https://mega.co.nz/#!EYdCjQyZ!718qa8REWOnJc4JPIXTjn01mm_rf6-8nUW5AYjlZq4g)

Outrun 2 Lindbergh Attract Mode (http://www.youtube.com/watch?v=uv08GaRdXJ4#ws)

Lindbergh Cropped Version: Outrun 2 SP: (I cropped out the "Credits:4" at the bottom for a cleaner video)
https://mega.co.nz/#!Edc0zbbA!0Py8zrEe3Tm4Iu2GnYNXWX4OKC5w8Y6pDd6lh0YO58s (https://mega.co.nz/#!Edc0zbbA!0Py8zrEe3Tm4Iu2GnYNXWX4OKC5w8Y6pDd6lh0YO58s)

Outrun 2 Lindbergh Attract Mode Cropped (http://www.youtube.com/watch?v=7xa_lrt8suc#)

Remove Press Enter (Copy to your Sprites folder after you have made a backup):
https://mega.co.nz/#!sB8liZDA!8fbGqPhDnF15iX4uOcY0iezPleuRogy6FEWUC_eWCBQ (https://mega.co.nz/#!sB8liZDA!8fbGqPhDnF15iX4uOcY0iezPleuRogy6FEWUC_eWCBQ)



 
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 04, 2015, 12:15:47 am
In my hunt for Attract Videos, I came across this awesome video of Outrun 2 for the Xbox played on the Xbox360. It includes the best video version of the Bonus Scud Race and Daytona USA 2 Levels. Dont forget to select 1080p on the youtube video.

SCUD Levels are at minute 34:45
Daytona Levels  at minute 38:55

http://youtu.be/LYvf5B0iE3U?t=2078 (http://youtu.be/LYvf5B0iE3U?t=2078)
Title: Re: Hacking Outrun 2006
Post by: Boomslang on April 04, 2015, 01:08:35 am
ill have a look if I still have the original files or not otherwise I could properly rip them again for everyone. Im away for easter weekend but ill be back home in a few days and could have a look at it.

What version of attract mode are you wanting most?
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 04, 2015, 02:21:34 am
Honestly whatever is the highest quality video. The issue with the attract video is regardless of the version, its pretty low in quality (probably to save space). Even the PC version has a very pixelated video. Right now, the cleanest one is the one that was recorded on the xbox360 in my opinion but, if you have either the Chihiro or Lindbergh version and good capture card, those would be best. The Chihiro and Lindbergh version I have came from youtube videos so they have been re-encoded but, if I got the raw video, I imagine that would the best quality.
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on April 04, 2015, 04:46:48 am
I just want to thank SegaOutrun for looking at this..... that makes total sense frame issues would cause the freezing or pixelating

I will download the new versions now and install them into my Outrun 2 / pc cab

Really appreciate you taking the time to look at this issue as the Xbox attract mode is great ( I understand the video quality is not great but its a product of its time....

My arcade cab runs this game at 640 x 480 anyway   

So it will look fine

Thanks again
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on April 04, 2015, 06:56:28 am
If you going to rip them again

I like a either a better quality Xbox or Xbox 360 attract

also maybe poss the Lindberg or Chhrio but with english language rips


Thanks again
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on April 04, 2015, 10:55:54 am
Just checked all the new vids and the issue or freezing / pixelation has been fixed!!!

Thanks you very much

I have noticed that the Xbox 360 video jumps a frame when it loops round to the start

I will test it on another pc just in case its system related

Again very happy with the fix
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 04, 2015, 01:58:45 pm
Just checked all the new vids and the issue or freezing / pixelation has been fixed!!!

Thanks you very much

I have noticed that the Xbox 360 video jumps a frame when it loops round to the start

I will test it on another pc just in case its system related

Again very happy with the fix

i fixed the xbox360 one. i had some lingering frames at the end. I also edited one of the drifts towards the end, in the original video source, the game has a huccup causing it to skip. i cut that out

update:oops forgot to double check my work. the fix is now fixed
https://mega.co.nz/#!8MdTBRAR!s9Kzp3C71PgQ9au-8iEeuMrIjREJkEccIZIitkRP654
Title: Re: Hacking Outrun 2006
Post by: _Scott on April 04, 2015, 05:19:16 pm
Does anyone know why I'm having trouble running SweetFX with OutRun? 1.4 and 1.5 don't work and have no effect on the game even though I'm using the dx8 converter and although Reshade + SweetFX 2.0 works, it slows the game down so much I can't get through the menus.
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on April 05, 2015, 07:00:41 am
Again thanks for fixing the 360 version of the movie, I'll test it today


Title: Re: Hacking Outrun 2006
Post by: Giddygoon on April 06, 2015, 09:09:18 am
I tested the new 360 Video and as far as i can tell it still jumps when it wraps round to the Sega Outrun 2 logo screen

I'm am currently using the Xbox original video which I can say is perfect!!!
Title: Re: Hacking Outrun 2006
Post by: Boomslang on April 09, 2015, 02:28:12 am
ok I didn't have the original files but I spent the time to capture most again and upload

unfortunately outrun 2 chihiro version is in Japanese which I cant change but ive also put up outrun 2 xbox version and outrun online arcade but it doesn't really have a attract mode. Lindbergh will have to wait as its packed away and I cant even find link I sent howard last year as it only shows me received pms and not sent

link here http://www.filedropper.com/videos_7 (http://www.filedropper.com/videos_7)
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on April 09, 2015, 04:43:49 am
Hey Boomslang Great Vid uploads

Just checked out your new Xbox video

Looks very nice indeed, I noticed that the videos are in MP4

I not great with this sort of thing but doesn't the file need to be converted into .bik file. Also SegaOutrun had to convert from60fps and convert it to pc version that runs at 29.97.

Title: Re: Hacking Outrun 2006
Post by: Boomslang on April 09, 2015, 04:47:08 am
Im not actually sure what fps ive recorded new ones at, I could of done them at 30fps but it may be already
Title: Re: Hacking Outrun 2006
Post by: BadMouth on April 09, 2015, 02:17:09 pm
Lindbergh will have to wait as its packed away and I cant even find link I sent howard last year as it only shows me received pms and not sent

If you hover over where it says messages on the left, you can select sent messages.
If you don't see the option, change forum themes.

Title: Re: Hacking Outrun 2006
Post by: Boomslang on April 09, 2015, 09:04:31 pm
Lindbergh will have to wait as its packed away and I cant even find link I sent howard last year as it only shows me received pms and not sent

If you hover over where it says messages on the left, you can select sent messages.
If you don't see the option, change forum themes.

Nah I've gone there but it's empty for some reason. Shows no sent messages. Unfortunately cos Howard isn't around I can't get him to give me the link and I can't remember where I uploaded it
Title: Re: Hacking Outrun 2006
Post by: PL1 on April 09, 2015, 11:02:00 pm
Lindbergh will have to wait as its packed away and I cant even find link I sent howard last year as it only shows me received pms and not sent
If you hover over where it says messages on the left, you can select sent messages.
If you don't see the option, change forum themes.
Nah I've gone there but it's empty for some reason. Shows no sent messages. Unfortunately cos Howard isn't around I can't get him to give me the link and I can't remember where I uploaded it
To auto-save copies of future PMs, pull up your profile, click on "Modify Profile -- Personal Messaging" and select the next to last item.   ;D

Howard recently posted here (http://forum.arcadecontrols.com/index.php/topic,144829.0.html) saying he'd be checking in from time to time -- can't hurt to drop him a PM or e-mail.   :cheers:


Scott
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 09, 2015, 11:06:27 pm
ok I didn't have the original files but I spent the time to capture most again and upload

unfortunately outrun 2 chihiro version is in Japanese which I cant change but ive also put up outrun 2 xbox version and outrun online arcade but it doesn't really have a attract mode. Lindbergh will have to wait as its packed away and I cant even find link I sent howard last year as it only shows me received pms and not sent

link here http://www.filedropper.com/videos_7 (http://www.filedropper.com/videos_7)

Thanks!! Ill have them convert in the next few hours. I already did one pass and it looks great! it already beats everything i posted before. Still gotta do more tweaking to get the best version tho.

for the Chihiro, I came across this. not sure if it would work for your OutRun
http://www.ukvac.com/forum/how-to-change-the-region-on-a-triforce-and-chihiro_topic328500.html (http://www.ukvac.com/forum/how-to-change-the-region-on-a-triforce-and-chihiro_topic328500.html)
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on April 09, 2015, 11:45:09 pm
Here is the xbox version ready to go.

https://mega.co.nz/#!FZcRwSjb!T0QD9YioF8hHPbY7Ji5I3hdSzGyB_SCR08NpGJSOSCE (https://mega.co.nz/#!FZcRwSjb!T0QD9YioF8hHPbY7Ji5I3hdSzGyB_SCR08NpGJSOSCE)

ima work on getting the file size down without losing too much

Outrun 2 Xbox Attract Mode Ver 2.0 (http://www.youtube.com/watch?v=WCuxB6l7KfQ#ws)
ps. the hiccup in the beginning of the video is a youtube error. it does not appear in the download link video

Heres the Chihiro Version. It looks even better than the xbox Version  :applaud:

https://mega.co.nz/#!YAdQnAbK!C4YUamGYRRUvRIX5quAGrm-IISpFzBhdthezrDWG0L8 (https://mega.co.nz/#!YAdQnAbK!C4YUamGYRRUvRIX5quAGrm-IISpFzBhdthezrDWG0L8)

and heres a Cropped Chihiro Version. I cropped out the "Free Play" at the bottom.

https://mega.co.nz/#!VV9EEQRA!s0sX21AYibptVq4-JDX3uReu7Nv6wnhajrQYos0TEmE (https://mega.co.nz/#!VV9EEQRA!s0sX21AYibptVq4-JDX3uReu7Nv6wnhajrQYos0TEmE)

Cropped Chihiro Outrun 2 Attract Mode ver 2.0 (http://www.youtube.com/watch?v=xuRJvegrvlg#ws)
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on April 10, 2015, 04:44:39 am
Nice one SegaOutrun!!!


Will add these to my 31khz arcade monitor tonight running at 640 x 480


Cheers


I'll report back on the performance
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on April 12, 2015, 04:38:16 pm
Well I had just added the new improved Xbox attract video and I can say it looks crisper and the added high score sequence is a master touch

Well done to Boomslang and SegaOutrun for your efforts
Title: Re: Hacking Outrun 2006
Post by: DJ_Izumi on April 24, 2015, 01:26:28 pm
Would somebody be willing to help me out with this SweetFX thing?  I'd like to get the bloom effect in Outrun 2006 since it is present on the Xbox, Xbox 360 and Chihiro versions, yet oddly missing on the PC.  I've tried the DX8 wrapper and the rest and I just get no results.  If someone could sit down with me and show how they did it step by step, that'd be appreciated.
Title: Re: Hacking Outrun 2006
Post by: BadMouth on April 24, 2015, 01:34:19 pm
Would somebody be willing to help me out with this SweetFX thing?  I'd like to get the bloom effect in Outrun 2006 since it is present on the Xbox, Xbox 360 and Chihiro versions, yet oddly missing on the PC.  I've tried the DX8 wrapper and the rest and I just get no results.  If someone could sit down with me and show how they did it step by step, that'd be appreciated.

http://forum.arcadecontrols.com/index.php/topic,132366.0.html (http://forum.arcadecontrols.com/index.php/topic,132366.0.html)
Title: Re: Hacking Outrun 2006
Post by: _Scott on April 24, 2015, 04:48:11 pm
Same thing happened with me. Fresh installs of SweetFX or Reshade never applied anything on Outrun. I already had SweetFX working with Model 2 and what eventually solved it was just copying those files over and yeah.. I don't know the difference.

I've packed my stuff here. Can't guarantee it'll work for you but you could try.
https://mega.co.nz/#!RZID1JjS!cJux5b9ugnwoFAm-CzqZmx4VGLYZZBEwYJGhUBO9q8w

There's a faint scanline setting in there and saturation tweaks and some other stuff I can't remember.
Title: Re: Hacking Outrun 2006
Post by: DJ_Izumi on April 24, 2015, 11:33:12 pm
Same thing happened with me. Fresh installs of SweetFX or Reshade never applied anything on Outrun. I already had SweetFX working with Model 2 and what eventually solved it was just copying those files over and yeah.. I don't know the difference.

I've packed my stuff here. Can't guarantee it'll work for you but you could try.
https://mega.co.nz/#!RZID1JjS!cJux5b9ugnwoFAm-CzqZmx4VGLYZZBEwYJGhUBO9q8w

There's a faint scanline setting in there and saturation tweaks and some other stuff I can't remember.

Thanks a lot.  I read both threads here with content on it and did what everyone else did but just COULDN'T do it.  This, dragged and dropped in, along with the DX8->DX9 wrapper and it got the job done.  Though I just want for bloom unlike the CRT stuff you have going on.  With digital downloads, this is probably the 'best' version of Outrun 2SP out there.  The Xbox ones require a console with only analog output and they look kinda awful in backwards compatibility on Xbox 360.  The XBLA version is MISSING the Outrun 2 tracks and only has the Outrun 2SP tracks.  (This has NEVER made sense to me!) and emulation is a while out.  Though I admit that this version (currently) lacks FFB. :P
Title: Re: Hacking Outrun 2006
Post by: _Scott on April 25, 2015, 08:34:03 am
That's great you got it working. It's funny, though because I don't need the wrapper and in fact, if I use it, it slows the game to a crawl..

Which version of Windows are you running out of curiosity? I have Win 7 64.
Title: Re: Hacking Outrun 2006
Post by: DJ_Izumi on April 25, 2015, 10:02:37 am
That's great you got it working. It's funny, though because I don't need the wrapper and in fact, if I use it, it slows the game to a crawl..

Which version of Windows are you running out of curiosity? I have Win 7 64.

Same, Win 7 64 Ultimate.  ...I won't lie, I never tried it WITHOUT the wrapper...  Interesting thought.  Also, I kept reading people saying FSAA must be turned off, but I can TOTALLY use FSAA instead of FXAA or MSAA without issue.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 26, 2015, 12:11:07 am
Well I've been back a few days now.  I guess I should say something. 

Ok, here is the status (or lack there of) on this project.  It shouldn't be a secret at this point that I've had some medical problems.  Long story short, mentally I'm almost back to 100%, at least most days.  Physically.... eh that's going to take a while.  Because of that I've been playing around in Mortal Kombat land again.  The modding is slightly easier which keeps the stress levels down and because the game just uses a joystick/gamepad I don't have to muck around with hardware. 

I plan on picking this back up this summer and things should get done at a rather rapid pace... assuming I can remember where I left off.

Right now though, while it's a little embarrassing to admit, I'm a tad on the weak side.  I just don't feel like pulling wheels around and working on my still unfinished racing cab, so this doesn't really interest me atm.  So be patient is all I can say.  The project isn't cancelled and I still want to finish it.  I just still need to take it easy for a while, at least physically... I should be able to help with questions again.
Title: Re: Hacking Outrun 2006
Post by: Boomslang on April 26, 2015, 12:29:59 am
Cool nice to hear from you again Howard. Hope ya get ya strength up again soon, we can wait....it will be worth it!
Title: Re: Hacking Outrun 2006
Post by: isamu on April 26, 2015, 05:19:58 am
What he said^

Take your time and regain your strength and dont stress yourself. We're not going anywhere and I personally can't even play the game right now due to lack of a wheel(saving up for the AF wheel).
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on April 26, 2015, 01:10:03 pm
Glad to hear you're on the mend Howard, hope you feel back to 100% soon.
Title: Re: Hacking Outrun 2006
Post by: DJ_Izumi on April 26, 2015, 02:14:29 pm
So, even with SweetFX, I'm not really able to replicate the bloom effect seen in Outrun 2, Outrun 2006 [Xbox], and Outrun Online Arcade.  SweetFX can cause bloom in the highlights but does so with white.  Outrun glows COLORS.

(http://www.mobygames.com/images/shots/l/429519-outrun-online-arcade-xbox-360-screenshot-driver-s-view-s.jpg)

(http://old.gamegrin.com/files/images/games/o/OutRun/OutRun_Online_Arcade/OutRun_Online_Arcade-PSN___XBLAScreenshots16606OUTRUN_ARCADE_SCREENS_JAN09_008.jpg)

You can see the blue glow over the hills or the gold glow in the sun spots and grasses growing at the side of the road.  These seem to be simply missing from the PC port, though as Howard found, some of these shaders could be recovered from OOA and dropping them into 2006.  I tried, and while some effects were gain, no success in recovering the glows.  I thought I'd bring this up, cause with talk of trying to make the most definitive version of Outrun 2 SP, short of emulating Outrun 2 SP SDX from Lindberg some day in the future, this is the best bet and it's certainly a feature strangely missing from the PC port.
Title: Re: Hacking Outrun 2006
Post by: _Scott on April 26, 2015, 03:11:55 pm
The HUD looks a lot nicer in the correct aspect as well. I've never seen not played the game in the arcades to know the differences. *Sniff*
Title: Re: Hacking Outrun 2006
Post by: DJ_Izumi on April 26, 2015, 03:57:20 pm
The HUD looks a lot nicer in the correct aspect as well. I've never seen not played the game in the arcades to know the differences. *Sniff*

Those are actually from Outrun Online Arcade, the Xbox 360 version which, for some bizarre reason, only features Outrun 2 SP tracks and no Outrun 2 tracks.  Though that's also why it has better HUD assets, it was built assuming it'd be on 16:9 displays.  But the glow effects you see on both the classic Xbox and Xbox 360 verions, yet nothing on PC for some strange reason. :(
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on April 26, 2015, 04:27:26 pm
Hey Howard, glad your on the mend ( :
Title: Re: Hacking Outrun 2006
Post by: GreatLamer on April 29, 2015, 03:37:46 pm
Welcome back Howard.
Title: Re: Hacking Outrun 2006
Post by: FaithLes2425 on May 04, 2015, 01:22:32 am
Feel better Howard.
Title: Re: Hacking Outrun 2006
Post by: jimmy2x2x on May 29, 2015, 10:18:49 pm
Welcome back Howard, Hope things are improving for you!

Title: Re: Hacking Outrun 2006
Post by: lolomc2 on June 06, 2015, 10:35:18 am
Great to see you back Howard. Take your time to recover your health

Like some people here I put my hand on a PS3 + PSN version to play with it. It works but the power is very low. This is extremely frustrating.... But at least, it works. Because Crazy Taxi PSN works with G25 for the wheel BUT not for the pedals !!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on June 06, 2015, 01:01:49 pm
Thanks guys.  I have a back pile of stuff that needs done around the house and once that's sorted I'll be back on this. 

In regards to the bloom effect.....  Mind you I am an old school DX programmer, shaders were a "new" thing when I learned it, but it's my understanding that shaders are, for the most part, external, and can be created independently of the main app.  So perhaps you could find a good shader programmer and have them re-create the bloom?
Title: Re: Hacking Outrun 2006
Post by: 24Hz on June 26, 2015, 08:30:42 pm
Hey everyone, I've been lurking this thread since its inception, since I had been working on a mod for Outrun2006 called "Outrun2: Championship Edition", you guys can see what I've done so far below, however, it's really hard to move forward with my project since I'd like to re-draw textures, has anyone figured an easy way to replace textures?

This will also satisfy those that wanted bloom in OR2006

http://dcvidya.com/outrun/ (http://dcvidya.com/outrun/)
http://dcvidya.com/outrun/graphics.html (http://dcvidya.com/outrun/graphics.html)
http://imgur.com/a/M4y8A (http://imgur.com/a/M4y8A)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on June 26, 2015, 10:21:46 pm
Easy way... nope.  I do have a tool I made which extracts them... it's probably buried in this thread somewhere.  I'll try and fix it up for a new release tomorrow.
Title: Re: Hacking Outrun 2006
Post by: 24Hz on June 27, 2015, 02:08:50 am
Easy way... nope.  I do have a tool I made which extracts them... it's probably buried in this thread somewhere.  I'll try and fix it up for a new release tomorrow.

Your work is remarkable Howard, I appreciate your dedication!
That'd be a step forward, I could get started on making the replacement textures, for when some kind of repacker is created.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on June 27, 2015, 12:15:45 pm
Oh it repacks them... it's just it has to be in a certain folder ect... ect...

Now before you get ahead of yourself you do know that the cars aren't textured right?  The only things on the cars you can reskin are the interior and minor stuff like the tail lights.... the rest is all done via modeling.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on June 27, 2015, 06:19:44 pm
Here you go.  It's attached below.  I'll tell you straight away this is my own personal tool, it's buggy, not all formats are supported, ect....

I haven't had a chance to make a new one since I came back.  Most of the junk in the tool is useless to you.  Just use the pack and unpack functions.... a .sz file gets unpacked to a folder, edit the contents of the folder (do NOT add new things inside the folder) and re-pack.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on June 29, 2015, 06:48:53 pm
Well I started looking at the game again. 

I'm trying to figure out where the 2d stuff gets rendered....  there has to be an arbituary coordinate system in place because the 2d stuff scales and stretches to the window as you manipulate it.  I managed to block the rendering of the 3d, but that doesn't really help.  If I can make the target area forced to 4:3 it would fix a lot of issues on wide screen monitors. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on June 30, 2015, 02:43:28 am
So no luck on the aspect stuff, but I did find a bunch of junk for the Radio.  I finally found a variable that tells me when the game is on the radio screen in 2k6 mode.  This is significant because the 2k6 menus are dynamically numbered so the overlays and song detection were hard to do compared to arcade mode.  I might try to find similar variables for all the menus in 2k6 mode, so I can give them swanky high-res overlays like I did arcade mode. 

Menu detection will also help those poor unfortunate souls that are running the game in ultra wide screen mode or multiple monitors.   I will eventually make the game force everything to 4:3 when in the menus to avoid distortion. 

I think another alpha release is long overdue.  Let me clean some things up this week. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on June 30, 2015, 01:13:31 pm
Ok I squashed another bug that was preventing release.  You know those fancy new overlays I demoed just before I left?  Well they had a glitch where occasionally the window would loose focus, essentially keeping the inputs from responding.  I managed to fix this via making the overlay visible with an api instead of VS's "show" function, which seems to have done the trick.... more testing is needed. 
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on July 01, 2015, 02:54:39 am
looking forward to another alpha!
Title: Re: Hacking Outrun 2006
Post by: GreatLamer on July 01, 2015, 10:23:50 am
Yeah, that would be awesome.
Title: Re: Hacking Outrun 2006
Post by: 24Hz on July 01, 2015, 10:52:13 pm
Hey, I failed the captcha so many times I actually gave up posting the other day lol, but as usual your work is phenomenal Howard, thanks for the tool, it's a major help!
Good luck with the next release, I'm excited to test it out.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 02, 2015, 02:42:54 pm
Ok so you guys brought the corrupted save file glitch to my attention before I left....  basically sometimes your save gets corrupted and you'll have another driver or passenger.  I tried to edit the save files, but the format is too complex for me so I thought I could attack it another way.....alter the variables at the license creation screen instead, which aren't encrypted yet.  After a few minutes of fiddling I managed to save the game with a drivers license picture of Clarissa instead of Alberto.  So I started the game and got the image below.  Yup... that's Clarissa driving Clarissa.  She's distorted, but that's because she's using Alberto's animations.... it might be fixable.  I think with a bit more investigation I should be able to let you create a license and select your driver/passenger while doing it.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 02, 2015, 03:00:33 pm
Ok so I found the variable to change the driver specifically.  Now in addition to Alberto, the two other men in the game (yup they are still in there) are selectable and playable without glitching.  I'll have to do a quick run-through to see what happens with the endings..... I think another set of models is used so it might be Alberto again, but hey, new characters.  The girls are selectable as well and the game doesn't crash, but they appear as you see in the pic above. 

I'll keep digging to see if we can access the driver selection as well as the alt costumes (yup there are alt costumes for each model, including the girls). 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 02, 2015, 03:36:39 pm
Hmm.... ok this is how the character selection works:

When you are doing the challenge courses (hosted by a girl or flagman) the driver you've selected is used along with the host girlfriend as your passenger.
When you are doing Outrun mode, each driver has a different girlfriend, yes when selecting the girls, they have a boyfriend as a passenger. 

The Outrun2 SP mode isn't effected by the license changing... which makes sense because you can't gain outrun miles or select a license in 2SP mode. 


Anyway, I can add in this as a simple hack....  it's a feature we didn't have before right?


One time I got Flagman as the driver though.... I can't seem to figure out how to do that.  I'll dig some more tomorrow.


*edit*

Found Flagman.... the value for him is 8, which skips around a little.  I think I've taken this new feature as far as it can go, so time to implement it. 
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on July 02, 2015, 05:30:29 pm
Looking forward to the alpha and character selection!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 02, 2015, 09:48:27 pm
Thanks guys.  Yeah so upon further investigation you really don't even have to edit the license.  When the current license file is loaded, it just sits in memory untouched, so you can alter it as the game is running.  That probably means you can alter all aspects of a save file on the fly, so it might be possible to do some cool stuff.... I'll wait on that until the next release though. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 03, 2015, 01:08:02 am
So I got the overlay and stuff needed for the driver selection in place.  I'll need to map the toggle button to something else though as I forgot that brake is also mapped to the down navigation... so while you are editing the license it keeps swapping the driver!  OOPS!
Title: Re: Hacking Outrun 2006
Post by: Boomslang on July 03, 2015, 01:37:49 am
Sounds like you're making some awesome progress man! keep it up
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 03, 2015, 02:00:41 am
I dunno... it's mostly cosmetic stuff, but I get a kick out of it, especially how flag man sticks his arm out the window like a boss when he's driving.  He disappears after the first stage because the stage unloads though.  :(

I want to try and find the extra models, but it's time consuming.  The boys and girls are values 0-5 but flag man, for whatever reason, is 8.   Values of 6 and 7 crash the game.  So it's possible that the alt costumes for all the characters are in the higher numbers, but any time I do an invalid number I have to restart the game. 
Title: Re: Hacking Outrun 2006
Post by: Boomslang on July 03, 2015, 02:15:00 am
yeah but these minor things all add up and in the end we will end up with a much improved game overall after all you're hard work. It takes some dedication and passion to do this stuff
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 03, 2015, 06:39:18 pm
Heh, I actually found the menu they were gonna use.  It appears that the guys' names are "Sam" and "Wolf"  Wolf is actually your rival on mission 20 of the xbox version of outrun 2, but you can't see him unless you get all perfect on everything. 

Anyway, after playing with these guys for a day or so it's apparent that they aren't 100% complete.  Both have some minor hair weirdness going on (barely noticeable) and Sam's legs go up into the steering wheel.  On certain stages their textures glitch out a little as well.  That being said they are playable for the most part and we do have options.  I could remove them entirely and make alt costumes for Alberto.  But eh, for now let's leave them in. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 05, 2015, 01:06:17 am
So I found the value for the headlights, finally.... that one has been bugging me for a while.  And hey it turns out that you can toggle them on/off by editing the value, so I could add a headlight switch.  That's something?  Right?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 05, 2015, 01:56:06 am
I finally found the value for the menu selection on the main menu screen.  For those that asked for a Outrun2 only mode, this is what I needed.  :)
Title: Re: Hacking Outrun 2006
Post by: baritonomarchetto on July 05, 2015, 03:59:26 am
I feel like spamming writing "thanx Howard for all the work you are putting in this!" :)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 05, 2015, 08:30:24 pm
Eh it gives me something to do when I can't sleep. 

So it turns out that the value I found controls ALL lights, so it toggles the lights of the traffic as well.  Maybe a headlight switch doesn't make as much sense then but I still wanted to be able to monitor the value for the sake of outputs and blinky lights.  It seems to have a few modes as well.  A value of 24 turns on your parking lights and headlights.... other values just turn on the park lights.  Hmm... I wonder if turn signals are in there somewhere. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 06, 2015, 06:14:17 pm
I messed around some more last night.  In 2k6 mode at least, the game doesn't seem to care much if you swap out the driver models (I mean the actual files, not the license edit)
That means alternatively we could remove the slightly glitched Sam and Wolf with Alberto and make the license edit a girlfriend selection instead since each male racer still has different outrun and heart attack partners.
Title: Re: Hacking Outrun 2006
Post by: Loafmeister on July 07, 2015, 08:42:23 am
I have been away for a while and love reading about the progress being made. Thanks Howard, exciting times, can't wait to try this out whenever you release it.
Title: Re: Hacking Outrun 2006
Post by: BadMouth on July 07, 2015, 08:56:54 am
Sorry, I haven't had a driving cab set up for a long time and haven't tested.

What is the status of force feedback?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 07, 2015, 10:12:57 am
It's not perfect, but it works.
Title: Re: Hacking Outrun 2006
Post by: BadMouth on July 07, 2015, 10:58:35 am
It's not perfect, but it works.

Awesome.  That and booting to OR2 were the big things for me.   :cheers:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 08, 2015, 12:56:39 am
Ok so I found this little class for a dial control drawn by the gdi paint command.  Thinking it would be slow and flickery I ignored it.  I hooked it up to the wrapper and I'll be darned if it doesn't work well!  It works so well I'm going to add dial controls to a future release of mamehooker. 

In the mean time, I'm thinking I could replace most of the HUD in the game, allowing for aspect ratio corrections and ect.  The only thing is it's a bit tricky for me to determine when to draw the hud.  For instance it might be drawn over an ending or the abort/retry screen.  If I can figure that out though I think it would be nice to blank out the rpm and mph and perhaps the time left and other static images in the game and redraw hi-def, properly proportioned replacements.  Stuff like the requests and end screens would have to remain as-is though.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 09, 2015, 01:30:58 am
Some personal stuff is limiting my time with this right now, but I'm still not sleeping well, so I can work on it now.  ;)

I took that class file I found and totally re-did it so that it allow for dials of oddball shapes and start/stop values.  It should be a fine addition to mamehooker later on but for now, I integrated it into the overlay system for outrun I'm making. 

As you can see in the pic below, the dial is dead accurate (ignore the numbers, those are a different bitmap for each car, look at the needle angle).  It's also amazing how much nicer it looks.  You don't realize how ugly the busted old 480p sprites make the game until you have a 1080p comparison.  For now I'm using a rather sneaky hide/show method for the dial... if the car speed is zero, don't draw the hud.  I'll look into a more professional solution later. 

In terms of what I can replace.  Well definitely the instrument cluster (rpm/mph/shiftpos and overdrive) and the main time remaining graphic.  The rest of the stuff is kind of iffy.  Anything static or just showing numbers I can do... anything with animations I probably can't.  So even if I implement this it'd be sort of a hybrid. 
Title: Re: Hacking Outrun 2006
Post by: BadMouth on July 09, 2015, 01:43:37 pm
That does make all the original HUD elements look like a blurry mess....
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 09, 2015, 02:44:06 pm
Yeah I was surprised.  The intention was just to fix the aspect ratio problems, but I looked at 480p vs 1080p and the difference is 225%, a nice, round number so I went ahead and up-scaled it and redid the numbers and pony. 

I think the major hurdle in implementing this would be the old graphics.  I need to find a way to turn them on and off easily.  I can make a blank copy of the textures, but that would involve a lot of file swapping and I'd rather avoid that. 
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on July 09, 2015, 06:00:01 pm
It's also amazing how much nicer it looks.  You don't realize how ugly the busted old 480p sprites make the game until you have a 1080p comparison.

Wow, that's quite a difference. Like you said, I hadn't realised how fugly looking all the old HUD elements were looking.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 11, 2015, 01:17:51 am
I worked on it a little more.  I'm having issues keeping all the various menus straight in terms of detection but for the most part it works.  I added the mph display as well. 

One of the major drawbacks of the method I'm using to overlay graphics is I can't do translucency and color keying (transparent background) at the same time.  I can only set the properties of the form I'm drawing everything on.  I had assumed that I could also use api calls to set the translucency of the individual controls, but nope.  I'll look for another way, but it could be that fully replacing the hud won't be possible in terms of 100% accuracy.  I could draw additional forms behind the current one and put the translucent portions of images there, but every form I add would double the processing requirements..... 2k6 is a puny game, but on a 1080p display these compositing effects would add up quick. 

I know I mentioned last week I'd do another release but I've just been busy.  I still need to test the force-feedback and make sure the overlay isn't screwing that up (not sure how it could, but you never know) but something should be releasable soon. 
Title: Re: Hacking Outrun 2006
Post by: GreatLamer on July 12, 2015, 01:25:40 pm
Today I ran a journey with FXT again, once more. Awesome! I can't wait for all the updates what you noticed in the upper section. Thanks for the posts!

BTW thanks for the UMK. I really cant understand how your knowledge is widespreading and your huge effort for making a better world for gamers.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 12, 2015, 06:47:14 pm
Eh, I'm just the only one dumb enough to keep at these projects so long. 


Anyway.... I found the values that tell me which car has been selected.  This will be useful because the stupid old tachometer uses a different sprite for each car.  Unfortunately I haven't quite worked out the car selection for multiplayer yet.  I was hoping to get that done so we could add those thumbnails of all the cars mentioned ages ago. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 13, 2015, 11:22:49 pm
No work tonight.  I put my tools away out of respect for fellow programmer and Nintendo head Iwata san.  R.I.P.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 15, 2015, 02:54:32 am
Ok I found a variable in memory that must be hud-related as it zeroes out every time the hud isn't visible.  That should make hud replacement easier.  That seems like a good place to stop exploring the code to me.  Time to implement some of the things I've found.
Title: Re: Hacking Outrun 2006
Post by: Hyenard on July 17, 2015, 04:31:21 pm
Hello guys, this is my first post. Thank you for this hack/mod, now i can finally enjoy this game in windowed mode, among other things.

Now, Howard, i'm not sure if this was already discussed before, but since you managed to implement the PS2 exclusive tracks from the Japanese version, do you think it's possible to "fix" the music track "Rush A Difficulty 1989" too? https://www.youtube.com/watch?v=0P0yGNoxfyk (https://www.youtube.com/watch?v=0P0yGNoxfyk) as you can see, the first seconds are cut, for whatever reason. The problem doesn't exist on console, if i remember correctly. At least not on PS2/PSP PAL versions.

This is the proper version: https://www.youtube.com/watch?v=32qRv27c45I (https://www.youtube.com/watch?v=32qRv27c45I)

Thank you in advance.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 17, 2015, 05:29:41 pm
You can fix that one yourself.  All the music files are actually ogg files.  Take the fixed track, save to ogg, rename the appropriate file and you are good to go.
Title: Re: Hacking Outrun 2006
Post by: Hyenard on July 17, 2015, 06:13:14 pm
Yeah, right, haha... i thought i did that trick ages ago, and it messed up something... i'll try again. Sorry.

ps: i wonder why they added the "SEEEEGAAAAA" intro sound from Sonic games on Megadrive/Genesis when it's never ever used in the game. It's named "sega441.ogg" :timebomb:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 17, 2015, 09:46:10 pm
Well there are a couple of cheats for the game... my guess was it was to be used for that but they forgot. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 18, 2015, 02:24:24 am
Ok I implemented the "Arcade Mode" aka skipping the 2k6 menu and going straight into outrun 2 SP mode.  It's sort of a good news bad news thing.  The good news is it works..... If you press start on the title screen video you'll go almost immediately into the SP loading screen.  If you press back at the 2SP car select, you'll be dumped to the title screen vid instead of the main menu. 

The bad news is it isn't exactly 100% stable.  I set the menu selection to 2SP, No Op the code that collects keyboard data, set the keyboard to "spacebar" and then off again and restore the keyboard code.  So it's sort of like simulating a keypress only more exact.  The thing is I can't skip over that main menu... it has to load or else the game crashes.  So I'm trying to make the delay as short as possible to keep you from seeing the menu (it does flash for an instant) and yet slow enough so the menu loads. 
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on July 18, 2015, 06:47:22 am
well Howard my question is if we can hack the bonus track (scud, daytona2), if you confirm me that we can ... I promise to find it  :timebomb:
Title: Re: Hacking Outrun 2006
Post by: Hyenard on July 18, 2015, 07:02:35 am
Well there are a couple of cheats for the game... my guess was it was to be used for that but they forgot.
What cheats? I only know ENTIRETY and MILESANDMILES, for unlock everything and get 1m cash.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 18, 2015, 12:25:17 pm
That would be two and thus "a couple" wouldn't it?  ;)

Nuexzz:  I already have them... it may be possible, but I haven't even found the bunki table yet that would allow us to swap track order... so don't hold your breath.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 18, 2015, 04:34:37 pm
Ok I started implementing the "force menus to 4:3" mode.  It still needs a bit of coding, but it seems to be working fairly reliably.  In all honesty the menus don't look THAT bad on a 16:9 screen.... I'm just adding the option for people running 3 screen sims and ultra-wide monitors.  I tried that as a test once.... quite hard to navigate with things stretched to 3x their width. 
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on July 18, 2015, 04:43:32 pm
I just wanted to say that I was one of the guys requesting a attract to to sp mode a few months back...

And I just read that you worked it out!!!

Fantastic!! 

It's getting very close to the arcade system now

We have the attract vids

The menu mapping, FF feedback

I just wanted to say thanks again Howard

Do still think it may be possible to swap the loading screen changed to please stand by

Just one question, did you release the animated menu select screens for Outrun2006 C2C
Title: Re: Hacking Outrun 2006
Post by: Boomslang on July 18, 2015, 06:09:36 pm
The Scud race and Daytona levels are awesome. Hope they can somehow be put in
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 18, 2015, 06:47:19 pm
I don't think I released the updated textures but honestly I'm not sure.  It's been quite a while since I released the last alpha.  "Please stand by" isn't replaceable via normal texturing because it's quite a bit wider than "loading."  We'll see is all I can say on that. 

As for the bonus stages, even if I could manage to hack them in they have to be converted from xbox files to pc files.  A little birdie gave me some info on that before I left, but I'm still not 100% there. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 18, 2015, 11:05:44 pm
Ok so 4:3 mode is stable as are the overlays I created for the radios and SP buttons.  Arcade mode is ~fairly~ stable.  All I can say is don't let the kiddies mash a bunch of buttons during load screens and it should be fine.  It isn't working 100% reliably, but I added the option to create your own load screens.  The app loads a random image from the "loading" folder during loading.  I figured thee are a lot of long load screens in this game so it might be nice. 

We are getting close people.  I just keep finding minor bugs and I want this release to be more stable than the last. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 20, 2015, 02:44:59 am
So more minor stuff.... fixed the radio overlay for 2k6 mode so that it will alternate displaying two lines like the original does.  I still need to add a few frames of animation to it though.  After that it can be on permanently. 

The loading screen images are still a little wonky but everything else seems to be working.  Assuming I can get time this week to gather everything up it's time for another release. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 21, 2015, 12:05:00 am
So the 2k6 radio is now officially super-seeded by my hd remake of the image.... I even got the throbber effect correct.  There's one minor problem though....  it seems to pop up in sub-selection menus when selecting the course..... I'll fix this soon.  I also added the ability to display images in the black bars if you are forcing the menus to 4:3 aspect....  I did some stripey lines for the SP menus and it looks really nice.... the 2006 menus... eh I couldn't make anything that looked right. 

I'm still finding minor bugs, so no release yet, but I've stopped adding stuff, so "soon" is a good rough estimate.  ;)
Title: Re: Hacking Outrun 2006
Post by: Hyenard on July 22, 2015, 02:36:12 pm
You can fix that one yourself.  All the music files are actually ogg files.  Take the fixed track, save to ogg, rename the appropriate file and you are good to go.
I've eventually tried that method as promised. It seems to work fine. However if you want the very same track, do NOT use the one from the 20th Anniversary box. The quality is just... different.

ps: i've tried using a PS3 controller with the "SCP Driver" and the vibration seems to work! However i can't configure the buttons properly. It's like being in the menus and in-game give two different button layouts or something, lol. Also it seems to crash with that method  :-\ (sorry i don't want to use wired controllers anymore ahah)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 23, 2015, 09:53:25 pm
So I fixed the radio issue... wasn't terribly hard to fix and I'm working on force feedback a little more.  Everything seems to be in working order, but I think I need to add a "spring" variable to the tweaks just so I can turn it off when in menus so the wheel will move freely.  You can do it with the spring on, but it's a workout. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 25, 2015, 11:40:13 pm
I'm still chugging away at this.  I've had some real world things pop up and that's the hold up.  I might try to upload a video tonight just so you guys can see what I've been talking about.
Title: Re: Hacking Outrun 2006
Post by: lolomc2 on July 26, 2015, 01:23:10 pm
Still loooking the thread in silence.... Sometimes playing OR2 with G25 on my PS3 (with lags - talking about that, I do not know if it is because of 50 Hz area or problem of PS3)

My wife keeps asking me what I want for my Birthday tomorrow... Howard, I want a release !!  :laugh2:

Title: Re: Hacking Outrun 2006
Post by: Hyenard on July 26, 2015, 06:58:14 pm
Sometimes i wish this game received a genuine new version, instead of a licensing issue fiasco which indefinitely erased it from existence. One can dream about a 10th Anniversary version. Hell, everyone is excited about Shenmue III, but all i wanted is a OutRun 3 :( anyway, i remember that the first PS2 version had some problems with certain car colors (maybe one, for a specific car) being able to be purchased but unavailable to use (you just can't select it), is this also in the vanilla PC version?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 26, 2015, 07:18:25 pm
As far as I know it isn't... I'd need more info. 

The problem with Outrun is in the 80's I think they could get away with a car that's obviously a Ferrari without getting sued.  By the time Outrun 2 came along they had to get a license.  I say the solution is to make an Outrunners 2. 
Title: Re: Hacking Outrun 2006
Post by: BadMouth on July 27, 2015, 10:44:52 am
http://youtu.be/U9YVRBiGDu4 (http://youtu.be/U9YVRBiGDu4)

While the brand is tied to the classic, it's not like this game is a sim.
They could easily get away with original supercar designs IMO.
Everyone will ---smurfette--- and moan at first, but if the gameplay is good the bitching will pass.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 27, 2015, 01:48:41 pm
Honestly I'd like to see some American muscle in the selection as well.  Maybe some Japanese super-cars also.  Ferrari makes some nice cars, but after the 70's all those nice cars look practically the same and come in the same colors.  Basically Sega needs to do their own take on Crusin' USA

I think Sega All Stars is the successor to Outrun 2, but it's a bit too Mario Kart-ish if you ask me.
Title: Re: Hacking Outrun 2006
Post by: BadMouth on July 27, 2015, 03:21:59 pm
Japanese super-cars

That is an awesome idea and would surpass the Ferrari license IMO.
 :cheers:

Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 27, 2015, 03:51:02 pm
I'd like to see two outruns really.  Outrun Tuned.... Japanese cars drive across japan.  Outrun Muscle.... Muscle cars drive across the US.... route 66 in particular. 
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on July 27, 2015, 05:29:47 pm
Sometimes i wish this game received a genuine new version, instead of a licensing issue fiasco which indefinitely erased it from existence. One can dream about a 10th Anniversary version. Hell, everyone is excited about Shenmue III, but all i wanted is a OutRun 3

Yeah, totally agree, I honestly couldn't care less about Shenmue III, wish Yu Suzuki would make another Outrun instead. As has been already suggested I'd quite happily play one with fake brands of Supercars (never did the Ridge Racer series any harm).

Honestly I'd like to see some American muscle in the selection as well.  Maybe some Japanese super-cars also.  Ferrari makes some nice cars, but after the 70's all those nice cars look practically the same and come in the same colors.  Basically Sega needs to do their own take on Crusin' USA

I think Sega All Stars is the successor to Outrun 2, but it's a bit too Mario Kart-ish if you ask me.

I'm not generally a massive karting game fan, but I love the Sonic All Stars Games though. I just wish there was less of the Sonic and more of the old school Sega in them, something I think they got the balance right more-so with the 2nd one. Getting the final AGES car unlocked is super-awesome. There's something very satisfying about racing the Hornet from Daytona through an Outrun themed level and across the deck of the aircraft carrier from Afterburner. I love all the nods to Golden Axe, Shinobi and Panzer Dragoon also.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 27, 2015, 06:50:53 pm
So I've been working on the HUD and I'm nearly there as you can see from the attached image.  I've upscaled and/or redrawn the overRev, the rpm gage (still not for all cars), the shifter and the mph numbers.  I still need to do the blue mph numbers (when you are drafting), the mph/kph symbol and the white letters used for time and ect.  I'm just doing this in between sessions of FF testing (still need to add that spring variable I mentioned before). 

I finally found the true Over-rev variable in memory which is great because both the rpms and the light were previously estimated, which isn't great for speed runs.  The reason it took me so long to find it is because it's oddly a analog value (or at least whatever I'm using is).  When you are nearing the max rpms it counts from 0 up to 127.  127=over-rev 

So that's one more mystery solved.  Again, I'll do a release just as soon as I can make time to gather up all the bits and pieces.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 27, 2015, 10:45:59 pm
Here is a quick preview video of arcade mode, the HUD wip and the 4:3 menus.  The video chugs a little but that's because with the new overlays enabled it's no longer a true fullscreen game... I'm capturing the desktop. 

http://youtu.be/ALI5mpT9fyw (http://youtu.be/ALI5mpT9fyw)
Title: Re: Hacking Outrun 2006
Post by: Boomslang on July 27, 2015, 11:46:59 pm
Looking good! Hoping for that release soon
Title: Re: Hacking Outrun 2006
Post by: FaithLes2425 on July 28, 2015, 07:31:55 am
Will it still support widescreen? As far as i know Outrun 2 SP ran at 800x480.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 28, 2015, 12:40:07 pm
There is a standard and deluxe motion version of 2 SP, this game uses the menus from the standard version. 

The game is running in widescreen in the video, just the menus were altered, but yes, it's an option.
Title: Re: Hacking Outrun 2006
Post by: BadMouth on July 28, 2015, 02:06:39 pm
I'm happy just to have ffb and be able to boot to SP.

Have you figured out a way to get rid of the original speedo without losing transparency?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 28, 2015, 03:06:19 pm
I can remove the speedo fairly easily.  I just need to make a blank speedo texture package and replace them all with it. 

I can do transparency, but it's rather costly resource and complexity wise.  I can make the entire overlay that I'm drawing translucent, but it effects the whole overlay, not just individual textures.  What I'm using in the video are transparent gifs, which work rather well aside from the lack of blending.
Title: Re: Hacking Outrun 2006
Post by: BadMouth on July 28, 2015, 03:45:50 pm
I thought the one in the video looked great, maybe even better than the original one with the dark background.
White letters with black outlines would show up on anything.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 28, 2015, 04:12:01 pm
Yeah the main headache is each car has a different rpm gage.  I've found some addresses that will tell me which car you have selected, but reworking the cluster for each car would take a lot of effort so for now just bare with it. 

I'm thinking what might be nice is a hud that fades away to nearly transparent when you are in the top gear.... no need to see the stuff when you don't have to shift anymore.
Title: Re: Hacking Outrun 2006
Post by: Boomslang on July 28, 2015, 07:09:35 pm
I can still boot to menu to play multiplayer right?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 28, 2015, 11:09:48 pm
Not if you have arcade mode enabled, no.  The whole point of arcade mode is to not see menus.  I think I want to investigate starting master/slave multiplayer sessions automagically like the arcade mode goes into 2sp menus all on it's own.  Perhaps add a special multiplayer button that you can press at the title screen.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on July 28, 2015, 11:27:47 pm
I'm getting pulled in multiple directions ATM....  still haven't finished the pacman dx hack, the MK9 guys are figuring out mesh swapping, in PM mode I'm helping a few guys out with some mamehooker issues and that doesn't include some personal, real world stuff.  I'm bound and determined to release something though.  I'll see what I can do tomorrow, but I think I'll be cutting grass. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 01, 2015, 10:36:00 pm
Ok was I was gathering the stuff up tonight.  I finally remembered where I left off before my super long break from the project.... the textures. 

I finished up the ones that still needed done for the multi language textures and it looks like I need to go back and fix about 4 sprite sheets that have changed since I upgraded the graphics.  So I'll do those tonight. 

Then upon the release of this current alpha I'll have to modify them yet again to remove the original HUD..... (ugh)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 03, 2015, 12:04:32 am
Alright.  I finished the texture mods.  Yup that's right, I finished them.  Only took 1 ad 1/2 years.  ;)  I know you guys are probably sick of me telling you to be patient, but things keep coming up... there isn't anything I can do about it unfortunately.  Anyway, I'll pack them up tomorrow hopefully.  Now that I'm done they are a tad on the large side, so I better make diff files and distribute them that way. 
Title: Re: Hacking Outrun 2006
Post by: Boomslang on August 03, 2015, 01:56:47 am
(http://cdn.meme.am/instances/27329047.jpg)
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on August 03, 2015, 07:53:37 pm
(http://i.imgur.com/sFHVYE4.gif)
Title: Re: Hacking Outrun 2006
Post by: Loafmeister on August 04, 2015, 01:39:00 pm
Real world stuff happens, no worries here if it takes a little longer but I'd be lying if I didn't say the apparent near release excites me to no end!  :)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 04, 2015, 04:50:32 pm
I haven't had a chance to mess with it since I finished the textures, but rest assured it'll be out the door soon enough.  I'm giving myself the goal of the end of august to get a release out the door and fix any bugs that we find.  I can't get anymore specific than that unfortunately.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 10, 2015, 05:55:52 pm
I haven't been feeling well lately... so I'm mostly just hanging around BUT.....  I started packing up those texture packs I finished the other day.  They'll have to be tested, which is fairly easy as the game loads the entirety of the sprites folder upon loading a race and then I have to convert them to diff files. 

I actually might not be able to do that because the packages are compressed, but we'll see. 

Anyway I'm moving right along, maybe not as quickly as I would like, but still, it's progress.   
Title: Re: Hacking Outrun 2006
Post by: isamu on August 10, 2015, 08:31:15 pm
Feel better bro.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 11, 2015, 02:21:12 pm
I'm working on it. 

Ok first test of the new texture packs...... eh I screwed something up.  It looks like I packed up the psd files as well.  OOPS!  I'll fix it this evening and then button up any minor tidbits the exe needs. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 12, 2015, 02:04:33 pm
Ok, I got those fixed, or at least I think.  Sorry my foreign language friends but I'm not going to do extensive testing on the foreign lang packs.  I ran the main game and went through the menus and they all show up, so that should be fine. 

I'll try some diffs this evening and go ahead and add in those extra outputs I found this go around.  I think a release is imminent. 
Title: Re: Hacking Outrun 2006
Post by: BadMouth on August 12, 2015, 02:09:10 pm
Winter is coming.  ;)

Title: Re: Hacking Outrun 2006
Post by: bandicoot on August 12, 2015, 02:16:02 pm
Howard you are the best
http://youtu.be/SeDqb1Y4bys (http://youtu.be/SeDqb1Y4bys)
Title: Re: Hacking Outrun 2006
Post by: BadMouth on August 12, 2015, 02:33:54 pm
WTF?  That song is from the Karate Kid, not Rocky 3.  Blasphemy!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 12, 2015, 02:35:56 pm
Heh.... 

Well I tried the diff file route.... I don't think it'll be worth our time.  The largest texture files are 3mb a piece and it saved a whole .75 mb off of it.  So by DIFFing the whole set it *might* take 5-10 megs off of a 33mb package. 

So what I'll do instead is this.... Each language will get it's own separate pack and you can download the one you want.  That'll make the total for the packs about 8 megs, which isn't crazy big or anything.  Even the 33mb isn't that big, I just don't want to hammer the site with big downloads. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 12, 2015, 02:43:50 pm
Btw....  I'm going to start updating the look of my apps as they get a new release.  For years I didn't do it because it meant adding code that wasn't compatible with windows 9X.  That issue is long gone, but I guess you just get used to doing things a certain way. 

So the new fxtconfig will mimic the look or whatever OS you have on your machine (XP, Vista, 7, 10 , ect)

That being said, if people have problems running the new fxtconfig, I'll remove it as it isn't worth the time to debug. 
Title: Re: Hacking Outrun 2006
Post by: Malenko on August 12, 2015, 10:55:56 pm
Winter is coming.  ;)

The night is dark and full of terrors
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 14, 2015, 12:32:06 am
Alright guys I've been hacking away at it again tonight.  It's slow going, but I'm making steady progress. 

I added in the headlight lamp output which required a bit of special code as the memory value I read isn't straight forward.  I also added a rather convoluted function to read the current car you have selected.  It isn't important right now, but when I do a full-on hud replacement, it'll tell me which tachometer to display.  I'll go ahead and hook those up as outputs as well... who knows, they might be handy for someone... maybe for motion sim usage?

I know the end of summer is a crappy time for a release, but it looks like I'll make that deadline anyway.  I feel the breath of the white walkers on my back. 
Title: Re: Hacking Outrun 2006
Post by: BadMouth on August 14, 2015, 08:55:47 am
Alright guys I've been hacking away at it again tonight.  It's slow going, but I'm making
I know the end of summer is a crappy time for a release, but it looks like I'll make that deadline anyway.  I feel the breath of the white walkers on my back.

Any time is a good time for release.  I'm glad you got the reference.  :D

Title: Re: Hacking Outrun 2006
Post by: Malenko on August 14, 2015, 08:59:28 am
I tend to game more in the fall and winter than I do the summer, so I think its a great time for a release.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 16, 2015, 12:34:54 pm
I couldn't sleep last night, so I messed around with the game a little more.  One thing I found out quite by accident is that a lot of those "missing" effects in the game are still there... it's just the game won't show them without a little help.

Due to the big windows 10 upgrade I lost catalyst control center (amd isn't making new drivers, long story) and installed the radeon pro toolkit.  I figured I would optimize the game by forcing higher settings than it supports and was pleasantly surprised to find that some things that just seemed a little bit off on the port, like the sky's brightness, lens flares, mist, ect were suddenly restored!  The only thing still missing is that colored bloom.  Anyway I don't think it is the game's fault.... it was optimized for decade old video cards.  So you guys might want to try it.  I especially recommend maxing out the level of detail on the textures and mip-maps.  It seems to then render the road textures at a higher quality than the arcade game, making the game look slightly less dated. 
Title: Re: Hacking Outrun 2006
Post by: Shun on August 16, 2015, 04:48:32 pm
Ok I implemented the "Arcade Mode" aka skipping the 2k6 menu and going straight into outrun 2 SP mode.  It's sort of a good news bad news thing.  The good news is it works..... If you press start on the title screen video you'll go almost immediately into the SP loading screen.  If you press back at the 2SP car select, you'll be dumped to the title screen vid instead of the main menu. 

The bad news is it isn't exactly 100% stable.  I set the menu selection to 2SP, No Op the code that collects keyboard data, set the keyboard to "spacebar" and then off again and restore the keyboard code.  So it's sort of like simulating a keypress only more exact.  The thing is I can't skip over that main menu... it has to load or else the game crashes.  So I'm trying to make the delay as short as possible to keep you from seeing the menu (it does flash for an instant) and yet slow enough so the menu loads.

This is great. Thanks Howard! I tried having a look at this with cheat engine and managed to find the memory address for changing the menus but thats as far as I got. I'm interested to know how you managed to skip straight to the arcade mode.
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on August 16, 2015, 05:48:08 pm
I figured I would optimize the game by forcing higher settings than it supports and was pleasantly surprised to find that some things that just seemed a little bit off on the port, like the sky's brightness, lens flares, mist, ect were suddenly restored!  The only thing still missing is that colored bloom.  Anyway I don't think it is the game's fault.... it was optimized for decade old video cards.  So you guys might want to try it. 

Hey Howard, can you explain how we can try this? Cheers.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 16, 2015, 06:06:36 pm
Well it'll vary depending upon your video card....  But with ati/amd cards you can use radeonpro or raptor and I'm not sure what the NVidia equivalent is.  Basically use those per exe video card options, set one up for the outrun exe (and fxt exe just to be sure) and go to the options where you can override the game's preference.  Then max everything and turn all optional features on.  (Except vsync, the game doesn't like it for some reason).  I'm not sure which options started enabling the features, but my guess is it's a combination of all of them. 

Forcing adaptive luma (using green as luma) seemed to really saturate the colors.  One of the other options must have made the shaders more pronounced.  Remember that the game only allows 2x anti-aliasing in it's own options ect, so it's really behind the times. 

Shun:  It's basically as I described it.  I let the main menu load and then instantly set the selection to 2SP.... no op the keyboard monitoring code.... set the keyboard state to "spacebar" to make it load 2SP and then restore the original assembly.  I'll release my latest cheat engine files later on this week.  It might help.... I know it helped the motion sim guys write the 2006 plugin.  ;)
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on August 16, 2015, 07:15:19 pm
Thanks dude!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 16, 2015, 11:46:36 pm
Well I've reached the limits of what I can do with regular memory manipulation on my projects, so I'm teaching myself about code caves.  I'm learning to code in assembly.....No good could come from this.  ;)
Title: Re: Hacking Outrun 2006
Post by: BadMouth on August 17, 2015, 09:06:19 am
Well I've reached the limits of what I can do with regular memory manipulation on my projects, so I'm teaching myself about code caves.  I'm learning to code in assembly.....No good could come from this.  ;)

Sounds time consuming.
Don't forget to go outside every once in a while.  ;)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 17, 2015, 03:58:46 pm
Eh it's not too bad.  I just can't seem to wrap my head around registers and how they do their magic.  Everything else is regular code. 

Cheat engine can search for code caves for me, so that's a great help... if I understand correctly to do a proper cave I find a 5 byte command somewhere where I want to edit things, re-write it to "jump" to the cave.... do my custom code and any code I over wrote with the jump command, and then "jump" back to the next line in the original code.  Assembly is goofy though, so I have to look up every single function... I just don't know any of them. 

I'm wanting to use caves on a few of the commands that look up files to load and have them read a writeable memory location instead... then I can change stuff like the passenger and the song track on the fly.  But that's the next build.  I'm going to try and package everything up tonight. 

*edit*

Outside?  They still have that?  I better cut the grass then.  :D
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 18, 2015, 04:06:44 am
I hooked up the wheel and ran tests on the force-feedback code.  I'm having a calibration issue (the wheel leans to the left) but I think that's the wheel itself and not my code.  I'm still not happy with how the wheel misbehaves in menus, but my guess is most people use directional arrows or what-not to navigate anyway, so it's good enough for now. 

Ok I'll pack things up tomorrow and figure out how to distribute this bad boy.
Title: Re: Hacking Outrun 2006
Post by: FaithLes2425 on August 18, 2015, 05:32:05 am
Sounds great. Cant wait :-)
Title: Re: Hacking Outrun 2006
Post by: isamu on August 18, 2015, 05:00:46 pm
I hooked up the wheel and ran tests on the force-feedback code.  I'm having a calibration issue (the wheel leans to the left) but I think that's the wheel itself and not my code.  I'm still not happy with how the wheel misbehaves in menus, but my guess is most people use directional arrows or what-not to navigate anyway, so it's good enough for now. 

Ok I'll pack things up tomorrow and figure out how to distribute this bad boy.


Howard just out of curiosity can you expand a bit on what type of ffb effects you've implemented into the hack? In other words, will the game now deliver simple rumble effects when colliding with other objects, or will it deliver that PLUS also deliver any kind of torque feedback depending on what the car is doing(ala Daytona USA/Sega Rally/etc)?

Just curious but keep up the good work my friend  :cheers:
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on August 18, 2015, 06:05:26 pm
I hooked up the wheel and ran tests on the force-feedback code.  I'm having a calibration issue (the wheel leans to the left) but I think that's the wheel itself and not my code.  I'm still not happy with how the wheel misbehaves in menus, but my guess is most people use directional arrows or what-not to navigate anyway, so it's good enough for now. 

Ok I'll pack things up tomorrow and figure out how to distribute this bad boy.


Howard just out of curiosity can you expand a bit on what type of ffb effects you've implemented into the hack? In other words, will the game now deliver simple rumble effects when colliding with other objects, or will it deliver that PLUS also deliver any kind of torque feedback depending on what the car is doing(ala Daytona USA/Sega Rally/etc)?

Just curious but keep up the good work my friend  :cheers:

Also Howard, and I think this may have been asked before so apologies if I'm getting you to repeat yourself, does the hack do anything about the noticeable deadzone in the game when you play with a wheel?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 18, 2015, 10:19:41 pm
Right now there aren't any torque effects, but that's something we can add later.  The game will use more or less the same modular force feedback system that mamehooker does, so you can write your own effects.  I just want to start simple.  Right now the FF is mirroring what you get on the xinput gamepads.  I have a square wave and sine wave setup for the wheel.  Variables are mixed and sent to both effects. 

The deadzone isn't fixed yet.  I have the ability to completely block and overwrite the game's wheel input though, so eventually it'll be possible.  When you get down to the game level it's only using one byte of data for the wheel though (0-255) so the resolution is never going to be that great.  It's decidedly an arcade racer. 
Title: Re: Hacking Outrun 2006
Post by: isamu on August 18, 2015, 11:28:15 pm
Right now there aren't any torque effects, but that's something we can add later.  The game will use more or less the same modular force feedback system that mamehooker does, so you can write your own effects.  I just want to start simple.  Right now the FF is mirroring what you get on the xinput gamepads.  I have a square wave and sine wave setup for the wheel.  Variables are mixed and sent to both effects. 

The deadzone isn't fixed yet.  I have the ability to completely block and overwrite the game's wheel input though, so eventually it'll be possible.  When you get down to the game level it's only using one byte of data for the wheel though (0-255) so the resolution is never going to be that great.  It's decidedly an arcade racer.

Thanks a bunch for the reply Howard. It's good to know that torque effects can be added later, as well as overwriting the game's wheel input to allow complete elimination of the deadzone. Great news. Looking forward to updates on future progress in that regard  :cheers:
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on August 19, 2015, 02:55:58 pm
Yeah, likewise Howard, cheers for the reply.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 19, 2015, 04:32:02 pm
For the record yes it's done... I was working on the readme this morning. I'm having headache issues unfortunately, so packing everything up and making sure you guys get everything that you need (lots of external files this time) is taking a while.  Hopefully tonight. 
Title: Re: Hacking Outrun 2006
Post by: isamu on August 19, 2015, 06:15:33 pm
For the record yes it's done... I was working on the readme this morning. I'm having headache issues unfortunately, so packing everything up and making sure you guys get everything that you need (lots of external files this time) is taking a while.  Hopefully tonight.

You might wanna try some Advil. I switched to that from Tylenol and it seems to work better for headaches than Tylenol. Also as someone who gets them a bit often as well, I advise you to never go through the day without eating at least something. Lack of food builds up gas and that can cause migranes as well.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 19, 2015, 08:59:23 pm
The kidney doctor doesn't like me taking advil.  I have maxalt to take and they are better than nothing, but that's about it. 
Title: Re: Hacking Outrun 2006
Post by: Loafmeister on August 20, 2015, 08:33:24 am
Advils:  Funny those work better for me too compared to Tylenol's but a life decision (bariatric surgery) has deemed it impossible for me to take any Advils for the rest of life.  Oh the humanity! ;)
Title: Re: Hacking Outrun 2006
Post by: Malenko on August 20, 2015, 09:23:12 am
ugh Maxalt, it treats migraines but doent do anything to prevent them.  For headaches my go to is now Excedrin its just the right mix of acetaminophen, aspirin , and caffeine but if you already have a prescription for Maxalt I dont think Excedrin is going to work any better than that.



Also, you shouldnt bother doing the readme, no one is going to read it and you're gonna get hit with questions in this thread or in PMs anyway  :cheers:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 20, 2015, 03:47:25 pm
Eh, like I said it's better than nothing.  They have me on several preventative medications, but they don't help all that well either. 

The readme file is more for my own benefit.  I have people asking me Troubleshooter 2 questions and I don't have a clue what to tell them because it's been so long since I worked on it I can no longer remember any of it's quirks from memory.  So I try to document as much as possible before someone puts something shiny in my general direction and I get distracted. 
Title: Re: Hacking Outrun 2006
Post by: kingpinzero on August 21, 2015, 06:25:53 am
I couldn't sleep last night, so I messed around with the game a little more.  One thing I found out quite by accident is that a lot of those "missing" effects in the game are still there... it's just the game won't show them without a little help.

Due to the big windows 10 upgrade I lost catalyst control center (amd isn't making new drivers, long story) and installed the radeon pro toolkit.  I figured I would optimize the game by forcing higher settings than it supports and was pleasantly surprised to find that some things that just seemed a little bit off on the port, like the sky's brightness, lens flares, mist, ect were suddenly restored!  The only thing still missing is that colored bloom.  Anyway I don't think it is the game's fault.... it was optimized for decade old video cards.  So you guys might want to try it.  I especially recommend maxing out the level of detail on the textures and mip-maps.  It seems to then render the road textures at a higher quality than the arcade game, making the game look slightly less dated.

Howard i've registered only to humbly thank you for the huge optimizations made for this game.

Also i've been curious to know which settings you used to get the effects back: could you post some screenshots of Radeonpro?
I'm an nvidia users with deep knowledge of the driver framework, i would like to know if i can replicate the settings to force the game to show them.

Thank you alot.
Title: Re: Hacking Outrun 2006
Post by: GreatLamer on August 21, 2015, 11:08:40 am
Troubleshooter 2? I will check it. Unfortunately not worked with EMS Topgun IIs, but I will check it again on any update.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 21, 2015, 04:06:17 pm
A last minute addition.  I didn't like the way I handle alt music so I re-did it.  Now just take an ogg, have it match the original file name only with a ".alt" extension make a ".tag" file with the same naming scheme to tell the program the song title and you are good to go. 

Still on schedule.... I think the readme is done (or done enough) so it's time for packaging. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 23, 2015, 04:15:40 pm
One more addition.  I thought about it and you guys are right... the deadzone on the wheel is a problem.  I'm going to fix it tonight.... I've already added the code to monitor another joystick.  (To avoid the problems that this game has with multiple controls, the wheel the vr buttons the gear shift and when I add them the pedals all get separate joysticks)  I'll just have to add the wheel NO OP (already found it ages ago) and some configuration options. 
Title: Re: Hacking Outrun 2006
Post by: lolomc2 on August 23, 2015, 04:39:50 pm
 :notworthy:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 24, 2015, 01:42:46 am
Ok so I hacked it in and no more deadzone!  I'll make it user-configurable before I release everything.  A really tiny deadzone of about 10 (out of 10,000) worked for me.

It should be noted though that the menus aren't yet hacked, so if you navigate with the wheel it isn't going to work unless you also setup the wheel in the game.  I'll eventually get around to fixing this.   
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 24, 2015, 02:22:11 am
I added it to the config app as well.  Everything seems to be working smoothly. 
Title: Re: Hacking Outrun 2006
Post by: Boomslang on August 24, 2015, 03:48:16 am
(http://www.troll.me/images/evil-raccoon/now-we-play-the-waiting-game.jpg)
Title: Re: Hacking Outrun 2006
Post by: isamu on August 24, 2015, 04:51:19 am
One more addition.  I thought about it and you guys are right... the deadzone on the wheel is a problem.  I'm going to fix it tonight.... I've already added the code to monitor another joystick.  (To avoid the problems that this game has with multiple controls, the wheel the vr buttons the gear shift and when I add them the pedals all get separate joysticks)  I'll just have to add the wheel NO OP (already found it ages ago) and some configuration options.

That is absolutely wonderful Howard. You are too awesome my friend! :cheers:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 24, 2015, 02:09:46 pm
So I guess I might as well go ahead and do the pedals huh?  That's the project for tonight.  I'll save the hacks required to control the menus for a future release though (haven't found the values yet)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 24, 2015, 06:00:50 pm
So that off-centered wheel problem I was having?  Turns out it was a bug in the code.  I've since fixed it, but I need to add code to reacquire the wheel if the window loses focus.  Man I bet mamehooker has the exact same bug, which explains a lot. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 25, 2015, 03:57:17 am
Ok so I got all of that sorted.  Man it was a mess.  Here's a tip for all of your amateur directx programmers out there.  Apparently you can't overwrite force-feedback effects..... the easiest way to fix it is to un-acquire the device and re-acquire it.   Using my mamehooker code for this game, I always load a generic effect first, just to test the wheel before loading the real effect.  Well the old effect was still there mucking things up.  So yeah a new mamehooker is eminent as well. 

I tested the force-feedback again and now it is, for lack of a better description, much more crisp.  Mind you I'm still loading canned effects and manipulating those, but hopefully someone can help me with advanced, physics-based effects later on. 

So maybe this morning or tonight I can get the pedals done, which is what I set out to do.   
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 25, 2015, 08:07:45 am
So I woke up waaay too early this morning as you can see, and I took the opportunity to go ahead and rough in the gas/brake override.  I'm giving the options to set the deadzone, set the axis for each pedal, and set what type of axis it is (full or half axis, and if half, which half).  Is there anything else that's needed?
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on August 25, 2015, 11:39:17 am
Sounds like you've covered everything to me.
Title: Re: Hacking Outrun 2006
Post by: kingpinzero on August 25, 2015, 05:16:58 pm
So I woke up waaay too early this morning as you can see, and I took the opportunity to go ahead and rough in the gas/brake override.  I'm giving the options to set the deadzone, set the axis for each pedal, and set what type of axis it is (full or half axis, and if half, which half).  Is there anything else that's needed?

Howard probably you missed my previous post. Is there anything we can do to re enable the missing graphics effects?
You mentioned radeonpro, may I have a few screenshots to try to adapt it for nvidia cards?
Or you can do something to make em working with your launcher?
At this point that's the only thing missing.
Thank you for your work.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 26, 2015, 01:31:29 am
No I saw it.  There are a lot of settings, it'd take quite a while to post them all, but like I said before, basically you force over-ride and max out everything beyond the original limits of the game.  It isn't dramatically better btw, it just seems to be a bit more accurate.  Once this release is over with I'll post my personal settings. 
Title: Re: Hacking Outrun 2006
Post by: kingpinzero on August 26, 2015, 01:48:12 am
No I saw it.  There are a lot of settings, it'd take quite a while to post them all, but like I said before, basically you force over-ride and max out everything beyond the original limits of the game.  It isn't dramatically better btw, it just seems to be a bit more accurate.  Once this release is over with I'll post my personal settings.

Thank you, ive tried to force all the settings but i'm not getting anywhere.
So probably i'm forcing things that i'm not supposed to, or not correctly.
At least its vital to know in which Tab of Radeonpro i should force them.
Thank you again, looking forward to it.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 26, 2015, 03:28:33 am
Hmm....  I'm having issues with the pedal overrides.  The pedals work just fine, but now drift isn't working?  I'm not sure what is going on there, but pedal override might have to wait until next time.
Title: Re: Hacking Outrun 2006
Post by: FaithLes2425 on August 26, 2015, 10:47:01 am
I know this isn't nativ to the game but, would a handbrake input fix this issue prehaps?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 26, 2015, 12:33:40 pm
No, not really. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 26, 2015, 03:00:09 pm
So I tried binding the gas/brake in the game AND blocking the inputs and sending my own data and drift now works.  That probably means that in addition to the memory addresses I'm setting, there are additional memory locations that need set.  I believe the brake values only show up in six places in memory, so it shouldn't be too hard to test. 
Title: Re: Hacking Outrun 2006
Post by: Connorsdad on August 26, 2015, 03:22:09 pm
I'm sitting on the sidelines quietly watching your progress, feeling greatful. So, thank you Howard for doing something that the rest of us mere mortals have no idea of where to even start. I'm sure I speak for many silent individuals when I say your work is very much appreciated, thank you for being so determined.

Sent from my SM-N9005 using Tapatalk

Title: Re: Hacking Outrun 2006
Post by: nugarp on August 26, 2015, 10:55:49 pm
I'm sure I speak for many silent individuals when I say your work is very much appreciated, thank you for being so determined.

+1 from me as well.

Since this thread has become the go-to resource for OR on this forum I figure I may ask here. Does anyone else have a problem where outrun keeps resetting your controller? I have 2 wired 360 controllers, a Fanatec GT2, and 2 Aimtraks (enumerated in that order) plugged in. Every time I load OR it defaults to a 360 controller and I have to manually go and configure it to the wheel. Very annoying since I need a keyboard for that. And since I have too many controllers...my license loves to get corrupted. Any thoughts? I couldn't care as much about the license..I just would like to be able to navigate the game with my wheel from the get-go!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 27, 2015, 01:18:00 am
The game has issues with multiple controllers... it's why I'm doing the over-rides. 

I've almost figured out the game save files, so I might eventually be able to read and write to them from my end. 
Title: Re: Hacking Outrun 2006
Post by: nugarp on August 27, 2015, 01:51:52 am
Yeah no kidding. Sumo does a great job with making great games but their controller support is awful (ever try sonic all stars transformed's config tool?). That said, thanks for all of your hard work!  :cheers:
Title: Re: Hacking Outrun 2006
Post by: kbuzz on August 28, 2015, 01:57:58 am
Nice work here. Bookmarked!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 28, 2015, 04:10:31 am
So I'm working on it.  There are multiple areas where the gas value is manipulated as well as the brake.  I think I'll have to no op and manually set all of these values. 

While I was in there I found the menu code for the wheel, so I can now control the horizontal.....  stay tuned for when I control the vertical and we can go to the outer limits.  ;)

I think gas/brake override needs to wait until next release though.... this could take a while. 
Title: Re: Hacking Outrun 2006
Post by: isamu on August 28, 2015, 10:07:11 am
You're not human. :dizzy: :notworthy:
Title: Re: Hacking Outrun 2006
Post by: Hunk_4TH on August 28, 2015, 08:04:22 pm
Is it possible to somehow bring back the multiplayer function? Thankfully it has lan support but still.
Title: Re: Hacking Outrun 2006
Post by: Boomslang on August 28, 2015, 08:25:28 pm
If someone had a program like Tunngle then online would be back, obviously a custom menu would be awesome
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 29, 2015, 01:13:51 am
Yeah it should also be possible via a VPN.  First we fix the game, then I look into lan. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on August 29, 2015, 04:54:10 pm
So I've been busier than I thought I would be this month, but I'm going to try and package everything up either tonight or tomorrow.  Expect a glitch or two upon the release because I haven't had time to properly test the new additions. 
Title: Re: Hacking Outrun 2006
Post by: turncoat on August 31, 2015, 12:56:48 pm
Just read through this thread and some of the app's and fixes on your site Howard.
Excellent stuff!
:)
Title: Re: Hacking Outrun 2006
Post by: Loafmeister on September 01, 2015, 01:26:05 pm
Great progress!  The end is near :)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on September 01, 2015, 01:47:28 pm
Oh we are there in terms of a release.  I just threw my back out like an idiot and I can only sit at the computer for a few minutes at a time.  Getting old sucks.  :(

Anyway I'm packaging up as we speak, but it's time to take a break. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on September 01, 2015, 04:16:15 pm
Almost there guys.... I'll get it done tonight.  Man, this thing is pretty huge.  The texture packs bring the total up to 8 megs, and that's just the English ones!  I better put these on mediafire or something so it doesn't kill Saint's bw.  I'll split the music and foreign language into separate downloads as well. 
Title: Re: Hacking Outrun 2006
Post by: lolomc2 on September 01, 2015, 04:25:31 pm
Howard, why not creating a torrent ? I'll sure let this torrent for share on my Synology with no limit.

Title: Re: Hacking Outrun 2006
Post by: BadMouth on September 01, 2015, 06:23:40 pm
I have a google account set up for BYOAC stuff.
Not sure what the limit is, but I doubt we're anywhere near it.

I could create a folder and give you access to put stuff in it.

EDIT: only using 2GB out of 15GB available.  I went ahead and created the folder.  Howard, if you PM me a google address, I'll add permissions to edit.
If you don't want to go that route, no big deal.  I'll download it and upload it to there anyway just for the sake of safekeeping.  ;D
Title: Re: Hacking Outrun 2006
Post by: Boomslang on September 01, 2015, 11:49:50 pm
yeah please don't do torrent

I hate torrents. Pretty excited this release is happening!!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on September 02, 2015, 01:16:39 am
I'm not fond of torrents because my upload speed is crap so I can't host them. 

Anyway, let's move the actual downloads onto another thread....  it's getting a bit cluttered here.  I'll post mediafire links and we can add mirrors or whatever as we go.  There are several parts to cover....  replacement vids, bonus songs, textures and the wrapper itself so I think I need to just start a thread where all of that is listed on the first post. 

So I'll see you all over there. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on September 02, 2015, 01:52:20 am
Ok guys I've started releasing things over in the exe thread which is HERE (http://forum.arcadecontrols.com/index.php/topic,147131.0.html)

Not everything is posted but let's discuss the release and any issues over there for a while.  The threads can always be merged or whatever later.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on September 10, 2015, 01:32:08 am
Ok the release went well... still one or two bugs to squash, but I think I can start working on new features again, thus more wip. 

I'm looking at the textures I'll have to blank out for the eventual HUD replacement.  I did a test and all the tachometer packages are identical, save for the textures themselves, so I can do a single blank tachometer package and just copy-paste to all the others.  All the general HUD textures appear to be within spr_SPRANI_ETC_CVT_Xxst.  That's simultaneously good, because I don't have to look all over for them, and bad, because that's one of the textures I already re-worked for the arcade buttons and I'll have to do every language version of it. 

The plan is to do hd versions of the tachometer, the shift array, the speed, the time remaining and the time elapsed.  The other textures in the hud are all animated, so I'm uncertain if they can be replaced using the overlay method. 
Title: Re: Hacking Outrun 2006
Post by: isamu on September 10, 2015, 07:24:41 am
Good to see you're back in WIP mode  :afro:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on September 10, 2015, 10:18:17 pm
Eh I think the MK guys need me for a while, but I still have some wip left in me for this week.  ;)

Ok so I made the blue speed letters and added the code to change the letters blue when drafting.  Maybe it's an animation thing, but my letters seem to turn blue one or two frames after the game.  Considering it's a visual effect non-essential to gameplay, I dub it "close enough". 

So I need to make all the tachometers for all the cars, which seems mind-numbingly boring, and now that I have code to detect the car, use the proper tacho for each.  Then aside from some random rendering issues, the instrument cluster of the hud is complete. 

As I mentioned in the last post, removing the original textures should be pretty straight forward, but considering many won't want to do that, I'll have to re-write some of the config exe's code to allow for different mods.  Again the real reason I'm replacing as much of the hud as possible is the same reason I did the force 4:3 mode.... to make the game more cooperative on ultra wide screen monitors and multi monitor setups.  I have this feeling that ultra wide monitors are going to be the next "thing" and I don't want to have to do this again in a couple of years.
Title: Re: Hacking Outrun 2006
Post by: FaithLes2425 on September 11, 2015, 10:53:04 am
Curved ultrawide G-sync displays will certainly be nice for racing games IMO.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on September 12, 2015, 01:47:34 am
I added the mph and km/h symbols..... I think I made them a little small, but I can scale them up later.  I also added the option to display speed in km/h, which I'm sure our European friends will appreciate.  Right now it's forced via an option, but eventually I'll read the save file to determine which one to use. 

I'll go ahead and do the time left and time elapsed numbers next and then I think that's enough to start removing the hud. 
Title: Re: Hacking Outrun 2006
Post by: FaithLes2425 on September 12, 2015, 12:56:54 pm
KM/H will be appreciated ;-)
BTW I just tried out a LAN setup. It would be nice with some rumble or FFB on impact with each other.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on September 12, 2015, 04:50:48 pm
I'm not sure if I can.  I've mentioned it several times before... since this is an arcade game, it doesn't have "physics" in the traditional sense.  A lot of things are forced or use canned animation.  I get the rather sketchy FF from hitting traffic via tapping into the spark generator, for example, as running into cars really doesn't have any impact on your car.  The Ferraris don't take damage, so I don't know how much I can do.  There has to be some sort of collision system, but I haven't found it yet. 

Anyway, I've added the time left numbers.  I'm not super satisfied with them visually and they need some work (for whatever reason they drop to 0 when the time is less than 10 seconds) but they are good enough as a place holder. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on September 12, 2015, 07:58:52 pm
I fixed the time left display.  It was a stupid glitch on my part.  I think I'm done with the HUD for now as it's getting boring.  I've already released a version with working Force-Feedback so I'm guessing 99% of the people out there don't care much about any future features anyway. 
Title: Re: Hacking Outrun 2006
Post by: FaithLes2425 on September 13, 2015, 02:04:33 am
I care a great deal about an arcade LAN mode. A master/Slave setup if possible.
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on September 13, 2015, 04:45:37 am
 I think you have done wonders Howard and I will always keep checking any more updates on this thread...

Things I'm still hoping for are the actual reproduction of the Outrun 2 SP menu screens, animated icons like the arcade version and maybe the sun bloom effects matched to the arcade...

But as it stands its already better than the arcade version and far more configurable

Thanks for all the hard work

Btw love the menu jump feature to arcade 2006 mode
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on September 13, 2015, 12:38:29 pm
I have reproduced the arcade menus.  Turn on overlays.  Their animations were taken by looking at a 2SP machine running.  Obviously the automatic/standard menu isn't arcade perfect, but there isn't much I can do about that due to the fact that it operates differently. 
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on September 14, 2015, 03:42:59 am
Oops, missed that!

Kool, I'll switch em tomorrow when I can get to the cab

Again amazing work....

I might get a video up on YouTube too of a before and after
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on October 29, 2015, 11:30:59 am
Put some videos up asap!

Would love to mate, but unfortunately I can only do video capture from an external source (like a console) in SD, so you wouldn't be able to see the benefit (and in fact I only have an HDMI cable for the 360, so I wouldn't be able to obtain any SD video capture anyway).

You'll just have to take my word for how good it looks ;)

Ok, so it's only taken me about 7 months but I now finally have the ability to do HD video capture (and at 60 fps as well)! So in response to this request (http://forum.arcadecontrols.com/index.php/topic,130891.msg1500411.html#msg1500411) here earlier in the thread from SegaOutrun here's what the Scud Race and Daytona USA bonus stages from original Xbox Outrun 2 look like upscaled into HD when played on an Xbox 360.

http://youtu.be/Ht58MY6K1Q8 (http://youtu.be/Ht58MY6K1Q8)

http://youtu.be/qLyilQKS9CE (http://youtu.be/qLyilQKS9CE)

And here's a playthrough on the regular arcade mode - it really does look awesome like this.

http://youtu.be/65GiKM4qHs0 (http://youtu.be/65GiKM4qHs0)
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on October 29, 2015, 11:26:18 pm
Please pass these videos to the children of the 90 arcade racer .that are lost
Title: Re: Hacking Outrun 2006
Post by: 24Hz on December 05, 2015, 05:06:46 pm
Hey Howard, in the newest version of FXT, controlling your car with an xinput analog stick doesn't appear to work.
I assume this is something to do with your work on wheel support - is this simply a necessary side effect?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 05, 2015, 10:29:57 pm
No you just need to turn off the wheel override.  It isn't needed for a xinput gamepad.
Title: Re: Hacking Outrun 2006
Post by: deidos on December 08, 2015, 12:05:17 pm
I need help.  Is there any way to make it work with coins?  Anybody?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 08, 2015, 02:16:14 pm
You don't need help.  It doesn't work with coins because it's a pc game.
Title: Re: Hacking Outrun 2006
Post by: easgard on January 25, 2016, 10:59:10 am
I've made this game coin operated. You can see it from the video below. This video is Turkish but you can understand process.
 https://www.youtube.com/watch?v=lI0kF-gWirU (https://www.youtube.com/watch?v=lI0kF-gWirU)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on January 25, 2016, 04:03:23 pm
That's nice, but my decision to not make it coin operated was intentional.  I don't want to see this version showing up in an arcade, mostly because it's too unstable. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on February 16, 2016, 10:59:01 pm
So I'm working on the code again to clean it up for yet another project. 

I took another look at pedals.  It still feels a little bit off to me, perhaps it just because raw data, which is different from what the game feeds it, is being sent directly to the gas/brake addresses, but I have managed to block the gas and brake and get them to work properly.  So when this next release is ready I'll add the option with a warning that the experience might not be 100% accurate. 
Title: Re: Hacking Outrun 2006
Post by: terminator2k2 on February 17, 2016, 06:24:43 am
nice 1 , cant wait.... :cheers:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on February 17, 2016, 07:05:09 pm
I can now confirm, unfortunately, that overriding the pedals causes the game to screw up the drifting mechanic.  Mind you it's still possible to drift, but the physics aren't the same.  I've probably missed a value somewhere so I'll look at it again after the next release. 

In the mean time there is something I could use some help on.  I need to know how the arcade version behaves in regards to lan play.  I just need some video of the game starting a lan match ect.....  I think I might be able to fake it somewhat.  If not I'll just allow you to launch fxt with a "-lan" flag that will take you straight to the lan menu. 
Title: Re: Hacking Outrun 2006
Post by: terminator2k2 on February 17, 2016, 07:16:07 pm
just come across this one:

http://youtu.be/ECOOctPzyVc (http://youtu.be/ECOOctPzyVc)

there may be better on youtube
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on February 17, 2016, 07:26:51 pm
That's helpful thanks. 


Hmm... most of the arcade graphics are in the game even if they aren't used, but I don't recall running across those textures.  This game offers more options anyway. 

The only thing I can think of is maybe allowing the player to select their options in single player, block them from entering the game and then using those settings to launch the lan stuff.  I've got to think on this one a bit.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on February 17, 2016, 10:23:03 pm
Less of a progress report and more of a comment.... 

I was playing fxt on my racing rig while I'm waiting for some files to transfer over.  This is the first time I've played it with everything (well mostly, I still haven't hooked up the VR buttons) in place.  Dang, I did a pretty good job on that.  ;)   

Seriously though guys I really appreciate how everyone has rallied around to help on this project.  The new, optional HUD is almost done, the FF is pretty good and I'll start on the LAN this spring.  I'm starting to see the light at the end of the tunnel guys.  We might be able to put a pin in this one by summer time. 

Also my experimental FE, Checked flag, needs some work in the analog controls dept.  I tested it on gamepads and now that I have the wheel hooked up.... well let's just say the Logitech profiler's method of handling all the virtual axis isn't the best.  It keeps un-used axis stuck at 0 or 10,000, which registers a press in most of my software.  I'm going to make or find a joystick test program, which should be useful for everyone, and go from there. 
Title: Re: Hacking Outrun 2006
Post by: Insayne on March 11, 2016, 05:43:08 am
First off, thank you very much for your work on this!

I was wondering if any progress had been made or information exists in including the Xbox Scud Race / Daytona USA 2 tracks in the PC version ?
Or if you have any information that would be helpful to do this?
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on March 11, 2016, 09:14:26 am
just come across this one:

http://youtu.be/ECOOctPzyVc (http://youtu.be/ECOOctPzyVc)

there may be better on youtube

Awesome.
Title: Re: Hacking Outrun 2006
Post by: avens on April 06, 2016, 01:58:31 pm
Is there any build available?
edit: ok found it. Very glad that there's a release, as I've reading this thread since the very beginning of it. Thank you!
Title: Re: Hacking Outrun 2006
Post by: 24Hz on May 22, 2016, 08:35:11 pm
Howard, just logging in to say thanks, all your work is appreciated, it's been fun watching your progress, can't wait for a new release!
Title: Re: Hacking Outrun 2006
Post by: ralphup on July 27, 2016, 10:48:30 am
Hi Howard. I was sooooo dissapointed when I finally got the PC version of 2006 with the lack of force feedback etc. then I found your patch!

Wow this is great, fixes all the major issues that I can see with the original, one thing I have notices is I get an image of the Stereo (minus the Graphic Equaliser) on some screens, this appears on certain screens like Unavailable Cars. is there any fix for this as it doesnt happen when running standard version.

Silly me just set the MENUS to 4:3 mode and all is good! wrong again, seems I need to UNTICK "force overlays" is this the only way to fix this issue Howard?

Thanks Again!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on September 23, 2016, 07:55:11 pm
Ok update time.  In the next phase of the project I want to work on a couple of things that I'll need help with.  Re-implementing the online mode in some way and squashing bugs and issues with the force-feedback.  I'll also modify the script to add some turn force by popular demand. 

I have a few projects in the pipe that I need to finish first and I have to heal up from my impending eye surgery, but when I get back to working on this I may need some volunteers on a couple of pre-determined weekends to test for me.  First we will try some tunneling software to see if that works reliably enough and if not I'll whip out a packet sniffer and try to determine wtf the game is sending and expects to get back.  I'm fairly confident we can do it via tunneling.  Then on a separate evening I want to write something to make connecting to a specified cabinet easy without the use of a keyboard.  I've had trouble locating the menu values for the online mode, so I'm not sure how successful I will be at that.

Anyway, I'm just letting you guys know.  We should be well into fall before I'm ready and maybe we can do this over a holiday or something. 
Title: Re: Hacking Outrun 2006
Post by: isamu on September 24, 2016, 04:09:24 am
OK sounds good Howard!

In fact, I was just messing around with FXT earlier today. I've been able to determine the culprit of the problem causing the troubleshooter program to hang while having force feedback enabled......it's having multiple devices plugged in. Even if only TWO devices are plugged in my machine and I set the device ID# to anything other than "None", that will trigger the issue and it will hang. I unplugged everything else and left only the Bodnar plugged in, and it finally worked. So it's definitely a bug related to that area of things.

Furthermore, the force feedback from the "OR2Wheel.ffe" Fedit file makes my wheel oscillate and go crazy non-stop. Any way to resolve this?

Anyhow, I'll be glad to help out with beta testing later this fall Howard, just let me know when you're ready man.  :cheers:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on September 24, 2016, 03:59:29 pm
Ugh.... stupid directX.  I'm sure it's something dumb in regards to the protocols. 

Without fxt manipulating it, it's supposed to oscillate back and forth non stop.  If it's doing that in-game then it's still hanging, it's just hanging when the effect is called most likely.  Either that or your wheel doesn't support on-the-fly manipulation of effects.  If that's the case then even with a different file you aren't going to get the full experience.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 07, 2016, 08:00:25 pm
Well the doc says I can read again (I realize how stupid that sounds) so I decided to muck around in the code.  I started implementing preliminary code for an auto LAN start.  It works just like the "Arcade" mode I added earlier, so that wasn't too hard.  I need to find all the LAN game setting values so I can have the game automatically start a match from pre-defined settings.  Then I need to find a good network sniffer and see if I can figure out what online mode is wanting.  My guess (and this is just a guess) is that the lan and online data transmissions are pretty similar, and just some sort of handshake is needed, which I might be able to fake.  If it's a centralized server then we may be screwed unless I create a pseudo-online mode via tunneling. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 08, 2016, 12:20:43 am
I found all the LAN setting values pretty easily.  In order to test that they are working correctly I'll have to setup a LAN game so that will have to wait until tomorrow.  I still need to catalog what setting corresponds to what value (color 2 = yellow, ect).  I'm still wondering the best way to make the interface.  Due to the long loading times, doing it like the arcade machines probably wouldn't be best.  Maybe a "LAN" button?
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on October 08, 2016, 03:01:54 am
Hi Howard,

Just wanted to thank you for hard work on FXT, it really is just amazing how much closer to the arcade version it is

Seeing as you fine tuning and adding new features to FXT

I was wondering it would be possible to hide of cover up some of the windows that pop up briefly when launching FXT and also selecting a game... It seems to bring you out of experience just a little but it is very minor.

Also was wondering if there is the OutrunSP arcade movie attract in English available too

But as it stands it almost perfect so if these things don't happen no probs

But Thx again, so much better than Outrun Coast to coast 2006

Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on October 08, 2016, 07:47:32 am
Maybe a "LAN" button?

Sounds good Howard!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 08, 2016, 03:18:48 pm
Well I'm having issues with the LAN mode.  It isn't setting the settings for the race... that is easy... it's automatically getting to the lan menu.  I can't do it in assembly code like with arcade mode, so I'm simulating keypresses, which we all know isn't stable at all. 

Also, my extra pcs are acting up, so it's a tad bit hard to work on multi-player. 

I guess I'm done for today. 
Title: Re: Hacking Outrun 2006
Post by: Pedro Pablo on October 08, 2016, 08:45:32 pm
Hey Howard

Let me congrat you about the great work of FXT. I was using it very happy in my DFGT, until i've got a problem sometime ago. I dont want to post it again, so here´s the post. I hope that you can help me :)

http://forum.arcadecontrols.com/index.php/topic,147131.msg1588659.html#msg1588659 (http://forum.arcadecontrols.com/index.php/topic,147131.msg1588659.html#msg1588659)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 08, 2016, 11:05:35 pm
Hey Hoard

Let me congrat you about the great work of FXT. I was using it very happy in my DFGT, until i've got a problem sometime ago. I dont want to post it again, so here´s the post. I hope that you can help me :)

http://forum.arcadecontrols.com/index.php/topic,147131.msg1588659.html#msg1588659 (http://forum.arcadecontrols.com/index.php/topic,147131.msg1588659.html#msg1588659)

Most likely windows has stupidly re-ordered your wheel.  Try changing the joystick id in the settings for the wheel override. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 09, 2016, 12:15:06 pm
So I'm still hitting a wall in regards to getting the whole LAN process fully automated, but I've discovered some interesting extra stuff. 

In multiplayer, setting the values for the course greater than the normal bounds allows access to some courses/course patterns not normally accessible in that mode.  Mind you they aren't particularly useful, as they typically crash at the end, but it's just more stuff to play with.  No, there aren't any new courses, but stuff like the sunset/night courses are playable.

Similarly, altering the sound number beyond the normal limits allows you to use background tracks not normally available.  The end song, the menu song, even "seeeega" looping over and over are all options. 

I need to see if there are corresponding values for the other game modes.  If so this might be the key to properly adding new songs and new courses. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 09, 2016, 12:46:05 pm
Hah!  I knew this game had more to hack.  It turns out the "lan" values I found are, in fact, the raw variables that the various game modes feed to the engine prior to loading. 

What does this mean? 

Well, in short, this will allow me to add in support for all the 2k6 cars and songs in 2sp mode!  It also opens the possibility of adding in new songs, perhaps racing as some of the npcs, and other things. 

Because I now know the general area where global variables are stored, it potentially means I can hack the engine a bit to our liking.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 09, 2016, 04:17:50 pm
More info...... the car global value has the cars in the order you see them in the lan car select (first car is 0), with the OR2 cars being 15-28.  Any value outside of that range seems to crash the game, so no NPCs yet.  I did test the 2k6 cars though and you can use them in 2sp mode!  In addition the handling of the cars can be toggeled between 2sp and 2k6.

Songs are a bit more forgiving....

0-27 are the songs in the order they are numbered in the sound folder.  All the extra tracks are in there as well... like so:

============================================================================
67=silence
66=or2ed5
65=or2ed4
64=or2ed3b
63=or2ed3a
62=or2ed2
61=or2ed1

33-60= song select samples (in order)

32=title_01
31=title_pattern1
30=beach wave (menu sfx)
29=sega!
28=last wave (game over song)
================================================

Note that tracks 29, 31 and 32 aren't used in the game and are essentially free slots.

So it would be possible to use the three empty slots to add in tracks.  Also it appears that there isn't a upwards bound check in the array, so if it were re-directed in code, a custom playlist could be used. 
Title: Re: Hacking Outrun 2006
Post by: Boomslang on October 10, 2016, 12:02:58 am
awesome Howard

Looking forward to seeing your progress

Title: Re: Hacking Outrun 2006
Post by: baritonomarchetto on October 10, 2016, 01:33:36 am
Keep this up!
Title: Re: Hacking Outrun 2006
Post by: isamu on October 10, 2016, 04:27:48 am
Why am I not getting email replies to bumped threads? :(
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 10, 2016, 12:30:50 pm
You might want to ask Saint.  It could be a side-effect of the site rebuild.  He's been busy though. 

Something I forgot to mention.  One of the course modes I found in the lan testing was an "all stages" mode.  I didn't get a chance to test it and setting the mode requires setting a few flags, so I'll have to find it again, but that was one I was really interested in.  By all stages I mean all the outrun 2 stages AND all the 2sp stages... so every stage in the game.  There appears to be a "special" course type and lots of modes like that are included.  Who knows if they are complete or not.  There are some unused track definitions in the game though, so cross your fingers. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 10, 2016, 12:51:01 pm
Bah!  I just tried it.  All Stages mode crashes.  There are several in the special category though, so I guess I'll have to sit down and try them all one evening.  I know the game came with some odd stuff like the course order for the PSP version, so maybe I'll get lucky with one of the other modes.   
Title: Re: Hacking Outrun 2006
Post by: PL1 on October 10, 2016, 01:03:00 pm
Why am I not getting email replies to bumped threads? :(
Good question.   :dunno

Added thread here (http://forum.arcadecontrols.com/index.php/topic,151886.0.html) in Forum Discussion for anyone who wants to throw in their $0.02 on the subject.


Scott
Title: Re: Hacking Outrun 2006
Post by: isamu on October 10, 2016, 06:12:28 pm
Why am I not getting email replies to bumped threads? :(
Good question.   :dunno

Added thread here (http://forum.arcadecontrols.com/index.php/topic,151886.0.html) in Forum Discussion for anyone who wants to throw in their $0.02 on the subject.


Scott

OK you can disregard... I think it's because I didn't read the thread from the last email notification I got and thus, no more notifications were sent. I now got one for this thread a few hours ago so it seems to be working OK now. My bad. Make sure you click those notification links gentlemen ;)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 16, 2016, 02:03:13 pm
I've been having computer issues.... sorry for the lack of updates.  Anyway just before I quit I found two more interesting values.... the absolute X angle and Z elevation of the car.  It gives us a vague idea of which way the car is turning and if it's going up a hill or not, but because it's an absolute value I'm not sure how useful it is.  To clarify, it doesn't show the car's orientation in relationship to the camera or road, but rather it's real world coordinates and elevation (like due north at 1000 feet above sea level).  By comparing this value to the previous value, it should be possible to determine how much left or right the car has turned and if it's going up or down a hill.  The Y value should be in that area as well, but as you can imagine, it's quite difficult to compare values and drive at the same time. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 20, 2016, 01:33:39 pm
I hooked up the X and Z values I found last night and coded it in such a way that instead of an absolute value, the change in value from one frame to the next is displayed.  It looks like it would be good enough for a rudimentary motion sim, with the x change determining the left/right tilt and the z change doing the up/down tilt.  The values are -1 to 1 so they could be scaled to anything. 

I should be able to use that to put some turn force on the wheel, but I need some example code.... I'm not exactly sure how to apply that mathematically. 
Title: Re: Hacking Outrun 2006
Post by: BadMouth on October 20, 2016, 02:09:48 pm
*cough* Offroad Thunder *cough*
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 20, 2016, 10:40:29 pm
Bah!  It's coming ok. 

So I ran it on my rig and there is something I've been meaning to fix for a while.... namely the hard-coded buttons in the menus.  There is no easy way to do it.  Basically I need to monitor the VR1 button found in VR override and if it's pressed hack the assembly to block all external outputs and press the F2 key.  When it's released I'll restore the assembly.  If these were gameplay buttons it could pose a problem but as you'll only be pressing one button at a time in the menus, it should be fine. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 21, 2016, 12:13:22 am
Ok I put that in and it seems to work fine.  I'll have to re-think my cab's layout though.  I had the vr buttons mapped to U/D/L and R as suggested and this new patch fixes the fact that I can't use the VR button in the arcade menus, but the 2k6 menus need an up button and pressing up with the new code makes the license menu pop up.  Hmm....
Title: Re: Hacking Outrun 2006
Post by: isamu on October 21, 2016, 04:45:33 am
Howard.....I'm extremely happy to hear that you're attempting to put some wheel torque force into the game because you know what...? I was able to quickly fire up OOA on my PS3 and actually played with my Bodnar PC FFB wheel. I cannot begin to describe how good the torque FFB is in the PS3 version! It is simply INCREDIBLE!!! Oddly enough, there didn't seem to be any vibration type effects, at least not through my wheel, but man, the spring and torque FFB in that version is insanely good! I immediately thought to myself "Man...if Howard can put some torque ffb that feels similar to OOA PS3 into FXT, then the PC version will no doubt be KING!!" So please see what you can do in this regard. I would LOVE to have my wheel fight back at me and pull to the right or left depending on what the car is doing.

On a side related sad note, I'm afraid I can no long play Outrun Online Arcade on my PS3 system. I have the game installed on my 60GB HDD, but didn't have enough space to install GT6 so I decided to swap a bigger drive into the PS3, but now OOA doesn't show up because I had downloaded it from a friend and therefore can't re-download the game from the PS Store :( Tried contacting him but no response and I doubt I'll hear from him because I think he told me he sold his console and moved on to Xbox gaming. Then tried re-installing my old 60gb HDD back into the console but that didn't work either, so now I'm stuck with no OutRun Online Arcade for PS3  :hissy: :angry: :hissy: :embarassed:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 21, 2016, 12:37:47 pm
Well, like I said, I need some examples.  I'm not exactly sure how torque is applied.  I mean is the center spring simply increased in force or is a constant force with a specific direction set ect....
Title: Re: Hacking Outrun 2006
Post by: Boomslang on October 21, 2016, 02:55:26 pm
How about getting pcsx2 and try out the Outrun 2 SP Japan version which gives ffb.

It was very good when I tried it and should be a good example
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 21, 2016, 03:04:00 pm
I don't need an example of how it feels, I need an example of how to code it. 
Title: Re: Hacking Outrun 2006
Post by: Boomslang on October 21, 2016, 03:15:08 pm
Oh I see. Sorry

Only thing would be if you can look at something like Supermodel emulator since it's open source, would that show how they coded ffb? Properly dumb answer so I'll see myself out  :dunno
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 21, 2016, 07:38:14 pm
I dunno to be honest.  I'll take a look.  I'm not sure if it has torque tbh because I don't have the settings tweaked yet.  There's no such thing as a dumb answer.... unless it is.  ;)
Title: Re: Hacking Outrun 2006
Post by: buttersoft on October 22, 2016, 02:08:12 am
Alright then, stupid reply time. Could you reason it out? As in, when cornering a real car, the steering wheel will pull to center. When drifting, it's more complicated, but you get the picture. And then work out what kerb-collisions and such would do. Then again, it's hardly a real car we're talking about.

Even better might be to build a system that lets users set what type of feedback (& strength?) for each class of event? Or one that *you* can modfiy based on people's feedback?

I'm not trying to make more work for you, just saying. Don't even have force-feedback wheels yet, but the success of this incredible project is going to be a pretty hefty kick towards some. I'm also not using the mod yet, as I am using a LAN setup, and need to get to that :)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 22, 2016, 12:50:05 pm
Eh not really.  I mean I can just try stuff and maybe luck into it, but I haven't been very successful thus far.

Also for the rest of your suggestion please download the program and take a look.... the effects are already 100% configurable. 
Title: Re: Hacking Outrun 2006
Post by: Boomslang on October 22, 2016, 03:59:23 pm
I actually played it a bit last night but found my outputs don't seem to work correctly

They all show in mamehooker and I set them up. Start button flashes and moves between 0 and 1 on mamehooker every half second or so as it should.

 However the view outputs do wierd stuff, 2 of them are always on and I put in windowed mode and when I change view the outputs seem to change from 0 to 2 and some from 2 to 1 etc

What could be causing this?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 22, 2016, 06:59:42 pm
I just cleaned up the light outputs so that might be the issue.  I don't change the buttons based upon which is pressed, rather I change them based on which camera angle is detected (this way when the game defaults to a camera at start, they are correct), so depending upon your view setup they can get a bit wonky.  Honestly until I hook everything up on my cab it's difficult to test.  The lights are hooked up and work, but I haven't installed mamehooker yet. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 22, 2016, 10:13:55 pm
I installed mamehooker on my rig and played a game.  Thus far everything is working good, including my Arduino code for the AVR controlling all of my I/O devices.  I want to add a couple of features and then FXT is due for another bug-fix release.  Then we will tackle multiplayer and better force-feedback. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 23, 2016, 12:22:17 am
I started preliminary stuff for allowing 2k6 cars in arcade mode.  Unfortunately I haven't figured out how to load models from 2k6 in the car select, so I downloaded all of those images Thunderwing did for me an eternity ago and I intend to put those to good use.  Basically I'll do it like this:  if you move the cursor all the way to the right-most car and press right again, it'll activate the bonus cars and display the first one.  More presses to the right will progress the menu.  If you press right you can back out and return to the standard cars. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 23, 2016, 03:54:06 am
I couldn't sleep so I went ahead and made a rudimentary menu for the bonus car select in arcade mode.  All that's left is to add a function to actually write the new car value, but that is fairly easy to do.  I made the images needed, but honestly they are a tad bit crude.  My vision still isn't 100% in that one eye and thus my photo-shop-fu isn't what it used to be.  I made a template though, so anyone that wants to have a go can work on cleaning them up. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 23, 2016, 01:51:18 pm
Ok the bonus car mode has been added! 

It's super crude but it works.  I haven't did a video in a while so maybe I'll throw one up this evening.  I had hoped that my new video card would have made video capture easier, but it only captures natively with directX games and my overlay is gdi, so good old bandicam to the rescue.  That is unless someone has a better suggestion.
Title: Re: Hacking Outrun 2006
Post by: Boomslang on October 23, 2016, 04:09:22 pm
Sounds good Howard

I've used open broadcaster software with pretry good success too before
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 23, 2016, 04:53:11 pm
New video:

http://youtu.be/sCdbClzjnVk (http://youtu.be/sCdbClzjnVk)
Title: Re: Hacking Outrun 2006
Post by: isamu on October 24, 2016, 04:33:21 am
Nice work! Keep plugging away bro!  :cheers:
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on October 24, 2016, 01:04:17 pm
Nice!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 24, 2016, 11:39:49 pm
Hey so I found a very helpful variable.  I found the position of the song array number for the playback of the samples in SP mode.  If I change the track number it plays a different song!  That should make adding in bonus music for arcade mode very easy.  I'll do it like the bonus cars... highlight random and keep pressing right. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 25, 2016, 11:57:24 am
So I added in the bonus soundtracks to the menu.  This time it was rather easy since I have full control over the audio in that screen.  Actually writing the code to change the song is going to be a bit more difficult this time as the radio is the last menu before the game loads.  I might just permanently block the game's control via no-op and control the whole thing myself, then it wouldn't matter what screen it's in.   
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 25, 2016, 12:43:37 pm
Ok I've been staring at the radio menu too long.  I've been meaning to hd-ify the arcade mode radio for quite some time, but I couldn't make out the text.  Well if you squint and look at it at just the right angle the first three labels for the preset buttons are "icchi", "ni" and "san".  I'm no expert in foreign languages, but that's 1-3 in Japanese.  So unless someone with much better eyesight than me can translate, I'm going to have to wing it. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 25, 2016, 11:47:22 pm
Ok the new bonus songs are in place. 

So we've got rumble, arcade mode with ALL the cars and ALL the songs AND the 2k6 challenges.  Outrun Online Arcade can suck it.  ;-P

You know I'm slowly but surely whittling down my list of things I wanted to get done.  I might actually finish a project for once. 

Anyway there's some cosmetic stuff to take care of with the new menus.... mostly I want to make a little graphic letting you know you are accessing bonus content and cover up the "random" message for the songs with a fake EQ.  I figure I'll be ready for a new release by the weekend. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 26, 2016, 01:26:45 am
I'm kicking butt tonight.  I looked at the way the textures are stored and it appeared that I could make any car any color..... turns out I was right.  Stay tuned. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 26, 2016, 10:38:53 pm
Hmmmm...... well I think everyone will have to wait for the color picker.  It turns out that the index used for the menus and the game are different, there is a different upward bound for each car, and if you go too high, the game will crash.  So a database would have to be created and that's just a lot of work.  Don't get me wrong, eventually I'll add it, but there are more interesting things to work on first. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 27, 2016, 02:36:41 pm
So I made a fake EQ for when you are selecting bonus songs in arcade mode.  It doesn't look 100% like the game's official one due to timing issues, but it's a pretty close approximation.  I also cleaned up the car images a bit.  I'm thinking of making these images external, because people might want to make a better version. 

I think it may be time for another vid this evening. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 27, 2016, 07:54:43 pm
New Video

http://youtu.be/7TSP8pXTrWU (http://youtu.be/7TSP8pXTrWU)


I think I got the fake radio menu fairly seamless.  Let me know what you think.
Title: Re: Hacking Outrun 2006
Post by: IISargeII on October 28, 2016, 06:36:03 am
Long time lurker here, many years spent watching these forums :)

Anyway...

Great work with Outrun, Howard. I'm a big fan of Sega arcade racing games in general and this one is towards the top of the list. I do have a couple of questions that have been bothering me for quite a while, especially since I play this game alot. I made a 'loosely arcade inspired' cockpit not long back which has things like a Daytona USA Ketz shifter, my own mock up of the Daytona VR button panel (Basic at best, but it works), and a sequential shifter for games that use more than the 4 gears provided by the Ketz H shifter. Since all these toys use separate USB ports, I have never managed to get them to play nice with Outrun 2 but made do with using Automatic gears (My wheel doesn't have paddles). I see in your FXT config that you can set overrides and joystick ID's etc, but regardless of how I set them, Outrun 2 only works with one input device at a time. Any advice would be appreciated, as I've hit a brick wall as far as my own ideas go! :)

The second question isn't really important, but since I'm here typing this, I may aswell ask;

I have triple monitors which I generally use to play Outrun. Since your FXT hack/mod, I've noticed that the menus actually scale on the centre screen. This is great because I can actually read them now, rather than having them stretched across all 3 monitors. The game itself looks lovely on the 3 screens, apart from the HUD. It's still playable and fun, I just wondered if there was a way to scale the HUD? I'm running the game at 11520x2160 (nVidia Surround).

Thanks again for all the great work, love it. :)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 28, 2016, 12:28:07 pm
The thing about 2k6 is it can handle multiple devices being plugged in at the same time, it just can't handle configuring the controls.  So plug in the device you will be using for the view and menu buttons and set it up.  Then plug in the other stuff and use the overrides for them.  I keep working on that aspect as issues arise. 

As you can see from some of the videos I've been posting, I'm working on a new hud.  That one is just going to take some time. 

Title: Re: Hacking Outrun 2006
Post by: isamu on October 29, 2016, 04:56:31 am


Anyway, I think what I've found in 2k6 is implemented enough to use, so a release will come soon.

Sounds exciting Howard. Howard.... if it's not too much trouble, can you please see what you can do about fixing the device ID selection option in the Force Feedback section of the FXT Config GUI? As mentioned in the other thread a while ago, I can't select anything other than ID#1 or else FXT crashes upon starting the game. All I want is to be able to tell FXT to re-route the DInput FFB signals to the second device(ID#2) without it crashing.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 29, 2016, 01:29:38 pm
I looked and everything is setup properly.  Your issue might not be on my end. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 30, 2016, 01:38:03 am
2.3 has been released! 

Go to the FXT thread for more details via the link below:

http://forum.arcadecontrols.com/index.php/topic,147131.0.html (http://forum.arcadecontrols.com/index.php/topic,147131.0.html)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 30, 2016, 03:25:16 am
isamu:  Good (err really bad I guess) news.  I managed to replicate the crash you were getting on my racing rig.  I will have to transfer all my project files over to the machine next week, but at least it means I can try to figure it out.  It seems to be hanging on something stupid. 

In the meantime the workaround is quite easy.  Go into devices and printers.  Unplug all of your gamepads.  Plug in your wheel last.  If it's the last item listed in that section then you have done it correctly.  Right click on the wheel and go to the game controller settings.  If your wheel is at the top of the list you are golden and the wheel will now show up as device #1.  It should stay that way unless you plug/unplug devices from your pc. 
Title: Re: Hacking Outrun 2006
Post by: isamu on October 30, 2016, 04:19:02 am
isamu:  Good (err really bad I guess) news.  I managed to replicate the crash you were getting on my racing rig.  I will have to transfer all my project files over to the machine next week, but at least it means I can try to figure it out.  It seems to be hanging on something stupid. 

In the meantime the workaround is quite easy.  Go into devices and printers.  Unplug all of your gamepads.  Plug in your wheel last.  If it's the last item listed in that section then you have done it correctly.  Right click on the wheel and go to the game controller settings.  If your wheel is at the top of the list you are golden and the wheel will now show up as device #1.  It should stay that way unless you plug/unplug devices from your pc.

Thanks for the reply and I appreciate your help man. But unfortunately that solution you suggest doesn't work in Windows 7 x64bit. Tried it a million times already :(

Happy to hear you've discovered it on your end, and will be looking into it next week.  :cheers:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 30, 2016, 02:19:02 pm
Are you plugging it into the pc directly or a hub?  It's a little known fact that windoze handles hubs differently.... usually they are enumerated based on the order of detection. 
Title: Re: Hacking Outrun 2006
Post by: isamu on October 31, 2016, 12:46:03 am
Are you plugging it into the pc directly or a hub?  It's a little known fact that windoze handles hubs differently.... usually they are enumerated based on the order of detection.

Directly into the PC. Trust  me this wheel demands a direct connection. This trick was "patched" by M$ a long while back. It's a known thing, something related to the OEM ID's of the devices being hardcoded into registry or some such non-sense.

It's cool though I'll just wait til ya get to it next week, don't trip  :cheers:
Title: Re: Hacking Outrun 2006
Post by: isamu on October 31, 2016, 02:05:20 am
Howard....disregard! You can fix the device ID bug if you want but it's no longer a high priority bro.

I just discovered that the FFB effects in FXT doesn't behave properly with my Bodnar wheel. I was playing it with just my wheel plugged in, and FXT was getting was delivering the "OR2Wheel.ffe" effects continuously to my wheel without stopping. No break in the action due to whatever the car was doing, just continuous FFB effect at all times no matter what.  But, there is a solution so it no longer matters. See this thread :

http://forum.arcadecontrols.com/index.php?topic=152139.new#new (http://forum.arcadecontrols.com/index.php?topic=152139.new#new)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 31, 2016, 02:54:18 am
That solution aside, I did fix some issues. 

You might want to try the attached app as it fixes some joystick issues.  I still have a bit more error handling to write, but that aside it should increase compatibility.  What was happening was the wrapper was losing it's connection and due to a typo, when it automatically re-connects it was connecting to the wrong joystick.  That would explain hanging effects as well. 

Title: Re: Hacking Outrun 2006
Post by: isamu on November 01, 2016, 11:00:27 am
Howard I'm using the hack now with the "Virtual G27" solution and it's working very well so far, except one tiny thing. The spring effect is working good but how can I dial down the rumble while turning the wheel? Love the spring but not really a fan of it rumbling every time I turn left or right. Seems the stronger the spring setting, the harsher the rumble is. Is there a setting somewhere in the ini to eliminate this? I'd prefer to have it rumble with everything else but not when turning.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on November 01, 2016, 07:39:57 pm
It doesn't rumble every time you turn left or right.  It must be something with your setup man.  You only get rumble if you hit something or run off the road.  There is also a very fine shift pop effect. 
Title: Re: Hacking Outrun 2006
Post by: isamu on November 01, 2016, 11:38:37 pm
It doesn't rumble every time you turn left or right.  It must be something with your setup man.  You only get rumble if you hit something or run off the road.  There is also a very fine shift pop effect.

OK thanks I'll check my settings. I think it's probably my spring settings. I notice that the global spring setting strength kicks in from the start of the game, and then whatever value that's in the Spring setting in the ini file kicks in once you get on the track, so I thought that was interesting. Do you have FXT setup to *disable* the "Global Default Center Spring" option from the Logitech Gaming Profiler software? I only ask because some games actually do this.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on November 02, 2016, 12:11:59 am
I don't even use the global spring.  If you open the effect file in fedit you'll see that it's three effects.... high frequency rumble, low frequency rumble and spring.  I do it that way because I originally crafted the various effect variables for a 360 gamepad, so the two different rumbles make it an easy transition.  You can adjust that spring to your liking via editing the file, or using some tweak scripting at the bottom of your ff.ini
Title: Re: Hacking Outrun 2006
Post by: buttersoft on November 05, 2016, 04:44:08 am
I have a distinct memory of seeing car stats somewhere in Outrun 2/2006/SP, but can't seem to find them anymore. I'm only playing SP mode now, and at 480i, but does anyone know where the stats are?

Might be something to add, if they exist in some form but aren't shown in FXT?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on November 05, 2016, 12:10:46 pm
Stats are only shown in 2k6 mode. 
Title: Re: Hacking Outrun 2006
Post by: buttersoft on November 06, 2016, 02:06:41 am
Stats are only shown in 2k6 mode.

Are they relevant to SP mode and just not shown? Or are all the cars identical? If they are different, is it possible to show them somehow? If you have any desire to do that, of course - it's your mod :)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on November 20, 2016, 02:45:49 pm
Well I started on the images for the rest of the cars.  2 down, 12 to go.... ugh. 

In regards to the stats, I honestly don't know.  I know that for me at least, the data doesn't really give me any indication to how the car will handle or the practical top speed. 
Title: Re: Hacking Outrun 2006
Post by: braders1986 on November 21, 2016, 02:20:26 pm
Hey lads. I'm looking for some help with replacing a few songs.
I've got the tracks normalized and all working in the game perfectly, but I'm looking for help getting the new track names to show in-game, along with replacing the album cover preview textures.

I didn't care for a few of the tracks in the 'Remixed' playlist so I've gone for a few Sega racing classics.

Let's Go Away ( Daytona USA ) >> Rush a difficulty ARRANGED
Rolling Start ( Daytona USA ) >> Keep your Heart ARRANGED 
Pounding Pavement ( Daytona USA ) >> Shiny World PROTOTYPE
Conditioned Reflex ( Sega Rally Champ 95 - New Century Arrange ) >> Night Flight PROTOTYPE
Grooving Daylight ( Scud Race ) >> Life was a Bore INSTRUMENTAL
Main Theme ( Hang-On - Sketchy_Sounds Remix ) >> Night Flight INSTRUMENTAL


If anyone wants to try these tracks out, just dump them in the sound folder :)

https://www.mediafire.com/?mnxaxf22rnffe1o (https://www.mediafire.com/?mnxaxf22rnffe1o)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on November 21, 2016, 02:39:54 pm
How to add alternate songs is explained in the readme file.  You can't change the album textures.... well at least not easily. 
Title: Re: Hacking Outrun 2006
Post by: braders1986 on November 21, 2016, 02:44:25 pm
How to add alternate songs is explained in the readme file.  You can't change the album textures.... well at least not easily.

Thanks.
Unfortunately I'm not using your awesome mod at the moment. I can't get past a D3D error as soon as the game starts. All my drivers and what not are updated. The older versions worked on my old computer though.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on November 26, 2016, 01:28:12 am
The new version will probably fix that, so stay tuned. 

So I hope everyone had a nice thanksgiving.  I seriously think I got a mild case of food poisoning.  Slept 16 hours yesterday and I still feel like crap, but your body just can't sleep after sleeping that much.  So I looked at the memory locations a bit more hoping to find a better solution than the pictures I'm using for the bonus cars, but so far no dice.  I also thought it might be simpler to just rip the cars via a Dx ripper and render them myself, but the game engine seems to be rendering them in an odd way and it would take a considerable amount of cleanup to make them useable. 

So ugh....

I guess I'll get back to those extra images when I feel better. 

Then it's just the lan stuff to work on.  I'm thinking of just making my own menu on top of the lan menu to make it more like the arcade, but that will take considerable effort.  I'm not sure if I have much more gas in the tank in regards to this project.
Title: Re: Hacking Outrun 2006
Post by: shaolindrunkard on November 26, 2016, 12:40:41 pm
Hope you feel better Howard. What are you trying to accomplish as far as LAN?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on November 26, 2016, 12:47:04 pm
Well the in-game lan menu is kind small in terms of text, has the 2k6 menu style as opposed to the arcade and is hard to navigate with the wheel.  Ideally I would like to make it behave like the 2sp menus.   I would also like to integrate some vpn usage as that's likely the only way to restore online play. 
Title: Re: Hacking Outrun 2006
Post by: shaolindrunkard on November 26, 2016, 04:35:30 pm
Cool.
Title: Re: Hacking Outrun 2006
Post by: pintricks on November 29, 2016, 04:38:15 am
Ideally I would like to make it behave like the 2sp menus.

Looking forward to that. Would be great to have it run on startup of my 2-player cabinet instead of the aged Daytona USA.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on November 30, 2016, 10:40:25 pm
Well I'm working on another release.  This one will just fix bugs and add all the bonus cars to 2sp mode.  I'm doing the graphics one car at a time and I think I'm about halfway done. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 08, 2016, 03:51:02 pm
I'm still working on bonus car images, a little at a time.  I hope to have them finished before xmas for the final release of the year. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 11, 2016, 12:31:08 am
I got all of the images done, but some of them are quite ugly.  I'll try to clean them up, but if nothing else this will make it possible for me to release a version with all the bonus cars available soon. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 12, 2016, 02:11:25 am
So I was messing with the color select today.  Apparently the textures for the base color in the cars' packages aren't used and a global set of textures are used instead.  Long story short you can set any color on any car.  So if you want to race with that odd green color it'll work.  I'll add this to the new code tomorrow.  I've got to figure out how to do color select on the official cars though. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 13, 2016, 01:43:36 pm
More slow but steady progress.  I'm not going to make an image of every color in every color... sorry it's not happening, but I did go ahead and fix the color select of the bonus cars. 

Now there is a color swatch on the screen indicating that car's color.  When you navigate the bonus cars, the swatch will automatically be set to the default color of that car.  So no more having to select the color manually. 

I'm pretty close to a release, I just need to bug test and make things a bit more pretty.
Title: Re: Hacking Outrun 2006
Post by: buttersoft on December 13, 2016, 06:09:58 pm
Good stuff, as always :)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 14, 2016, 01:53:54 pm
Hmm. 

I'm kind of stuck atm.  From the last release it should be apparent that the bonus car images weren't looking all that great unless you ran the game at 1080p.  That is because these images were loaded externally, so I wasn't using the post-processing effects to scale the images like I do with the arcade menus.  Well I managed to hook up the post processing and it takes waaaaay too long.  Like a couple of MINUTES too long. 

So I'm at a loss as to what I should do.  I could load and process the images one at a time, which would make the menu sluggish, or I could leave it up to the user to rescale them...which means people that aren't proficient in image editors are going to be left out in the cold.

I'm open to suggestions. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 14, 2016, 10:05:35 pm
Ignoring the scaling issue for now, I went about cleaning up the menu a bit.  I put the color swatch next to the text about the horn being the color change in my arcade menus.  I also made a button overlay to cover up the right most button when you are selecting through the bonus cars.  It would be nice if I could also mute the announcer saying the wrong car, but that might be over-reaching.  I intend on getting the new images cleaned up by the end of the week.  I also want to make a "bonus button" for the songs when selecting bonus songs. 

It might also be nice to be able to turn off the bonus cars/songs for purists.

Eventually I want to hd-ify all the menus as well.  The only thing stopping me from doing is are some minor artifacts that leave a magenta edge around scaled images with transparency.  I'm working on ways to combat that though. 
Title: Re: Hacking Outrun 2006
Post by: shaolindrunkard on December 14, 2016, 10:55:34 pm
You da man as always Howard. Hey just curious did you ever consider adding regular rumble back into the game?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 15, 2016, 01:52:40 am
I'm not sure what you mean.  Xinput is rumble and if you want rumble on a gamepad that isn't a 360 gamepad it should work fine with the xinput simulators out there. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 15, 2016, 02:58:26 am
Here are some preview pics.  Note that I have taken these at 1080p to avoid the scaling issues I mentioned earlier.  In addition the images are slightly compressed to avoid killing the site. 
Title: Re: Hacking Outrun 2006
Post by: shaolindrunkard on December 15, 2016, 08:58:09 am
I'm not sure what you mean.  Xinput is rumble and if you want rumble on a gamepad that isn't a 360 gamepad it should work fine with the xinput simulators out there.

What I mean is even with xinput rumble enabled under fxt config. I get no rumble effect in game whatsoever. Meaning the rumble motors inside an xbox 360 controller don't kick on at all. It was my understanding that the PC version lacked the rumble effects of the Xbox and PS2 versions and they would likely have to be programmed back in. Maybe I'm missing something?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 15, 2016, 12:51:37 pm
Yes you definitely are.  Xinput was the first rumble that I added... that was waaaaaaaay back in the alpha stage.  You are the first person so far to have any issues with it.  Understand that if you are using a 360 gamepad with third party drivers it will NOT work.  Xinput is a software interface.
Title: Re: Hacking Outrun 2006
Post by: shaolindrunkard on December 15, 2016, 01:40:46 pm
As far as I know I am running the Official Microsoft driver. I have rumble in many other games and never knew you already added that in. I don't know I guess I'll have to delve deeper or something.

Thanks
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 15, 2016, 03:17:49 pm
Dumb question but did you turn it on?  You need to go into the controls section if the fxtcfg program and check the xinput box. 
Title: Re: Hacking Outrun 2006
Post by: shaolindrunkard on December 15, 2016, 03:43:32 pm
Yeah that's what I was saying in my other post, even with it enabled I don't get any rumble. The box is ticked enabled and then you set the next box to zero or one right? Its set to one. Sorry not home right now so I don't have it right in front of me.
Title: Re: Hacking Outrun 2006
Post by: shaolindrunkard on December 15, 2016, 08:04:29 pm
Figured it out, sorry didn't mean to hijack the thread. Turns out windows 10 is making all of my files and folders Read Only  :o. I guess its a common problem. I think when I was changing the setting it wasn't actually saving any of the settings and that's why it wasn't working. I right clicked on the folder FXT was in and unticked read only and then clicked apply. Turned rumble off and then back on again and now it works.

Thanks for adding that, I had no idea you added that so early on, it will make a big difference for me when I get my cabs going since I'm using rumble instead of FFB.

Thanks
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 15, 2016, 08:11:22 pm
Yeah always run my stuff as administrator, at least the first time.  That gives it writing privileges.  Actually, that's a good bit of advice for any app since M$ went all security crazy starting with Vista.   
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 16, 2016, 12:40:34 am
So I went nuts tonight and spent the last hour or so mining for pointers to control the lan menu.  I found them all, so I can finally create a macro function to take you straight into a lan game from the main menu with the pre determined settings.  I haven't coded it in yet, but it should work fairly well.  I can put up a screen or something to hide all the menus.

You know if someone could rip the cars out of the game for me using one of the DX rippers, I could probably re-create game menu and just throw you from the fake menu into the lan once the selections are made.  I've had trouble ripping the geometry... it comes out distorted. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 16, 2016, 01:15:07 am
So I added a blank screen to the overlay that covers the 2k6 menu that is briefly shown when arcade mode is enabled and the game jumps from the 2k6 main menu to 2sp mode.  It isn't perfect, but it looks much better than before. 
Title: Re: Hacking Outrun 2006
Post by: buttersoft on December 17, 2016, 02:35:51 am
So I added a blank screen to the overlay that covers the 2k6 menu that is briefly shown when arcade mode is enabled and the game jumps from the 2k6 main menu to 2sp mode.  It isn't perfect, but it looks much better than before.

That's what i want to hear! Huge news. I need the lan mode for my side by side setup :)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 18, 2016, 04:36:02 pm
Well I got the images done.  I did them in 16:9 though (for my own use) so I'll have to redo them in 4:3, but everything is saved in one big old photoshop doc, so that shouldn't take long. 

I started to delve deep into the code to try and pinpoint the array of model names that are used to load the car models.  It appears that the 2SP car select screen doesn't have any problems changing the model on the fly, but only the 10 cars available are loaded, all at once during the 2sp loading screen.  If I can point to the 2k6 array, it might be possible to trick the game into loading all the cars... at the expense of more ram and a potentially longer load screen.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 19, 2016, 12:53:00 am
Success!!!

After an hours worth of fiddling, I managed to write a macro that jumps the menu straight into the game lobby of lan mode when start is pressed on the title screen.  of course I'll have to write a bit more code to auto-set the settings, but it works and appears to be pretty stable.  The lan menu kind of sucks so I'll eventually write my own, but for now this will do.  Perhaps in the future I can have the lan settings like dip settings, or maybe allow a remote app to set the settings on the fly (like your phone).  I added a simple blank screen to hide the menu changes like I have with arcade mode. 

The only issue now is writing a macro to back out of the multiplayer stuff to the title screen if the player wants to back out.  That might take some doing as the lan menu (and all 2k6 menus) don't have a unique address. 
Title: Re: Hacking Outrun 2006
Post by: isamu on December 19, 2016, 04:54:10 am
Success!!!

After an hours worth of fiddling, I managed to write a macro that jumps the menu straight into the game lobby of lan mode when start is pressed on the title screen.  of course I'll have to write a bit more code to auto-set the settings, but it works and appears to be pretty stable.  The lan menu kind of sucks so I'll eventually write my own, but for now this will do.  Perhaps in the future I can have the lan settings like dip settings, or maybe allow a remote app to set the settings on the fly (like your phone).  I added a simple blank screen to hide the menu changes like I have with arcade mode. 

The only issue now is writing a macro to back out of the multiplayer stuff to the title screen if the player wants to back out.  That might take some doing as the lan menu (and all 2k6 menus) don't have a unique address.

Great work Howard!  :cheers:

Quick question.....if I'm not mistaken, I believe you mentioned a while back that you were planning on looking into a way to re-activate online multiplayer in the game(even though the servers are turned off). Is this still possible and how are things going on that front?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 19, 2016, 01:00:54 pm
I wanted to make sure I could manipulate the menus properly before I started on that. 

Their are really two ways to do it...... somehow re-create the multiplayer server, which is unlikely, or integrate a vpn with the wrapper and handle multiplayer via the LAN interface. 

I need an intelligent packet sniffer to see if the true multiplayer can be restored, otherwise I'll just need a lot of volunteers that are willing to connect to a vpn so we can test connectivity/lag/ect. 

Shoot I'm not even sure when I'll be able to finish the lan macro I'm working on now.  You see I want to make a real simple Multiplayer load screen.  The top will show the car you've selected like it does in the arcade menu, with some setting info to the far right and at the bottom, where the car selection icons would be, I'll show the selected cars for the other players and their screen names, ect.  The problem is I've got to actually find the memory locations where that stuff is stored, and to do that I need to have 6 PCs running the game in lan mode.  I don't know what your home network looks like, but for me that is going to take some work.  I've got this pc, an old laptop and a crappy netbook, so that's three.  My racing cab makes 4 and my mame cab makes 5.  I'm going to have to kludge a pc together or borrow someone's laptop just to get the 6 needed. 
Title: Re: Hacking Outrun 2006
Post by: pintricks on December 20, 2016, 12:30:48 pm
Instead of using 6 physical pc's, can you not install the free Virtualbox on your best pc and run an extra virtual windows or two on one pc? They act as seperate pc in a lan together with the rest and the latest version of virtual box support directx so I guess it should work for the game.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 20, 2016, 01:01:28 pm
Possibly.  I'm afraid doing it virtually will monkey with the memory addresses.  It shouldn't make any difference but I would hate to spend hours looking up addresses only to find them different.  It might be worth it to maybe try it and lookup values I already know to see if they match. 
Title: Re: Hacking Outrun 2006
Post by: appeardk on December 20, 2016, 06:26:28 pm
First of all I just want to say thank you for doing all this. I got it all working tonight and it was almost too good to be true. I'm amazed at the work you put in just for us outrun lovers to enjoy. Amazing!

So originally stumbed across this thread because I was looking for a fix for the deadzone issue with my Thrustmaster TX wheel. I need to turn the wheel a lot to move the car.

Installing your hack-version solves that, especially by lowering the deadzone to around 5.

But, and I'm pretty sure you are aware of this, but it also almost "kills" drifting. I can hardly make the car drift. I have tried everything from overriding the pedals, to playing with sensitivy, to calibrating, even adding a brake-button to see if drifting was easier with a button-brake.

It seems the issue is with the wheel-configuration and not the brake. As soon as a I turn off wheel override I can drift, however I need to do 1.5 spin on my wheel and it's impossible to play without your deadzone fix, even with sensitivity set to max.

I was wondering if you could point me in the direction of a solution?

Perhaps theres an .ini file I can tweak to avoid overriding the wheel, or maybe it's something you're working on so I can just be patient and wait it out :)

Again, huge thanks for the mega effort!!
Title: Re: Hacking Outrun 2006
Post by: BadMouth on December 20, 2016, 09:55:02 pm
It seems the issue is with the wheel-configuration and not the brake. As soon as a I turn off wheel override I can drift, however I need to do 1.5 spin on my wheel and it's impossible to play without your deadzone fix, even with sensitivity set to max.

I'm not sure what options you have with your wheel but your issue is "saturation", not sensitivity or dead zone.

Your wheel rotation should be limited to something like 180-270 degrees for these older games.
You just aren't going to be able to change directions as quickly as the game was designed for otherwise.
The 900 degree Logitech wheels have an option that uses the feedback motor to make the wheel feel like there are stops at whatever amount of rotation you set it to.

If the thrustmaster software doesn't have the option to limit rotation, it might have a saturation setting.  (that is what it is called in MAME).
Basically saturation is how far you must have the wheel turned before the game sees it as being turned all the way.
We aren't talking about MAME here, but for the sake of explaining it, here is how the setting works in MAME:
If set to 100 and you turn the wheel all the way, the game will see it as turned all the way.
If set to 85, the game will see it as being turned all the way when really you've only turned it 85% of the way.
So if you have a 900 degree wheel, but want to use it with a game that expects a 180 degree wheel the saturation would be set to 20%.

Maybe there is a way to fake the game out during calibration and only move the wheel across 270 degrees when calibrating it.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 20, 2016, 10:54:12 pm
Yeah the wheel override uses full saturation because I expect you to set your wheel in it's software settings.  Eventually I will add some more options, but as Badmouth said, your problem has to do with how you have your wheel setup. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 21, 2016, 12:22:00 am
I still wasn't satisfied with the bonus car images, so I gave it another try, this time ripping the original dds textures to get the logos.   I think they turned out pretty good, but I only got the 16:9 versions finished.  I'm going to do the 4:3 images tomorrow, time permitting.  I think the lan stuff might have to wait until after the holidays, but I still intend to do another release before Christmas... my present to you, so to speak. 
Title: Re: Hacking Outrun 2006
Post by: appeardk on December 21, 2016, 05:45:36 pm
That worked!

I set it to 250 via the thrustmaster controlpanel and that acutally limited the rotation of the wheel just like you described.

Yesterday, before reading this tip I actually tried calibrating my way out the issue but that did not give the expected result

This so close to the arcade feel now. Thank you for the great explanation and once again for the huge work that has been put into this.

I will follow this thread for future updates.
Title: Re: Hacking Outrun 2006
Post by: BadMouth on December 21, 2016, 05:58:53 pm
 :applaud:

On console emulators I've gone as low as 150 degrees. 
Those games were designed to be played with thumbsticks which can change direction in a snap.

With very old PC games I'm at 180.  They were either designed for analog joysticks or early wheels that only rotated that much.

Most arcade games were 270 or close to 270.  This is what I use for MAME, Model 2 emulator, etc.
Title: Re: Hacking Outrun 2006
Post by: isamu on December 22, 2016, 04:19:34 am

Most arcade games were 270 or close to 270.  This is what I use for MAME, Model 2 emulator, etc.

Badmouth I'm curious about your experience with MAME. I've been playing the Ridge Racer series in MAME and if I set my wheel rotation to 270 degrees the steering is way, and I mean WAAAAY too twitchy and sensitive. I have instead set it to 900 degrees and then decreased the saturation to about 40 or so. This gives me an in-game rotation of about 400 or so I'm guessing.

But anyway how on earth are you playing the RR games in MAME at 270 degrees? Is there a way to make it less twitchy without having to change the wheel rotation? I'd like to keep my wheel at 270 and play RR in mame but without the incredibly twitchy feel. What MAME settings are you using?
Title: Re: Hacking Outrun 2006
Post by: BadMouth on December 22, 2016, 06:37:36 am
I'm not playing ridge racer in MAME.
Last time my cab was together I was using vivanonno.

I've only ever played it in MAME on my laptop with a gamepad.  Oddly enough it's the only PC I have fast enough to run it in MAME.  That was just a bit of testing though.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 22, 2016, 08:45:14 pm
So I just finished the 4:3 aspect ratio images.  They would probably be better with another round of cleanups, but they are good enough for now.  The reason I did both 4:3 and 16:9 versions is because I have to stretch these particular images and I didn't want the cars distorted in the two most popular aspects. 

I want to clean some stuff up and add a few new options, but I'm basically done.  I want to try to get this done tonight or tomorrow as I'll be spending the bulk of the weekend with family.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 23, 2016, 03:20:18 pm
We are in the home stretch now.  I've started working on a new version of the config program as well as implementing the new features as options.  I've got the lan macro working in "master" mode but I need to enter the options for slave.  As of now you can only run the game in arcade mode OR lan mode... they are incompatible with each other.  In later releases this will change and you can start a lan game via the "-lan" command line flag, so for now just put the game in your FE twice, one for multiplayer and one for single player.

As of now the Lan mode is pretty basic.  On the master pc, a lan game is started via the settings you made in the fxtcfg when you press start at the title screen.  On the slave pcs, only the car, it's color, the transmission, and the radio options are set (as that all you can set when you join) and the macro waits until the lobby name you specified appears before entering. 

As of now, in either case it just dumps you into the Lan menu with the "start game" button selected and pressing start will start the game, but your controls are unlocked so you can tweak additional settings. 

I need to finish the config program, which is quite complicated now, and then it's release time!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 24, 2016, 12:06:48 am
I didn't manage to finish the lan mode, but it sorta works and is in there.  Find it at the usual place (http://forum.arcadecontrols.com/index.php/topic,147131.0.html)

Enjoy and remember that we are now in the holiday season, so bugs and stuff will have to wait. 
Title: Re: Hacking Outrun 2006
Post by: avens on December 25, 2016, 10:53:46 am
I'm encountering three major issues, with OutRun 2006 itself and with the patch. I hope you can help me.

1.- The game runs way too fast. Back in the CRT days that was easily fixed, as in Windows XP I just set the screen hz to 60 and forced vsync. Nowadays, in Windows 10 and using a 144hz LCD screen, even when I do that in the nvidia control panel (60hz vsync on) the game still runs too fast.
2.- When I run OR2FXT my controller analog inputs aren't recognized in-game, therefore I can't drive. They do work on OR2006C2C. I have tried setting this out on the in-game menu, where it is recognized and recognized well, but in-game it just doesn't. Also, in the menus they do work, but work weirdly.
3.- In OR2FXT, at different points I'm encountering an error that says "OutRun 2006: Feel The Road has stopped working".

I haven't installed the HD textures, nor fiddled with anything. I'm using the 2.4 version. Thanks in advance.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 26, 2016, 12:21:44 pm
1.  Lock the frame rate with your video card.  Vsync isn't enough.
2.  They work, but you've probably enabled wheel override in the fxtconfig program, at which point you set your wheel there instead of in-game. 
3.  Sorry but telling me you get an error isn't helpful.... I need some context. 
Title: Re: Hacking Outrun 2006
Post by: pintricks on December 29, 2016, 03:06:24 am
Hi,
Thanks for the new update. Yeah, LAN mode is finally there for my 2 player cab.
Sadly, it didn't work. In the config program the "enable lan" checkbox did not "stick" to enable. When I close the config tool and open it again, it's always unchecked. All other option did save fine.
In game, the lan mode doesn't work. It's just the normal menu structure like usual, as if the lan option is not enabled.
When I select a single player game I got a "subscript out of range (9)" error shortly after the race starts. (so not in the menu screens, but in the race itself).

Thanks
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 30, 2016, 05:38:35 pm
Well I thought I was done for a while, but I just got it in my head to document all the archives and release my packing/unpacking tool. 

I'm about 75% done atm. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on December 30, 2016, 10:01:32 pm
So all the archives that I know anything about are now documented.  Since it is easy to look stuff up now I've started on a couple of texture mods.  One replaces the 2k6 loading screen with the 2SP one, so things match when using arcade mode.  I'm also going to make one that deletes the tacho/speedo for the new hud. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on January 01, 2017, 02:10:43 pm
So I've altered the fxtcfg program to facilitate the management of third party mods.  I am currently in the process of converting the texture packs into the new style of mods and documenting everything.  This also means that I can work on the HUD deletion mod at my leisure and release it as a separate pack instead of having to make a whole new release of the wrapper.  More incoming then I'm done this time... seriously... no more working this project for a while as I'm neglecting others. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on January 01, 2017, 11:53:15 pm
I made a preliminary hud deletion texture mod.  It just does the timer and the instrument cluster atm, but it looks pretty good.  I'll clean up the HUD code a bit tomorrow and perhaps externalize the textures (as the timer could use some work).  What's keeping me from replacing the rest of the hud is basically figuring out the variables that tell the game which graphics to display.  Heart Attack and Outrun display the elapsed time, time left and score/hearts while time attack shows the ghost positions, ect.  Animated hud elements will never be replaced... that's just too much work but even with what little I've already done the game should be playable on 3+ monitor setups as all the stretched elements are at the extreme top/bottom of the screen and won't get in the way. 
Title: Re: Hacking Outrun 2006
Post by: IISargeII on January 03, 2017, 07:19:03 am
Screenshot looks great, nice work :)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on January 03, 2017, 10:32:40 pm
Thanks man.  It's still very much a  work in progress though.  I'm currently working on packs to give the characters their alt costumes, but I've been a bit busy, so it'll probably be this weekend before I can release it all. 
Title: Re: Hacking Outrun 2006
Post by: Giddygoon on January 04, 2017, 02:27:41 am
Just wanted to say a big THANK YOU !!! for this amazing project, I followed this from the start and you really have taken the simple PC Outrun2 coast to coast to new places

Keep up the good work Howard
Title: Re: Hacking Outrun 2006
Post by: appeardk on January 05, 2017, 05:10:53 pm
Hi again

I have run into a new problem with my setup that I'm hoping is just a configuration issue.

I upgraded my pedals from the standard plastic thrustmaster to a external set which connects as a secondary controller via USB.

To get the game to see the pedals I had to enable "Pedal override" thenm choose Joystick ID2 and use Accelerator axis X (Bottom) and Brake Axis Y (Bottom).

But by enabling the override I can no longer drift.

Is there a way to run this pedal-configuration without the override, OR is there a hope sometime in the future the override will not break drifting?

THANKS!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on January 05, 2017, 06:36:18 pm
The override issue has been mentioned several times in this thread and I believe also in the readme.  So far I haven't been able to fix it.  The best solution is to map the pedals within the game. 
Title: Re: Hacking Outrun 2006
Post by: Shekel on January 05, 2017, 07:13:37 pm
I was going to have a poke around the textures but OutRunX is giving me this error.

(http://i.imgur.com/fU8tGc9.jpg)
Title: Re: Hacking Outrun 2006
Post by: appeardk on January 05, 2017, 08:25:30 pm
Thank you howard. But if I uncheck override the pedals wont register in the game. It's like it's not getting a signal from the pedals.

Any clues?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on January 05, 2017, 09:31:49 pm
I was going to have a poke around the textures but OutRunX is giving me this error.

(http://i.imgur.com/fU8tGc9.jpg)

You need comdlg32.ocx.  It's usually included with windows so I'm unsure why you don't have it. Anyway, google is your friend. 
Title: Re: Hacking Outrun 2006
Post by: Shekel on January 05, 2017, 09:46:00 pm
I've already tried re-registering it, but nothing works. Is there anything else I can use to unpack the files?

Edit: No, worries, works now. I got Visual Basic 6.0 and a Service Pack 6 update.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on January 06, 2017, 02:23:46 am
Thank you howard. But if I uncheck override the pedals wont register in the game. It's like it's not getting a signal from the pedals.

Any clues?

The game is rather awkward with the pedals.  You may have to press the gas halfway down when defining the inputs in the control setup, ect. 
Title: Re: Hacking Outrun 2006
Post by: mickael28 on May 07, 2017, 07:16:51 pm
Hi guys,

I just discovered Outrun 2 recently and I got the following versions at the moment:
* Outrun 2006 Coast to Coast PC, + the hack that enables rumble (if I keep the force feedback option checked in, it just crashes the game), although I'm using a normal xbox 360 gamepad at present.
* PSP version
* PS2 PAL version
* PS2 Japanese version, which I think supports force feedback

Anyone has been playing the PS2 Japanese version with a force feedback wheel? is it a good experience to research and buy one mainly for this game? I'm playing with a gamepad at present as well there...
And is the force feedback in the hacked PC version good as well?

Between those 2 versions, which one would you recommend to play going by experience?

Many thanks

Title: Re: Hacking Outrun 2006
Post by: Olywa123 on May 08, 2017, 12:29:20 pm
I've been playing it quite a bit recently. Howard's hack is very good once you get it set up and working properly and the right route for arcade purists. I keep coming back to the PS2 Jap version in the end though (through an emulator - PCSX2). If you have a decent PC I recommend giving it a shot.

I use both with a Logitech G29 and the force feedback is great on either version but the PS2 Jap version just edges it for me once set up with Qemu plugin (details elsewhere in this forum). If you dive into the game settings menus you can increase the feedback as it's a little weak at default but VERY good on full).

Pro Tip: you can use google translate app through your phones camera to translate the game menus to janky english in real time which makes things easier.
Title: Re: Hacking Outrun 2006
Post by: mickael28 on May 20, 2017, 09:19:47 pm
I've been playing it quite a bit recently. Howard's hack is very good once you get it set up and working properly and the right route for arcade purists. I keep coming back to the PS2 Jap version in the end though (through an emulator - PCSX2). If you have a decent PC I recommend giving it a shot.

I use both with a Logitech G29 and the force feedback is great on either version but the PS2 Jap version just edges it for me once set up with Qemu plugin (details elsewhere in this forum). If you dive into the game settings menus you can increase the feedback as it's a little weak at default but VERY good on full).

Pro Tip: you can use google translate app through your phones camera to translate the game menus to janky english in real time which makes things easier.

Why do you seem to go back to the PS2 version?

I'm not been able to play it in PCSX2, it seems my computer is not powerful enough (it's just got a Intel HD 530 built-in, although I can play games like Metal Gear Rising at 1080p, Outrun emulated is unplayable!!)

Where do you change the feedback in the PS2 version, is it the last option in this screenshot? Is that all that can be changed for the wheel feedback?
And when you use the wheel in the Japanese version, is it real force feedback (as in feeling how the car pushes whilst cornering, or mainly just rumbling)?
(http://oi64.tinypic.com/2eehaj5.jpg)



Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 04, 2019, 08:30:48 pm
So just when you think this project is dead I find something new. 

I was messing around with FXT this evening as I'm working on an upcoming mamehooker release when I found an extremely important memory location.  I've stumbled across the function that loads files into the game and parses them!  Why is this important?  Well any file in the game, from textures to the scripts that request the next stage go through this function, so if I can trace back what is writing to the function for a particular file, I can override that file name and load another one instead.  This could lead to anything from mods, to loading specific stages or even new stages!

It's too early to tell how much I can take advantage of this, but I'll keep you all apprised of new developments. 

I've already learned a couple of things though:

1. Scripts are loaded during the Ferrari splash screen just after launch.  That means they are probably all in an array somewhere, meaning it should be possible to swap them by changing memory locations.

2.  The next stage is loaded about a quarter of the way into current stage.  That explains why my attempts to swap a stage as you get to the fork in the road failed. 
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on March 05, 2019, 07:22:19 am
This could lead to anything from mods, to loading specific stages or even new stages!

Oooooh, colour me excited by that.
Title: Re: Hacking Outrun 2006
Post by: isamu on March 05, 2019, 10:07:06 pm
This could lead to anything from mods, to loading specific stages or even new stages!

Oooooh, colour me excited by that.

Me too!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  :applaud: :o :afro:   100 Stage routes anyone?  ;D  Import tracks from Scud Race, Ridge Racer or F-ZeroGX?  :applaud: :dizzy:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 05, 2019, 11:19:21 pm
Let's not go that nuts just yet.  I still need to poke around the assembly and figure out wtf it's doing in terms of file formats.  Actually if anyone is good at assembly I sure could use the help as I'm not.

I think a more reasonable goal would be maybe get the night and reverse tracks selectable for modes other than time trials.  I'm also hopeful that I might be able to get 15 stage continuous routes to work on a loop and just keep racing until you run out of time.  I need to get mamehooker out first though... one thing at a time. 

I've already learned a few things though.  the "req_" (request) scripts seem to only be used in 2006 mode as they are only loaded at bootup and whenever you exit 2sp mode.  Car models are loaded differently for the menus in the two modes as well.  In 2006 mode, the models are loaded on the fly, as you select the car.  In 2sp mode they are loaded all at once... probably because there are only 10 cars.  What I would like to do is somehow reroute the function that loads cars in 2006 to work in 2sp... then when extra cars are selected I could get the models to show up instead of using those cards like I have been. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 06, 2019, 01:15:27 pm
So here's an interesting thing we might be able to take advantage of....  When on the loading screens the game starts loading the necessary files (duh).  If a file is missing though, it infinitely waits and retries until the file is present.  If you put it back, it continues to load normally. 

So barring I can't figure out how to do it the "right" way, here is my plan of attack to, for example, load a mod or a different stage from the one officially selected. 

1.  Just rename the whole dang folder so that nothing can load and it hangs.
2.  Read the file the game is requesting from the memory location and use a lookup table to load the appropriate mod/different file instead of that file, change the file path in memory to match, let it load, it'll hang on the next file because we renamed everything, look it up again.... lather, rinse repeat until the whole stage is loaded.  Boom, you've got a custom stage loaded. 

I messed with the files last night and by renaming and padding a few things I managed to get the beach night stage to load instead of the regular stage.  The only thing is I couldn't get the sun turned off or the headlights turned on.  I can probably work on that though.  The reverse courses will be more of a challenge as bunki alterations are required.  I'm going to have to setup a function in fxt that logs file paths as they are loaded in so I can get a better understanding of what each stage needs and how the loading process works. 

It might also work while playing the game in the other modes.  As I mentioned, the data for the next stage is loaded after you get about 1/4 of the way through the current stage.  I could rename the next stage after the current stage is loaded and use the same technique.  It doesn't take a particularly long time to load the stages, so even with the added delay everything should be fine. 

There are a lot of IFs that need to be perfectly aligned for such a  technique to work though, but I remain hopeful. 
Title: Re: Hacking Outrun 2006
Post by: buttersoft on March 06, 2019, 08:41:19 pm
Damn, Howard, this all sounds pretty awesome :)
Title: Re: Hacking Outrun 2006
Post by: Boomslang on March 07, 2019, 01:18:49 am
So here's an interesting thing we might be able to take advantage of....  When on the loading screens the game starts loading the necessary files (duh).  If a file is missing though, it infinitely waits and retries until the file is present.  If you put it back, it continues to load normally. 

So barring I can't figure out how to do it the "right" way, here is my plan of attack to, for example, load a mod or a different stage from the one officially selected. 

1.  Just rename the whole dang folder so that nothing can load and it hangs.
2.  Read the file the game is requesting from the memory location and use a lookup table to load the appropriate mod/different file instead of that file, change the file path in memory to match, let it load, it'll hang on the next file because we renamed everything, look it up again.... lather, rinse repeat until the whole stage is loaded.  Boom, you've got a custom stage loaded. 

I messed with the files last night and by renaming and padding a few things I managed to get the beach night stage to load instead of the regular stage.  The only thing is I couldn't get the sun turned off or the headlights turned on.  I can probably work on that though.  The reverse courses will be more of a challenge as bunki alterations are required.  I'm going to have to setup a function in fxt that logs file paths as they are loaded in so I can get a better understanding of what each stage needs and how the loading process works. 

It might also work while playing the game in the other modes.  As I mentioned, the data for the next stage is loaded after you get about 1/4 of the way through the current stage.  I could rename the next stage after the current stage is loaded and use the same technique.  It doesn't take a particularly long time to load the stages, so even with the added delay everything should be fine. 

There are a lot of IFs that need to be perfectly aligned for such a  technique to work though, but I remain hopeful.

If its similar file format to or2sp Lindbergh (which I think it is) then the sun off will be easy to do. I made a hack on that to raise and lower sun height and it was easy to make sun disappear too

Look at lens_offset_flare.bin (I think it was called that) just open in hex editor and then look for those values in ct when game running and should find the address pretty easy

It's pretty small file so there wasnt many values one of them was 0x94 which was the default sun height and mess with the value next to it and sun will go away etc
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 07, 2019, 09:18:44 am
Yeah it's there, I've monkeyed around with it before, but I don't know how much that's going to affect things.   I think it's a global variable.  I'd like to figure out exactly where it's getting the data from as the sun isn't in some stages and is at different heights, ect.  One would think it would be in "scn_env_sun_beac.bin" but apparently not.  I think that contains the actual sun graphic used, but that won't remove the light and shadows cast by the sun I'm assuming.  I've got to wonder why the night stage has one though.

It's one of those deals where we are going to have to figure out more stuff about the file formats, which I don't think many people have done yet. 
Title: Re: Hacking Outrun 2006
Post by: Boomslang on March 07, 2019, 07:33:40 pm
Yeah it's there, I've monkeyed around with it before, but I don't know how much that's going to affect things.   I think it's a global variable.  I'd like to figure out exactly where it's getting the data from as the sun isn't in some stages and is at different heights, ect.  One would think it would be in "scn_env_sun_beac.bin" but apparently not.  I think that contains the actual sun graphic used, but that won't remove the light and shadows cast by the sun I'm assuming.  I've got to wonder why the night stage has one though.

It's one of those deals where we are going to have to figure out more stuff about the file formats, which I don't think many people have done yet.

Not sure with PC version but Lindbergh version never changes sun height anyway but keep it up man
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 07, 2019, 08:02:25 pm
Well doesn't it effect the run rising/settings as the stage changes as well?  It's been quite a while so I very well could be wrong on that.  I'll mess with it regardless and see if I can fully decipher the format for the file.  Any data we learn will probably lead to better things. 


In other news.... I know people that just want a new version of mamehooker are getting tired of having to wait, but that may have to be put on the back-burner.  I'm starting to figure some of this data out..... Just played a 15-stage continuous round of HEART ATTACK!  :)

Seeing which file is loaded when really helps me understand what some of the more vague files do. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 08, 2019, 12:14:08 am
So I've made some pretty good progress.  I've figure out how to force the three modes (outrun, heart attack and time attack).  I've also sort of figured out how to switch between outrun 2 and 2sp modes. 

More importantly though I've found the values for the stages attached to the first two exit ramps!  Yes you can change the stages and yes they work.  The remaining exit ramps aren't in the same area apparently, so it'll take more time to find them, but at the very least, shuffling around the stage order should be possible.  I'm going to keep working on it. 
Title: Re: Hacking Outrun 2006
Post by: isamu on March 09, 2019, 01:15:53 pm
Great news bro!  :notworthy:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 09, 2019, 02:00:50 pm
Thanks.  That's about as far as I got though.  The other ramp values seem to be in a completely different location and since they never change value during gameplay (I'm assuming anyway.) they've been difficult to track down.  I learned a few things anyway.... if you set the ramp value to "FFFFFFFF" it turns the exit into a loop and you start the stage over. You can change this on the fly back to a stage number and the next go through the loop that exit ramp will exit to that stage. 

I believe I'm going to have to work with the files directly to do any significant changes to the stage order though.

I have decided to try and add in 15 stage Heart Attack mode for 2sp.  I can force heart attack mode and for the most part it works.  Because the stages aren't in the expected order the wrong heart attack requests are loaded, essentially making for a new experience.  The only bug is that in one stage it asks you to run on red (and then blue) and the road doesn't get colored in. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 12, 2019, 03:20:30 am
So I stayed up way too late looking at the request files in the scripts folder.  They do define the stage and stage order for the cost 2 coast mode and I was able to re-arrange some stages, load stages from other modes, and load the bonus stages (reverse, sunset, ect). 

The stages don't connect correctly, but I'm working on that.  Having the variable for the last file loaded really helped as it turns out each stage needs an individual request file and the reason I couldn't swap out the sunset/twilight stages before had to do with the fact that the game stalled looking for their non-existent request files.  Fortunately the files for the daylight versions of the stages worked enough to load things. 

I think I'm *this* close to being able to properly load the night stages via memory manipulation.   
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 12, 2019, 04:59:43 am
Good news everyone!  It's taken me nearly 5 years, but I've finally figured out how to change stage order!  For arcade mode, the stage orders are stored in csc_data_cvt.bin (or csc_data_2.bin for outrun 2 stages)

There are some headers and footers that I don't understand in there, but I mostly understand the branch format.  It's as follows:

SN 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
ID 00 00 00 I2 00 00 00 00 00 00 00 00 00 00 00 00
BL 00 00 00 BR

SN=The stage number
ID = The unique hex value for the actual stage, yes this can be any stage for outrun 2 or sp, even the night and reverse stages
I2 = The secondary ID.  Seems to have special properties and controls the exit ramp somewhat.  If this is changed the exit ramp doesn't connect properly, so it must be left alone.  Setting it to all "FF"s turns it into a final stage, but it'll crash unless it's a real final stage. 
BL and BR are the exit ramp branch numbers that get connected to this stage.  There's no real need to change them, but I might be able to, let's say connect the last exit ramps back to stage 0 to cause an infinite loop. 

So more experimentation is need to see exactly what the limit to these scripts are.  With what I know now it should be possible to:

1.  Make random branches for a different game path every time.
2.  Mix Outrun 2 and 2SP stages.
3.  Make a reverse course mode for outrun mode and mix reverse stages in with the forwards ones.
4.  Insert the test stages and the night stages.

Assuming I include all of that, I'm hopeful that I'll be able to increase the length of a course to make 30 and 60 stage continuous modes as well as endurance modes (you keep racing until you run out of time.)

Exciting stuff on the horizon, but for now it's time to get some much needed sleep.....I'm too old to pull all-nighters like this anymore.
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on March 12, 2019, 04:00:17 pm
I like the idea of being able to mix and match the OR2 and SP courses (and the Night and Dusk beach courses from time attack into the main game) and the idea of 30 and 60 stage marathons. Exciting stuff on the horizon indeed Howard, great that you're still managing to discover new things in the game  :applaud:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 12, 2019, 08:33:12 pm
Thanks.  I think it's legitimate proof that persistence works for getting things done even if you lack talent.

I went ahead and mapped out all the course IDs... all frikkin 64 of them.   :angry:

It looks like there are a few blank slots.... I don't know if they could be used to insert additional courses or not... more testing would be needed.  I need to figure out whatever array in memory the game is using these IDs for... perhaps then I could redirect it to a custom array for modded stages. 

I found out some more stuff.... first off arcade mode is way more forgiving than c2c mode.   The exit ramps and stages don't want to load when I add in reverse courses in c2c.  I think it's fixable though.  What's interesting is that reverse c2c challenges are fully finished and load for each stage.. the only thing missing is the girl's audio. 

Also when loaded into memory the scripts change a bit.  The unique stage ID is just changed back to the stage number and some sort of hash or address is loaded in that blank area between the two lines of hex.  It might be the memory address to the stage name, I dunno.  Regardless renaming the bin file in the exe or in memory doesn't work... the game crashes.  I think that header in the scripts is some kind of security checksum.  Of course the easiest way to get around it is to just rename the modded file to match the old one.... that works just fine. 

I'm going to try and extend one of the 15 stage scripts tonight... it'd be cool if that worked. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 12, 2019, 10:57:07 pm
Ok so I experimented with changing the exit ramps and we have a few limitations.  It appears that the final stage(s) don't behave properly if you redirect them back to the first stage....I actually blew through the crowd and hit the base of the Statue of Liberty with my first test.  If you do any other stage though, it gives you an infinite loop if you re-direct back to the first stage.  So on the last exit ramp for a 15 stage continuous, I could set the left ramp to loop back around and the right to go to the final stage.... that'd still be a pretty cool endurance mode. 

It doesn't bode well for making the courses longer though... I'm going to have to study some more. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 13, 2019, 02:46:02 am
So more testing.... I made a simple course with stages from both 2 and 2sp with some reverse courses thrown in and played the crap out of it just to make sure there aren't any issues.  Everything worked fine, so remixes and endurance modes are a go. 

Unfortunately I haven't been able to extend course length though... I believe it's a hard-coded value somewhere and I haven't been able to find it..... the ending animation is always New York as well in 15 stage mode, so that tells me that some of the info is stored elsewhere.  Ironically I did manage to shorten the course length ... it has no real problem with that.  If I can't find or change the hard-coded values the only way I can think of extending stage length would be to find where the script is stored in memory, have the last exit ramps loop around to the start, and change the script on the fly so that new values are in each loop.  That would assume that the game needs to re-read the data on each loop... it might not work that way. 

I experimented with time trial mode to make sure that works.... it does, but obviously it breaks the ghost cars as they were recorded on another stage.... they'll just drive off course and ect.  I haven't really messed with arcade mode heart attack yet, so I need to do that tomorrow night. 

So new modes guaranteed and since this stuff is complex, I'll try to go ahead and roll it into a release next weekend or something. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 14, 2019, 12:28:29 am
To prepare for the new release, I'm making a simple course editor.  I might get it done tonight or tomorrow.  I'll release it when done as you can edit stages without any aid from fxt.  It'll probably work on the arcade version as well... I dunno as I haven't downloaded it yet.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 14, 2019, 01:36:46 pm
Ok so far anyone I haven't bored to tears with my updates.  Last night I started looking for the files loaded into memory while working on the level editor.  I managed to find it, but it's not a static address so I'll have to go pointer hunting....  who knows if I'll actually be able to find a useable pointer.  I hope I can, because apparently the game is ok with editing the stage data on the fly.  There are of course limitations... the final stage is still unchangeable and you have to change the stage data while not on said stage.  It'll take some mental gymnastics (I might need help with logic guys) but 30 stage levels should be doable.... I'll just have to redirect the exit ramp for the second to last stage back to the starting stage and change all the stages to the next set of stages while on that stage.... in continuous mode anyway... thinking about how to spoof a 30 stage branched mode hurts my head. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 14, 2019, 03:51:46 pm
I had a few minutes so I went and found the pointer I needed.....  I'm having trouble getting the timing right for changing the file though, so I might have ran into a  dead end for that idea.  I can still change the files themselves though so most stuff is still doable.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 15, 2019, 02:42:10 am
So the course editing app is essentially finished.  I need to add one or two more functions to make it a little more user-friendly and then I can release it.  I'll include a few sample courses as well just to make things easier.  Expect that sometime tomorrow.  It'll still be some time before I can integrate custom course into fxt (as in changing on the fly) but things are still tons of fun as-is.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 15, 2019, 10:01:57 pm
Ok guys knock yourself out!  The app probably has some bugs and manipulating the courses hasn't been fully tested, ect, but it should work for you.  Please read the readme as it's important for proper useage.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 16, 2019, 12:28:37 am
Thought I would dig into the script files a bit more to see what I can figure out.  That second byte after the stage id that I mentioned you shouldn't change.... turns out it controls the model tacked onto the end of the stage (which is usually the exit ramp). 

4c 00 00 00 = The generic "goal" end level with the crowd and banner.   It's important to note that this model doesn't seem to have any physics attached.  I turned it on for the first stage and you can drive right through it, down an invisible exit ramp into the next stage. 

I'm going to keep digging. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 16, 2019, 12:59:50 am
Ok now we are getting somewhere.  The second set of four bytes indeed controls the model attached to the end of the level.  90% of the time you use the same id as the stage and it works but there are exceptions...The night and sunset versions of the beach don't have end level models, and those are the replacement stages I primarily tested with, thus why I didn't think you could change those values.  Also the end level models for the end stages (big statues, skyscrapers, ect) have physics attached, and thus you can't warp unless you set those to a more traditional exit ramp..... this is why I couldn't get the infinite loops working on the final stage and it DOES work if properly configured. 

There are of course even more special exit ramps, like the ones that are blocked off, ect so I'll dig through the scripts even more to find those.  Dang it I just released the stupid level editor and it's already outdated. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 16, 2019, 01:42:25 am
Ok I think I have most stuff mapped now.  All of the end stages have traditional exit ramps as well as their end levels stored in the ID array. 

hex values 41-45 are for the Outrun 2 end levels and 46-4a are for 2 SP.  4c is a generic end of course goal. 

That's as much as I've figured out.  I'm sure there are ways to call other special objects as well, I'm just having trouble finding it in the scripts. 

I'll have to adjust the course editor app accordingly.... allowing you to pick the exit/end model for each stage.  It'll need some smarts so I'll have to think on it. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 16, 2019, 11:05:12 pm
I had to write a big old lookup table to get the proper exit ramps aligned with the proper stages but I think it's done.  Expect a new release of the course editor later tonight. 

That being said there doesn't seem to be a lot of interest in this, so I might just shelve it after that. 
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on March 17, 2019, 03:11:20 pm
im sure there more lurkers like me that get excited to see you do your magic. Keep up the good work
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 18, 2019, 02:13:51 pm
I appreciate it man, but there doesn't appear to be much interest. 

Anyway, I decided to hold off on the next release.... I wanted to see how much the exit/end changes fixed things in terms of making odd layouts.   15 stage Continuous doesn't appear to care when you end the game... it can be on the first stage, but Branched modes seem to crash just after you enter the finish line.  Not that it matters.... I'm not sure why you'd want to to exit early anyway, but it was worth finding out.  Loops work anywhere now, so at least it fixes that much. 
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on March 18, 2019, 02:54:18 pm
I appreciate it man, but there doesn't appear to be much interest. 

Anyway, I decided to hold off on the next release.... I wanted to see how much the exit/end changes fixed things in terms of making odd layouts.   15 stage Continuous doesn't appear to care when you end the game... it can be on the first stage, but Branched modes seem to crash just after you enter the finish line.  Not that it matters.... I'm not sure why you'd want to to exit early anyway, but it was worth finding out.  Loops work anywhere now, so at least it fixes that much.

Honestly, the game seems very long to me.
I would like to play my selected track 8 continuous laps in this way I will learn the memory curves (as in scud, daytona, etc)
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on March 18, 2019, 03:17:11 pm
im sure there more lurkers like me that get excited to see you do your magic. Keep up the good work

Likewise dude.  :cheers:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 18, 2019, 03:21:50 pm
I appreciate it guys.  I have other things to look into in regards to other file formats, but I think it's break time.  I'll release the next version, makes sure I have everything recorded in notes and then come back to it later.  I've found some interesting things, but it'd take a loooong time to get them figured out. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 18, 2019, 09:02:30 pm
So I wanted to wrap up a few mysteries in regards to the rest of the stage files and I'm figuring more out.  The two files that contain the 15 stage continuous for outrun 2 and 2 sp, first off, also appear to control things in the outrun 2006 mode as do the branched files.  They don't control things in the coast 2 coast menus though.... those are a different set of files that are very similar. 

Anyway, there's some extra data in the files and now that I actually have everything mapped, I recognize what it is.....  It's the 15 stage reverse and individual stage courses used in time trial mode when in the 2006 menus.  I need to monkey with them a little to make sure what is what.  What's interesting is that the branched modes don't seem to use extra data for the goal specific outrun modes.

This serves as an interesting dilemma in regards to the course editor.... Should this stuff be split out so it's less confusing to edit or not?  I'm thinking just save the entire file to avoid confusion.  It means some major changes to the app though... I might go ahead and release what I have as-is in a few in case I get sidetracked or otherwise pre-occupied. 

The other scripts are starting to make more sense to me... it might be possible to change heart attack events and stuff like that with further research. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 18, 2019, 11:51:06 pm
So I loaded up the additional course data in the course editor (yeah I already fixed it) and boy...it's weird.  The single stage levels are in reverse order, which is odd because they are single stages... the order shouldn't make any difference.  Also odd is the exit ramp assignments..... for most of the single stages the left ramp is set to the next stage and the right ramp is set to end....this is a special arrangement that creates a "finish/retry" gate.  Some of them have the end on the left ramp with the stage on the right though.... I have no clue why or what difference that would make.  It's probably worth investigation. 

Anyway, enough for tonight unless I have trouble sleeping.  I might try to figure out the odd exit ramp assignments tomorrow or I might go ahead and release the next version... I'm not sure. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 19, 2019, 02:55:43 am
Well I couldn't sleep (what else is new?) so I went ahead and tried changing some of those stand alone stages in the 15 stage scripts.....I'm beginning to wonder if they are left-over courses that never got used or something because I changed them but I couldn't find them in the game.  I checked time trials, the flag man courses, everything.... 

Btw there's a completely unused, completely finished extra course in 2006 mode.  If you look in your scripts file you'll see a script called "Req_Course_MIX_PS2.bin"  As strangely as it's named, that's actually Holly's course file.  Ever wondered why her course is called "Mix 1" in the game?  Well because there's actually a second mix, apparently from the psp as it's called "Req_Course_MIX_PSP.bin"  If you just rename the file it won't work, but if you change the single byte different in the header at 0x20 it loads into Holly's menu just fine.  I tested it and as far as I can tell it's fully finished, with all the sounds and models in tact for the challenges.  It seems kind of odd... maybe this is supposed to be a hidden stage or something??  You know with the headers of those two being identical save the last letter and there only being a single byte different between the headers, it makes me think that maybe the headers are just hashes of the file name. 

Anyway, I think I'll go ahead and add in the remaining files that I've figured out, essentially allowing you to change all the courses in the game, tomorrow night.  Expect a release before the week is out then I'm done for a while. 
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on March 19, 2019, 04:24:09 pm
This hidden stage sounds intriguing. Is it something that's graphically similar to one of the pre-existing 30 stages or is it like an entirely new environment?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 19, 2019, 08:09:36 pm
It's nothing that exciting.  You know where Holly's current course has about half of the or2 stages and about half are the or2sp?  Well it's basically the stages that were left out.... only the challenges themselves are completely new.

I vaguely remember that there might have been a rumor about a dropped 4th girl.... if so, maybe this is her stuff?  It is referenced in the game exe though, so maybe it's a hidden mode none of us have managed to unlock?

Been looking at the remaining files.... Request_course_SP and OR2 are the c2c layouts for the other two girls and basically are the same as the standard branched files for the main game.... Those individual stage goals I was looking for earlier are in the various "goals" scripts (who would have thunk it?) and Flag man's stages are in "Races".  Flag man's stuff is interesting.... for all the other modes the course layout and the scripting code for the various stuff in the stages are in separate files, but his seems to have everything dumped into one file.  It might be the key to figuring out some of the scripting in terms of placing events on the tracks and ect…  I still haven't figured out what the extra courses in the 15 stage scripts are for.... I'll leave them exposed in the editor, but with a warning that I don't know what they do. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 20, 2019, 01:50:09 am
So I added support for the three girls' coast 2 coast scripts.  I'll add in Flag man's courses as well as the individual goals, but that'll take time as they are a bit more complex.  I want to go ahead and get all of this mapped while it's still fresh in my mind, because it's complicated enough to where I might forget where I left off if I come back to it later. 

I'm going to spend a few min digging around in the memory for a bit tonight as I might be able to access the psp mix properly.... I'm guessing it was supposed to go in that empty slot next to holly's portrait in the C2C menu, so it might be like the Driver's License menu where the unfinished code is still in there and you have to manually change the menu number.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 20, 2019, 09:00:45 pm
I didn't have much luck... I can change the game file paths just fine but they crash upon loading.... swapping out and renaming is the only way to get it to load.  There is an extra, unused slot in the menus though.... has a blacked out silhouette of Holly, so I guess she was going to have two courses. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 20, 2019, 11:57:42 pm
I was thinking about the "goals" files and I just realized how stupid it would be to add them.  Time trials allow you to access every stage, so there's really no need unless you wanted to do a custom goal course but the chance of anyone wanting to do that is probably slim to none.  I'll focus on the flag man stages instead since they are the only true races in the game and it might be fun to mod them. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 21, 2019, 02:45:39 am
Sometimes the boring work is what takes so long, unfortunately....
I've started crafting a menu system to work with modified courses.  I'm going to let you make custom courses with the course editor and then you'll be able to cycle through them with the press of the gas pedal or something.  Note the new button and the logo.... I'll let you name your custom courses and that'll be displayed at the tab above the normal button.  I've found all the memory addresses to completely monitor the course menu, so it's just a matter of keeping track of my custom menu selections and then changing the course file on the song selection screen if necessary. 

Does that look ok?  Kind of stumped over how to add in the additional info and still have it look like it belongs. 

Also I need opinions in regards to how I should swap out the files.  Perhaps someone more versed in how windows writes to the hard drive can chime in.  Do you think it would be better to just rename the files to swap them out or just overwrite the changed bytes?  I would think renaming the files would just change the index on the drive, but then again we are only talking about 60 bytes or so if I overwrite the changed data. 
Title: Re: Hacking Outrun 2006
Post by: Loafmeister on March 22, 2019, 12:30:50 am
Way behind, my racing rig isn't even set up right now.  You are motivating me to do so though!  Leaving on a trip soon and only back in a month but I wanted you to know there's others out there who are interested.  Thanks for your work on this.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 22, 2019, 01:49:07 am
Thanks man.  So I was looking at the texture files in the game to get references for the new buttons and yup.... Holly is supposed to have a second course.  Much like flagman, she has two poses for the c2c menus, indicating that she was to host two separate stages.  Also in the text "Mix 2 course" can be found.  I'm beginning to wonder if it's a hidden level that nobody managed to unlock. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 23, 2019, 04:35:50 am
Couldn't sleep so I spent the last hour or so writing the convoluted logic system to manage all of the file juggling required to swap out courses.  Took way longer than it should have.  I also have the code and image in place to make the little tab pop up I posted earlier.  The actual file swapping functions aren't in place yet though, so it's going to be at least another day.  When finished I'll post a video or something. 
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on March 24, 2019, 01:51:10 am
hey Howard_Casto Sometimes I feel like looking for interesting things in the memory of outrun 2006, then I remember you are here and I just hope  :notworthy:
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on March 24, 2019, 06:51:43 am
hey Howard_Casto throw me a clue to look in memory, maybe 2 I think we can find different things
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 24, 2019, 01:06:53 pm
Sure.  Attached is my latest cheat engine file.... I search for data that way and if I find anything of note I save it.  The two most useful things I've found recently are the file path that gets fed into the I/O parser and a pointer to the actual course script once it gets loaded into memory.  In theory I should be able to manipulate courses on the fly with that, but in practice I'm having trouble getting the timing right so some assembly code changes might be needed and I'm not great at that. 

Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 25, 2019, 01:54:00 am
Good news!  I've got the swapping and graphics code in place and it appears to work great.  I just have to put in some code to make sure the stages get swapped back in case of a hard exit or a crash.  On the bad news end it looks like I've got some work to do on the course editor..... I kept getting a crash in-game, thinking it was the new code, and it turned out to be a garbage filled course script generated by the editor.  I'll have to fix that. 

Anyway, I'll post a video tomorrow and even though I've had some unexpected delays I'm making steady progress every night.  I played around with the new modes and they really add to the game.  You'd think that the reverse courses, mixing stages and stage orders wouldn't make much of a difference, but it really does.  In arcade mode you really only had four courses to play and now you have an infinite amount.  I'm thinking of adding randomly generated courses as well. 
Title: Re: Hacking Outrun 2006
Post by: stf999 on March 25, 2019, 07:16:11 am
Excellent Howard !
On the starting block to see that in action !!!
Title: Re: Hacking Outrun 2006
Post by: isamu on March 25, 2019, 11:59:01 am
Awesome stuff Howard! You tha man! You have our full support for this project. Keep those progress reports coming!  :cheers:

Will mixing stages between the original OR2 stages and OR2SP stages be possible too?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 25, 2019, 01:20:32 pm
Yeah you can mix the stages. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 26, 2019, 01:37:43 am
Here's a preview:

https://youtu.be/0gn4tZyRFsE (https://youtu.be/0gn4tZyRFsE)

Sorry about the orange tint.... I got ahold of an elgato capture card and for the life of me I can't get it to cooperate.  Not sure why it's tinting everything but I consider it a success that it actually recorded sound this time.  I might just go back to software-based capture. 

Anyway, I didn't get to work on anything tonight, but I'm hopeful that I'll have something to release before the week is out. 
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on March 26, 2019, 06:44:24 pm
Nice work Howard, good to see the dusk stage in the regular game.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 27, 2019, 12:00:54 am
Thanks man.  What surprised me is that all of the *stages* have traffic and heart attack goals and stuff.  I think a lot of it has to do with that extra course I found.... it was done so it had to have all the extra stuff working. 

Figured out my capture card problems btw.... it was stupid night mode in windows 10.  It's strange that it doesn't show up nearly that orange on the monitor hooked up through pass-through.  I don't know though... things still look a bit washed out.  If anyone has experience with this stuff please chime in. 

Anyway, I had a busy day so no progress.  I might work on things a bit later if I feel like it. 
Title: Re: Hacking Outrun 2006
Post by: SegaOutrun on March 28, 2019, 03:02:05 am
nice vid. definitely uncanny valley. I cant wait to try it out
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 28, 2019, 03:27:19 am
Yeah we are getting there. 

I squashed the bugs in the course editor tonight.... or at least I think I did.... I'll have to race through the entire course to make sure, so I'll do that later, but it looked ok going through the first few stages anyway.  I also went ahead and added a function to swap back the course in the event of a hard exit (alt+f4 or a front end killing things).

The course editor will have to be modified.... Originally I had it "install" the courses directly and permanently, but now that the wrapper can swap them out, it makes sense to just add them to a folder in fxtcfg and allow management of all the custom stages via an ini.... In other words adding and removing of the stages is done via list management instead of the user moving files around.  It shouldn't be terribly hard to do this, it'll just take some time. 

I probably need to take the opportunity to squash some bugs before release as well.  I know splash wave will sometimes fall silent in alt track mode and the radio graphic will popup in certain 2k6 menus that it shouldn't..... those two things should be easy enough to sort out. 
Title: Re: Hacking Outrun 2006
Post by: MotownC on March 28, 2019, 10:17:58 am
Love seeing these middle of the night posts from Howard. Watching this with keen interest. Thanks for all the great work!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on March 28, 2019, 11:35:31 pm
AFAICT I've tracked down and squashed the music and cd player graphic bugs.  It's early, so I might work some more later.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 03, 2019, 12:02:52 am
Spring is kicking my butt... I might be a little sick, thus the lack of any real updates.  I'm working on things again though.... perhaps a new vid soon. 
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 03, 2019, 02:11:14 am
Wrote the code to cleanly (memory changes only) swap Holly's MIX 1 with the unused MIX 2 only to discover that the path strings are write protected.  This means I'll have to physically swap files, like I do for 2SP mode, which sucks because c2c mode oddly doesn't re-read courses upon entering a girl's c2c menu... only after returning from a race.

Translation:  Implementation of the unused course will be sloppy, but still doable. 

The rest of the stuff is done for the most part.... I've just got to do a slight overhaul of the course editor to reflect the new modes and implementations. 
Title: Re: Hacking Outrun 2006
Post by: Laythe on April 03, 2019, 11:57:57 am
Excellent.  Your work on this is one of the things that keeps me excited to be building a driving cab.   :cheers:

Thanks!
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 04, 2019, 01:31:15 am
Thanks.

Finished implementation of Holly's second course.  It's a bit awkward because the text on the branches doesn't change until after you've played a round, but hey... it works.  I've attached a pic of a "brand new" game mode in the course... hit the ducks... which I'm terrible at.  Those damn ducks keep bouncing around.
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on April 06, 2019, 07:05:15 pm
Howard, this is probably going to sound like a stupid question: I haven't upgraded the version of FXT on my PC past v2.1 (it did everything I wanted, so I never felt a strong urge to upgrade). If I wanted to upgrade to the most recent version now, do I simply overwrite what's in my C2C folder with the new FXT stuff or do I need to change anything back to the vanilla version of the game?

Also, I think this was something mentioned by someone else on the forum years ago, but the graphical effect of the flames that come out of your Ferrari's exhaust when you shift up have disappeared in my game. Was this something attributable to FXT? I've tried doing a quick Google search to see if I could find out anything further about this, but I'm drawing a blank. Do you (or anyone else for that matter) know how I can get my flames back?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 06, 2019, 09:52:05 pm
You'll want to uninstall any of the texture packs just for safety's sake (so fxt can make a proper backup), but yeah, you can just overwrite.  I would suggest you wait for this next version though.... 2.5 was kind of a slap-dash revision and I don't think the link to 2.4 is still up. 

I'm not sure what the deal is with the exhaust..... back in ancient times on good old windows xp I remember it working, but it just stopped.  It's not fxt as it doesn't work on the vanilla version of the game either.  I'm beginning to wonder if a windows update killed it or I imagined things and it was the console ports of the game that had the flames. 

I'm finally getting over this cold of whatever so I might work on it tomorrow night and try to get a release ready.  All that's really left are a few graphical changes, maybe an added sound effect for the new secret menus and I'll go ahead and make some cool courses for arcade mode.  The main work is the course editor though... I suppose I could do that separately, but it really needs to be included imho. 
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on April 07, 2019, 06:37:55 am
You'll want to uninstall any of the texture packs just for safety's sake (so fxt can make a proper backup)

Thanks Howard. I just uninstall the texture pack through the FXT config and then reinstall the same way with the latest version then I presume?  There's actually still a working link to v2.4 in your old 'Outrun 2 FXT 2.4 Released' thread, but I'll hold fire until v2.5 comes out.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 10, 2019, 10:44:05 pm
Yes you'll install the same way.  Actually 2.5 was already released... that was a quick little patch that allows you to manually set the joystick id for the wheel since the game tends to forget. 

Anyway, sorry guys, real life has gotten in the way.  I'm working on the course editor as we speak and it's 90% complete.  I want to make a couple of interesting courses for each game mode and I'll have to test them, so realistically we are still a week or so away from release unless I get really motivated and do it all in one night. 

After this release I'd say the project needs to change direction.  Adding new features will become less of a priority and instead I'll be cleaning things up and getting to much-needed fit and finish features like menu override and a HD attract mode, possibly with high scores like the arcade if anyone wants to sit down and help me map out the high score file.  Then if I still have interest I'll look at finishing lan mode features. 
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on April 11, 2019, 12:41:40 pm
Hey man, a week, a month it's all good. Just looking forward to trying it out whenever it's ready  :cheers:
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on April 16, 2019, 02:09:08 am
The course editor is done.  I'll go over it again tomorrow night and make sure I didn't miss anything as it's gotten surprisingly complex.

Still gotta make some sample courses for you guys to play with.  Even though the course editor supports editing the time trial courses I've decided not to include any....changing the course breaks the ghost cars as they are replayed with another course in mind.  If you really want to edit them then knock yourself out, but it isn't recommended. 
Title: Re: Hacking Outrun 2006
Post by: stf999 on April 16, 2019, 09:51:26 am
... a course editor for Outrun !...
An old dream ! Thanks a lot ! :notworthy:
Title: Re: Hacking Outrun 2006
Post by: jackstriker on April 22, 2019, 10:29:31 pm
Yeah, Like a dream. Thank you for bring life to C2C. Remind me a special mix course of arcade VS mode. Cheers.  :)
Title: Re: Hacking Outrun 2006
Post by: shakeheartbreak on May 10, 2019, 07:02:27 pm
The course editor is done.  I'll go over it again tomorrow night and make sure I didn't miss anything as it's gotten surprisingly complex.

Still gotta make some sample courses for you guys to play with.  Even though the course editor supports editing the time trial courses I've decided not to include any....changing the course breaks the ghost cars as they are replayed with another course in mind.  If you really want to edit them then knock yourself out, but it isn't recommended.

This is incredible, I didn't realise FXT was still being worked on..  and I've actually just built a mini-ITX PC specifically to play Outrun FXT on my new 65" TV :)

So that's great news.  However, I'm trying to contact you regarding a few things Howard and I'm unable to.  The Contact Me page on your website is displaying an error and for some reason I can't PM you either.
Title: Re: Hacking Outrun 2006
Post by: PL1 on May 10, 2019, 09:47:41 pm
for some reason I can't PM you either.
Now that your first post is approved, your PMs should be working.   :cheers:


Scott
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on May 10, 2019, 10:46:54 pm
This post reminded me that I have some releases to get to.  I'm currently making a cmvs and I've been distracted.  I'll see about getting this out sometime next week. 
Title: Re: Hacking Outrun 2006
Post by: shakeheartbreak on May 11, 2019, 05:05:15 am
for some reason I can't PM you either.
Now that your first post is approved, your PMs should be working.   :cheers:


Scott

Seriously?!  I could've sworn that I'd posted on here before!  :laugh2:

Oh well.  Anyway, I've been following this mod for years being a lifelong Outrun (and subsequent Outrun 2) fan.

Thanks both and look forward to posting again  :cheers:
Title: Re: Hacking Outrun 2006
Post by: MortalMaxx on May 28, 2019, 02:25:30 pm
Hey, I been following this project over the years but never made an account to reply. I really appreciate all the work you put into this, and there's probably alot of other people out there like me that read this thread but don't have a forum account.
Cheers dude  :cheers:
Title: Re: Hacking Outrun 2006
Post by: shakeheartbreak on May 29, 2019, 01:22:53 pm
Hey, I been following this project over the years but never made an account to reply. I really appreciate all the work you put into this, and there's probably alot of other people out there like me that read this thread but don't have a forum account.
Cheers dude  :cheers:

Nice one MortalMaxx.  The more support and encouragement Howard can have the better I'm sure!  There must be thousands who've downloaded his work and benefitted from it.

And definitely those who've got thousands of hours of enjoyment from it too :)
Title: Re: Hacking Outrun 2006
Post by: MortalMaxx on May 31, 2019, 02:36:16 pm
Having a lot of fun with the track editor, adding the alternate beach tracks in order can create a nice progression where it feels like you're driving while the sun sets :)
One thing I don't know is how to change the layout from the pyramid grid to endurance and vice versa.
Was pretty funny to end the Milky Way stage and have the Pantheon show up :D
(https://media.discordapp.net/attachments/130721288435007488/584081294527299594/unknown.png)

Also it just reminded me I had some graphic project where I had redrawn the track layouts in order to learn the fastest route. Sumo already put those in the game, but some are blatantly wrong/placeholders (Floral Village for example).
So I basically ripped all these files, maybe it would be handy for the track editor user interface?
(https://cdn.discordapp.com/attachments/554217456097427480/584087260140404787/outrun2-tracks.jpg)
(https://cdn.discordapp.com/attachments/554217456097427480/584087245196099604/outrun2sp-tracks.jpg)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on June 01, 2019, 01:40:30 am
I'm glad somebody is playing with the course editor.  I'm not 100% sure I have the endings figured out.... never have gotten around to some proper testing with the new code because I have to race to the end each time, which takes a decent chunk of time.  Yeah those look great.  I don't know how well they are going to scale down, but I need to add something besides a blank square. 
Title: Re: Hacking Outrun 2006
Post by: MortalMaxx on June 01, 2019, 03:46:55 am
Maybe just a little visual indication would be enough? Might help for seeing differences between Snow mountain, alpine, ice scape etc.
In case you need them here's the polaroid pictures from the games' ranking menu. I blatantly grabbed them from ingame screenshots because I cant for the life remember how to edit the textures anymore.

One polaroid for size reference:
(https://cdn.discordapp.com/attachments/554217456097427480/584283538421973002/o2sp-07-lost-city.jpg)

7z with 30 pics
https://cdn.discordapp.com/attachments/554217456097427480/584286378469228563/OutrunStages.7z (https://cdn.discordapp.com/attachments/554217456097427480/584286378469228563/OutrunStages.7z)
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on June 02, 2019, 02:28:39 am
I'll probably end up using those, thanks. 

Did some work on the new build for the first time in a while... found some bugs and Incomplete code.  I also made a Mix course for each of the branched modes.... nothing fancy, just half SP and half Outrun 2 courses.

I also did some testing.... It looks like heart attack mode isn't necessarily viable for custom stages.  While reverse stages inexplicably work, just replacing any old stage doesn't.  It doesn't crash or anything but if one of the requests have models (ghosts, meteors, ect.) then they don't load and you fail that section.  It's probably fixable, but I want to get what I've got out before tackling more problems. 

so I still want to have a little chime sound play when you bring up custom courses and I need to do a little more testing but that's about it.  I know I keep saying it'll be out soon so I won't say that, but I've made progress, so it's closer to a release. 
Title: Re: Hacking Outrun 2006
Post by: shakeheartbreak on June 03, 2019, 06:08:49 am
Having a lot of fun with the track editor, adding the alternate beach tracks in order can create a nice progression where it feels like you're driving while the sun sets :)
One thing I don't know is how to change the layout from the pyramid grid to endurance and vice versa.
Was pretty funny to end the Milky Way stage and have the Pantheon show up :D
(https://media.discordapp.net/attachments/130721288435007488/584081294527299594/unknown.png)

Also it just reminded me I had some graphic project where I had redrawn the track layouts in order to learn the fastest route. Sumo already put those in the game, but some are blatantly wrong/placeholders (Floral Village for example).
So I basically ripped all these files, maybe it would be handy for the track editor user interface?
(https://cdn.discordapp.com/attachments/554217456097427480/584087260140404787/outrun2-tracks.jpg)
(https://cdn.discordapp.com/attachments/554217456097427480/584087245196099604/outrun2sp-tracks.jpg)

The course editor has been released?!  :notworthy:
Title: Re: Hacking Outrun 2006
Post by: MortalMaxx on June 05, 2019, 01:56:36 am
It was a small post of the first iteration, easy to overlook this post :)

Ok guys knock yourself out!  The app probably has some bugs and manipulating the courses hasn't been fully tested, ect, but it should work for you.  Please read the readme as it's important for proper useage.
Title: Re: Hacking Outrun 2006
Post by: envido32 on June 06, 2019, 10:02:12 am
im sure there more lurkers like me that get excited to see you do your magic. Keep up the good work

Yeah, that's me. This is very exiting! I'm going to try it this weekend and give some feedback :)

Thanks for everything Howard!
Title: Re: Hacking Outrun 2006
Post by: shakeheartbreak on June 07, 2019, 01:04:25 pm
It was a small post of the first iteration, easy to overlook this post :)

Ok guys knock yourself out!  The app probably has some bugs and manipulating the courses hasn't been fully tested, ect, but it should work for you.  Please read the readme as it's important for proper useage.

I've searched on the keywords "manipulating" and "courses" based on what I think you're quoting from, and only your message comes up.

Could you please link to it?
Title: Re: Hacking Outrun 2006
Post by: isamu on June 07, 2019, 06:25:22 pm
Hi Howard. Forgive for the dumb question but....where is the link to the course editor?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on June 07, 2019, 08:13:20 pm
On page 26 of this very thread at the end of the post that was just quoted..... you guys are hopeless sometimes. 
Title: Re: Hacking Outrun 2006
Post by: isamu on June 07, 2019, 09:17:29 pm
Sorry Howard I'm blind sometimes LOL.

OK guys. I've been on a racing hiatus and haven't had time to play anything at all lately. But boy, am I glad I came back to this!

Very preliminary impressions: I just put about 1hr into game with the course editor. All I can say is WOW!!!!! I was skeptical but damn this thing actually works!

I loaded up one of the  sample courses, and then modified it just a little, changing a course here, and a course there, and sure enough....all loaded up fine without any hiccups! Not only that, but you can actually change the course layouts ON THE FLY, and still stay in the game, and the game will load your changes IN REALTIME!!!!!!!!!!!!!!!! Are you ---smurfing--- kidding me!?!?!?!?!?!?!?!?!  :dizzy: :dizzy: :dizzy: :dizzy: :dizzy: :dizzy:

Damn Howard....you rock bro! You have outdone yourself once again brother!!!!  :notworthy: :notworthy: :notworthy: :notworthy:

This app is your greatest feat yet!  :cheers:

And by the way man....where the hell is your patreon???  :lol
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on June 08, 2019, 01:15:12 am
Glad you like it man.  The next version works better with less bugs and of course your custom courses can be integrated into the game's menu. 

The hat trick I'm trying to pull off is altering courses while you are playing them, so with some trickery maybe 30 stage branches or random warping courses, ect. 

As for patreon, I think about it on occasion, but I don't know, I feel funny taking money for stuff like this.  Maybe if I ever take requests or something.  I have put in a request for monetizing my youtube page.  I figured my videos are less than a minute or two anyway, so why not. 
Title: Re: Hacking Outrun 2006
Post by: isamu on June 08, 2019, 02:05:53 am
Sounds good man, let me know if you get it set up.

Quick stupid question....the samples included in the editor are all for Continuous Mode. Is there a way, or are there any samples that allow us to edit the courses in normal non-continuous "branching" mode? Or am I understanding how this works?
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on June 08, 2019, 02:23:01 am
@Howard_Casto, I'm really interested in playing online, I'm going to dig into his memory and see if we find interesting things :cheers:
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on June 08, 2019, 02:26:25 am

so far I can have 2 game windows synchronized on my desktop, (it is also de-synchronized but it's good for tests)
Title: Re: Hacking Outrun 2006
Post by: Nuexzz on June 08, 2019, 02:41:03 am
the version of ppsspp plays well the first 2.6400 frames (then it also desynchronizes) not as much as the PC version (we have to limit the packets sent, they are so accelerated that they desynchronize, check it in some lan ... also continue
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on June 08, 2019, 12:27:30 pm
On page 26 of this very thread at the end of the post that was just quoted..... you guys are hopeless sometimes.

Derp, I managed to totally miss that too when you first posted it. Just got back from holiday yesterday and probably won't get a chance to play around with it for a little bit due to other real life stuff, but look forward to giving it a whirl.
Title: Re: Hacking Outrun 2006
Post by: Hansuke on June 09, 2019, 04:41:11 am
Hello. I wanted to say thanks for making this mod! I just discovered that this game exists and the rumble feature really makes the game come alive for me.

I was wondering if is there an uncensored mod that restores how things look in the jp arcade/jp ps2 release?

Also, is there a way to change which girl is the passenger in outrun/arcade mode? Or is Clarissa locked to the heart attack and coast 2 coast modes?
Title: Re: Hacking Outrun 2006
Post by: shakeheartbreak on June 12, 2019, 01:52:39 pm
On page 26 of this very thread at the end of the post that was just quoted..... you guys are hopeless sometimes.

Hopefully that's missing a smilie!?  We can only apologise Howard, it looks like it was submerged a few pages back and we all missed it.  Everyone makes mistakes (texture pack? ;)).

Your work is HUGELY appreciated so hopefully you weren't too frustrated by this - we remain your loyal fans and for the record, I too would consider signing up to a Patreon if you had one.

Hope you're getting some sleep, sir!  :cheers:
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on June 25, 2019, 02:52:37 pm
I finally had a bit of time today to dig my wheel out and have a bit of a play around with some racing related stuff, that's been on my to-do list for ages but I've just not got around to because excuses. As well as finally trying out Boomslang's latest Outrun 2 SPDX plugin, I tried out the course editor for FXT.

HOLY ---steaming pile of meadow muffin---!!! Howard, it's absolutely BRILLIANT and totally intuitive to use  :notworthy: (the only issue I had was nothing to with the Course Editor itself, but getting my Scripts folder to not be read only, which took a bit of finagling with the folder's security). Getting to add in the reverse versions of stages, the dusk and sunset Palm Beach and Sunny Beach stages and mixing up the regular OR2 and SP stages together makes it almost feel like a new game. Incredible! I don't know why Sega never thought to include something like this in the game in the first place as an unlockable bonus or something, it would've extended the game's (already considerable) lastabilty by a huge amount. Also, wonder why they never thought to swap the dusk and night beach stages into the mission modes, rather than just keeping them Time Attack only.

Using a custom stage layout I managed to trigger the Panzer Dragoon bunki animation - that's only the second time I've ever managed to trigger it in all the years I've been playing the game.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/cbd6d9bf-8c5e-4bae-b750-d4d9e120e161/dda6ujw-162b92f7-741b-4f99-bbdc-d9edd99274c4.jpg/v1/fill/w_1192,h_670,q_70,strp/snapshot_8__by_mr_alexander_dda6ujw-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvY2JkNmQ5YmYtOGM1ZS00YmFlLWI3NTAtZDRkOWUxMjBlMTYxXC9kZGE2dWp3LTE2MmI5MmY3LTc0MWItNGY5OS1iYmRjLWQ5ZWRkOTkyNzRjNC5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.v0SLEpNhseJ59psE8DEBI_BSfhKfv6dOrj-29l_s8qg)

I still don't know what the secret to activating this particularly elusive animation is. I'd previously thought you had to get through 2 stages in a row without hitting any cars or coming off the road, but when I activated it this time, I hadn't cleared the previous stage perfectly. On another run, I managed to clear the first five courses without hitting anything or coming off the road and I got the Pegasus bunki animation 4 times in a row after the initial generic green dragon one on the first stage (I've had the same thing happen with Pegasus activating and not the Panzer Dragoon on Outrun Online Arcade when I've got through the first 2 stages perfectly, although that was the version where I activated the PD animation the first time). Weird. The Pegasus animation is also annoyingly bugged in the PC game, when you trigger it, the clippety clop noise of the hooves keeps on looping non stop. I don't know if that's something you could use your tekno-wizardry powers to look into at all would it Howard? Also, just as a suggestion for a future update, would there be any way to swap some of the rarer bunki animations into the arcade version of the game to replace the generic birds? There's an airshp one I've only ever triggered once, no idea how, and there are some others which seem to be exclusive to the time attack (maybe the missions too...?) like the balloons, hang gliders, Jumbo jets, Fighter plane and UFOs. would be awesome to be able to see some of these in the main game instead of the feckin' birds all the time.
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on June 26, 2019, 03:08:56 am
Glad you like it.  I've seen conflicting reports in regards to what triggers what animations.  If I remember correctly, you can rename the animations and they'll load just fine, so maybe experiment that way?

I need to get back to this.  Currently going through Horizon, Zero Dawn and the damn game is getting on my last nerve.... it's like somebody put all the frustrating parts of every open world game into this one.  It's a shame too because I like the mechanics. 
Title: Re: Hacking Outrun 2006
Post by: Drnick on June 28, 2019, 02:59:17 am
Glad you like it.  I've seen conflicting reports in regards to what triggers what animations.  If I remember correctly, you can rename the animations and they'll load just fine, so maybe experiment that way?

I need to get back to this.  Currently going through Horizon, Zero Dawn and the damn game is getting on my last nerve.... it's like somebody put all the frustrating parts of every open world game into this one.  It's a shame too because I like the mechanics.
Stick with it Howard, it's a damned good game, and it does get easier. (My tactics were mostly tie it down and steal its weapons, or lay down a massive series of traps and lure them in).  I just wished the girl could actually climb.  I ended up putting in 120Hrs to complete including the frozen wilds DLC.
Title: Re: Hacking Outrun 2006
Post by: isamu on June 28, 2019, 12:34:26 pm
I finally had a bit of time today to dig my wheel out and have a bit of a play around with some racing related stuff, that's been on my to-do list for ages but I've just not got around to because excuses. As well as finally trying out Boomslang's latest Outrun 2 SPDX plugin, I tried out the course editor for FXT.

HOLY ---steaming pile of meadow muffin---!!! Howard, it's absolutely BRILLIANT and totally intuitive to use  :notworthy: (the only issue I had was nothing to with the Course Editor itself, but getting my Scripts folder to not be read only, which took a bit of finagling with the folder's security). Getting to add in the reverse versions of stages, the dusk and sunset Palm Beach and Sunny Beach stages and mixing up the regular OR2 and SP stages together makes it almost feel like a new game. Incredible! I don't know why Sega never thought to include something like this in the game in the first place as an unlockable bonus or something, it would've extended the game's (already considerable) lastabilty by a huge amount. Also, wonder why they never thought to swap the dusk and night beach stages into the mission modes, rather than just keeping them Time Attack only.

Using a custom stage layout I managed to trigger the Panzer Dragoon bunki animation - that's only the second time I've ever managed to trigger it in all the years I've been playing the game.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/cbd6d9bf-8c5e-4bae-b750-d4d9e120e161/dda6ujw-162b92f7-741b-4f99-bbdc-d9edd99274c4.jpg/v1/fill/w_1192,h_670,q_70,strp/snapshot_8__by_mr_alexander_dda6ujw-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvY2JkNmQ5YmYtOGM1ZS00YmFlLWI3NTAtZDRkOWUxMjBlMTYxXC9kZGE2dWp3LTE2MmI5MmY3LTc0MWItNGY5OS1iYmRjLWQ5ZWRkOTkyNzRjNC5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.v0SLEpNhseJ59psE8DEBI_BSfhKfv6dOrj-29l_s8qg)

I still don't know what the secret to activating this particularly elusive animation is. I'd previously thought you had to get through 2 stages in a row without hitting any cars or coming off the road, but when I activated it this time, I hadn't cleared the previous stage perfectly. On another run, I managed to clear the first five courses without hitting anything or coming off the road and I got the Pegasus bunki animation 4 times in a row after the initial generic green dragon one on the first stage (I've had the same thing happen with Pegasus activating and not the Panzer Dragoon on Outrun Online Arcade when I've got through the first 2 stages perfectly, although that was the version where I activated the PD animation the first time). Weird. The Pegasus animation is also annoyingly bugged in the PC game, when you trigger it, the clippety clop noise of the hooves keeps on looping non stop. I don't know if that's something you could use your tekno-wizardry powers to look into at all would it Howard? Also, just as a suggestion for a future update, would there be any way to swap some of the rarer bunki animations into the arcade version of the game to replace the generic birds? There's an airshp one I've only ever triggered once, no idea how, and there are some others which seem to be exclusive to the time attack (maybe the missions too...?) like the balloons, hang gliders, Jumbo jets, Fighter plane and UFOs. would be awesome to be able to see some of these in the main game instead of the feckin' birds all the time.

I fully agree and great post mate! This has certainly breathed new life into the game and I'd say this version has now reclaimed the No.1 spot on the list of all versions out there, overtaking the SPDX version in TP. Also awesome vid you just uploaded dude. Love your course selection for that route.  :cheers:

Only thing I'm disappointed in is the fact that Howard STILL has not gotten around to implementing the ability to import tracks from F-Zero GX, Ridge Racer 7 and the Atari 2600 version of Night Driver. C'mon man what's taking you so long?........





............[/sarcasm]  :burgerking: :afro:
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on June 29, 2019, 08:21:16 am
Thanks mate, glad you liked it!
Title: Re: Hacking Outrun 2006
Post by: BigTinz on September 09, 2019, 03:34:31 pm
Wow, this is exciting! I've dreamt of a "cannonball" style editor for OR2 for so long  :applaud:

So, is the version from months ago (attached to this post) still the newest release? I see a bunch of posts talking about bug fixing and updates, but they're all much more recent.
Title: Re: Hacking Outrun 2006
Post by: buttersoft on October 21, 2019, 11:35:16 pm
Hi Howard, just wanted to chime in and say that i'm not posting much on here but am watching for progress with bated breath :) Your work so far is greatly appreciated, and i'm really looking forward to the 2.6 version of FXT with the course editor built in! It would be great to keep looping courses, or to set a circuit and just keep driving forever, that would feel so very outrun :)

I'm assuming LAN play is fine with the altered courses, so long as all the instances are running the same altered course, but has anyone tried it? And if there's going to be a randomiser of some sort, have you thought about syncing it for LAN play? Or maybe allowing custom but not random in those cases...
Title: Re: Hacking Outrun 2006
Post by: isamu on October 22, 2019, 10:55:39 am
Hi Howard, just wanted to chime in and say that i'm not posting much on here but am watching for progress with bated breath :) Your work so far is greatly appreciated, and i'm really looking forward to the 2.6 version of FXT with the course editor built in! It would be great to keep looping courses, or to set a circuit and just keep driving forever, that would feel so very outrun :)

I'm assuming LAN play is fine with the altered courses, so long as all the instances are running the same altered course, but has anyone tried it? And if there's going to be a randomiser of some sort, have you thought about syncing it for LAN play? Or maybe allowing custom but not random in those cases...

Wow a track randomizer. Hadn't thought of that. That would be awesome. And yes, course loop back to the beginning for "circuit racing" would be incredible as well!
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on October 22, 2019, 02:08:24 pm
I always thought it was a real shame that the original Xbox version of Outrun 2 didn't have any option to play the individual bonus Scud Race and Daytona USA 2 stages in any kind of looping Time Attack mode (once you'd unlocked them) to scratch that 'Beginner Stage' 8 Lap itch I had from Power Edition. I also really wanted to be able to practice the final Scud Race track (the Outrun 2 equivalent of Scud's Expert track) without having to play the entire 4 stage course beforehand as there's a load of particularity nasty S bends that I always used to cock up. No matter how awesome a time you were doing up to that point, and how big of a lead you might've thought you had, the bastarding rubber band CPU rival cars would suddenly catch up the millisecond you slowed down and overtake you. It happened to me so many times, I'm surprised my Xbox controller didn't end up embedded in my TV... Love the game but the rubber banding on those ---punks--- was totally egregious.
Title: Re: Hacking Outrun 2006
Post by: Zebra on October 22, 2019, 03:11:05 pm
Is it possible to add force feedback to any game or only games that were set up for it originally?

I know there is no reason to do this if you have the PC version already working well with ffb but would you have been able to use the same approach to add it to the PS2 version?

I'm also curious if it would be possible to add ffb / recoil to the PS2 versions of Time Crisis 2 and 3. Obviously you can add you own recoil effects with simple hardware like relays and NE555 circuits but how hard would it be for you to make it control the recoil effects with software like the original coin-op?

TC3 on the PS2 was an almost perfect port aside from the lack of recoil and lack of a progressive scan option. It would be awesome if those things could be fixed some day.
Title: Re: Hacking Outrun 2006
Post by: shaolindrunkard on October 22, 2019, 04:12:37 pm

I'm assuming LAN play is fine with the altered courses, so long as all the instances are running the same altered course, but has anyone tried it? And if there's going to be a randomiser of some sort, have you thought about syncing it for LAN play? Or maybe allowing custom but not random in those cases...

Lan play is not fine in the main game, so there's no way its fine in the altered courses. Lan play is broken...
Title: Re: Hacking Outrun 2006
Post by: buttersoft on October 22, 2019, 07:34:23 pm
Lan play is not fine in the main game, so there's no way its fine in the altered courses. Lan play is broken...

You mean it d-syncs visual position of other player cars, and the timers go a bit out of sync? It runs though, and your own car always drives fine. This is on vanilla - does FXT change anything? From memory you can't go with the faux-arcade startup, you still have to go through the main menu's, but i thought that was an option..? I'm no longer running FXT myself, but hoping to again once the next version comes out :)
Title: Re: Hacking Outrun 2006
Post by: shaolindrunkard on October 22, 2019, 07:59:36 pm
Lan play is not fine in the main game, so there's no way its fine in the altered courses. Lan play is broken...

You mean it d-syncs visual position of other player cars, and the timers go a bit out of sync? It runs though, and your own car always drives fine. This is on vanilla - does FXT change anything? From memory you can't go with the faux-arcade startup, you still have to go through the main menu's, but i thought that was an option..? I'm no longer running FXT myself, but hoping to again once the next version comes out :)

Well yeah, that's exactly what I mean. Technically it works, but who wants to play with another person when there car is flickering on and off and hopping around the screen, plus sometimes the timer thing screws up and one of the players can't finish if I remember correctly. That's kind of the whole point of LAN is seeing your rival. Otherwise you might as well just play with another person on a totally different PC and press start at the same time and see who finishes first... Its nothing to do with FXT its the PC version in general, the LAN is just fudged up, one of my biggest disappointments with the PC version.

I have yet to get the Teknoparrot version working in LAN either. Only versions that works are the Xbox ports with system link and 2006 is super expensive, not to mention the fact that it just looks muddy compared to the PC version and the Arcade version on Teknoparrot.
Title: Re: Hacking Outrun 2006
Post by: buttersoft on October 22, 2019, 09:07:59 pm
Well, i don't find it that bad. It's perhaps not for serious competition due to the flaws, you'd want to record results on singleplayer for that, but the LAN mode is a really nice addition to a 2-player setup along with other games like Daytona, SR3, etc.

Though yes, i 'd like to get the TP version into network to try it out. I haven't yet, and it's not good to hear you're having issues. I'll give it a crack one day, but the thing about TP is that all the information is already buried and it will only be worse the longer i leave it :(
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on October 23, 2019, 12:17:27 am
I didn't test a lot, but from what little I did test lan, the less network equipment between the two machines and the more similar the hardware (particularly the network card) the better.  I did have de-syncs, but it wasn't like that every race.   
Title: Re: Hacking Outrun 2006
Post by: MrThunderwing on October 23, 2019, 11:44:06 am
You mean it d-syncs visual position of other player cars, and the timers go a bit out of sync? It runs though, and your own car always drives fine.

The de-syncing can actually mess up the game on your own screen too. In a 2 player PC LAN game a few years back, we started having an issue where the road kept disappearing (https://youtu.be/zueWlWoprXs?t=924) at the bunki crossroads on the PC my mate was using and he'd spend a few seconds crashing into invisible barriers (I had the exact same thing happen to me in about 50% of all the online races I ever managed to get involved in on my PS3 version of Outrun Online Arcade). Like you say though, it's generally playable but far from perfect. The biggest ball-ache tends to be, as Shaolindrunkard said, when the timer de-syncing means that one of you gets a timer over at the checkpoint, but the couple of extra seconds difference means the other player gets through. We've had that happen too... (https://youtu.be/Wq-Dw5E7jtI?t=621) (Edited just to mention there's a little pop up on-screen profanity in the second link there. I know you're all adults, but thought I should just mention it...)

Title: Re: Hacking Outrun 2006
Post by: buttersoft on October 30, 2019, 07:14:14 pm
I didn't test a lot, but from what little I did test lan, the less network equipment between the two machines and the more similar the hardware (particularly the network card) the better.  I did have de-syncs, but it wasn't like that every race.

Now you mention it, yeah, that sounds about right. Only I'm going to guess the benefit comes from more similar GPU's. I'm using a 6870 and a 6950, but on a core2duo E8500 and an I7 760 respectively on completely different mobos. And i'm getting far fewer issues than i used to using a 5450 and a 4890 on E6600 and E7600 (i think it was).

Even then i never had the road glitch, only the car positions and sometimes the timer. Now everything plays pretty smoothly.
Title: Re: Hacking Outrun 2006
Post by: BigTinz on November 11, 2019, 12:25:24 am
Such a shame that the game glitches out if you do back to back stages. Is there any theory as to why that happens? Fixable?

That said, I'm having a blast with this tool!  :applaud:
Title: Re: Hacking Outrun 2006
Post by: BadMouth on November 12, 2019, 09:22:17 pm


Such a shame that the game glitches out if you do back to back stages.

Outrun 2006: Desert Bus Edition?
Title: Re: Hacking Outrun 2006
Post by: Howard_Casto on November 12, 2019, 10:46:02 pm
It doesn't glitch in the new version.... I did some endless loops. 
Title: Re: Hacking Outrun 2006
Post by: buttersoft on November 13, 2019, 04:58:10 pm
Very keen for this new release :)