Main > Driving & Racing Cabinets
Hacking Outrun 2006
deathrow:
wow, I take my hat off to you.
Please keep us updated with any new developments.
Howard_Casto:
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.
Howard_Casto:
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.
deathrow:
great going :applaud:
Well Fed Games:
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!
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