Main > Driving & Racing Cabinets
Hacking Outrun 2006
BadMouth:
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?
isamu:
--- Quote from: Howard_Casto on March 17, 2013, 05:09:44 am ---Wow
--- End quote ---
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.
isamu:
--- Quote from: Howard_Casto on March 17, 2013, 04:12:46 am ---Ok Envalgelion is off
--- End quote ---
How could you mangle the name of such a good show? It's "Evangellion". ;) ;) ;) Great show, but Macross is better :burgerking:
Howard_Casto:
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.
Howard_Casto:
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:
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.
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