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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - f-zero boosting | |
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firemaker

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Posted on 06-04-04 02:28 PM Link | Quote
ive noticed that in all the f-zeros apart from x and gx that there is a certain boost limit. is that because the snes and gba cant handle too high speeds or could it be hacked???? becvuase i noticed in f-zero SNES on death wind when u go over the speed boost u can get up to 1000 mph


(edited by firemaker on 06-04-04 05:33 AM)
(edited by firemaker on 06-04-04 05:34 AM)
Parasyte

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Posted on 06-04-04 02:30 PM Link | Quote
What? Two high speeds, or "too high" speeds? Please don't type in numerical form.
d4s

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Posted on 06-04-04 04:24 PM Link | Quote
this is probably the biggest nonsense ive ever read ~_=

i mean, the speed in km/h thats displayed onscreen has absolutely nothing to do
with the actual game speed.

plus, there is absolutely no "speed limit" in terms of plane scrolling related to cpu power, the point is that fzero x and fzero(for snes) just have nothing and i really mean NOTHING in common from the technical point of view.
the programmers just chose to solve the speed and boost thing different in both games.

as for f-zero 1,find the offset for the current speed in wram and max it out with FFs (zsnes cheats).

OR

find the routine that controls the current speed and slap in a multiply by n.

OR

find the stats for the 4 vehicles in the rom and max them out.



Heian-794

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Posted on 06-04-04 04:30 PM Link | Quote
D4S --

OR

find the stats for the 4 vehicles in the rom and max them out.


Have you done this!? I've been looking all over for those speeds! I want to even out the competition by allowing the non-Fire Stingray cars to catch up. Since "478" is a famous number, maybe I'll increase their speeds rather than decrease Samurai Goroh's speed.

Firemaker, d4s is right; they just decided to handle boosting differently in the newer games. When Falcon Densetsu comes out in your area (if it isn't already), you'll see that the cars can go over 1200 km/h, with the screen scrolling proportionally faster, and the GBA has no problem with it.
greeeg

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Posted on 06-04-04 05:35 PM Link | Quote
With an old custom Game Genie code, i reached 1000mph all the time... unplayable but cool...
I'm gonna try to find my old gamegenie notes, to reverse it into hex position...
Heian-794

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Posted on 06-04-04 08:46 PM Link | Quote
Does the game actually display over 1000 km/h, or is the maximum 999, or does it only show the last three digits?
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 06-04-04 09:36 PM Link | Quote
It's possible the game can't handle any higher speeds (FYI, the displayed speed is rarely the logical speed, in 3D games especially they use floating point, so 1 = 0x3F800000), but I figure the speed algorithm probably just hit the max speed it can get with the data it's given. Change the stats or algorithm and you might pick up some speed.
Heian-794

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Posted on 06-04-04 10:45 PM Link | Quote
HH, forgive the newbie-ish question, but how did you arrive at:

1 = 0x3F800000

?

How exactly do 3D games handle speed?
Parasyte

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Posted on 06-05-04 01:13 AM Link | Quote
That is an IEEE-754 floating point. Check the following URL for more information: http://www.math.byu.edu/~schow/work/IEEEFloatingPoint.htm
So technically, 0x3F800000 is equal to 1.0. Floating points can have an incredible range, and somewhat accurate precision.

As for how 3D game usually impliment "speed" It really depends on the game, and the way it was written. But mostly it will be a value (say, -16.4) that gets added to your coordinates once every frame. At 60fps, that -16.4 will move your character approximately -16.4*60 = -984 units per second. The 'length' of an individual unit also varies from game to game. But that should be enough to give you a general idea of how it all works.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 06-05-04 06:11 AM Link | Quote
Yes, what he said. But it's unlikely a SNES game uses this, since it doesn't have an FPU. Just an example of how a speedometer can differ from real speed in a game. (Diddy Kong Racing actually uses negative speeds for moving forward. )
Heian-794

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Posted on 06-05-04 06:57 PM Link | Quote
Just read that link; wow, that was fascinating! I always thought "floating point" numbers simply consisted of a value (first digit, implied decimal point, then decimal digits) and then another part indicating the power of 10 (or 2) to be multiplied by.

This IEEE method really lets you use far-out values, Hopefully F-Zero doesn't use it!
VL-Tone

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Posted on 06-06-04 01:33 AM Link | Quote
Here is the code that enables you to drive at 999kph in F-Zero

7E0B20:70 7E0B21:0E Always drive at 999Kph

Also very fun especially with the speed code:

7E0BB0:1A 7E0D51:80 7E0BB1:00 7E0BC0:6F Cars can go anywhere off-road.

Have fun!


Metroid Cubed, Zelda Cubed, 100 Marios and other NES related Shockwave silliness are at:
http://pages.infinit.net/voxel/home.htm

VL-Tone
---Everything counts in large amounts---
Heian-794

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Posted on 06-06-04 02:12 PM Link | Quote
I will give this a try! Where does the ROM store maximum speeds (and boost lengths, that might be fun to mess with)?
greeeg

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Posted on 06-06-04 05:13 PM Link | Quote
Found on a german webpage http://www.spieletipps.de/spiele/c-005563/cheats/snes/f-zero/ :
action replay code:
7E00D106 -> expand Blue Falcon max speed to 478...
by reversing this code, you could find hex position of speed data...
Heian-794

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Posted on 06-06-04 08:13 PM Link | Quote
Greeg, try using values other than 6 and you'll get all kinds of speed anomalies! I tried 7, and the normal max speed increased to 478, but after a boost, the Falcon remained just over 500 km/h. Another value (12) resulted in the boost becoming a super (999 km/h) boost after a few seconds, and of course at such a speed you can't make Mute City's turns!

How can we figure out what spot this corresponds to in the ROM?
greeeg

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Posted on 06-06-04 11:57 PM Link | Quote
Here is a document of Weasel which explain how to convert GG/PAR codes to hex address (source: dragoneyestudio):
http://www.dragoneyestudios.net/doc/Convert%20them%20Codes!.txt
and tools here:
http://www.romhacking.com/utils/genutils.php
enjoy dude !
Heian-794

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Posted on 06-07-04 12:23 AM Link | Quote
Greeg, I'm looking at it now! I'll try some converting when I have the time. Would be nice to make the tracks more complex, and maybe give the Golden Fox a speed boost.
d4s

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Posted on 06-07-04 12:06 PM Link | Quote
boys, this code modifies wram, not rom.
check a zsnes savestate at offset 0xCE4.
however, if you can find the routine that reads from this
offset, youre probably all set.
Heian-794

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Posted on 06-07-04 09:37 PM Link | Quote
Of course I can't find this routine, but would love to see it if someone does!

Come to think of it, has anyone found any of the technical data about the cars? Their graphics, and the graphics showing their acceleration patters, are easy to spot, but modifying the actual characteristics of the cars is something still unknown, no?
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