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04-29-24 04:14 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Stunt Race FX New poll | |
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Sukasa

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Since: 11-17-05
From: Somewhere over there

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Posted on 02-10-06 09:00 PM Link | Quote
My question on SRF is, has anyone ever documented anythign on this game?

If not, I'll look into learning a bit about the SFX chip and how SRF works... I bought a copy recently for the real thing, and it was an awesome game, and looked like it would be a great way to do a racing game hack, but the thing is, I don't want to reinvent the wheel.
asdf

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Since: 11-18-05

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Posted on 02-10-06 09:32 PM Link | Quote
Hm? I don't think that has ever happened, especially considering Stunt Race FX is one of those games that doesn't seem to behave properly on any emulator. It'd please me to no end to see a hack of it done though. Since they were released around the same time, it probably uses a similar object format to Star Fox, and we do have information on that. Perhaps you could use that information to help you find Stunt Race FX's data.


(edited by asdf + on 02-10-06 08:33 PM)
Sukasa

Birdo
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Since: 11-17-05
From: Somewhere over there

Last post: 6280 days
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Posted on 02-10-06 09:35 PM Link | Quote
Ah.

Well, I'll spend some time with it, and see if I can do anything with it.

That game is 1337, although the master difficulty is truly har (as if I'll ever get to it again, I broke the battery cart-hacking it to the back of the PCB ... pinholes suck.)

Anyways, while I'm at it, does anyone have any pointers for me? I know this is a big project, and especially since I have little-to-no 3D experience. Still, I'm not going to consider giving up, so please don't say anythign like that to me.
Matrixz

Micro-Goomba








Since: 11-28-05

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Posted on 02-10-06 10:41 PM Link | Quote
Great, someone else interested in SRFX . Ive done work on this game (had fun remixing the track themes, like making Aqua Tunnel a sky-themed track. Maybe ill release that remix hack someday)
I havent dared to do much in the 3D area, but i did found where the track data is stored for example.
Here's my hacking notes:
http://elazulspad.net/matrixz/SRFX.txt

Whats greater is that the work of mapping the song offsets led to me stumble upon some cool, unused music data!

SPC rip of each song:
http://elazulspad.net/matrixz/SRFX_Unused_1DE600.spc
http://elazulspad.net/matrixz/SRFX_Unused_1EC541.spc

There might even be more. I havent done much research on the song data itself, and i didnt find the location of every standard song yet.
Looks like there are potential for hidden treasures to still remain hidden in all kinds of games..
Sukasa

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Since: 11-17-05
From: Somewhere over there

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Posted on 02-10-06 11:41 PM Link | Quote
Well whaddaya know. Thanks

I'll have a look through that doc.

EDIT: ZOMG you found most everything I need to start tracing! !

Now, I just need to get some stuff of mine working again, and I can try and undertstand how the 3D data is stored and used (compression, and then how each vertice is stored / used)


(edited by Sukasa + on 02-10-06 10:45 PM)
asdf

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Since: 11-18-05

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Posted on 02-10-06 11:54 PM Link | Quote
Awesome, Matrixz! That first one sounds like an "outro" of sorts, possibly used in a post master-class tour that was scrapped. The second one sounds like a canyon or cave theme, probably used in Sunset Valley and Big Ravine. They more than likely decided to use a more omnious tune if it was the former, or scrapped the idea due to space constraints or something in the case of the latter. However, I swear that some of the notes played at the start sound like something out of the used tracks.
Sukasa

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Since: 11-17-05
From: Somewhere over there

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Posted on 02-11-06 01:40 AM Link | Quote
Neat. ASAP, I'm going to GSD this game and find out how the sound works, on the 65c816's side.

Also, for some of the ASM bits where the track number is loaded, some things I thought of that weren't listed are...
  • The 'random' events like the NINTENDO truck in EASY RIDE, the mules in sunset canyon, etc. (loading the lists for those, if SRF uses lists for 'em)

  • keeping track of the level names for the timings in speed trax and free trax and so on

  • Saving best times to SRAM

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Since: 05-08-06

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Posted on 02-11-06 10:22 AM Link | Quote
I'd like to see a hack to improve the control. I had a peripheral for SNES before that gave you power steering. It made for a whole different (better) playing experience. What I think that peripheral did is it added turbo to the d-pad. So when you moved the control a little bit he turned only a little, and when you turned it alot he turned alot. It was almost F-zero control. Instead of Starfox.
Mattrizzle

Red Goomba








Since: 11-17-05
From: Louisville, KY, USA

Last post: 6577 days
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Posted on 02-11-06 12:39 PM Link | Quote
The Super FX format graphics are located at 30200 and 90200. What's interesting is that there was originally a 3WD drive in the game, until the programmers decided to remove one wheel and change it to 2WD. The third first attachment shows a sprite they apparently forgot to change!

Edit: I didn't realize that the attachment at the bottom of the list would appear as the leftmost.

Edit2: That 2nd unused Music track sounds like the Class Select, City, and Canyon music combined.

Attachments




(edited by Mattrizzle on 02-11-06 11:45 AM)
(edited by Mattrizzle on 02-11-06 11:46 AM)
(edited by Mattrizzle on 02-11-06 11:47 AM)
(edited by Mattrizzle on 02-11-06 01:18 PM)
Sukasa

Birdo
Not quite as active as before.
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I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6280 days
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Posted on 02-11-06 03:15 PM Link | Quote
Awesome.

Also, the first 'unused' music track is the credits theme.

I just compared that track to my game after beating master class, they match - well, allowing for the differences in the sound systems. just pitch was off a little bit.


EDIT: Nevermind, it's not.


(edited by Sukasa + on 02-11-06 02:25 PM)
asdf

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Since: 11-18-05

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Posted on 02-11-06 03:38 PM Link | Quote
Strange. Those turning mini sprites aren't event used in the game, but it may have been part of Radio Control. Also of interest is the different colored cars. Many of those aren't even viewable normally within the game (green variations can often be seen in Speed Trax, another color can be seen in Battle Trax when both players choose the same character). In addition, there are no 2WD colored mini-sprites.


(edited by asdf + on 02-11-06 02:39 PM)
Sukasa

Birdo
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Since: 11-17-05
From: Somewhere over there

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Posted on 02-11-06 04:00 PM Link | Quote
Y'know, I think I can see at least one texture that wasn't used in the final game. I looks almost like you could sorta do the inside of a casino with those textures
Mattrizzle

Red Goomba








Since: 11-17-05
From: Louisville, KY, USA

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Posted on 02-12-06 12:21 AM Link | Quote
Actually, those mini-sprites are used in Speed Trax and Radio Control. You just have to look closer. When a car is far enough away from you, it is replaced with one of those sprites. They may look different in the game, as scaling is used on them.

And about the colors: Don't forget that you can choose what enemy cars appear in Speed Trax by pressing Select at the Car Selection screen. You can't set 2WD as an enemy vehicle in Speed Trax. However, you can have four F-Types, Coupes, or 4WDs. Still, I wonder why they didn't give you the option to race against 2WD, as it looks like there is plenty of space to add these sprites. Time constraints?

Edit: It appears that the other mini-sprites are used, but the 2WD sprites are unused! No sprite is swapped in when 2WD is far away.


(edited by Mattrizzle on 02-12-06 12:09 AM)
asdf

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Since: 11-18-05

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Posted on 02-12-06 02:45 AM Link | Quote
I tried to find the current vehicle's RAM address so you could possibly play as the trailer in normal levels. This is what I came up with. The results were...odd.


Not only did 4WD turn invisible except for the eyes and wheels, but his engine sound was that of the trailer's! Very strange.
Mattrizzle

Red Goomba








Since: 11-17-05
From: Louisville, KY, USA

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Posted on 02-12-06 08:49 AM Link | Quote
That's strange, those values work just fine for me. Another value must determine this as well. The only other problem is that the camera isn't the proper one for Trailer, as it clips through him.

Attachments




(edited by Mattrizzle on 02-12-06 07:52 AM)
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Since: 05-08-06

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Posted on 02-12-06 12:41 PM Link | Quote
Play as Semi
7E202869
7E202986
Remove Car Body (Works great with Semi)
7E20055C

That is what the various codes seem to do. The Semi code seems to work fine, but the camera is too close and winds up inside the trailer. So you can't see anything while you race. If you use the Remove car body code then it's racable.
Mattrizzle

Red Goomba








Since: 11-17-05
From: Louisville, KY, USA

Last post: 6577 days
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Posted on 02-12-06 03:56 PM Link | Quote
I found more values for the Car Modifier code!
7E2028 ??
7E2029 ??
3D 85 Coupé
11 84 4WD
B9 81 F-Type
E5 82 2WD
69 86 Trailer
6E 87 CPU F-Type
90 89 CPU 4WD
86 88 CPU 2WD UNUSED!
A8 8A CPU Coupé

The CPU versions of the cars are different from the normal cars in that they lack eyes, have a lower polygon count and they seem to be much weaker. The unused CPU 2WD still has 3 wheels! However, it doesn't have the proper body(it uses the CPU 4WD's body).

Attachments




(edited by Mattrizzle on 02-12-06 02:58 PM)
asdf

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Since: 11-18-05

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Posted on 02-12-06 11:02 PM Link | Quote
Good job. There must still be some extra values you need to get everything right, though. With these codes, pretty much everything save the graphics work. One of those other values I came up with should signify the engine sounds. For example, the speed and acceleration is borrowed from the car you select at first.

Oh, and I decided to put the Trailer into the CPU's hands in Battle Trax mode. Hilarity ensued.





Yes, you do race as the trailer cab alone with no wheeles - the trailer itself is not present. In addition, it seemed more prone to screwing up due to its large size.


(edited by asdf on 02-12-06 10:03 PM)
(edited by asdf on 02-12-06 10:04 PM)
Mattrizzle

Red Goomba








Since: 11-17-05
From: Louisville, KY, USA

Last post: 6577 days
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Posted on 02-12-06 11:42 PM Link | Quote
Caution: Huge post below!

I now know that the reason Trailer's image doesn't appear properly all the time is because the image value is a two byte pointer.

Body Model Modifiers
7E2005?? Player 1
7E2006??

7E2067?? Player 2/CPU 1
7E2068??

7E20C9?? CPU 2
7E20CA??

7E212B?? CPU 3
7E212C??

Here is a whole mess of values, but it isn't anywhere close to all of them:
40 A0 Nothing?
5C A0 Nothing?
78 A0
94 A0
B0 A0
CC A0
E8 A0
04 A1
20 A1
3C A1
58 A1
74 A1
90 A1
AC A1
C8 A1
E4 A1
00 A2 F-Type
1C A2 F-Type shadow (no spoiler)
38 A2 4WD shadow
54 A2 Coupé shadow
70 A2 F-Type shadow
8C A2 4WD
A8 A2 Coupé
FC A2 2WD
18 A3 F-Type front end
34 A3 F-Type left fender
50 A3 F-Type right fender
6C A3 F-Type cab
88 A3 F-Type engine
A4 A3 F-Type spoiler
C0 A3 4WD roof
DC A3 4WD spoiler
F8 A3 4WD cab/bed
14 A4 4WD chassis
30 A4 4WD front end
4C A4 4WD tailgate
68 A4 Coupé front end
84 A4 Coupé roof
A0 A4 Coupé left side
BC A4 Coupé right side
D8 A4 Coupé back end
F4 A4 Coupé spoiler
10 A5 Big red T
2C A5 Big red I
48 A5 Big red U
64 A5 Big red P
80 A5 Big red C
9C A5 Big red S
B8 A5 Big red H
D4 A5 Big red L
F0 A5 ?
0C A6 ?
28 A6 ?
44 A6 ?
60 A6 Big red G
7C A6 Big red A
98 A6 Big red M
B4 A6 Big red E
D0 A6 Big red O
EC A6 Big red V
08 A7 Big red R
24 A7 HUGE arrow texture?
40 A7 Trailer cab
5C A7 Trailer trailer (closed)
78 A7 Trailer trailer (open)
94 A7 Trailer trailer (closing animation)
B0 A7 Same as above?
CC A7 Textured cube?
E8 A7 CPU/Battle Trax F-Type
04 A8 CPU/Battle Trax Coupé
20 A8 CPU/Battle Trax 4WD
3C A8 2WD windshield
58 A8 2WD front end
74 A8 2WD middle
90 A8 2WD back end
AC A8 2WD right fender
C8 A8 2WD left fender
E4 A8 2WD shadow
00 A9 CPU/Battle Trax 2WD
1C A9 The side bars for the inside of Trailer's trailer in Stunt Trax
38 A9 The inside of Trailer's trailer in Stunt Trax
54 A9 Nothing?

The values always increment by 1C, so you can test all the model values in this way.

Other RAM addresses:
Car Sound Set Modifiers
7E0D89?? Player 1

00 F-Type
01 Coupé
02 4WD
03 2WD
04 Trailer

Color/Texture Modifiers
7E205E?? Player 1
7E205F??

7E20C0?? Player 2/CPU 1
7E20C1??

7E2122?? CPU 2
7E2123??

7E2184?? CPU 3
7E2185??

These are just examples of what these values do. They work on more than the regular car models.
91 8F Red F-Type, Green 2WD w/Yellow fenders, Blue 4WD w/Red chassis, Yellow Coupé
63 91 Blue F-Type, Yellow 2WD w/Red fenders, Green 4WD w/Blue chassis, Red Coupé
35 93 Green F-Type, Red 2WD w/Blue fenders, Yellow 4WD w/Green chassis, Blue Coupé
07 95 Yellow F-Type, Blue 2WD w/Green fenders, Red 4WD w/Yellow chassis, Green Coupé
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6470 days
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Posted on 02-13-06 03:51 AM Link | Quote
If I remember correctly, Stunt Race FX uses about the same polygon format as StarFox.

Here is an "old" doc I did last year that explains most of the format:
http://pages.infinit.net/voxel/Arwing_Deconstruction.html

Missing in the doc are some commands that deal with animation, but I since found how these work.

You can also try to dig in the archive of this board to find my threads about Starfox, though images maybe missing.
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