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(12-11-2021, 11:55 AM)sandro_nunes Wrote: [ -> ]Now it is possible to create cars with characteristics from other smaller categories like Formula Atlantic or Indylights, the possibilities are endless.

I believe we now have many possibilities to make our beloved game even more dynamic.

Since we have three different type of cars (chassis) and engines, would it be possible to create Endurance set with that?
Gugland made one with the drivers.txt, but it would just as cool if it can be done via the .exe.

The other stuff is also very very interesting.
(12-12-2021, 07:40 AM)Wolf_pd Wrote: [ -> ]
(12-11-2021, 11:55 AM)sandro_nunes Wrote: [ -> ]Now it is possible to create cars with characteristics from other smaller categories like Formula Atlantic or Indylights, the possibilities are endless.

I believe we now have many possibilities to make our beloved game even more dynamic.

Since we have three different type of cars (chassis) and engines, would it be possible to create Endurance set with that?
Gugland made one with the drivers.txt, but it would just as cool if it can be done via the .exe.

The other stuff is also very very interesting.
Wolf,

The cheat engine(C.E) works as follows:

1)     We open the C.E and link the game.

2)     At first, it is necessary to establish the parameters of the cars in different types of options (Everything is very simple and the addresses are the ones I mentioned in the first message).

3)     After the parameters are established, just click on the option and the program automatically starts to consider these characteristics.
There is an initial hard work to parameterize the cars, but after that everything is simple and it is possible to save these characteristics in folders, I usually save in the folder of the year I am racing (C:\Cart\cars\”year”).

As I said earlier, I did the test with the year 1987 and managed to get the cars (Lola-Chevrolet, Lola-Cosworth, March-Chevrolet, March-Cosworth, March-Judd and Penske-Chevrolet) with very realistic performance and reliability.

I ran a lot of tests with Mario Andretti's beautiful Lola-Chevrolet, which although it was (In my opinion) the fastest car of that year, it was extremely fragile. The results I got were always consistent with what this car offered, that is, it started well, but usually abandoned it.

There is also the possibility of creating mods for smaller categories, such as the Formula Atlantic or in extremely fast machines equal to F1, in short, the possibilities are almost endless.
Another thing I didn't mention, I found all the addresses with the data from the “Drivers2.txt” file, with this it is possible to manipulate this data through C.E. This option makes a season much more interesting.

As a practical example, in 1988 the Al Unser, Jr was unbeatable on street tracks, but not as competitive on ovals. With one click you can totally change the drivers' strengths.

I like to split the seasons in two, so in the first half I assign strengths to the drivers with the best performance, then in the second half I click on another option and totally change that panorama.

I'm sure you'll learn the Cheat Engine with ease and know how to parameterize the game as you see fit.
I am happy this knowledge wasn't around when we were still running IIRS  Happy

Looking at it again, it is time for some fun research.
You know what would be sweet- to change the pitch of the engines of some of the opponent cars, so I can simulate realistic sounds for the chevy-stockblock v8 (only used in 85 and maybe 86?).... these should have a much lower RPM sound than the typical 13,000RPM Ford/Mercedes/Honda engines in the game. I would think maybe half of the RPM pitch of a indycar racing engine.

Also- the Menards V6 and Buick V6 would have a RPM sound probably around 9000-10000 rpm, which would sound lower than the original engines but higher than the chevy stockblocks they used in 85-86 (I know Steve Chassie had one in 85, and I think Dayle Coyne had one in either 85 or 86)
(12-13-2021, 01:33 AM)Wolf_pd Wrote: [ -> ]I am happy this knowledge wasn't around when we were still running IIRS  Happy

Looking at it again, it is time for some fun research.
Wolf,

When you discover the endless possibilities of car and game configuration, you will be delighted and excited by what can be done.

If you want to share ideas, you can count on me.
(12-13-2021, 02:25 AM)samsepi0l Wrote: [ -> ]You know what would be sweet- to change the pitch of the engines of some of the opponent cars, so I can simulate realistic sounds for the chevy-stockblock v8 (only used in 85 and maybe 86?).... these should have a much lower RPM sound than the typical 13,000RPM Ford/Mercedes/Honda engines in the game.  I would think maybe half of the RPM pitch of a indycar racing engine.

Also- the Menards V6 and Buick V6 would have a RPM sound probably around 9000-10000 rpm, which would sound lower than the original engines but higher than the chevy stockblocks they used in 85-86 (I know Steve Chassie had one in 85, and I think Dayle Coyne had one in either 85 or 86)
samsepi0l

I don't know if you've seen this before, but there is a possibility that we could change the original game sounds for other engines.

I know we can trade it for the sound of Ferrari'67, BRH 16-cylinder, Eagle-Welaske and some by Ford, dream of the day someone will make the sound of a 2003 Williams BMW engine (The 20,000 rpm one).

You also have the possibility of creating Buick-type engines (Fast and Fragile) or more traditional and reliable engines, just knowing how to find the correct parameters.

For those who like Formula One, there is the possibility to create DRS or KERS.
Quote:I don't know if you've seen this before, but there is a possibility that we could change the original game sounds for other engines.

I have an engine sound for the player car based on the late 90's honda CART engine that I really like, you can hear it in my youtube channel.

I've never done this, but someone once experimented with drivers2.txt and put in additional engines other than the selections 0,1 and 2 which come with the game. I think they were trying to add Toyota like CART actually had in 1996. The problem apparently is that the cars given option 3 (which is created since the game only comes with 0,1 and 2) had a super high pitch because apparently the EXE was never given a sound for a value of 3 in drivers2.txt.

All of this being said- It gives me a reasonable conclusion that the EXE must look at driver2.txt to approximate the pitch of the opponent cars.

When I make my carsets, I give every single opponent a Reynard chassis, and honda engine. Quite frankly I just wanted to make sure that they all perform to the numbers (power/drag/grip, ect) that I choose for them. I manually typed the appropriate chassis and engine in another field so you can see what cars are which engine/chassis if you click in the "opponents" menu to look at the other cars (you can see this in my youtube videos where I review my carsets) That being said- since all of the cars technically in my carset only use 1 engine choice, maybe we can use the other 2 for different pitches and actually give them different sounds? I wonder if there is a value stored at a memory location that we can hard-code change in the EXE which will make say 3 choices work like this:

Option 0 (original cosworth engine) - Half pitch - sounding like a typical nascar engine, used for the big v8 chevy stockblock
Option 1 (original mercedes engine) - 3/4 pitch - sounding like a Menards V6, or Buick v6
Option 2 (original honda engine) - regular unmodified sound. Used for all of your typical "run of the mill" indycar engines. (everything on the grid that was a 2.65L Turbo v8)
(12-13-2021, 03:02 AM)samsepi0l Wrote: [ -> ]
Quote:I don't know if you've seen this before, but there is a possibility that we could change the original game sounds for other engines.

I have an engine sound for the player car based on the late 90's honda CART engine that I really like, you can hear it in my youtube channel.

I've never done this, but someone once experimented with drivers2.txt and put in additional engines other than the selections 0,1 and 2 which come with the game.  I think they were trying to add Toyota like CART actually had in 1996.  The problem apparently is that the cars given option 3 (which is created since the game only comes with 0,1 and 2) had a super high pitch because apparently the EXE was never given a sound for a value of 3 in drivers2.txt.

All of this being said- It gives me a reasonable conclusion that the EXE must look at driver2.txt to approximate the pitch of the opponent cars.

When I make my carsets, I give every single opponent a Reynard chassis, and honda engine.  Quite frankly I just wanted to make sure that they all perform to the numbers (power/drag/grip, ect) that I choose for them.  I manually typed the appropriate chassis and engine in another field so you can see what cars are which engine/chassis if you click in the "opponents" menu to look at the other cars (you can see this in my youtube videos where I review my carsets)  That being said- since all of the cars technically in my carset only use 1 engine choice, maybe we can use the other 2 for different pitches and actually give them different sounds?  I wonder if there is a value stored at a memory location that we can hard-code change in the EXE which will make say 3 choices work like this:

Option 0 (original cosworth engine) - Half pitch - sounding like a typical nascar engine, used for the big v8 chevy stockblock
Option 1 (original mercedes engine) - 3/4 pitch - sounding like a Menards V6, or Buick v6
Option 2 (original honda engine) - regular unmodified sound.  Used for all of your typical "run of the mill" indycar engines.  (everything on the grid that was a 2.65L Turbo v8)
samsepi0l,

Did you create a sound for your game based on the 90's honda engine? Would it be possible to make the file available? What is your Youtube channel? Can you create sounds with other machines?

This happens even if you put an extra engine in the drivers2.txt file the sound of this car is different, by the way it is quite annoying.kkkkk

From what I could see in the code, things are much more complex than just pulling information from text files, an example is the random breakdown index.

I always made sure that this information was contained in the drivers2.txt file or in the track. txt, but that's not what happens, another example is the power of the car, I always thought that the data contained in drivers2.txt had some influence on the power or stability of our car, but unfortunately, there is no link, everything is calculated based on index contained in the game code.

From what I was able to ascertain (After doing many simulations) that the chassis, engine and tires do not have a very relevant impact on the performance of the AI, what makes a difference is the force data that are in drivers2.txt. One thing is for sure, when we put values with large variations between the minimum and the maximum, the AI performance tends to be more irregular, if the values are close, the AI will have more consistent results.

I am absolutely sure that there must be several algorithms that calculate totally different results, this is easily verifiable when we are in a championship that a certain driver is dominant, while in other championships that same driver may be less dominant. 

This variation happens because the game must run several routines that lead to different results, if the Drivers2.txt values have large variations between the minimum and the maximum and few differences between the values between the drivers, surely this situation will be clearer, now if the values that are assigned to the AI are with little difference between the minimum and the maximum and there are big differences between the pilots, of course, the championship will always be decided in the natural order.

I like to compete with the maximum level of reality so if I'm going to compete in the year 1986 I want to make sure that my biggest opponents are Bobby Rahal and Michael Andretti, if I'm going to compete in 1999, I'll definitely have to beat the Montoya and Franchitti.

To compensate for these large variations I use Cheat Engine to create several drivers2.txt files. We can create a file for the first half of the championship and another for the second half, or create a file for the three types of tracks we have which are oval, street and roadcourses, that way the competition will be more realistic.

Creating the files can take a little more work, but once they're ready, just one click without leaving the game for the new parameters to take effect.
This is amazing, i got so many questions i have been curious to know how/if they can be edited. For example how can we make the AI be able to overtake, incl backmarkers where they spend an entire 25 lap stint stuck behind them lapping 2 secs slower compared to the car in front. How can we make cars faster on ovals but hopeless in comparison on street tracks for example like Tracy '97. also the reliability of AI cars, why/how in a season does 1 car seem to finish each race while some can't seem to finish many races. Also how to increase car failures & accidents as per the real seasons of that era. with Overtaking i have tried many things with the Drivers2.txt values & have got nowhere with it.
Where/how do we find the cheat engine to be able to edit these values? since Windy was recently made available on here we can all pretty much use that to try certain things.
(12-13-2021, 11:54 PM)JR82 Wrote: [ -> ]This is amazing, i got so many questions i have been curious to know how/if they can be edited. For example how can we make the AI be able to overtake, incl backmarkers where they spend an entire 25 lap stint stuck behind them lapping 2 secs slower compared to the car in front. How can we make cars faster on ovals but hopeless in comparison on street tracks for example like Tracy '97. also the reliability of AI cars, why/how in a season does 1 car seem to finish each race while some can't seem to finish many races. Also how to increase car failures & accidents as per the real seasons of that era. with Overtaking i have tried many things with the Drivers2.txt values & have got nowhere with it.
Where/how do we find the cheat engine to be able to edit these values? since Windy was recently made available on here we can all pretty much use that to try certain things.

I think the overtaking is all an LP issue, not something you need to modify the exe to fix. I do think if we found a way to OBSERVE the LP (by reading live memory) cars are using and when they switch between pass/race/min/maxrace it would help us understand (reverse engineer) how papyrus wrote the instructions on how LPs work. I think cheat-engine can help us here!

I have made really bad LPs before (thinking my first try at homestead-96 config) where LPs could never pass. I have learned a little from my mistakes but I still am far from getting it "perfect" (if there is such a thing).

In most cases- I do not think the Papyrus LPs are perfect by any measure (especially Longbeach- think of how they take that wide hairpin approach for no apparent reason).
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