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(12-14-2021, 12:34 AM)samsepi0l Wrote: [ -> ]
(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).
Very true, tho in the case of Long Beach the last corner itself is well out of whack on the original version
I'd say I'm more interested in how this technique can help us change the performance of the player's car. I once played with Cheat Engine on the DOSBox version of ICR2 but I only have a very foundational idea of what it does, and don't know anything about saving my discoveries (also I had read that using Cheat Engine with DOSBox adds an extra layer of complexity which I have not done any work to understand).

Would appreciate some advice on which specific tutorials to follow for Cheat Engine, in order to have the bare minimum skill needed to try some of the things you described. I have no formal background in computer science especially assembly language, and I don't think I have the time to learn that in the foreseeable future, but I'd love to be able to know just enough to change the engine power, for example.

Do you have any Cheat Engine configuration files or something already prepared for ICR2, that can give us a head start on modifying our own gameplay? I'm sure I am oversimplifying but I am starting from zero so anything would help.
(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.
Jr82,


The ability of leaders to overcome laggards is defined primarily by .lp files, but there is another factor that impacts this issue, which is the aggressiveit of the drivers2.txt.
If the data is higher than 2000, there is a great loss of ability of leaders to overtake slower cars.

The game only accepts values up to 999, to include larger values it is necessary to use a program that edits the information directly in the game memory, I use the Cheat engine (https://cheatengine.org).

For you to master memory editing, it is paramount that you know how to use the "auto-assemble" which is the tool that allows you to customize the game.

On Youtube there are thousands of videos that explain how this program works.

The only way I found to generate this type of situation is by creating multiple files drivers2.txt within the cheat engine itself, so you can create several situations that lead to driver characteristics, an example:

- In 1991 Rick Mears was extremely strong on the ovals circuits, he did pole and dominated most of the races, the only one who came close to him was Michael Andretti, already on street tracks, Mears did not bother anyone.

You can create a drivers2.txt file so that drivers who stand out on street tracks are stronger, while creating another drivers2.txt file  which takes into account the ability of other drivers to ride on ovals tracks.

Once configured, you only need to click on the situation you want or create a hotkey (Alt-1 type to trigger a specific situation).

At first it seems that it is difficult, but I assure you, the process is quite simple and the result is satisfactory.

I've been able to reproduce with enough proximity of results seasons such as those of 1985 and 2000 (both marked by diverse and unpredictable results).

I like to use this feature to divide seasons by parties or by lanes (Ovals, Street and Road Course).
I've dealt with this subject in previous texts, I've discovered some indexes that impact on the rate of breaks of both players and AI, you can even dose the level of abandonment the way you want.

As I said, the program I use is Cheat Engine, you can download it in https://cheatengine.org.

If you want to go deep in the operation of the game, I recommend that you also study Ollydbg and Ghidra, because with these programs you will be able to reverse engineer the game and understand how it works.
(12-14-2021, 12:34 AM)samsepi0l Wrote: [ -> ]
(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).
samsepi0l,

Your observation is very interesting, in the near future I will try to find out something about it, if I can inform you.

It would be nice if we could observe this data live, depending on the situation we could even change the program code to try to get something more maximized in this matter.

I agree with your opinion on the original LP's, in some situations cars adopt trajectories totally out of the standard, my dream was to get our AI equal to that of the GPL (which look like humans, size their perfection).
(12-14-2021, 10:26 AM)checkpoint10 Wrote: [ -> ]I'd say I'm more interested in how this technique can help us change the performance of the player's car. I once played with Cheat Engine on the DOSBox version of ICR2 but I only have a very foundational idea of what it does, and don't know anything about saving my discoveries (also I had read that using Cheat Engine with DOSBox adds an extra layer of complexity which I have not done any work to understand).

Would appreciate some advice on which specific tutorials to follow for Cheat Engine, in order to have the bare minimum skill needed to try some of the things you described. I have no formal background in computer science especially assembly language, and I don't think I have the time to learn that in the foreseeable future, but I'd love to be able to know just enough to change the engine power, for example.

Do you have any Cheat Engine configuration files or something already prepared for ICR2, that can give us a head start on modifying our own gameplay? I'm sure I am oversimplifying but I am starting from zero so anything would help.
Checkpoint10,

The Cheat engine is very intuitive, not to mention there are thousands of tutorials on it.

Seeing all your work with the creation of tracks, I'm sure you will be able to easily learn how to use the cheat engine.

I'll do better than explain, I'll make available two files that I saved, one with the strength of AI in each of the items that exist in the drivers2.txt.

That way, you can change the strength of the AI’s between one session and another.

The other file already has all the addresses you should manipulate to improve the performance of your car.

I like the possibility of creating cars from different eras, with the mechanical characteristics that made them famous, I hope that when several people in this community can do that, cars of all kinds will appear.

I'll send the files, but I've already detailed the addresses in my first post, regardless of what I send, I think it's cool that you also learn how to mess with this program, because if several people in this community are interested in it, we can discover other aspects of the game that we can customize or improve.
Guys,

I can't send the cheat engine files in .ct format. How do I send?
(12-14-2021, 12:32 PM)sandro_nunes Wrote: [ -> ]Guys,

I can't send the cheat engine files in .ct format. How do I send?
If you zip them then you can attach
(12-14-2021, 12:44 PM)checkpoint10 Wrote: [ -> ]
(12-14-2021, 12:32 PM)sandro_nunes Wrote: [ -> ]Guys,

I can't send the cheat engine files in .ct format. How do I send?
If you zip them then you can attach
Checkpoint10,


Thank you!

Follow the files.
Guys,

Follow the files with parameters.

Thanks
Friends

I noticed that the files were downloaded.

Has anyone been able to parameterize the values?

If so, did you like the result?
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