Force Feedback
#1
During GPLaps' livestream today there was a conversation about hacking force feedback into icr2 and it occurred to me that it should be possible to do it without touching the game exe through the use of an outside utility. But it's beyond my skillset though and I'm old as dirt and can't be arsed to learn machine programming, but for any of you young'uns who might like a side project, here's the theory:

As you drive your car the game takes your control inputs, track description data and AI definitions, processes them through the intellectual property that is the physics engine, and calculates your car's position for a particular moment in time. The results of that calculation will be stored, however briefly, in certain registers within the program's working memory, being replaced by updated values in subsequent timesteps. 

If those memory registers can be identified a utility could be developed to read the changing values and translate them into a force feedback signal.

Theoretically.

(Original poster takes no responsibility for any injuries sustained by anyone attempting this feat of Dark Art.)
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#2
Can the Cheat Engine be used to help identify these memory addresses?

How about this one: if we can find the car's position and the AI cars positions, then we have everything we need to draw the graphics in HD. So you'd have a program that reads the track 3do and converts it into say the Unreal engine, then each frame it puts the AI cars into the scene into the right places, then moves the camera to where the player is. Finally you use some optical character recognition to "read" what the dashboard and F1-F10 dialogs are saying, and then recreate them in HD as well.

So you're playing the game normally but you are looking at a graphical output that is generated separately from the original game.

No Rendition wrapper needed and you can play the game in 4K, without ever changing the exe file. Heck you can make a VR version of ICR2 as well.
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#3
I'm not smart enough to do any of this.....
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