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Editing saved games
Cloudstrife987 and 3 others reacted to lol username for a topic
I've done a bit of tinkering with LI1's save formats, by opening them in HxD and doing file comparisons and the like. I haven't done a whole lot, but it seems fairly basic, so I'll just post some of what I know here, at the very least to get some other people interested. Player names are obviously stored in Players.gsi, but not as text - rather, with values like 00 for A, 01 for B, 02 for C, etc. and 00 between letters. There's some other stuff in there, but I haven't messed with it much. Each player's name has a corresponding G#.GS file - G0.GS, G1.GS, G3.GS, etc. Open one of these and you'll get some basic config stuff followed by a bunch of variables - again, I haven't looked into it much, but I do know that eighth value in the file controls the current character you're playing as, and at the very end of all the other stuff there's two things that can easily be edited very easily: the sky color (I was able to edit these and change the color manually without trouble never mind, it's weird and glitching out on me now, default is 56 54 68) and the light position (just a single digit, and of course it can be altered in-game as well via observation deck controls, like the sky color). Of course, there's a ton of other data in there which I haven't messed with - stuff that saves the customizable aspects of the game, what missions you've done, your scores, etc. If somebody else wants to look deeper into all that, be my guest - I imagine most of this could be figured out quite easily by comparing two game save files that are identical except for one thing, then narrowing down what changed between the two files (that's how I noted which value controls the current character, simply do the same for other values).4 points -
DEMO Kahuka on other tracks
Rock Monster reacted to alan for a topic
Note: Might only work on XP because DEMO doesn't run on Vista/7 (at least for me)! I just wondered how Kahuka would drive in the DEMO mode on his own circuit or on Basil's. Furthermore I wondered what Demo-Kahuka would do on Rocket Racer's Run. So I messed up the track folders in GAMEDATA: At first here's an overview of which folder belongs to which track name: C0R0 = Royal Knights Raceway C0R1 = Imper. Grand Prix C0R2 = Desert Track C0R3 = Moon Magma Marathon C1R0 = Dark forest dash C1R1 = Tribal Island Track C1R2 = Amazon Adventure C1R3 = Ice Race C2R0 = Nightmare-Athon C2R1 = Pirate Skull Pass C2R2 = Temple Trail C2R3 = Alien Asteroid C3R0 = Rocket Racer Run So, because Demo-Kahuka only drives in C0R1, C1R0, C0R3 and C0R2, we have to rename the folders. We now want to make Demo-Kahuka drive on his own circuit. So we rename the folders: C0R1 to C1R1 C1R0 to C0R0 C0R3 to C1R3 C0R2 to C1R2 and C1R1 to C0R1 C0R0 to C1R0 C1R3 to C0R3 C1R2 to C0R2 Because windows will accuse you to use one folder name multiple times, add any letter behind the renamed folder, e.g. C0R1 -> C1R1x Later you just remove the added letters (here: the x). (Hope you could follow what I meant, if not, please ask!) So, now we have switched the races of Circuit 1 and 2 (and 4 and 5, so the mirrored versions). But when you now start the game (after recompiling), the races will crash when you try to start them. So now we have to change the RACEC*R*.RAB files located in the track folders. For example, when you now go into RACEC1R1 (= the renamed Imp. Grand Prix) you will find a file called RACEC0R1.RAB Rename it to RACEC1R1.RAB and do the same with all other modified track names (so the RAB file names have to match with the folder names they are located in!). When you're done, [recompile (DATA method doesn't work for me)] and start the game. To check if you have done everything all right, go to Single Race and try each race. There should be the picture of Imp. Grand Prix but the race is the Tribal Island Track when you start it. So when you checked it, go to main menu and wait until DEMO-Kahuka starts to race. What happens when DEMO-Kahuka drives on non-demo tracks? When the race starts - the time when the camera flies to the player's position - Kahuka will already slide a bit forward. When the 3 appears, he will stop to move and idle until the race itself begins. Now Demo-Kahuka's race physics is not the typical AI driving physic. He drives the race as if you (as a player) have won or lost a race (when the camera looks to the back). You may already have recognised that this physic often drives as a drunk and so Demo-Kahuka does (especially in Amazon Adventure Alley). But sometimes - often when Kahuka crosses the finish line after Lap 1 - Demo-Kahuka jumps in the non-demo tracks. When he is done with that jumping he will behave as in the normal demo tracks. So after that 'jump' his racing physics are typically AI again and additionally he will be able to drive the right way again without any trouble. Of course you can do the same with circuit 3 races and also with RR's Race. Have fun messing Kahuka up If you have some more questions, please ask me EDIT: Special Thanks to RobExplorien for his video that shows Kahuka's strange behavior on Rocket Racer Run:1 point -
Tutorial: Working with start- and power-up positions
Fluffy Cupcake reacted to RobExplorien for a topic
Understanding the .SPB (startposition) and .PWB (power-up position) files in the LEGO.JAM This is my first attempt into creating a tutorial for LEGO Racers. The tutorial is more like an explanation of the files, and serves to help you on your modding with these files. I already know that many on this forum know how to work with the .SPB and .PWB files, but to those few who just started modding and run into some issues, here it is anyway. I am not going to explain how to extract the LEGO.JAM or how to open the **B-files, that is explained on other topics. However, I can give you a link to the >JAM-extractor and the >Binaryfile-editor. Ofcourse, position-editing has become much easier with grappigegovert's >In-game coördinate viewer, but really understanding what you change will be told here. Remember, before modding, make a back-up of the original LEGO.JAM. When having the JAM-file extracted, you'll end up with a map containing the subfolders: GAMEDATA and MENUDATA. What you want is the former. Opening GAMEDATA will show a list of more folders. Any of the RACEC*R* folders will have an .SPB and .PWB file, as well as the folder TEST. These folders contain all sorts of data about each track in the game. For example; RACEC0R0 = Royal Knights Raceway, RACEC0R1 = Imperial Grand Prix, TEST = Test Track. Navigate through the folder until you bump into either one of the binaryfiles. .SPB file Opening an .SPB file with the binaryfile-editor will give you code lines like these: k_27 [6] { k_27 2 { k_28 (float)379.492 (float)210.5133 (float)0.065082 k_29 (float)0.008727 (float)0.999962 (float)0 (float)0 (float)0 (float)1 } The [6] at the top means that there will be 6 entries below, one for each racer. In this case, the number under k_27 is 2. The code lines below 2 are meant for an AI's position, not something you can mess with, as the startpositions for AI's cannot be changed directly via the .SPB file (for that, you'll have to seek for the >.RRB files). You need to seek for number 0, the number for the player's car. The floats under 0 apply to your car. In the code lines below, you see a brief explanation of the most notable floats. k_27 0 { k_28 (float)368.3372 //x-position (float)193.9604 //y-position (float)0.065082 //z-position k_29 (float)0.008727 //x-position rotation (float)0.999962 //y-position rotation (float)0 //z-position rotation (float)0 (float)0 (float)1 //flip vehicle } How do you work with these values? I've made some simple images to show you what happens when you change a certain value (concerning the first three floats). Changing the x-position to a higher value will result into placing you more to the right of the map, lowering the x-position value will result into placing you more to the left of the map. I guess you can figure out how this will work for y-positioning too. This works for all tracks; take the map like this, and draw imaginary lines over it like seen in the image. Note that the values in code lines do not apply to these maps. I did not forget about the z-position, but it would be hard to show it to you in the same image. Now with a different perspective, see the image below. Changing the z-position to a higher value will place your vehicle higher (but you will fall back down to track level, or remain stuck in the air (if value is too big)), lowering the z-position value will place your vehicle lower (resulting into getting stuck if value is too low). Now we've had the positions, now for the rotation. The rotation is a little more difficult, but not hard to understand either (at least, I hope). With the coördinate viewer I was able to understand it more, although I was very close. Rotation is based on radians in LEGO Racers. I've heard of quaternions being used for rotation, but radians work as well. Just showing you the code lines for rotation again: k_27 0 { k_28 (float)368.3372 (float)193.9604 (float)0.065082 k_29 (float)0.008727 //x-position rotation (float)0.999962 //y-position rotation (float)0 //z-position rotation (float)0 (float)0 (float)1 //flip car } The x-position and y-position for rotation will rotate your vehicle horizontally. As far as I know, rotation values are numbers that range from -1 to 1 (or in mathematical terms, [-1;1]). If you have no experience with radian values, I'll give you some basic values for the rotationfloats. The image below will be an example. See the green rectangle as your vehicle. This image will work with all track maps in the game (if you take the map as shown in the example). To make the vehicle face any of the arrows (twist them 180 degrees, 90 degrees or 45 degrees), change the rotationvalues to the following:(Note: Calculate the 'square root-values' in decimals to use them as floats. I used square roots to give you an understanding of the values.) Green arrow: x=0 y=1 Purple arrow: x=-0.5√2 y=0.5√2 Red arrow: x=-1 y=0 Lightgreen arrow: x=-0.5√2 y=-0.5√2 Blue arrow: x=0 y=-1 Lightblue arrow: x=0.5√2 y=-0.5√2 Yellow arrow: x=1 y=0 Gray arrow: x=0.5√2 y=0.5√2 Ofcourse you might want to use other angles as well. To give you an example of 30 degree and 60 degree values: I cut the former image to the upperleft 90 degrees of the circle. If you'd like to create these angles (i.e. have your car face these angles), do: Red angle: x=-0.5√3 y=0.5 Green angle: x=-0.5√2 y=0.5√2 Blue angle: x=-0.5 y=0.5√3 This is basically the principle of radians. I think you can figure out how this would work for the other circle parts as well. The z-position for rotation will change the angle of your vehicle with the surface. To give you an image of what I'm talking about: On a flat surface (no gradient), changing these z-position values (for rotation) won't do much, as your vehicle will align with the surface instantly. The sixth float (//flip vehicle) can make your car turn upside down, when the value of this float is changed to 0. After changing values in this .SPB file, save the file (opt for overwrite) in the correct track folder and you can start recompiling the .JAM. I hope I explained you well how to modify and understand startpositions. .PWB file The .PWB files apply to the position and colour (thus effect) of the power-up for a track. You can find them in any RACEC*R* folder. You will find two files with this extension, POWERUP.PWB and POWERUP2.PWB. The former applies to tracks in single, multiplayer or circuit races, the latter applies to tracks in time trials. This division is made because time trial tracks share different power-up layouts than the others. Anyway, when opening a .PWB file with the Binaryfile-editor, you will see code lines like these: k_27 // Colored Bricks [27] { k_27 // Colored Brick { k_28 // Position (float)340.7048 (float)-425.0762 (float)19.03339 k_2D // Green } k_2F // White Bricks [12] { k_2F // White Brick { k_28 // Position (float)-196.6214 (float)-288.5213 (float)11.53108 } The [27] under '//colored bricks' means that there are 27 coloured power-up bricks on this track, each given a position and colour. The [12] under '//white brick' means that there are 12 white power-up bricks on the same track, each given a position. You know how to modify xyz-positions (of the power-ups), the three floats under k_28 are the xyz-positions for each brick. The k_2* code line under '//colored bricks' defines the colour of the brick (therefore the effect as well). If you'd like to change the colour of a brick, change the * in any of the following letters: k_2A //Red Brick k_2B //Yellow Brick k_2C //Blue Brick k_2D //Green Brick Want to add more power-ups to a track (or decrease the amount of power-ups), always make sure that the number of entries below 'k_27 //Colored Bricks' or 'k_2F //White Brick' is equal to the amount of entries specified inbetween the parenthesis, . To add more power-ups, simply copy a section for one power-up and modify the values. (The in-game coördinate viewer provides you easy positioning of power-ups. Place your vehicle on the position where you'd like to place a power-up, write the coördinates of that position down and change the values in the .PWB file with those coördinates. Then add 5.0 to the z-position float to make the power-up brick align 'perfectly' with the surface. For removal of certain power-ups, use the viewer as well. Place your vehicle on an existing power-up position, write down the coördinates and then look for (almost) identical coördinates of a brick in the .PWB file. Then delete this (identical coördinate) section for the power-up brick. Again, don't forget to change the entry-value inbetween parenthesis when deleting or adding power-ups.)Coördinate viewer in action! (try to guess the LEGO set in the background ): After modifying, save the .PWB file in the correct track folder (opt for overwrite) and recompile the .JAM. I hope I explained you well how to modify and understand the .PWB file. Feel free to correct me if I made mistakes.1 point -
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Editing saved games
MCHover reacted to Jimbob for a topic
Oh shoot, I meant Lego Racers too. Well I feel pretty dumb now.1 point -
DDI looking for help for Rock Raiders 2 (Rock Raiders inspired title)
Puffdragon reacted to Cyrem for a topic
It is. DDI is currently sorting out finance at the moment, but soon enough they will get into development once that is done. Welcome to the forum also. Actually, I might shoot off another email soon to Stewart. I only email him every couple of months to check up on progress and suggest ideas so as to not abuse the privilege of discussing things with him. If you have questions you would like to ask about the new project, or ideas (he really wants these) to share please post them and I'll include them with the email. My email is currently at 1,400 words... my largest ever And i'm not done.1 point -
Infolegondo
lol username reacted to AcePilot90 for a topic
http://www.youtube.com/watch?v=spdL71L8wzk Topless Minifigs...1 point -
Infolegondo
AcePilot90 reacted to Car CrazeXVI for a topic
Change infochst.gif to l6.gifst.gif, remove the leftover stuff by changing its hex to 00. (Remember, we're using a Hex Editor)1 point -
Forum Layout/Theme
Pranav reacted to Cyrem for a topic
Like Cirevam said, the paint brush can be used to change the blue text to any other colour. Your browser can increase the font size, most can. The previous version of the RRU theme was built to support the previous version of the software installed, using the old theme on versions it wasn't meant for causes various problems and hides newer features. This is why it was re-built.1 point -
Forum Layout/Theme
Pranav reacted to Cirevam for a topic
There is a paintbrush icon in the top right of the forum, under the search bar. You can use that to change the text colours. And you can change the font size depending on what browser you have. Usually you press Ctrl and the + key and that will make everything bigger, including images. I don't think we can revert to older themes without reverting the forum software since the theme usually gets changed whenever the software changes. Cyrem could give you a better answer.1 point
