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Showing content with the highest reputation on 12/17/2018 in all areas

  1. groovy grover

    Rock raiders sound bytes

    true that! but for a lot of games getting the orginal soundfiles isn't that easy.. (and as far as i know (and i'm not a programmer, so don't know much about it) they are some times encrypted) so notting wrong witch also knowing this methode.. besides that: if you using a really high bitrate while recording the difference will not be that great, i think that are a verry little amout of people that can hear the difference between a good recording and a orignal file. but in the end: getting the orignal audio files is always better of course!
    1 point
  2. grappigegovert

    Post-race extended time: make players use warp?

    I've got bits and pieces of LR mapped out, so I knew that the function at 0x39100 is the function that gets called to use a powerup. (using the 1999nodrm adresses here). I then debugged this function to see what function called it whenever the player used a powerup after finishing, and ended up in this in this function: (Screenshot from IDA, note that this is only the last part of this function) In green, I've circled the part where the game checks if the racer has finished the race. (I didn't know beforehand that this particular bit indicated having finished the race, but I knew this address stored some flags). If the racer has not finished the race, the jz jump is followed (the green arrow), and the code checking for 3 white bricks is skipped. If the racer has finished the race, the jump is not followed (red arrow), and the amount of white bricks is checked. In my above posts, I've instructed to change the jump in purple to NOPs, ensuring that the game always follows the red arrow, thus ending up calling the powerup function instead of skipping it. By the way, this check is only done for green powerups, the other 3 powerups follow the remaining 3 arrows pointing into the 'call powerup' block.
    1 point
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