Hello friends of RRU, it's been a hot minute since I've done anything on this website. I recently acquired a copy of Lego Stunt Rally, my favorite childhood game (I even went as Mr. X for Halloween once), and I've been slowly picking away at the game's files, specifically the track file format.
I have so far figured out how to generate an entirely new track file, hex IDs for a good majority of the buildings, decorations, and track pieces, and how the tiles are structured in the file format.
I was quite surprised to find out that the track files are fixed in length at 65kb, no matter if you make a singleplayer or multiplayer track. Further digging revealed that there is a significant amount of nulled out data between the rows of tiles, meaning that theoretically if the game supported it, we could have even bigger maps.
Another interesting discovery is that the game will treat any value that doesn't match a particular scenery type as it's own type, but wrap back around to the city scenery. This /might/ mean that we could create new types of scenery packs eventually!
I'm currently writing a Python program to aid in track creation and tinkering, however in it's current state it is extremely buggy and I wouldn't want to release a broken tool to the public. But once I've stabilized it just a bit more so it doesn't crash every other time you try to make a track, I will release it.
If you have any more details on how the track files work, I'd love to know!
EDIT: I totally spaced it, but here is what I know about the hex stuff so far, not really organized due to the fact that it was originally just a private document. I've opened up commenting on the file, so anybody is welcome to leave specific things there if they have any additional incite. Here is the link to the Google Doc:
https://docs.google.com/document/d/1W8TvnOuQHVJPWumpz2AmZhxrYMDFgVP-vgKqvh1JkdI/edit?usp=sharing
Thanks for still being around,
Yellow