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Showing content with the highest reputation on 02/21/2019 in all areas

  1. Yellowberry

    Understanding .trk files

    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
    2 points
  2. kbios

    Understanding .trk files

    Hey, these are my notes on the trk format (piece names are in italian, sorry haha) Fixed-length file (65576 b) ***Little-endian values*** Header example: 4C 45 47 4F 20 4D 4F 54 4F 00 00 00 05 00 00 00 28 00 01 00 01 00 00 00 02 00 00 00 00 00 00 00 4C 45 47 4F 20 4D 4F 54 4F (bytes 1-9) magic number (LEGO MOTO) 00 00 00 05 00 00 00 (bytes 10-16) apparently fixed 28 00 01 00 (bytes 17-20) filesize (65576) 01 00 00 00 (bytes 21-24) map type (00 multi, 01 single) 02 00 00 00 (bytes 25-28) ambiance (00 jungle, 01 ice, 02 desert, 03 city) 00 00 00 00 (bytes 29-32) time (00 day, 01 night) Track description, starting from right side going down: An empty space is 00 00 00 00 00 00 80 BF FF FF FF FF 00 00 00 00 16 pieces, then 48 unusued blocks like 00 00 00 00 00 00 00 00 FF FF FF FF 00 00 00 00 Multiplayer: 8 pieces and 56 unused blocks. This for each row. After the last row the file is filled with unused blocks up to 64K. Last 8 bytes are like 00 00 00 00 01 00 00 00 01 00 00 00 (bytes 5-8) open/finished track (00 open, 01 finished) A piece (departure) is eg 00 00 00 00 00 00 80 BF 30 43 00 00 01 00 00 00 00 00 00 00 (bytes 1-4) unknown (can be 00, 01, 02, 03), doesn't seem to have any effect 00 00 80 BF (bytes 5-8) height as a ***floating point number*** 30 (byte 9) piece type 43 (byte 10) piece ambiance (43 city, 47 desert, 3B jungle, 3F ice) 00 00 together with the preceding two bytes forms the asset id 01 00 00 00 (bytes 13-16) clockwise rotation (00, 01, 02, 03) Pieces occupying more than one space are marked only in one place, the one around which they rotate Pieces (city, desert, jungle, ice): Partenza: 30 1D 65 48 Rettilineo semplice: 31 19 61 49 Rettilineo camion: 32 1A 62 4A Curva semplice: 33 1B 63 4B Curva larga semplice: 34 1C 64 4C Rettilineo parapetto: 36 1E 66 4E Rettilineo lungo: 37 1F 67 4F Curva parapetto: 38 20 68 50 Curva larga parapetto: 39 21 69 51 Rettilineo dosso: 3B 23 6B 53 Salita parapetto: 3C 24 6C 54 Paravalanghe: 40 28 70 58 Chicane: 41 29 71 59 Ventola: 42 2A 72 5A Pantano: 43 2B 73 5B Salto: 44 2C 74 5C Giro della morte: 45 2D 75 5D Salita accelerazione: 46 2E 76 5E Piastra: 47 2F 77 5F Nastro: 48 30 78 60 Incrocio: 49 31 79 61 Rettilineo fumo: 4A 32 7A 62 Rettilineo griglia: 4B 33 7B 63 Rettilineo casse: 4C 34 7C 64 Cannone: 4D 35 7D 65 Rettilineo semafori: 51 39 81 69 Salita semplice: 53 3B 83 6B Pot. supersterzo: 58 40 88 70 Potenziatore turbo: 59 41 89 71 Pot. a sorpresa: 5A 42 8A 72 Pot. autoscontro: 5B 43 8B 73 Pot. oggetti insidiosi: 5C 44 8C 74 Fabbrica: 5D 45 8D 75 Edificio 1: 5E 46 8E 76 Pot. raggio paralizz.: 5F 47 8F 77 Edificio 2: 60 48 90 78 Edificio 3: 61 49 91 79 Edificio 4: 62 4A 92 7A Edificio 5: 63 4B 93 7B Edificio 6: 64 4C 94 7C Aeroporto: 67 4F 97 7F Statua: 6C 54 9C 84 Angolo: 6D 55 9D 85 Schermo: 6E 56 9E 86 Parcheggio 1: 6F 57 9F 87 Aiuola: 70 58 A0 88 Laghetto: 71 59 A1 89 Pini: 72 5A A2 8A Cespugli: 74 5C A4 8C Parcheggio 2: 75 5D A5 8D Casse: 77 5F A7 8F Lampione: 78 60 A8 90 Lago: 7A 62 AA 92 Salita cespugli: 7C 64 AC 94 Astronave: 7D 65 AD 95 Albero: 7E 66 AE 96 Buca: 7F 67 AF 97 Rettilineo luce: 8D 75 BD A5
    2 points
  3. paperpanzer

    Sound addons for Axel's Mod

    Okay... been a while. So after having been pretty busy/ distracted by other things, I'll post a couple of things here as updates. 1- New sounds for the mining Laser, as well as some more cavern sounds and reworked lava sounds. Video showcase here- 2- Spent quite a bit of time coming up with a convincing background audio track for Ice Caverns. (The "Iambloop".wav file for those of you who are interested is the default/ "rock" version if environmental cavern sounds become a thing here.) LRR asmr? Now for some info dumps. First, since it's been a while and I've pretty much forgotten where I was at after I made all these edits above (they were finished last November lel), From now on I will upload the WAD files as a complete package. Makes things easier on both my end and the user's. Just drag'n'drop. In addition, while I haven't even looked at any of the files for maps and monsters to edit their individual sounds to more effectively replicate what I think they should sound like- I do believe I've hit a hard limit. I.E., the WAD compiler is at it's limit with the file size for LegoRR1 WAD and struggles if I add any more stuff. Plus I'm starting to worry if I overwhelm LRR's engine with any more ear candy. Or maybe I'm worrying about nothing.
    1 point
  4. kbios

    The impossible track

    Hey, I've posted my notes in the other thread
    1 point
  5. kbios

    The impossible track

    Hey, thanks for trying it out! So as you know every track piece (as every other asset in the game) has an ID, which is globally unique (ie city straight and ice straight are different). You can see the IDs with the RTB viewer included in my StuntRally Suite. Each track piece is loaded lazily by the game the first time you load a track containing it, and will remain loaded as long as the game stays open. But there is a catch: the game only loads a piece if the ambiance of the type matches the ambiance of the track. That's why there are prerequisite tracks for the impossible one: they contain each possible piece so that the game has everything already loaded. As for the part of the track which is 4-floors high, well maximum height is only checked in the editor and not in race mode. However, for most pieces everything over 3-floors high is considered 3-floors high, so it triggers the "heights don't match" check (which is sadly present also in race mode). This limits what can be done with extra-high sections. If you need anything else just tell me :)
    1 point
  6. paperpanzer

    Sound addons for Axel's Mod

    @Cirevam Thanks for the offer- I wasn't planning on making maps but I've been playing around with Cyrem's map editor tool for a while now. (There are a few things that I still don't know how to do in the tool, like adding sleeping monsters, rotate the starting camera and buildings, etc.) Despite that I think in the future I may make a map pack for LRR. I wouldn't know where to start with adding in null sound generators in Cyrem's tool though. (that being said I have worked with them before in other editors.) As of now my sound addons have reached a near-final point. Having played through Axel's mod I can say that there are a few of his sounds that I would like to use in it as well (such as the SMLC, Cargo Carrier, and Tunnel Transport engine sounds.) which I would make as a separate sound mod. Currently what I have is just an addon pack. Loader Dozer sounds up next- reworked the animation file to re-align the sound play for the shovel.
    1 point
  7. paperpanzer

    Sound addons for Axel's Mod

    Thanks for the responses guys- tbh this is the first time I've attempted to share my work with the public for any game that I've modified. @Slimy Slug I wondered why one of the cavern dripping sounds wasn't playing- and why the "creaking sound" never played in-game. Both instances were fixed, thanks for the heads up (the "creaking" sound was by accident btw, I just simply copied the old file and renamed it when I started this whole project, should have been obvious lol) As for the drill sound bug, you mean the sound not playing at all? I do know one of the limitations with LRR's sound engine is that it is only capable of playing one sound sample at a time (rockfall happens at the same time in two different ends of the level- only one has the sound play- or two or more vehicles of the same type causes one's engine sound to stop). That's one reason I added all the unique building sounds. Will do! @Cyrem Update- Added new unique drilling sound for the Small Digger Added a propeller sound effect to Axel's modded Cargo Carrier engine Added a few new sounds to the Loader Dozer's shovel smack. Added a couple more cavern sound effects (dirt and loose debris falling in the distance) Only took a video of the Digger and Carrier, LD is kinda hard to hear. At this point I'm pretty much happy with how everything has turned out.
    1 point
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