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Messages - dstien

#31
Stunts Reverse Engineering / Re: Stunts MIDI music
November 03, 2014, 11:19:17 AM
The kms2mid converter was just discussed in #stunts@EFNet. It's reassuring that you keep a watchful eye on the forum traffic, CTG. :D
#32
Stunts Reverse Engineering / Re: bypassing load.exe
June 01, 2014, 05:47:20 AM
Ported some more functions after another year-long hiatus. Most asset loading and init functions should be done now, and I have begun digging into the heartbeat functions. Real greasy stuff.

When we can run the gameloop path used by repldump I plan to start a new repository that is technically and legally clean, so I'm not focusing on graphics, sound and interactivity. Will probably take another decade at this pace. ;D
#33
Can't remember observing this error. Is it reproducible? I have had a generous share of crashes with restunts.exe, but that's likely no-ones fault but my own...
#34
Fabulous work, llm! Did you solve the DosBox debugging issue? Highlight my nick next time you're on IRC so I'll notice you among all my idle channels. ;D
#35
Quote from: dreadnaut on May 30, 2014, 11:42:01 AM
What are we missing? Just something that scans a replay dump and tells us when the car crosses a section line?

For the last section, the most accurate way to determine the finish point is probably to read Stunts' finish frame number at offset 0x146 in the gamestate. I've attached a simple (and barely tested) program that reads the last gamestate entry from a repldump file and prints details similar to those in the highscore screen. Turns out the gamestate provides all we need to return penalty time and finish state (crossed finish line/crashed/aborted) without having to worry about the extra post-finish frames.

$ ./replinfo TST0001.BIN
Driving time : 1:30.80
Penalty time : 0:00.00
Total time   : DNF (crashed)
Avg speed    :  56.45 mph,  90.85 km/h
Top speed    :  77.23 mph, 124.30 km/h
Impact speed :  63.77 mph, 102.62 km/h
Jumps        : 4

$ ./replinfo TST0002.BIN
Driving time : 0:53.75
Penalty time : 3:00.00
Total time   : 3:53.75
Avg speed    :  48.30 mph,  77.73 km/h
Top speed    :  79.86 mph, 128.52 km/h
Jumps        : 0
#36
Stunts Chat / Re: Stunts in box
May 03, 2014, 10:46:37 PM

http://www.ebay.com/itm/VINTAGE-Stunts-Broderbund-Software-Racing-Game-Big-Box-/151293428372

Another one popped up in my eBay saved searches, but as usual it's US shipping only...
#37
Hi Big O!

Every polygon in this shape is flagged as 2-sided. This disables angular culling, which in turn may result in some funky issues with the Stunts engine's archaic drawing routines. To fix this:

  • Remove the 2-sided flag for every regular polygon
  • If the polygon faces the wrong direction, select all its vertices, right click on the vertex list and select "Flip" from the context menu.
  • Select all the polygons, right click on the polygon list and select "Compute cull data" from the context menu.

Stressed handles the shape bounding box behind the scenes, so you don't have to worry about that. Stunts polygons should be convex in order to render properly. Drivable shapes must have wheels due to the transformations when turning. If you don't want wheels you could scale them down to a single point.
#38
Stunts Reverse Engineering / Re: PES File Format
March 30, 2013, 10:13:31 PM
Beyond excellent! ;D
7 related functions now ported in restunts.
#39
Stunts Reverse Engineering / Re: bypassing load.exe
March 21, 2013, 09:02:06 AM
Quote from: w4kfu on March 20, 2013, 08:50:32 PM
Quote from: dstien on March 20, 2013, 08:24:53 PM
intriguing work!
What do you mean by intriguing ?
Intriguing as in "arouse the curiosity or interest of; fascinate". ;)

Haven't got the chance to dive into your code yet, but it's very interesting that you've analyzed the compression and made an encoder. restunts have been evolving slowly lately, so I'm eager to see which direction you plan to go with GAME.EXE.
#40
Stunts Reverse Engineering / Re: bypassing load.exe
March 20, 2013, 08:24:53 PM
Welcome w4kfu, intriguing work!

stressed will only load files in Stunt's resource file container format. There's a separate command line tool in the stunpack repository [1]. There's also a another implementation in restunt's [2] fileio.c, just a direct ASM to C conversion.

[1] https://code.google.com/p/stuntstools/source/checkout?repo=stunpack
[2] svn://anders-e.com/restunts/trunk
#41
Team Zone / Re: Looking for a team
March 12, 2013, 01:01:52 PM
Quote from: CTG on March 12, 2013, 10:29:24 AM
So... is dstien alone now in Average Joe?
Haven't heard from Mingva in aeons. I'm trying my best to maintain the team's honor after that fifth columnist Renato fled to the Fleas. ;D
#42
Custom Cars with Stressed / Re: Ikarus 260
March 08, 2013, 09:40:14 AM
Hexcellent! I'd love to see this one in ZakStunts 2014. ;D
#43
Quote from: Chulk on February 27, 2013, 06:39:11 PM
Has anyone got this Vancouvr.trk? Maybe we could have a Live race on it if it's not that complicated...

VANCOUVR is hidden in at least Stunts 1.1 as well. While dissecting the original files I noticed DEFAULT.RPL were included on both disk A and disk B. The replay on disk A is the one that ends up being installed, while the one on disk B is in fact a different file; an Indy replay for VANCOUVR. Attached the file for your convenience.
#44
Custom Cars with Stressed / Re: Car designing contest
February 21, 2013, 03:41:40 PM
Quote from: Friker on February 21, 2013, 01:05:48 PM
Quote from: CTG on February 21, 2013, 10:39:34 AM
Would you be interested in such a contest?

(of course with absolutely new cars)
no That would be super-terrific! :D
FTFY.
#45
Month`s Tracks - USC / Re: Bologna
February 16, 2013, 03:57:31 PM
Void.