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New mod: extended line of sight

Started by HerrNove, January 27, 2025, 01:47:06 AM

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Matei

I still have the built exes from HerrNove and I never compiled the branch myself. I was referring to compiling my game. Stunts is for DOS and runs on emulators, I don't need to compile anything because the executables will always work. Compiling a program is useful for getting it to work with different systems.

 https://brainly.com/question/58078519

QuoteMicrosoft Windows is not an Operating System.

A. True
B. False

A. True

https://www.theguardian.com/technology/2015/may/22/malware-viruses-companies-preinstall

https://www.pallier.org/is-windows-a-virus.html

llm

QuoteI still have the built exes from HerrNove and I never compiled the branch myself. I was referring to compiling my game.

he did get that wrong - and you also :)

HerrNove

Quote from: HerrNove on August 08, 2025, 12:18:13 PMI am confident we won't need to wait other six months for the third and final chapter to be completed :)

Luckily I had enough writing momentum to complete the saga in a matter of days :) Here the grand finale:

https://marnetto.net/2025/08/13/broderbund-stunts-3

Matei

Very interesting, I didn't understand anything, but just a question. Can you make that number which sets the initial number of tiles to be introduced as a parameter when starting the game, like STUNTS.EXE 110 ... STUNTS.EXE 30 or read from a file? Not that it's necessary, as I already have 3 executables from you, but this way only one executable would be needed, as I see that you prefer.

https://en.wikipedia.org/wiki/Draw_distance

QuoteThe Sony PlayStation game Formula 1 97 offered a setting so the player could choose

HerrNove

Quote from: Matei on August 13, 2025, 07:25:41 PMCan you make that number which sets the initial number of tiles to be introduced as a parameter when starting the game, like STUNTS.EXE 110 ... STUNTS.EXE 30 or read from a file?

It is technically possible, maybe in the future.

Duplode

#110
Quote from: HerrNove on August 13, 2025, 02:45:33 PMLuckily I had enough writing momentum to complete the saga in a matter of days :) Here the grand finale:

https://marnetto.net/2025/08/13/broderbund-stunts-3

Very nice :) Two details that caught my eye on a first read:

  • I love the first screenshot of the glitch gallery. It looks like a more delirious version of the ghost car artifacts.
  • poly_linked_list_40ED6 reminds me of how track continuity is encoded in Trackdata01.

HerrNove

#111
Quote from: Duplode on August 14, 2025, 03:06:02 AMI love the first screenshot of the glitch gallery. It looks like a more delirious version of the ghost car artifacts.

Yes, same concept! It's the same way DOS encodes the file storage occupation in the FAT. I remember reading about that in a manual when I was a kid and being amazed by it. The first non-trivial data structure I ever learnt!

dstien

#112
Quote from: HerrNove on August 13, 2025, 02:45:33 PMLuckily I had enough writing momentum to complete the saga in a matter of days :) Here the grand finale:

https://marnetto.net/2025/08/13/broderbund-stunts-3

Wow! I did not expect to hear about new Stunts discoveries on the orange site. Incredible work, and I can't overstate how delightful I found your in-depth and well-illustrated writeup. Very encouraging to see the restunts project resurrected, I'll have to relearn how to rebuild that relic.

Matei

The orange site:

QuoteI've long since wished there was a spiritual remake,

That would be a free game with the same features, a lot of bugs... and which works on all computers starting with Pentium II. My game doesn't have bugs (that I know of), nor all the features, although it has a few extra. However, a "spiritual remake" is impossible, because the main feature of Stunts (besides the bugs) is that it got people to improve it and make programs for it. Actually my game could do that... but anyway:

Quoteand thinking about it now I suppose Beam[...]NG could fit the bill if the editor was even simpler and the damage model was significantly reduced or even disabled.

Well...

https://matei.one/idxscr.html#videos

See the second video, which has subtitles, the first of which refers to BeamNG, i.e. "This is BeamNG" and see "Minimum requirements:". The next game presented is an old version of mine from 2014 and at 1:44 the subtitle says: "As can be seen, the cars in this game are indestructible", i.e. no damage model. Just saying.

HerrNove

Quote from: dstien on August 17, 2025, 06:28:48 PMWow! I did not expect to hear about new Stunts discoveries on the orange site. Incredible work, and I can't overstate how delightful I found your in-depth and well-illustrated writeup. Very encouraging to see the restunts project resurrected, I'll have to relearn how to rebuild that relic.

Thanks @dstien ! But I'm really a dwarf on the shoulders of giants here: most of the work was done by you, @llm , @clvn and others. In reverse engineering I'm still an amateur. On the other hand I consider my prose pretty good and I'm learning to market my work well :)

Matei

Quote from: HerrNove on August 18, 2025, 01:09:16 AMThanks @dstien ! But I'm really a dwarf on the shoulders of giants here: most of the work was done by you, @llm , @clvn and others.

Let's not forget the people who created game Stunts, DosBOX, the GNU/Linux operating system, the C programming language, the computer (starting with Joseph Marie Jacquard) etc.

https://matei.one/compsw.html

The most significant achievement related to Stunts is that you finally fixed the graphics after 35 years, I don't understand how people were so interested in it before. Not that what I did wasn't influenced by it.

QuoteAround the time when I was thinking about a name I had recently discovered a somewhat similar game with cars released in 1990, called STUNTS, and I saw some skunks on TV, so...

Matei

#116
Quote from: HerrNove on August 08, 2025, 04:10:33 PMIf one wants a lower starting point than 110 one can adjust the `#define` in the source code and trim the tile list accordingly.

Ok I just compiled it, it was easy, it works. Where is that "#define"? Just found it, file frame.c, line 4.

And:

Quotethe game chooses the low-polygon version under the condition (var_FC != 0). I could have patched away the corresponding if instruction, but I found it easier to fix the value of the variable to 0.

Can I put the value of the variable back where it was? If so, where and how?

HerrNove

Quote from: Matei on August 19, 2025, 05:57:50 PM
Quotethe game chooses the low-polygon version under the condition (var_FC != 0). I could have patched away the corresponding if instruction, but I found it easier to fix the value of the variable to 0.

Can I put the value of the variable back where it was? If so, where and how?

I replaced the mechanism with something slightly more complex (see start of Part III). The relevant lines in frame.c are 484–490, 744 and 801–805.

Matei

Now that's better.

  4: #define TILES_TO_DRAW_COUNT 80
 76: /*{  -6,   4 },
105: {   5,   3 },*/
484: if (lookahead_tiles_supersight[si].depth
485:     + 2*lookahead_tiles_supersight[si].width <= 2)
744: tile_det_level = tile_detail_level[si];

Long view distance and with these settings track ZCT004 plays well in DosBOX with 13000 cycles.

HerrNove

Wait, at 485 I must have forgotten to wrap lookahead_tiles_supersight[si].width into an abs. This means that, during redraws, the objects on the left of the camera (with width < 0)) will preserve more detail than the ones on the right. This is not super important since, especially with 80 tiles, you are extremely unlikely to overrun the 13K buffer and hence to need redraws. But it's still something that should be fixed.