Use the original computer drivers, car collisions and towing
Decoded from SKIDMARKS_CD32: - Computer drivers: the path of nodes laid 2 game units apart along the middle of the road, with side points 1 unit in from each wall. Drivers aim four nodes past where they'll be in four frames, or cut to the other side two nodes on at 70% throttle when running wide. Replaces the pure-pursuit AI; laps are quicker on every track. - Collisions: six points on the player's car (corners and sides, from .set words 6 and 7, now known to be half-length and half-width) are tested against the other car's box. Hits push the cars apart with a strength that grows with their speed difference, and spin the car. As in the original, only human players' cars collide; cars at different heights don't. - Towing: the hitch is at the car's back, the caravan sits 0.656 units behind it, and past 90 degrees both car and caravan bend back. The reconstructed collision weight (`mass`) is gone; old asset files with it still load.
This commit is contained in:
@@ -44,7 +44,8 @@ give either to also gets the game data.
|
||||
- The original title picture.
|
||||
- 1 or 2 players (split screen) plus up to 7 computer drivers.
|
||||
- Power-slides, jumps, hills that slow you going up and speed you up coming
|
||||
down, car-to-car bumping, and skid marks burnt into the track.
|
||||
down, spinning bumps against other cars, and skid marks burnt into the
|
||||
track.
|
||||
- Lap and position tracking, lap times, and a results table.
|
||||
- Engine note pitched with revs, tyre screech, crashes, backfires, a horn
|
||||
and start beeps, all from the original samples.
|
||||
@@ -57,12 +58,14 @@ were decoded from its machine code and work the same way here:
|
||||
- the meaning of every `.set` value, and the handling presets
|
||||
- the walls along the road edges
|
||||
- how the world is projected onto the screen, including height
|
||||
- the computer drivers' path and how they choose their target and throttle
|
||||
- collisions between cars. As in the original, only human players' cars
|
||||
collide: computer cars pass through each other and through caravans.
|
||||
- towing, including caravans jack-knifing
|
||||
|
||||
The rest is new code written to feel like the original:
|
||||
- how computer drivers choose their line (they steer and drive as the
|
||||
original's do)
|
||||
- car-to-car collisions
|
||||
- lap counting and the rescue of stuck cars
|
||||
- lap counting
|
||||
- the rescue of stuck cars (the original warps them back instead)
|
||||
|
||||
[docs/FORMATS.md](docs/FORMATS.md) covers everything reverse engineered so
|
||||
far.
|
||||
|
||||
Reference in New Issue
Block a user