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:
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-6
@@ -103,7 +103,6 @@ The display name, driver and handling:
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| `driver` | driver's name, shown next to it |
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| `trailer` | `yes` for something towed behind cars (the caravan) rather than driven |
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| `handling`| the 16 values from the original `.set` file, used as the original game uses them (below) |
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| `mass` | weight when cars collide; not from the original data |
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The `handling` values, counting from 1:
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@@ -113,8 +112,8 @@ The `handling` values, counting from 1:
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| 9, 10, 11 | human drivers: drag, grip, power |
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| 3 | steering: 16 = 1/64 of a turn per frame at full lock |
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| 5 | gravity: 8 = 1 pixel per frame² |
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| 7 | tow hitch distance behind the car: 2 = 1 world unit |
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| 4, 8, 12–16 | unused |
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| 7, 8 | half the car's length and width, for collisions: 2 = 1 world unit. The tow hitch is at the back. |
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| 4, 12–16 | unused |
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What the driving values do:
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- **Drag** (below 64): how much of the engine's speed survives each frame.
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@@ -128,9 +127,9 @@ What the driving values do:
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The menu's **Handling** option can replace every car's values with one of
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the original's presets.
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Older files with `original`, `top`, `accel`, `brake`, `grip`, `turn` and
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`offroad` lines still load: `original` is read as `handling`, and the
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others are ignored. To add a car, add a new `<id>.png` / `<id>.txt` pair.
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Older files with `original`, `top`, `accel`, `brake`, `grip`, `turn`,
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`offroad` and `mass` lines still load: `original` is read as `handling`,
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and the others are ignored. To add a car, add a new `<id>.png` / `<id>.txt` pair.
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## Sounds: `sounds/*.wav`
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@@ -9,9 +9,8 @@ trailer no
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# 3 steering, 5 gravity, 7 and 8 half the car's length and width
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# (for collisions; the tow hitch is at the back). The rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 54 35 32 8 7 22 22 16 49 14 53 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 1
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@@ -9,9 +9,8 @@ trailer yes
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# 3 steering, 5 gravity, 7 and 8 half the car's length and width
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# (for collisions; the tow hitch is at the back). The rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 2 65532 65532 1 12 10 16 14 0 0 0 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 1
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@@ -9,9 +9,8 @@ trailer no
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# 3 steering, 5 gravity, 7 and 8 half the car's length and width
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# (for collisions; the tow hitch is at the back). The rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 15 14 34 8 4 598 15 12 13 4 2003 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 1.4
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@@ -9,9 +9,8 @@ trailer no
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# 3 steering, 5 gravity, 7 and 8 half the car's length and width
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# (for collisions; the tow hitch is at the back). The rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 60 71 30 0 6 16 24 12 58 42 29 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 0.9
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@@ -9,9 +9,8 @@ trailer no
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# 3 steering, 5 gravity, 7 and 8 half the car's length and width
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# (for collisions; the tow hitch is at the back). The rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 51 21 30 16 3 45 16 13 44 13 93 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 0.85
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@@ -9,9 +9,8 @@ trailer no
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# 3 steering, 5 gravity, 7 and 8 half the car's length and width
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# (for collisions; the tow hitch is at the back). The rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 56 24 30 12 3 24 20 12 46 10 100 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 0.8
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@@ -9,9 +9,8 @@ trailer no
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# 3 steering, 5 gravity, 7 and 8 half the car's length and width
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# (for collisions; the tow hitch is at the back). The rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 56 34 22 6 2 15 19 11 49 14 44 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 1.2
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@@ -9,9 +9,8 @@ trailer no
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# 3 steering, 5 gravity, 7 and 8 half the car's length and width
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# (for collisions; the tow hitch is at the back). The rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 56 34 22 6 2 15 21 12 49 14 44 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 1
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@@ -9,9 +9,8 @@ trailer no
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# 3 steering, 5 gravity, 7 and 8 half the car's length and width
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# (for collisions; the tow hitch is at the back). The rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 55 26 28 18 2 29 20 17 54 19 35 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 1.8
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@@ -9,9 +9,8 @@ trailer no
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# original game does. Counting from 1:
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# 1 2 6 computer drivers: drag, grip, power
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# 9 10 11 human drivers: drag, grip, power
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# 3 steering, 5 gravity, 7 tow hitch distance; the rest are unused.
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# 3 steering, 5 gravity, 7 and 8 half the car's length and width
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# (for collisions; the tow hitch is at the back). The rest are unused.
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# Top speed = power * drag / (64 - drag) / 32 world units per frame,
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# 50 frames a second (drag below 64). Higher grip, less sliding.
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handling 57 28 32 12 3 29 20 14 51 15 63 0 0 0 0 0
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# weight when cars collide (not from the original data)
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mass 1
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