So what possible reason could there be for trying to hack the track files for a racing game which has a built-in editor? Believe it or not, there's SEVERAL! :o
Today on ADG Mod, Gemini's hacking into the track files for Stunts (aka 4D Sports Driving) to try and figure out how the track files work in order to manually modify them and discover what potential secrets are present, as well as determine if there's ways to make the tracks function in ways the editor normally prevents!
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Additional Information and Corrections:
* Here's a link to the image file I created with all of the hex values on it for the track tiles:
http://www.pixelships.com/adg/files/stuntstileshexsheet.png
* Here's a link to the Ultimate Stunts website in case you want to download it and give it a go; it's actually been awhile since I last checked it out so it may be in an even better state compared to before:
https://www.ultimatestunts.nl/
* Also, for those who want to play around with the isometric track tiles I made a decade and a half ago, here's a link. All I ask if you use them in your own project is that you mention where you got them from! :)
http://www.pixelships.com/adg/files/gemstuntsisotiles.png
* It should be noted that I'm playing the October 5, 1990 build of version 1.0 of Stunts. Different versions have different behaviours so some of what's been covered here may function differently in the other versions, though as far as I'm aware, the track file format is identical between them all. :B
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Pixelmusement Website:
http://www.pixelships.com
ADG on Pixelmusement:
http://www.pixelships.com/adg
Alphabetical Index of ADG Episodes:
http://www.pixelships.com/adg/index2.html
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https://www.patreon.com/kasick
@Pixelmusement on Twitter:
https://twitter.com/Pixelmusement
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