Bart wrote:I accidentally stumbled upon an alternate view in Scud Race. See below.
Bart wrote:Changing the attract mode vehicle was probably done using a cheat engine. The cars are likely numbered somewhere from 0-3 and each demo must specify which one. They probably identified where in memory the demo car references were or maybe swapped around the cars themselves in some other way. The second menu is built into Scud Race. I don't think anyone knows how to trigger it (and it may be completely impossible) but we do know how to patch the ROM set to enable it thanks to Stefano Tesso (one of the original Supermodel authors back in 2003). If you open up Games.xml and look at the entry for "scudau", you will see the patch is enabled by default. If you have the Australian version of the ROM (which was the first one ever dumped and the oldest version of the ROM set floating around), which for me has always just been named scud.zip, you can run that version and then simply enter the test menu (press '6'). There you will see an object debug menu that can be navigated with the service button ('5'). To get to the actual test menu, just exit that menu.
antonioneves wrote:I left an ask in the wip progress thread and sent a pm about scud ffb lacking car collisions. Anyone can let me know the best place to ask?
Bart wrote:antonioneves wrote:I left an ask in the wip progress thread and sent a pm about scud ffb lacking car collisions. Anyone can let me know the best place to ask?
Sorry for delayed reply. I don't have much bandwidth to work on Supermodel anymore (busy with a startup) but this is definitely something that should be looked into at some point. However, I've heard conflicting reports about whether there were vibrations on collision to begin with.
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