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Re: Scud Race/Super GT - Official Thread

Posted:
Sun Dec 04, 2011 10:01 pm
by GamerGee
So.. I got my g27.. it actualy makes SCUD feel much easier to play.. ive been shifting with the flappy pedal and it works for this extra sensitive game..lol Its going to take some time before I'm doing 26 second laps on Beginner(Night) with this thing though.
Re: Scud Race/Super GT - Official Thread

Posted:
Sun Feb 06, 2022 9:33 pm
by Conversus W. Vans
Bart wrote:I accidentally stumbled upon an alternate view in Scud Race. See below.

10-year Bump! I was doing some research on this hidden camera view for Scud Race myself after playing on an original Model 3 Step 1.5 board I just acquired.
To activate the "locked camera" view, you actually hold View 3 + Start at any given moment during the race. I'll need to tinker with it some more but the fact that this can be particularly activated pressing view 3 while drifting is interesting on its own.
Re: Scud Race/Super GT - Official Thread

Posted:
Tue Feb 08, 2022 1:11 pm
by Bart
I wonder if it's just a bug of some sort? The camera follows the car. As you turn beyond a certain amount, the camera rotates around the car to its rear. Drifting is clearly a special case, where the camera follows the path the car would take if it were not drifting. Maybe there's a bug in the camera transition logic or state machine.
Re: Scud Race/Super GT - Official Thread

Posted:
Sun Mar 06, 2022 7:33 am
by scd
i have seen someone who made the night attract mode to run with the Mclaren f1:
https://www.youtube.com/watch?v=bZ2wRb3pNTshe also made this thing:
https://www.youtube.com/watch?v=HL9B0fHswlEany idea how he do that? thanks(english isnt my native).
Re: Scud Race/Super GT - Official Thread

Posted:
Sun Mar 06, 2022 4:42 pm
by Bart
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.
Re: Scud Race/Super GT - Official Thread

Posted:
Mon Mar 07, 2022 7:56 am
by scd
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.
interesting stuf bart! thanks

Re: Scud Race/Super GT - Official Thread

Posted:
Tue Apr 05, 2022 1:58 pm
by antonioneves
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?
Re: Scud Race/Super GT - Official Thread

Posted:
Tue Apr 05, 2022 9:02 pm
by Bart
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.
Re: Scud Race/Super GT - Official Thread

Posted:
Wed Apr 06, 2022 12:37 am
by antonioneves
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.
Thanks Bart. Its all good just asking. I asked a owner of a cab who said car colisions def had ffb.
Re: Scud Race/Super GT - Official Thread

Posted:
Wed Apr 06, 2022 1:51 am
by antonioneves
Also boomz looked at it and saw ffb values on car collision much like there is already for wall. Problem is his plugin can replicate that drifting effect. The supermodel native driveboard emulation ffb is abs spot on its just missing this last detail. Maybe in future when you have time or is there any other devs who are working on it. Thanks and good luck with startup