Dreerally: translations

Hi to all,

Today I have uploaded a new funcionality to the repo: the i18n subsystem. This is a basic implementation but allow people to do their our translations.

Here is the way to add a new language:

  • Create a new file under lang directory, for example langBr.txt. Please, follow this name lang%locale%.txt
  • Add your entries to this file. You can copy from langEs.txt
  • Launch dreerally.exe with the parameter -lang=langBr to use your translation.
  • If everything goes well, please, do a merge request to the project 馃檪

Also I fix some small issues in the menu and new game screen.

Regards


 

Source code Released!

Hi,

As I promissed I have released the dreerally source code to public. This is the exact point wich allow me to release the code, because all subssystems are decompiled and understable.

With this step the project is converted into a community project that allows people to open issues (i would like this from you), collaborate with the project fixing issues or adding new things.

With this scenario I would like to have a more proffesional project wich allows all of you to know what kind of things will be in the next release, and of course, take part on this decisions.

Have a nice day.

Death Rally projects

Hi to all,

Death rally is not death, and it appears that 2019 will be the most exciting year since the launch of the game in 1996 and the release for windows years ago.

A lot of projects are open and are have updates very often.

I start with the Death rally editor (https://www.advancedstudios.it/forum/threads/editor-completo-death-rally.3723/): his author, Simone, tries to do an editor for this amazing game. Now, we can edit the savegames (great utility for the development of dreerally), bpa extract/compress tool and image decryptor.聽 Simone is doing a great job and in the future we expect image swaping and the hability to modify/create new circuits (this could be awesome! and will give a new life to this game).

The second project is drally (https://github.com/urxp/drally). His author, urpx, has decompiled the classic dos version of the game and tries to generate the assembler version. This is the younger project but it appears to have great development speed.

The third project is Death rally launcher. At this moment this project is death in favour of dreerally. This project allow us to change the number of laps of a race, but this kind of this will be very easy to configurate in dreerally (via mods or something similar).

And the last one is Dreerally. This project started in 2016 with the idea to learn how to use debugger and other tools like Ida, but with some time results appears and dreerally become a real project with objetives.

In dreerally the main idea is to have the same game that Death Rally in a higth level programming language. With this scenario we will add more features like traslation,multiplayer, mods, new circuits…. and all things we can imagine.

At this moment all kind of files are decompiled and its format is undertand (you can see in the wiki of the project i guthub), and you can complete a race with a los of issues but from my point of view, these issues are not very important (are easier to resolve that the 3dsystem or the music effects subsystem).

The project advances very quickly, think that one year ago the race environment was not implemented, we had no intro video,聽 we had no sound effects, so develop speed is nice at this moment.

In this months of 2019 and 2020, my plan is to open the project to the comunity to increase this speed and receive the feedback of people to resolve the game issues (i know it, there are a lot 馃檪 ), but the idea is to have a funcional game in the next year.

I have no more to say, but I am very happy with this scenario because i am a great fan of the classic Death rally.

Regards

Sound Effect System reimplemented

Hi to all,

Today i have very great news about dreerally. Last week i finally ended the reimplementation of the sound effects system!

I think this was one of the most difficult task in dreerally for now. The sound effect system is based is the know minifmod development to load all xm files. Each sound effect system file is crypted (why?) and then have a lot of sounds that are loaded. Each sound effect system file is loaded in one channel, so we can have up to 32 files loaded in memory (nowadays is not a problem because memory are much bigger). Inside each file there are a lot of sounds that are loaded as instruments in minifmod.

Then there are a few tricks to calculate the correct frecuency of the sound and the volume, probably this solution is not perfect and need a little tweak, but for now is enought.

So, with this update I can say that ALL asset files are decompiled (may there is some bug) :), whe are near to the Shrieker phase when we can start modding, traslating and more.

The next step is to publish the source code (I need time to reorder things and allow people to use vstudio o mingw compiler, maybe it can be compiled under linux). At this time we can create issues, month releases, and people can colaborate with this amazing project.

From my point of view, at now, there is no reason to think that this project will be not concluded. From last summer to now I afford the mos complicated task involving, sound effect system, 3d system, animation system, all track files interpretation and the possibility to drive a race.

Probably at this point I will need some people to test the game and report issues because, probsbly this people will be more critic than me 馃檪

At last, I only want that at this moment I have the all information of assets (music,effects,tracks,anims,textures), most of it were published months ago, but if someone is planning to develop a death rally(dreerally) new tracks or some stuff you can ask me what you need. Maybe I will publish a version in wich you can put your asset without crypt to make your task easier.

I hope you enjoy this article and follow updates of this great game on www.dreerally.com

DreeRally: first prerelease

Hi to all,

Due to various problems I have not been able to continue with the Dreerally project these months as I would have liked. But I would like you to know that the project is still alive!

 

From now on I will try to continue publishing articles in which you can see the progress of the project more frequently, and I am even considering releasing the project in github so that you can collaborate in it.

 

This project, although it does not look like it, has a long journey, imagine a game where there can be more than 20 runners, multiplayer, new circuits, new mechanics for racing. For the moment I leave you a first step with the first «release» of the project.

https://github.com/enriquesomolinos/DreeRally/releases/tag/0.1

Thanks to all for your interest.

 

DreeRally: 3d system implemented!

Hi all!

As is always happening in recent weeks, the advances in the future are still many :).

This time the part I have reimplimented is the 3d system in the race. This system consists of 3D elements and textures that are painted on some of these objects.

The truth is to see the «simplicity» of the solution, since the 3d objects are only polygons painted in one color and in the upper part a texture is incorporated, the solution looks very good.

After several weeks of work with a lot of help from Simone (thank you very much) we have been able to understand how it works and thus be able to reimplement it (it is at 99%).

I leave a video of how the development is currently:

Throughout the following days, the specification of the 3d system files of the game will be added to the project wiki.

Greetings to all.

Dreerally: first complete race with IA rivals

Hi!, good news from here,

I have started to rewrite the IA module and you can see the first results! :). Here is the first complete race for the IA players (they win me 馃檨 ).

This situation confirms the information published on the wiki about circuit files (https://github.com/enriquesomolinos/DreeRally/wiki) with one modification. THe OHI file is not the optimal way, this file contain the routes to ovaertake other players, or to avoid mines, so this file allow IA players to modify the optimal route defined in the file LR1.

 

Death Rally: file formats explanation

Hi all, Due to my last post about the advances in the graphic engine and the lighting system, I have spent some time documenting all the types of files that intervene in the game.

For each of them I have explained in a quick way how to read them. In this way I can say that, except for the texture text of the circuits TRX_SCE.BPK, the rest of the files already understand the information they have, and I also know what and how they are used in the game.

I leave the link to the project wiki where I will be adding more information:聽https://github.com/enriquesomolinos/DreeRally/wiki

 

I hope this information will help you.

Lighting system

First of all, I wanted to wish a happy new year to all the Death Rally fans.

To start the year, I have a good news: the lighting system of the game has been fully implemented, with some bugs that can be corrected in the future, but we must bear in mind that the format of the files has been deciphered.

The lighting system is defined by the TRX_SHA.bpk file of each circuit. This file is composed of three-dimensional points (the z-coordinate is not used, but it seems that there was a forecast to use it according to the source code), and by triangles that are defined by these points.

Then externally a mask is applied to the colors (they are 8 bits) that the only thing that does is add to those 8 bits the value of the mask.

There are two masks: the file VARJO.bpk, which is used for shadows, and the file TRX_LIT.bpk, which is used to illuminate the headlights of the car (depending on the circuit the headlights can illuminate differently). As an anecdote, the light of the headlights of the car, although it may seem a lie, is defined by three triangles!

Then I leave in format table the shadow file format:

 

| Offset (byte)聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 | Size (bytes)聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽| Information
|0聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽|4聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽|number of points
|4聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽|4聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽|number of shawdows
|8聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽|4 *number of points聽 聽 聽 聽 聽 聽 聽 聽 聽 | x coordenate
|12+(4*number of points)聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽|4*number of points聽 聽 聽 聽 聽 聽 聽 聽 聽 聽| y coordedate
|12+ (8*number of points)聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 |4*number of points聽 聽 聽 聽 聽 聽 聽 聽 聽 聽| z coor. (zero values, not used)
|12+ (12*number of points)聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 |4*number of shadows聽 聽 聽 聽 聽 聽 聽 聽| index to search x, y coor of the first point of the shadow
|12+ (12*number of points) +(4*number of shadows) |4*number of shadows聽 聽 聽 聽 聽 聽 聽 聽| index to search x, y coor of the second point of the shadow
|12+ (12*number of points) +(4*number of shadows) |4**number of shadows聽 聽 聽 聽 聽 聽 聽| index to search x, y coor of the third point of the shadow

And finally I leave the video where you can see how the shadows look in Dreerally.

The next step is to decipher the specific textures of the circuits.

Greetings to all.

DreeRally update: powerups in race

Hi all, After a time of research on how power ups work in a race, I can say and show how it works in Dreerally.

At the moment there are small bugs, easily remedied, since the way in which power ups are managed in Death Rally is easy and clear.

I attached a small video:

a greeting

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