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

Death Rally editor version 0.5 released!

Many days have passed since the last post.

This has been because I have changed the hosting where the page was hosted to support more traffic.

Apart from this, we have good news for everyone. The user Simone has returned to improve his Death Rally editor, this time he has released version 0.5.

This version includes some improvements, such as knowing the size of the images in the game.

I attached an image: And finally the link where Simone publishes the editor.

As always, we thank Simone for the work he is doing.

https://www.advancedstudios.it/forum/topic/3723-editor-completo-death-rally/

Greetings.

Huge update.

Hello everyone,

After a few weeks without writing anything about the project, I am pleased to show you the progress I am making in the races.

At this time we can play full races. This confirms my theory about the vai.bpk file of the circuits, which are used to be able to know at what point you are in the circuit and thus to know in which position you go in the race. At the moment it remains to understand the file sce (this is a complicated task), sha, ohi and confirm my theory about the file LR1.

There is, of course, a need to rewrite the AI module, the entire collision subsystem, the powerups and the behavior of the mines, spikes, rockets …

The most important thing is that the development continues and every time I start to have more clear how everything works.

A greeting

First in race video!

Hello everyone,

I am pleased to be able to show you this simple or small video in which you can see the progress of the development.

This time we can see the images of how the vision is in the race!

Death rally editor v 0.3.1 released!

Hello everyone,

Today, as has been the custom lately, we have good news for all the fans of the Death Rally game.

Simo has updated its editor again, this time to version 0.3.1, which is much more refined and is much easier to use. Now we can not say that we can not change textures in this game.

I leave the download link:

 

https://www.advancedstudios.it/forum/topic/3723-editor-completo-death-rally/

 

 

 

Phase 3 Sentinel Reached!

Today we have good news, The development phase has evolved to phase 3 (sentinel)! .

From this point we can say that we leave behind phase two of the development that has taken a long time, but that involves knowing the configuration files, savegames, track records, hall of fame and above all, knowing how the circuits work and are defined (Many files are involved).

I put a couple of videos for you to see the progress in development. It should be noted that there are many bugs to be corrected, but I am happy that all the menus are playable and only need a few small adjustments.

In the following weeks I will explain each type of file that make up the circuits (inf, bpk, vai, lr1 …).

But now let’s focus on phase 3 (luckily the other phase is past). This phase has as main objective to get a full playable version !. It mainly remains to know the format of the videos, sounds and sound effects. But probably the most complicated task will be the reimplementation of the graphic engine for the races to be able to implement the logic of the races.

As always I invite you to follow the blog to see the news in the development and the format of the files and I also encourage you to leave your comments, improvements … which are appreciated 馃檪

Death Rally Editor v0.1.1

Hi to all,

Simone has updated his Death Rally editor to the version 0.1.1.

This version has the feature that allow auto updating!.

Thanks to Simone for this development.

screenshot.gif

Link:聽https://www.advancedstudios.it/forum/index.php?/topic/3723-editor-completo-death-rally/

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