F-Zero GX - Custom Track Cup
HTML-код
- Опубликовано: 8 сен 2024
- A collection of some of my favorite custom tracks that are currently available for GX. I did not create any of these tracks, I just switched the track positions so they all load into a single cup.
I also used a code to enhance the AI opponents, although they still don't perform too well on custom tracks. I don't want to complain though, I'm happy this works at all.
Custom Tracks can be found here:
github.com/ch-...
• F-Zero GX Custom Track...
Code for the enhanced AI:
$Enhanced AI2
48000000 80177a20
DE000000 80008180
14009594 447a0000
14009598 447a0000
140095a8 40000000
14009590 3fac49ba
140095a0 3fc00000
E0000000 80008000
All Course references:
[1] Mute City (F-Zero SNES Mute City 1)
[2] Big Blue (F-Zero SNES Big Blue 1)
[3] Mute City (F-Zero X Mute City 1)
[4] Port Town (F-Zero SNES/X Port Town 2)
[5] Green Plant (Silence Connection (Created by chmcl))
There's something uncanny about perfectly flat stages in 3d f zero games.
It took a minute for me to realize these were based off of previous tracks from older games. The one that stuck out to me was that the map for Serial Gaps here was modeled after the first Mute City in F-Zero X.
You're right. I probably should have put that in the description.
Track 1 is Mute City I from SNES.
Track 2 is Big Blue from SNES
Track 3 is Figure Eight from X
Track 4 is Port Town 2 From SNES/X
Track 5 is an original course (I think)
@@GrayFoxGX Track 5 is a modded track based off another modded track for F-Zero X
Captain Falcon: These seem…..familiar
I love this idea, you should definitely do more of these with enhanced ai. Custom Tracks really breathed new life into this game. Long Live F-Zero.
Will do. But there's not many custom tracks available at the moment.
Learning how to use the stage editor is on my to do list, as are many other things. The days need more hours man xd
@@GrayFoxGX the editor is honestly not that hard once you get accustomed to everything
Can't wait to see more of these!
I'll try to find enough good tracks to put another cup together!
This is why bumpers are necessary in 99 because boosting ahead would be op
hello nostalgia, nice to see you here.
Pretty decent tracks, looking forward to seeing more.
Looks so fun!!!! I wanna try
The computers are kinda dumb but it seems they have more speed and more power when boosting
they cannot handle custom tracks very well... yet. The editor is still supposed to get updates some day.
The AI seems to have trouble using the heal areas. Maybe custom maps should just adapt and make the heal area the whole width of track?
That could be a solution for now. But the AI don't do too well in general. The editor is still in its early stages so I hope there will be fixes eventually.
You're crazy good at this game. What does that code specifically do for the AI? Do they follow paths more strictly?
Thanks, I just play this game a whole lot.
The code increases their overall performance by slightly increasing their top speed, making them go for all boost plates instead of ignoring a few, making them use more of their energy to boost so they're usually low on energy when reaching the next refiller (like a player would).
It also increases their turn performance to make sure they don't hit too many walls with their increased speed, and it disables rubber banding. They no longer slow down when you're behind them.
I created this code for the vanilla tracks where it is a crazy challenge, but since the AI do so poorly on custom tracks, it was necessary just to keep them somewhat close to me
@GrayFoxGX I was gonna say yea, vanilla game is hard as is, so I was just thinking how much more cruel could they possibly get? That's awesome though, going extra masochist and coding them to be even tougher for the thrill lol, definitely respect that.
Nintendo should've make a new F-Zero with all the maps they made with new graphics or probably like GX
The first half was absolutely great but the second half was meh
Let's hope for more custom tracks, to increase the chances of good ones