Refactoring almost done Joystick/Controller SupportĪs I mentioned, Soapy never sleeps. Let’s talk about the important milestones in programming. Vortex was so nice to provide an introduction, installation tutorial, and a general overview: The teaser has been watched over 10k times just today: We now have articles in PC Gamer, Kotaku, and many more. (It’s not like Soapy would ever sleep anyway.) Thanks! The last weeks have been crunch time. While good to know, the value of these things was exclusive to hard-core reverse engineers. We could figure out things like “address 0x12345 belongs to a function time_step(), and it changes the variable car.mass”. It contained functions names, line numbers, structure layouts.
The developers probably forgot to delete it after compiling. This changed when a file with debug symbols was found that the Spanish version disc of Driver 2.
So you could play the game with a PlayStation emulator, but only with the same shortcomings as on the original PlayStation: Low frame rate, wobbly polygons, little to no modding. Porting the assembly may be possible in theory, but too difficult in practice. The PSX’s CPU uses an entirely different instruction set ( MIPS RISC in opposite to x86 CISC) and a rather unique graphics coprocessor instead of a GPU. I can now finally announce his latest project: He ported Driver 2 from the PlayStation to the PC.įor starters: This is no trivial task. In the Driver modding scene, I met Soapy – a great reverse engineer and programmer, who then created his own game The Driver Syndicate. As some of you know, I’ve been extracting the worlds of the PlayStation game Driver 2.