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NFS High Stakes EXE addresses and modifications.

Started by Zalcus20, Jun 11, 2024, 3:04 AM

pete9516

Quote from: Hommelwomb on Jun 05, 2026, 10:53 PMWouldn't it be nice if the cheat codes UP1, UP2 and UP3 would work in any game mode so you could adjust the looks of your car?
Many people have wanted that for a long time, but it seems to be quite an intense amount of work to find the adresses for this and to do that. I wouldn't know where to start actually

Herms

Quote from: PomFrit on Mar 17, 2026,  3:20 AMIs it possible to enable traffics and cops in Career mode ? Knockouts with traffics and High Stakes with cops can be interesting.


Appears that someone named Scarface has enabled traffic in career mode in a recently uploaded mod

nikon

Quote from: PomFrit on Mar 17, 2026,  3:20 AMIs it possible to enable traffics and cops in Career mode ? Knockouts with traffics and High Stakes with cops can be interesting.

It is actually possible, but it requires some careful modification of the exe file.
As a test, I managed to add a minimal amount of traffic to Career mode (started with 2 cars, no cops yet), and then use all the slots that are not occupied by AI or the player.
In a normal career, this gives about 8-10 traffic cars.
But if you want a 16-car tournament (15 AI + player), there will be no traffic at all, because the game only has 16 slots in total.

Personally, I was more focused to making a "Race Again" button for Career mode first.
And yes, that is also possible now, but it still needs some time to polish and stabilize before it's ready.

pete9516

Quote from: nikon on Sep 07, 2026,  1:12 AM
Quote from: PomFrit on Mar 17, 2026,  3:20 AMIs it possible to enable traffics and cops in Career mode ? Knockouts with traffics and High Stakes with cops can be interesting.

It is actually possible, but it requires some careful modification of the exe file.
As a test, I managed to add a minimal amount of traffic to Career mode (started with 2 cars, no cops yet), and then use all the slots that are not occupied by AI or the player.
In a normal career, this gives about 8-10 traffic cars.
But if you want a 16-car tournament (15 AI + player), there will be no traffic at all, because the game only has 16 slots in total.

Personally, I was more focused to making a "Race Again" button for Career mode first.
And yes, that is also possible now, but it still needs some time to polish and stabilize before it's ready.
You can only have up to 14 AI racers, if you put 15, the game crashes

nikon

Quote from: pete9516 on Sep 07, 2026, 11:21 PM
Quote from: nikon on Sep 07, 2026,  1:12 AMIt is actually possible, but it requires some careful modification of the exe file.
As a test, I managed to add a minimal amount of traffic to Career mode (started with 2 cars, no cops yet), and then use all the slots that are not occupied by AI or the player.
In a normal career, this gives about 8-10 traffic cars.
But if you want a 16-car tournament (15 AI + player), there will be no traffic at all, because the game only has 16 slots in total.

Personally, I was more focused to making a "Race Again" button for Career mode first.
And yes, that is also possible now, but it still needs some time to polish and stabilize before it's ready.
You can only have up to 14 AI racers, if you put 15, the game crashes

You are absolutely right about the original exe file.
Even if you edit the career file and set 15 opponents, the game just crashes.
It only launches with 14, but you can't actually complete a tournament with that many anyway.
The starting positions for the next track are generated incorrectly too (the player always ends up last).
But I edited the exe file so the game doesn't crash and actually works with 15+1, with 16 cars total.
This allowed me to run both tournaments and knockouts, and even complete them to the end and receive the reward.
On top of that, I'm trying to go further and replace the hardcoded tournament score table with a dynamic one.
It seems to be working, but still needs testing and bug fixing...

I managed to record a test video of this.
If it's appropriate to share here, I'd be post the YouTube link.

Remko

Posting Youtube links (or embedding them) is fine, go ahead.

nikon

Quote from: Remko on Today at  4:55 PMPosting Youtube links (or embedding them) is fine, go ahead.

Thanks for the permission!

16-car tournament testing:


16-car knockout testing (+ custom eliminated car count): 

As an example, you can see that when there are 16 participants, no traffic cars appear.
However, starting from the second race, after 5 participants have been eliminated, 5 traffic cars appear.
In the knockout video, according to the setting, the number of traffic cars should then remain at 5 for all subsequent races, even when more than 5 slots become available (from the third race onward).

The research is still in an early stage, and there are quite a few things that still need to be checked and tested.
I also used the EXE file patched with the veg.by mod as my base, so the patch may not be compatible with other patches or modified executables.

nikon

In the video where I was testing the 16-car knockout, I came across an interesting sorting (?) issue.
In the second race, two AI drivers had exactly the same finish time, and they happened to be right on the elimination cutoff.
There were 11 participants, with 4 to be eliminated. The two AI drivers were clearly in a close battle and crossed the finish line at the same time, taking 7th and 8th places respectively.
However, the AI driver who finished in 7th place was eliminated instead of the one in 8th place.
I think this might be related to how the results are sorted when the finish times are identical, but it needs further investigation. In practice, I think this is probably a fairly rare occurrence.