Interstate '76 + Nitro Pack AiO Patch

Answers to all your Interstate dilemmas!
EnioHabev
Road Toad
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Joined: Tue Sep 17, 2019 10:54 am

Re: Interstate '76 + Nitro Pack AiO Patch

Post by EnioHabev »

There is texture corruption bug that does happen when you install the game my way but that goes away when bringing up the pause menu then putting it away. Only had to do it once while ingame. It is unfortunate but it is a price to pay to get this game working after 20 years. Multiplayer is also not a problem as long as your antivirus doesn't interfere with the game like it did with mine.
EnioHabev
Road Toad
Posts: 14
Joined: Tue Sep 17, 2019 10:54 am

Re: Interstate '76 + Nitro Pack AiO Patch

Post by EnioHabev »

October 18th, 2019 Update: Thank you UCyborg for posting this patch. I didn't realize this sooner but the files that at related to getting multiplayer working properly on Nitro Pack was in this one all along. The Nitro Pack patch from the other website didn't fix my problem but this one you posted did. Thank you very much.
456CYR
Trunk Monkey
Posts: 30
Joined: Fri Apr 03, 2020 1:53 am

Re: Interstate '76 + Nitro Pack AiO Patch

Post by 456CYR »

Upon installing this patch, my music stopped working. Gonna go off on a whim and say it's because i'm using the GOG version, and the only way to rectify this would either be some gifted individual enlisting to make a GOG version friendly version of the patch, or just say eff it and buy a disc copy of I76 Arsenal off Amazon.
Lightfoot
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Re: Interstate '76 + Nitro Pack AiO Patch

Post by Lightfoot »

Yup...

Unfortunately, GOG didn't want to play with us (or even have the courtesy of replying) when we asked them if they wanted "in" on the consolidated maps so we didn't chase them down to work with compatibility after that.

TBH - I have the in-game music disabled and play it via Media Player from hard disk as a second audio stream.

:)
-Lightfoot

http://twitch.tv/dsavage66
http://discord.me/ultrafunk

If only you could see what I've seen...
456CYR
Trunk Monkey
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Joined: Fri Apr 03, 2020 1:53 am

Re: Interstate '76 + Nitro Pack AiO Patch

Post by 456CYR »

Turns out _inmm, an obscure Japanese audio wrapper, works like a charm with I76 & Nitro Pack just as it does with Driver:You Are The Wheelman. So with that out of the way, I can use UCyborg's patch no problem now.
456CYR
Trunk Monkey
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Joined: Fri Apr 03, 2020 1:53 am

Re: Interstate '76 + Nitro Pack AiO Patch

Post by 456CYR »

Ah balls, it turns out using that wrapper just makes that one music bug reappear. It plays the map/mission specific track first, then it just loops the first song in the music directory over and over.
456CYR
Trunk Monkey
Posts: 30
Joined: Fri Apr 03, 2020 1:53 am

Re: Interstate '76 + Nitro Pack AiO Patch

Post by 456CYR »

Should also mention that there's a REALLY long pause inbetween the tracks playing. It's like it's struggling to figure out what one to play, then it falls back to the first file in the folder.
UCyborg
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Joined: Thu Aug 01, 2019 8:34 am

Re: Interstate '76 + Nitro Pack AiO Patch

Post by UCyborg »

DxWnd's virtual CD audio feature should work if you want to play music off the hard drive. GOG version uses some bad wrapper which relies on some ugly hacks in the I76.EXE for it to work. And it doesn't work as it was intended by developers - the same track loops all over.

I added some fixes to the original code, should work properly if underlying winmm.dll behaves as it should. it seems average winmm.dll replacement out there doesn't.
Lightfoot
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Re: Interstate '76 + Nitro Pack AiO Patch

Post by Lightfoot »

Any chance you could look into the A3D.DLL dropping random channels for us?

It's a fix-ish right now at best .. and not hearing (some) engines and/or having missing weapon sounds can be "inconvenient".

:)
-Lightfoot

http://twitch.tv/dsavage66
http://discord.me/ultrafunk

If only you could see what I've seen...
UCyborg
Road Toad
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Re: Interstate '76 + Nitro Pack AiO Patch

Post by UCyborg »

Potential way to increase max number of simultaneously playing sounds in both games - hex edit I76PLYR.DEF/NITPLYR.DEF.

I76PLYR.DEF - audio settings start at offset 0x50, number of audio channels is at 0x53, so change that byte to something higher, eg. 0x20 (decimal - 32).
NITPLYR.DEF - they start at 0x51, so change the byte at 0x54.
Lightfoot
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Re: Interstate '76 + Nitro Pack AiO Patch

Post by Lightfoot »

Stand by.

:D
-Lightfoot

http://twitch.tv/dsavage66
http://discord.me/ultrafunk

If only you could see what I've seen...
Lightfoot
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Re: Interstate '76 + Nitro Pack AiO Patch

Post by Lightfoot »

The value in 0x54 doesn't look like something I'd expect there:

92 01 00 00 B6 01 00 00 D0 96 FD 02 80 C3 F0 00
80 9E 68 00 E8 AC 68 00 00 BD F0 00 EB F5 EC 00
E8 AC 68 00 EC C1 F0 00 94 F0 32 00 6B 95 EF 00
FF FF FF FF 45 DB EC 00 92 01 00 00 B6 01 00 00
05 01 01 01 01 01 00 02 00 01 02 01 03 02 01 01
00 01 01 03 02 01 00 00 00 00 00 00 00 00 00 00

236?

Let me know. :lol:
-Lightfoot

http://twitch.tv/dsavage66
http://discord.me/ultrafunk

If only you could see what I've seen...
UCyborg
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Re: Interstate '76 + Nitro Pack AiO Patch

Post by UCyborg »

Lightfoot wrote: Sun May 10, 2020 11:00 am 92 01 00 00 B6 01 00 00 D0 96 FD 02 80 C3 F0 00
80 9E 68 00 E8 AC 68 00 00 BD F0 00 EB F5 EC 00
E8 AC 68 00 EC C1 F0 00 94 F0 32 00 6B 95 EF 00
FF FF FF FF 45 DB EC 00 92 01 00 00 B6 01 00 00
05 01 01 01 01 01 00 02 00 01 02 01 03 02 01 01
00 01 01 03 02 01 00 00 00 00 00 00 00 00 00 00
You highlighted the one at 0x36. In certain programming languages, hexadecimal numbers are prefixed by 0x to distinguish them from decimal numbers. Hex editors usually display positions in hexadecimal by default and that prefix is common when discussing offsets (positions).
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