1. The 32x port of Virtua Racing (all regions as far as I'm aware of) has a bug with the drafting physics. It would be awesome if a skilled hacker would be able to fix this.
Background:
In the 32x port (Japanese version) the Formula car has a max speed of 328 km/h or 330 km/h depending on the selected transmission (automatic or manual). When you follow another car closely, your own car is supposed to exceed this max speed by a few kilometres because of the slipstream. This drafting feature is incorrectly implemented in the 32x port. The slipstream area is way too short. You actually need to drive into the other car for it to become active. Try it out and see for yourself. You car won't spin out if you ram into a car that is driving at almost the same speed (which is correct), but you will get a speed boost instead so that you can reach speeds in excess of 330 km/h.
Is there a way to fix this bug (by hex editing the rom or applying an action replay code)? All that is probably needed would be to increase the slipstream area.
2. The controls of the 32x port of Virtua Racing are screwed. On a six-button controller you need to press down and up on the d-pad to shift up or down respectively. The d-pad is also used for steering, so that you are often shifting gears by accident. There is an option to customize the controls in-game, but this option is crewed also. You are forced to always assign a function to d-pad up and down. Furthermore, with a six button controller, the handy function V.R. (toggle between views 1-4, the same way it is implemented for button C on the 3 button controller) cannot be assigned to a button.
It would be handy if a skilled hacker could disable d-pad up and d-pad down inputs during a race and map the V.R. to one of the buttons used for changing the view.
Default button configuration for a six button pad:
d-pad up = shift down
d-pad down = shift up
d-pad left = turn left
d-pad right = turn right
A = brake
B = accel
C = V.R. [2] (view 2)
X = V.R. [1] (view 1)
Y = V.R. [3] (view 3)
Z = V.R. [4] (view 4)
The best configuration for a six button pad would probably be:
d-pad up = no use
d-pad down = no use
d-pad left = turn left
d-pad right = turn right
A = brake
B = accel
C = V.R. [1] (view 1)
X = shift down
Y = shift up
Z = V.R. (toggle between views 1-4, the same way it is implemented for button C on the 3 button controller)
Background:
In the 32x port (Japanese version) the Formula car has a max speed of 328 km/h or 330 km/h depending on the selected transmission (automatic or manual). When you follow another car closely, your own car is supposed to exceed this max speed by a few kilometres because of the slipstream. This drafting feature is incorrectly implemented in the 32x port. The slipstream area is way too short. You actually need to drive into the other car for it to become active. Try it out and see for yourself. You car won't spin out if you ram into a car that is driving at almost the same speed (which is correct), but you will get a speed boost instead so that you can reach speeds in excess of 330 km/h.
Is there a way to fix this bug (by hex editing the rom or applying an action replay code)? All that is probably needed would be to increase the slipstream area.
2. The controls of the 32x port of Virtua Racing are screwed. On a six-button controller you need to press down and up on the d-pad to shift up or down respectively. The d-pad is also used for steering, so that you are often shifting gears by accident. There is an option to customize the controls in-game, but this option is crewed also. You are forced to always assign a function to d-pad up and down. Furthermore, with a six button controller, the handy function V.R. (toggle between views 1-4, the same way it is implemented for button C on the 3 button controller) cannot be assigned to a button.
It would be handy if a skilled hacker could disable d-pad up and d-pad down inputs during a race and map the V.R. to one of the buttons used for changing the view.
Default button configuration for a six button pad:
d-pad up = shift down
d-pad down = shift up
d-pad left = turn left
d-pad right = turn right
A = brake
B = accel
C = V.R. [2] (view 2)
X = V.R. [1] (view 1)
Y = V.R. [3] (view 3)
Z = V.R. [4] (view 4)
The best configuration for a six button pad would probably be:
d-pad up = no use
d-pad down = no use
d-pad left = turn left
d-pad right = turn right
A = brake
B = accel
C = V.R. [1] (view 1)
X = shift down
Y = shift up
Z = V.R. (toggle between views 1-4, the same way it is implemented for button C on the 3 button controller)