n4patch: Extended FRD Track Limits v2.0.0
FRD Limit v2.0.0
FRD Limit is an n4patch module that removes several limitations in Need for Speed: High Stakes related to track blocks, dynamic objects, and collision states.
The original game uses fixed-size arrays for these structures, limiting the size and complexity of custom tracks.
Video: https://youtu.be/_GLWEdypOPU
Features
- Track blocks: Removes the fixed limit of 300 blocks. Storage for track blocks and the visible-section lookup table is allocated dynamically.
- Dynamic objects: Removes the fixed limit of 128 objects, including cones and other objects involved in physics simulation.
- Collision processing: The per-step body collision list is sized automatically according to the number of dynamic objects.
- Impact states: Removes the fixed limit of 512 impact states. Sparse state IDs referenced by track blocks are also supported.
As a result, the previous limits of 300 track blocks, 128 dynamic objects, and 512 impact states no longer determine memory allocation sizes.
Installation
- Install one N4Patch proxy loader alongside
nfs4.exe. - Copy
frd_limit.n4pinto the game'sn4patch/directory, replacing the previous version. - Launch the game. Information about the module can be found in
n4patch.logunder[frd_limit]entries.
Memory Management
At startup, the module reserves approximately 65 MiB of virtual address space.
This reservation does not immediately allocate physical memory. Memory pages are committed as needed when a track is loaded and decommitted after scene cleanup.
Remaining Limitations
Although the fixed limits have been removed, some restrictions of the FRD format and game engine still apply:
- A maximum of 300 visibility neighbors per block.
- The use of 16-bit indices.
- Some secondary references are limited to 8-bit values.
- The address space limitations of a 32-bit process.
Important: Extending these limits does not guarantee that every large or complex track will work correctly. Successful loading and gameplay still depend on other limitations of the original game engine.
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