How to Hack Need for Madness
Make sure you have downloaded the game (and that you're not playing the game right off the internet)., Go to where you have installed it. , You should now be inside the Need for Madness folder., Open the music folder. , There will be several files...
Step-by-Step Guide
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Step 1: Make sure you have downloaded the game (and that you're not playing the game right off the internet).
This can be done at www.arcadetown.com(go to racing games and choose Need for Madness, press download now). -
Step 2: Go to where you have installed it.
, To change music, go to step
4.
To change stage laps, go to step
6. ,, These are the compressed files for each stage (you can obviously see that).
To change music files use WinZip, IZArc, or another unzipping program to open it.
You can also right-click and select Extract all... then go through the steps to extract it.
Now, you should see music files inside them in mod format.
So if you wanted to make stage 4 music be stage 5 music, you would copy the file in it and paste it in stage 5 folder and rename it to "stage5.mod".
Be sure to delete the original file.
If you want to change it by a music that is not existing there then you can use a mod converter to convert it to mod and then rename it to stage#.mod and add it to the zip file.
If it asks to replace the file then do so., If you can find the right kind of MPEG to convert a video to (the audio part of the MPEG), then you can put in your own music. , Each stage is saved in a text file written in a special script.
To edit a stage, open that stage's text file.
Here is a list of the commands (note: the letters a, b, c, etc. are what you change): , It appears near the beginning of each file. ,, a is the piece type, b is the x-coordinate (from your starting point), c is the y-coordinate (from your starting point), d is the rotation (in degrees), and e tells the computer controlled cars what type of piece it is (type p for a straight piece, pr for a jump, pt for a turn, ph for a quarter pipe, etc.) The types are 0 = Tornado Shark statue 1 = Formula 7 statue 2 = Wow Caninaro statue 3 = La Vite Crab statue 4 = Nimi statue 5 = MAX Revenge statue 6 = Lead Oxide statue 8 = Radical One statue 9 = DR Monstaa statue 10 = Long, paved track 11 = Long, paved track with walls 12 = Long, paved track at an angle to the right 13 = Long, paved track at an angle to the left 14 = Paved track with a right curve 15 = Long, dirt track 16 = Long, grass track 17 = Dirt track with a right curve 18 = Long, dusty paved track 19 = Dusty paved track with a right curve 20 = Long, track going from dirt to paved 21 = Medium length track going from dirt to paved 22 = Short, track going from paved to dusty paved 23 = Short, paved track with an end facing back 24 = Short, dirt track with an end facing front 25 = Paved, track segment 26 = Medium sized, ramp 27 = Medium sized, paved ramp with walls 28 = Full, paved bump 29 = Half bump: low and high 30 = Paved bump; half 31 = Large, paved ramp 32 = Small, paved ramp 33 = Dirt "speed bump" 34 = Medium dirt ramp 35 = Small dirt ramp 36 = Paved Quarter-pipe 37 = Spikes 38 = Fake Checkpoint(Hurdle) 39 = Fake track border segment 40 = Blue Checkpoint 41 = Fixing Loop 42 = Black Checkpoint , Works the same way as set. fix(a,b,c,d,e)x- creates an electrified hoop.
Same as for set and chk, except that d is the height(it has to be negative) and e is the rotation. , A #10 straight is 2400 wide by 5600 high.
A #14 turn is 4200 by 4200 (discovered by trial and error).
Alternatively you can divide the coordinate system by 800 in planning and use 2x7 and 4x4 respectively. , -
Step 3: You should now be inside the Need for Madness folder.
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Step 4: Open the music folder.
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Step 5: There will be several files called zip files.
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Step 6: Also if you open it as an archive
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Step 7: and drag the mod file to another window
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Step 8: you will notice that it is really an MPEG file.
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Step 9: Click on the stages folder.
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Step 10: Name(n)- n is the name of the track.
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Step 11: n laps(l)- l is the number of laps in the track.
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Step 12: d)e -creates a track piece.
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Step 13: --------------------------- NFM2 only ----------------------------- 43 = Long
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Step 14: dirt track with bumpy edges 44 = Long
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Step 15: dirt track going from bumpy to normal 45 = Half paved bump without end wall 46 = Paved tunnel 47 = Long
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Step 16: paved track with starting blocks 48 = Long
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Step 17: dirt track with starting blocks chk(a
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Step 18: d)x- creates a checkpoint.
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Step 19: Note: When setting a track piece the x-coordinate and y-coordinate refer to the centre of the piece.
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Step 20: The track file seems happy to accept comments if preceded by a hash eg # a comment
Detailed Guide
This can be done at www.arcadetown.com(go to racing games and choose Need for Madness, press download now).
, To change music, go to step
4.
To change stage laps, go to step
6. ,, These are the compressed files for each stage (you can obviously see that).
To change music files use WinZip, IZArc, or another unzipping program to open it.
You can also right-click and select Extract all... then go through the steps to extract it.
Now, you should see music files inside them in mod format.
So if you wanted to make stage 4 music be stage 5 music, you would copy the file in it and paste it in stage 5 folder and rename it to "stage5.mod".
Be sure to delete the original file.
If you want to change it by a music that is not existing there then you can use a mod converter to convert it to mod and then rename it to stage#.mod and add it to the zip file.
If it asks to replace the file then do so., If you can find the right kind of MPEG to convert a video to (the audio part of the MPEG), then you can put in your own music. , Each stage is saved in a text file written in a special script.
To edit a stage, open that stage's text file.
Here is a list of the commands (note: the letters a, b, c, etc. are what you change): , It appears near the beginning of each file. ,, a is the piece type, b is the x-coordinate (from your starting point), c is the y-coordinate (from your starting point), d is the rotation (in degrees), and e tells the computer controlled cars what type of piece it is (type p for a straight piece, pr for a jump, pt for a turn, ph for a quarter pipe, etc.) The types are 0 = Tornado Shark statue 1 = Formula 7 statue 2 = Wow Caninaro statue 3 = La Vite Crab statue 4 = Nimi statue 5 = MAX Revenge statue 6 = Lead Oxide statue 8 = Radical One statue 9 = DR Monstaa statue 10 = Long, paved track 11 = Long, paved track with walls 12 = Long, paved track at an angle to the right 13 = Long, paved track at an angle to the left 14 = Paved track with a right curve 15 = Long, dirt track 16 = Long, grass track 17 = Dirt track with a right curve 18 = Long, dusty paved track 19 = Dusty paved track with a right curve 20 = Long, track going from dirt to paved 21 = Medium length track going from dirt to paved 22 = Short, track going from paved to dusty paved 23 = Short, paved track with an end facing back 24 = Short, dirt track with an end facing front 25 = Paved, track segment 26 = Medium sized, ramp 27 = Medium sized, paved ramp with walls 28 = Full, paved bump 29 = Half bump: low and high 30 = Paved bump; half 31 = Large, paved ramp 32 = Small, paved ramp 33 = Dirt "speed bump" 34 = Medium dirt ramp 35 = Small dirt ramp 36 = Paved Quarter-pipe 37 = Spikes 38 = Fake Checkpoint(Hurdle) 39 = Fake track border segment 40 = Blue Checkpoint 41 = Fixing Loop 42 = Black Checkpoint , Works the same way as set. fix(a,b,c,d,e)x- creates an electrified hoop.
Same as for set and chk, except that d is the height(it has to be negative) and e is the rotation. , A #10 straight is 2400 wide by 5600 high.
A #14 turn is 4200 by 4200 (discovered by trial and error).
Alternatively you can divide the coordinate system by 800 in planning and use 2x7 and 4x4 respectively. ,
About the Author
Megan Perry
Megan Perry specializes in lifestyle and practical guides and has been creating helpful content for over 5 years. Megan is committed to helping readers learn new skills and improve their lives.
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