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Proto:Burnout Crash!/March 10, 2011

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This is a sub-page of Proto:Burnout Crash!.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

This is a debug-enabled build of Burnout Crash!, which predates the final build by almost 5 months.

Hmmm...
To do:
Early menu designs, early graphics and sounds, cut music and all that.

General Differences

This build is normally unplayable due to a few online-related functions such as the leaderboard failing to load. That can be patched with the following codes.

82177B28 4E800020
8219F0A8 4E800020
(Patch: Edness)

Upon starting up, one of the first differences seen are the Electronic Arts and Criterion Games logos being shown as their own screens rather than being a part of a bigger animation.

UI_0.DDX\Screens\criterion UI_0.DDX\Screens\ea
BCRASH!360-2011-03-10 UI 0.DDX-Screens-criterion.png BCRASH!360-2011-03-10 UI 0.DDX-Screens-ea.png

The title screen animation is very short, and looks quite different. There's also a bunch of debug information visible on the screen about how many items are in the current scene, and how much memory is being taken up.

Early Final
BCRASH!360-2011-03-10 TitleScr.png BCRASH!360-FIN TitleScr.png
BCRASH!360-2011-03-10 Autosave.png BCRASH!360-FIN Autosave.png
BCRASH!360-2011-03-10 ConnectionError.png BCRASH!360-FIN ConnectionError.png
BCRASH!360-2011-03-10 MainMenu.png BCRASH!360-FIN MainMenu.png

The Autolog Recommends menu is very incomplete

Menu 1 Menu 2
BCRASH!360-2011-03-10 AutologRec1.png BCRASH!360-2011-03-10 AutologRec2.png

Debugging Options

There are two different debugging types enabled in this build.

Debug Menu

The Settings menu has a button named Debug Settings, under which there are two pages of debug options.

Below are some of the effects of the debug options:

Debug Buttons

There are two different kinds of debugging buttons - the 1st one being toggleable on Controller 1. These are enabled by default, but can be toggled with the Toggle Debug Controls button in the debug menu above.

BACK Same effect as Toggle Stats
RT / LT Zoom in/out camera

The other one being options that are toggleable via a USB keyboard connected to the Xbox 360. These are not affected by the Toggle Debug Controls debug option.

SPACE Sound volume information
L Lighting information
D Disconnect
P Pause (freeze/unfreeze) game
H Toggle HUD
NUMPAD 0 Initiate any in-game event
Sound info entries 
Master Fader
Threshold
HUD Message
Tutorial
Feature Spot
Feature Music
Special Vec Music
Feature Loops
Alert Combo
Alert Score
Alert Skill
Alert Medal
Alert Crashbreaker
Alert Spot
Alert Results
Alert Finished
SFX Impact
SFX Building Explosion
SFX Vehicle Explosion
SFX Prop Explosion
SFX Skid
SFX Engine
SFK Siren
SFX Water
Music
Ambience
Dynamic Music
Voice Over
Buildings Radius
Buildings Fall Off
Car Radius
Car Fall Off
Car Explosions Radius
Car Explosions Fall Off
Car Impacts Radius
Car Impacts Fall Off
Props Radius
Props Fall Off
Stereo Separation
Lighting info entries 
Elevation
Rotation
Key H
Key S
Key V
Shadow Fill H
Shadow Fill S
Shadow Fill V
Left Side H
Left Side S
Left Side V
Right Side H
Right Side S
Right Side V
Key Fill H
Key Fill S
Key Fill V
Top H
Top S
Top V
Ambient H
Ambient S
Ambient V
Lighting presets 
Current Stage
ice
plane1
plane2
plane3
plane4
plane5
fog
monster1
monster2
monster3
monster4
monster5
tornado1
tornado2
tornado3
tornado4
tornado5
tidal_wave1
tidal_wave2
tidal_wave3
tidal_wave4
tidal_wave5
meteor
rain
super_meteor1
super_meteor2
super_meteor3
super_meteor4
super_meteor5
UFO1
UFO2
UFO3
UFO4
UFO5
In-game events 
ambulance
bad_cops
bank_van
bulldozer
detonator
drive_in
fog
gas
gold_car
good_cops
hole
ice
ice_cream
limo
magnet
manhole
meteor
missile
pizza_van
rain
sports_car
taxi

Early Graphics

Menu-Related

The Route 77 graphic seen in the background of the main menu says Route 666 in this build. The filename in the final game still says ROUTE666, however.

The Route 666 graphic can also be found in UI_1.DDX\UI\V2\MAINMENU\ROUTE666.

Early Final
UI_2.DDX\UI\V2\SETTINGS\ROUTE666 GLOBAL_0.DDX\UI\V2\SETTINGS\ROUTE666
BCRASH!360-2011-03-10 UI 2.DDX-UI-V2-SETTINGS-ROUTE666.PNG BCRASH!360-FIN GLOBAL 0.DDX-UI-V2-SETTINGS-ROUTE666.PNG

Junction Map

The junction map textures are much more simplistic in this build.

Early
UI_0.DDX\UI\V2\EVENT_MAP\PAPER_1, _2, _3, _4, _5, _6; UI_1.DDX\UI\V2\EVENT_MAP\PAPER_7, _8
BCRASH!360-2011-03-10 UI 0.DDX-UI-V2-EVENT MAP-PAPER 1.PNGBCRASH!360-2011-03-10 UI 0.DDX-UI-V2-EVENT MAP-PAPER 2.PNGBCRASH!360-2011-03-10 UI 0.DDX-UI-V2-EVENT MAP-PAPER 3.PNGBCRASH!360-2011-03-10 UI 0.DDX-UI-V2-EVENT MAP-PAPER 4.PNGBCRASH!360-2011-03-10 UI 0.DDX-UI-V2-EVENT MAP-PAPER 5.PNGBCRASH!360-2011-03-10 UI 0.DDX-UI-V2-EVENT MAP-PAPER 6.PNGBCRASH!360-2011-03-10 UI 1.DDX-UI-V2-EVENT MAP-PAPER 7.PNGBCRASH!360-2011-03-10 UI 1.DDX-UI-V2-EVENT MAP-PAPER 8.PNG
Final
UI_0.DDX\UI\V2\EVENT_MAP\{PAPER_1, _2, _3, _4, _5, _6, _7, _8}
BCRASH!360-FIN UI 0.DDX-UI-V2-EVENT MAP-PAPER 1.PNGBCRASH!360-FIN UI 0.DDX-UI-V2-EVENT MAP-PAPER 2.PNGBCRASH!360-FIN UI 0.DDX-UI-V2-EVENT MAP-PAPER 3.PNGBCRASH!360-FIN UI 0.DDX-UI-V2-EVENT MAP-PAPER 4.PNGBCRASH!360-FIN UI 0.DDX-UI-V2-EVENT MAP-PAPER 5.PNGBCRASH!360-FIN UI 0.DDX-UI-V2-EVENT MAP-PAPER 6.PNGBCRASH!360-FIN UI 0.DDX-UI-V2-EVENT MAP-PAPER 7.PNGBCRASH!360-FIN UI 0.DDX-UI-V2-EVENT MAP-PAPER 8.PNG

Unused Graphics

Placeholders

UI_1.DDX\UI\V2\EVENT_SELECT_NEW\ has 21 placeholder textures, 18 of them saying "PLACEHOLDER" and the other 3 saying "PAVEMENT".

PLACEHOLDER PAVEMENT
BCRASH!360-2011-03-10 UI 1.DDX-UI-V2-EVENT SELECT NEW-PLACEHOLDER.PNG BCRASH!360-2011-03-10 UI 1.DDX-UI-V2-EVENT SELECT NEW-PAVEMENT.PNG
Textures displaying "PLACEHOLDER" 
{TEMP_TEXTURE_BLUECLAW}
{TEMP_TEXTURE_BLUECLAW2}
{TEMP_TEXTURE_BLUECLAW3}
{TEMP_TEXTURE_ROCKHAM}
{TEMP_TEXTURE_ROCKHAM2}
{TEMP_TEXTURE_ROCKHAM3}
{TEMP_TEXTURE_ROSWELL}
{TEMP_TEXTURE_ROSWELL2}
{TEMP_TEXTURE_ROSWELL3}
{TEMP_TEXTURE_SEACREST}
{TEMP_TEXTURE_SEACREST2}
{TEMP_TEXTURE_SEACREST3}
{TEMP_TEXTURE_SKYWING}
{TEMP_TEXTURE_SKYWING2}
{TEMP_TEXTURE_SKYWING3}
{TEMP_TEXTURE_WINDRUSH}
{TEMP_TEXTURE_WINDRUSH2}
{TEMP_TEXTURE_WINDRUSH3}
Textures displaying "PAVEMENT" 
{TEMP_TEXTURE_WINDRUSH_PAVEMENT}
{TEMP_TEXTURE_WINDRUSH_PAVEMENT2}
{TEMP_TEXTURE_WINDRUSH_PAVEMENT3}

Early Videos

The videos are quite incomplete - the Road Trip and Rush Hour tutorials occasionally have a Fraps watermark visible, and the Pile Up tutorial uses the 2D junctions for which the graphics have survived into the final game.

Early Video Final Video
CRASH_TUTORIAL_ROADTRIP.VP6 - Road Trip Tutorial
CRASH_TUTORIAL_RUSHHOUR.VP6 - Rush Hour Tutorial
PILE_UP.VP6 - Pile Up Tutorial
CRASH_ATTRACT_LOOP.VP6