Probably intended for multiplayer.įile Name: FEMAIN.BIN\b4choiceiconnav\ crashTour.tifĪ Crash Tour event button. This would have been used if Time Attack had returned from the previous game. While checkpoints are present in the game, they are invisible. The codes under the thicker horizontal line are specific to the Car Viewer gamemode. The option names in a smaller font written in the same cell only have effect if the code above it is active. The effect of each individual option can be seen here. Several visual debugging options that can be toggled. are used, with all strings that can only apply to Burnout 3, like the song list and list of Signature Takedowns from that game going unused. save/load dialog, display configuration dialog etc. All strings that apply to both games e.g. In addition, globalXX.bin, where XX varies by the game's region (US for the USA, EN for the UK etc.), is a carbon copy of the same file from Burnout 3. These strings appear in the game's executable. No vehicle in this game uses red boost flames, leaving the behavior unused, though it would shortly be reworked for the 360 version to give certain vehicles, such as the 360 Revenge Racer, green boost flames instead of the default blue color. This behavior was used in Burnout 3 exclusively by the Dominator vehicles. Red Boost FlamesĪs in Burnout 3, Data/vdb.bin allows any playable vehicle to have their boost flame color set to either blue (default) or red. Given that this game is essentially Burnout 3.5, it's no surprise that some content from that game remains leftover in this game.Ī leftover leftover! These graphics were used in the pre-E3 builds of Burnout 3.
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