Burnout 5 (2007-02-22 build): Difference between revisions

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An early prototype of Burnout Paradise (then known as '''Burnout 5'''), compiled on '''February 22nd, 2007'''. It was found in a significantly damaged and initially unbootable state, due to the Xbox 360 devkit it was stored on having been used multiple times over. The build's restoration to a bootable state took nine months in total and was completed circa late 2019; however, it still has numerous unfixed issues.
An early prototype of ''Burnout Paradise'' (then known as '''''Burnout 5'''''), compiled on '''February 22nd, 2007'''. Since the Xbox 360 devkit it was stored on had been used after the build's deletion, it was found in a significantly damaged and initially unbootable state. The build's restoration to a bootable state took nine months in total and was completed in December 2019; however, it still has numerous unfixed issues.


Due to the fact that this build is still rather dysfunctional even after the amount of time for which it was tended to, a project to restore it to a completely working state is currently underway. See below for all known issues the build has, as well as the major files in need of repair or restoration.
Due to the fact that this build is still dysfunctional despite the amount of time it was tended to, a project to restore it to a completely working state is currently underway. See below for all known issues with the build and all major files in need of repair or restoration.


= Notable Differences =
= Notable Differences =
Burnout 5 Feb 22, similar to the Burnout 3 demo is largely considered the gateway of one development era to another. It still shines Burnout 5 on the surface but under it, a product more in the image of the final had already taken a lot of shape.
Like [[Burnout 3 (2004-04-28 demo)|Burnout 3's April 2004 demo]], this build is a gateway from one development era to another. It is still ''Burnout 5'' on the surface, but underneath, a product closer to the final game had already taken shape.


=== Drastically Different Lighting ===
=== Lighting ===
In February 22, lighting looks in a rather completed state, with very different bloom and lighting effects being presented than the final product. A full timecycle is present with different times of day although night-time hours are likely not set up properly as it's still light. Whether this is intentional or not is unknown. Lighting that shares this same look was not seen beyond April 2007.
Lighting seems to be in a complete state, but has very different bloom and lighting effects than presented the final product. A full time cycle is present, though nighttime hours are either not set up properly or not yet developed. This lighting is not seen in any builds beyond April 2007.


=== Drastically Different UI ===
=== UI ===
The UI in February 22 is to no surprise, very different to that of the final game. It carries its own distinct look unlike earlier and later versions, and has some unique features not used in the final game, including the GPS breaking up when the player is hit. It carries lots of blue, red, and white.
Unlike earlier and later versions, the UI carries its own distinct look and has some unique features not used in the final game, including the GPS breaking up when the player is hit. It uses a large amount of blue, red, and white.


=== More Detailed Crash Nav ===
=== Crash Nav ===
The Crash Nav when accessed, is able to process and show more information than that of the final game's would. Each district of the map is highlighted and the filter can be adjusted to show things such as breakables the player has gotten, or other unlocks like the gutted wheels and crash blackspots. Hovering over an AI driver would provide some details about them including their car and location.
When accessed, the Crash Nav is able to display more information than that of the final game. Each district of the map is highlighted; a filter exists that can display items such as breakables obtained, hidden alloys (rims), and crash blackspots; and hovering over an AI driver provides their details, including their vehicle and location.


=== Early Vehicle Designs ===
=== Vehicle Designs ===
While some vehicles are rather close to their final designs, a bunch still are visibly dated in terms of development standpoint. Various cars feature early liveries that are not anything like what they received in the final product, and some other vehicles still have designs that stand firm around November 2006, shortly into development. Vehicles in this era come in 3 pieces but it's unknown if they were intentionally able to break as such yet at this point in development.
While some vehicles are similar to their final designs, others are visibly dated from a development standpoint. Various cars feature early liveries that are not in the final product. Vehicles in this build are split into 3 pieces, but it is unknown if they were intended to break at this point in development.


=== Different Traffic Spawns ===
=== Traffic Spawns ===
Traffic in this build has a different spawn pool per region than what is regular to the final game. Semis and larger vehicles present themselves in this build, and with debug tools in both the internal and artist versions the player can force any vehicle of choice into the spawn pool.
Traffic in this build has a different spawn pool per region than what is in the final game. Semis and larger vehicles are present in this build, and through certain options in the debug menu, the player can force any vehicle into the spawn pool.


=== Earlier Map Design ===
=== Map Design ===
The map seen here is closer to final, however is still marginally different in a lot of areas. The extended '''Motor City''' waterfront still features the massive oval track, but updated in model since earlier builds. In this time a lot of the map, especially the eastern half, still looks far more industrial and featuring a lot less points where the player was cut off. The entire railway can be ridden without blockades and the country club driveway is not gated off. The tunnel near the amphitheater is not here this early on so the play must access the countryside by means of the highway or roads far north and south. The various shops were now split into multiple parts, paint shops fixing the players paint, body shops repairing the player's mechanical damages, and part shops are also included allowing the player to equip any car with traffic checking for the ones that do not have it by standard.
The map seen here is closer to final but is still marginally different in some areas. The extended '''Motor City''' Waterfront still features an oval track, but with an updated model compared to earlier builds. Much of the map, especially the eastern half, still looks more industrial than the final game and features less points where the player is cut off. The entire railway can be driven on, with no blockades present. The country club driveway is not gated off. The Lawrence tunnel does not exist yet, so the player must access the countryside by means of the highway or the roads to the north and south. The drivethrus were split into multiple parts, with paint shops changing the player's paint, body shops repairing the player's mechanical damages, and part shops allowing the player to equip any car with traffic checking.


=== Scrapped Progression ===
=== Progression ===
In this build, the game is presented with lots of singleplayer progression that is unlike anything the retail game had seen. On top of extended progression with more collectables present including hidden wheels and '''Speed Traps'''. The player would rather unlock licenses by completing '''Moving Violations''', and on top of progressing through licenses, each car had its own form of progression with a series of violations for the player to complete in it. In a similar fashion to the shutdown system, drivers would appear periodically throughout Paradise City and the player would have to beat up a certain rival through events until they are afraid of the player of which they initiate a pursuit to obtain their car. Most of this progression was canned, only remaining a very basic shell of what is present in this build.
On top of extended progression with more collectibles present, including hidden alloys and '''Speed Traps''', the player would unlock licenses by completing '''Moving Violations''', a form of per-vehicle progression in which the player would have to complete a series of violations. In a similar fashion to the shutdown system, drivers would periodically appear throughout Paradise City and the player would have to beat up a certain rival until they are afraid of the player, at which point the player initiates a pursuit to obtain their car. Very little progression in this build is in the final game.


=== Scrapped Modes ===
=== Game Modes ===
This early on, classic style crash mode was still present in the form of '''Blackspots''', although none are present on the map which is a possible side effect of having to use pieces from other builds. Pursuit mode was entirely gutted in favor of just taking out racers in '''Freeburn''', and the races system seen in this build was also scrapped eventually. The player is able to spin their tires anywhere and start a race to any random landmark, with other drivers progressively joining in the race as it goes along. Road rage was started by beating up the AI drivers, but could not be started if the player's car has withstood too much damage without going to a repair shop.
This early on, classic style crash mode was still present in the form of '''Blackspots''', although none are present on the map. Pursuit mode is also present in this build and can be started by shunting a rival while holding RB. The player is able to spin their tires anywhere, starting a race to a random landmark, with other drivers progressively joining in the race as it continues. Road Rage was started by beating up the AI drivers, but could not be started if the player's car has withstood too much damage without going to a repair shop.


=== More Detailed Damage ===
=== Damage ===
Although it is currently unknown what the damage model of February 22 is supposed to look like, it is known that crashes have more particle effects including the vehicle being able to burst into flames when wrecked, and that most likely every part was going to be able to detach from the car, which was later changed in the game's development for reasons unknown.
It is currently unknown what the damage model of February 22 is supposed to look like, but it is known that crashes have more particle effects, including the vehicle being able to burst into flames when wrecked. It is likely that every part was able to detach from the car, an aspect which did not make it into the final game.

= Major Issues =


= Known Issues =
=== Inaccurate Collision ===
=== Inaccurate Collision ===
* '''Caused by''': Using the <code>WORLDCOL.BIN</code> (world collision database) of a Burnout 5 build from 2007-01-24; this WORLDCOL uses an older format to the one required by the 2007-02 build
* '''Caused by''': Using the <code>WORLDCOL.BIN</code> (world collision database) of a ''Burnout 5'' build from 2007-01-24; this WORLDCOL uses an older format to the one required by the 2007-02-22 build
* '''Affects''': Breaks world collision, Road Rules, AI behavior, player/AI respawning, roads and road types
* '''Affects''': Breaks world collision, Road Rules, AI behavior, player/AI respawning, roads and road types


=== Broken Deformation ===
=== Broken Deformation ===
* '''Caused by''': Missing/incorrectly formatted <code>VERLET.RIG</code>
* '''Caused by''': Incorrectly formatted <code>VERLET.RIG</code>
* '''Affects''': Breaks vehicle body deformation, crash physics, collision during crashes
* '''Affects''': Breaks vehicle body deformation, crash physics, collision during crashes


=== Delayed World Streaming ===
=== Delayed World Streaming ===
* '''Caused by''': Inefficient world streamer code; likely unfixable without heavy reverse engineering
* '''Caused by''': Inefficient world streamer code; likely unfixable without heavy reverse engineering
* '''Affects''': Significantly delays world load-in times, causing extreme pop-up. World assets take 4-6 seconds to load when respawning or teleporting into an unloaded chunk
* '''Affects''': Significantly delays world load-in times, causing extreme pop-in. World assets take 4-6 seconds to load when respawning or teleporting into an unloaded chunk


=== Broken/Disabled Progression Elements ===
=== Broken/Disabled Progression Elements ===
Line 73: Line 72:
! File !! Recovery !! Accuracy !! Modification !! Comments
! File !! Recovery !! Accuracy !! Modification !! Comments
|-
|-
| AI.DAT || Partial || Accurate || Repaired based on 2006-11-13 AI file || Exact or near-exact accuracy to lost data
| <code>AI.DAT</code> || Partial || Accurate || Repaired based on 2006-11-13 AI file || Exact or near-exact accuracy to lost data
|-
|-
| B5TRAFFIC.BNDL || Full || Inaccurate || Replaced references to lost vehicles || TODO: Port lost vehicles from other builds
| <code>B5TRAFFIC.BNDL</code> || Full || Inaccurate || Replaced references to lost vehicles ||
|-
|-
| PVS.BNDL || Full || Highly accurate || Decreased num unsafe neighbors in certain zones || Fixes out of memory error
| <code>PVS.BNDL</code> || Full || Highly accurate || Decreased num unsafe neighbors in certain zones || Fixes out of memory error
|-
|-
| VERLET.RIG || Lost || Highly inaccurate || Made from scratch based on executable data || Causes deformation and wrecking issues
| <code>VERLET.RIG</code> || Lost || Highly inaccurate || Made from scratch based on executable data || Causes deformation and wrecking issues
|-
|-
| WORLDCOL.BIN || Lost || Highly inaccurate || 2007-01-24 file || Causes road, Road Rule, and likely AI issues
| <code>WORLDCOL.BIN</code> || Lost || Highly inaccurate || 2007-01-24 file || Causes road, Road Rule, AI, and respawn issues
|-
|-
| WORLDTEX.BIN || Lost || Inaccurate || Made from scratch based on various builds/assets || Causes texture issues
| <code>WORLDTEX.BIN</code> || Lost || Inaccurate || Made from scratch based on various builds/assets || Causes texture issues
|-
|-
| WORLDVAULT.BIN || Full || Highly accurate || 2007-01-24 file || 2007-02-22 file exists and is known to be identical
| <code>WORLDVAULT.BIN</code> || Full || Highly accurate || 2007-01-24 file || 2007-02-22 file exists and is known to be identical
|-
|-
| SOUND/STREAMS/STREAMHEADERS.BUNDLE || Full || Highly accurate || Accommodates final WATERFRONT.SNS || XMA instead of XAS
| <code>SOUND/STREAMS/STREAMHEADERS.BUNDLE</code> || Full || Highly accurate || Accommodates final WATERFRONT.SNS || XMA instead of XAS
|-
|-
| SOUND/STREAMS/WATERFRONT.SNS || Partial || Inaccurate || Final file || XMA instead of XAS
| <code>SOUND/STREAMS/WATERFRONT.SNS</code> || Partial || Inaccurate || Final file || XMA instead of XAS
|-
|-
| VEHICLES/VEH_*_AT.BIN || Partial || N/A || No modification || Lost: TUSV02
| <code>VEHICLES/VEH_*_AT.BIN</code> || Partial || N/A || No modification || Lost: <tt>TUSV02</tt>
|-
|-
| VEHICLES/VEH_*_GR.BIN || Partial || N/A || No modification || Lost: TUSLT01, TUSLT02, TUSLT03, TUSLT04, TUSLT07,<br>TUSLT08, TUSLT09, TUSPK01, TUSPK01B, TUSRV01,<br>TUSRV02, TUSSL01, TUSSMT01, TUSSMT02, TUSSMT03,<br>TUSSMT04, TUSSUV01, TUSSUV02, TUSSV01, TUSSW01,<br>TUST07, TUSTR02, TUSTR03, TUSTR04, TUSTR05,<br>TUSTR06, TUSV01, TUSV01B, TUSV02, TUSV02B
| <code>VEHICLES/VEH_*_GR.BIN</code> || Partial || N/A || No modification || Lost: <tt>TUSLT01</tt>, <tt>TUSLT02</tt>, <tt>TUSLT03</tt>, <tt>TUSLT04</tt>, <tt>TUSLT07</tt>,<br> <tt>TUSLT08</tt>, <tt>TUSLT09</tt>, <tt>TUSPK01</tt>, <tt>TUSPK01B</tt>, <tt>TUSRV01</tt>,<br> <tt>TUSRV02</tt>, <tt>TUSSL01</tt>, <tt>TUSSMT01</tt>, <tt>TUSSMT02</tt>, <tt>TUSSMT03</tt>,<br> <tt>TUSSMT04</tt>, <tt>TUSSUV01</tt>, <tt>TUSSUV02</tt>, <tt>TUSSV01</tt>, <tt>TUSSW01</tt>,<br> <tt>TUST07</tt>, <tt>TUSTR02</tt>, <tt>TUSTR03</tt>, <tt>TUSTR04</tt>, <tt>TUSTR05</tt>,<br> <tt>TUSTR06</tt>, <tt>TUSV01</tt>, <tt>TUSV01B</tt>, <tt>TUSV02</tt>, <tt>TUSV02B</tt>
|-
|-
| VEHICLES/VEHICLELIST.BUNDLE || Full || Inaccurate || Removed lost vehicles || TODO: Port lost vehicles from other builds
| <code>VEHICLES/VEHICLELIST.BUNDLE</code> || Full || Inaccurate || Removed lost vehicles || TODO: Port lost vehicles from other builds
|-
|-
| WHEELS/WHE_*_GR.BNDL || Lost || N/A || Ripped from traffic vehicles || Lost: All wheels<br>Traffic wheels identical to would-be assets<br>TODO: Port lost wheels from other builds
| <code>WHEELS/WHE_*_GR.BNDL</code> || Lost || N/A || Ripped from traffic vehicles || Lost: All wheels<br>Traffic wheels identical to would-be assets
|-
|-
| WHEELS/WHEELLIST.BUNDLE || Lost || Highly inaccurate || Certain traffic wheels only || TODO: Port lost wheels from other builds
| <code>WHEELS/WHEELLIST.BUNDLE</code> || Lost || Highly inaccurate || Certain traffic wheels only || TODO: Port lost wheels from other builds
|}
|}

Latest revision as of 18:43, 8 July 2022

Burnout 5 (2007-02-22)
(no disc image available)
Build Info
Platform: Xbox 360
Compilation date: February 22nd, 2007
Also known as: "Feb 22"
Released publically: Yes

An early prototype of Burnout Paradise (then known as Burnout 5), compiled on February 22nd, 2007. Since the Xbox 360 devkit it was stored on had been used after the build's deletion, it was found in a significantly damaged and initially unbootable state. The build's restoration to a bootable state took nine months in total and was completed in December 2019; however, it still has numerous unfixed issues.

Due to the fact that this build is still dysfunctional despite the amount of time it was tended to, a project to restore it to a completely working state is currently underway. See below for all known issues with the build and all major files in need of repair or restoration.

Notable Differences

Like Burnout 3's April 2004 demo, this build is a gateway from one development era to another. It is still Burnout 5 on the surface, but underneath, a product closer to the final game had already taken shape.

Lighting

Lighting seems to be in a complete state, but has very different bloom and lighting effects than presented the final product. A full time cycle is present, though nighttime hours are either not set up properly or not yet developed. This lighting is not seen in any builds beyond April 2007.

UI

Unlike earlier and later versions, the UI carries its own distinct look and has some unique features not used in the final game, including the GPS breaking up when the player is hit. It uses a large amount of blue, red, and white.

Crash Nav

When accessed, the Crash Nav is able to display more information than that of the final game. Each district of the map is highlighted; a filter exists that can display items such as breakables obtained, hidden alloys (rims), and crash blackspots; and hovering over an AI driver provides their details, including their vehicle and location.

Vehicle Designs

While some vehicles are similar to their final designs, others are visibly dated from a development standpoint. Various cars feature early liveries that are not in the final product. Vehicles in this build are split into 3 pieces, but it is unknown if they were intended to break at this point in development.

Traffic Spawns

Traffic in this build has a different spawn pool per region than what is in the final game. Semis and larger vehicles are present in this build, and through certain options in the debug menu, the player can force any vehicle into the spawn pool.

Map Design

The map seen here is closer to final but is still marginally different in some areas. The extended Motor City Waterfront still features an oval track, but with an updated model compared to earlier builds. Much of the map, especially the eastern half, still looks more industrial than the final game and features less points where the player is cut off. The entire railway can be driven on, with no blockades present. The country club driveway is not gated off. The Lawrence tunnel does not exist yet, so the player must access the countryside by means of the highway or the roads to the north and south. The drivethrus were split into multiple parts, with paint shops changing the player's paint, body shops repairing the player's mechanical damages, and part shops allowing the player to equip any car with traffic checking.

Progression

On top of extended progression with more collectibles present, including hidden alloys and Speed Traps, the player would unlock licenses by completing Moving Violations, a form of per-vehicle progression in which the player would have to complete a series of violations. In a similar fashion to the shutdown system, drivers would periodically appear throughout Paradise City and the player would have to beat up a certain rival until they are afraid of the player, at which point the player initiates a pursuit to obtain their car. Very little progression in this build is in the final game.

Game Modes

This early on, classic style crash mode was still present in the form of Blackspots, although none are present on the map. Pursuit mode is also present in this build and can be started by shunting a rival while holding RB. The player is able to spin their tires anywhere, starting a race to a random landmark, with other drivers progressively joining in the race as it continues. Road Rage was started by beating up the AI drivers, but could not be started if the player's car has withstood too much damage without going to a repair shop.

Damage

It is currently unknown what the damage model of February 22 is supposed to look like, but it is known that crashes have more particle effects, including the vehicle being able to burst into flames when wrecked. It is likely that every part was able to detach from the car, an aspect which did not make it into the final game.

Known Issues

Inaccurate Collision

  • Caused by: Using the WORLDCOL.BIN (world collision database) of a Burnout 5 build from 2007-01-24; this WORLDCOL uses an older format to the one required by the 2007-02-22 build
  • Affects: Breaks world collision, Road Rules, AI behavior, player/AI respawning, roads and road types

Broken Deformation

  • Caused by: Incorrectly formatted VERLET.RIG
  • Affects: Breaks vehicle body deformation, crash physics, collision during crashes

Delayed World Streaming

  • Caused by: Inefficient world streamer code; likely unfixable without heavy reverse engineering
  • Affects: Significantly delays world load-in times, causing extreme pop-in. World assets take 4-6 seconds to load when respawning or teleporting into an unloaded chunk

Broken/Disabled Progression Elements

  • Caused by: Unknown; these elements are possibly disabled by default
  • Affects: Renders it mostly impossible to progress through the game and unlock events/vehicles

Deactivated/Inaccessible Menus

  • Caused by: These menus are likely disabled via the executable
  • Affects: The Crash Nav, Junkyard wheel/livery selector, and likely more menus are inaccessible under normal circumstances

Other Missing Files

  • The files in question (wheels, textures etc.) were overwritten and made unrecoverable; see below for more information on those.

Overwritten/Modified Files

File Recovery Accuracy Modification Comments
AI.DAT Partial Accurate Repaired based on 2006-11-13 AI file Exact or near-exact accuracy to lost data
B5TRAFFIC.BNDL Full Inaccurate Replaced references to lost vehicles
PVS.BNDL Full Highly accurate Decreased num unsafe neighbors in certain zones Fixes out of memory error
VERLET.RIG Lost Highly inaccurate Made from scratch based on executable data Causes deformation and wrecking issues
WORLDCOL.BIN Lost Highly inaccurate 2007-01-24 file Causes road, Road Rule, AI, and respawn issues
WORLDTEX.BIN Lost Inaccurate Made from scratch based on various builds/assets Causes texture issues
WORLDVAULT.BIN Full Highly accurate 2007-01-24 file 2007-02-22 file exists and is known to be identical
SOUND/STREAMS/STREAMHEADERS.BUNDLE Full Highly accurate Accommodates final WATERFRONT.SNS XMA instead of XAS
SOUND/STREAMS/WATERFRONT.SNS Partial Inaccurate Final file XMA instead of XAS
VEHICLES/VEH_*_AT.BIN Partial N/A No modification Lost: TUSV02
VEHICLES/VEH_*_GR.BIN Partial N/A No modification Lost: TUSLT01, TUSLT02, TUSLT03, TUSLT04, TUSLT07,
TUSLT08, TUSLT09, TUSPK01, TUSPK01B, TUSRV01,
TUSRV02, TUSSL01, TUSSMT01, TUSSMT02, TUSSMT03,
TUSSMT04, TUSSUV01, TUSSUV02, TUSSV01, TUSSW01,
TUST07, TUSTR02, TUSTR03, TUSTR04, TUSTR05,
TUSTR06, TUSV01, TUSV01B, TUSV02, TUSV02B
VEHICLES/VEHICLELIST.BUNDLE Full Inaccurate Removed lost vehicles TODO: Port lost vehicles from other builds
WHEELS/WHE_*_GR.BNDL Lost N/A Ripped from traffic vehicles Lost: All wheels
Traffic wheels identical to would-be assets
WHEELS/WHEELLIST.BUNDLE Lost Highly inaccurate Certain traffic wheels only TODO: Port lost wheels from other builds