Burnout Legends (2005-06-06 build): Difference between revisions

m
Replace Discord CDN link.
No edit summary
m (Replace Discord CDN link.)
 
(4 intermediate revisions by 2 users not shown)
Line 1:
{{ ProtoInfobox
A debug-enabled build of Burnout Legends' PlayStation Portable version, presumably compiled on '''June 6th, 2005''' based on text strings present in its executable. It possesses plenty of developer features, such as a full-fledged debug menu and code asserts. This build is currently only present in executable form, as it was being used as a placeholder for a '''Game Sharing''' executable in the '''July 8th, 2005''' build of Burnout Legends.
| buildname = Burnout Legends (2005-06-06)
| titleimage = [[File:BLegendsGS-titlescreen.png|340px|]]
| discimage = (no disc image available)
| plat = PlayStation Portable
| builddate = June 6th, 2005
| aliases = "Game-Sharing Build", "GS Binary"
| relstatus = Yes
}}
 
A debug-enabled buildexecutable of Burnout Legends' PlayStation Portable version, presumably compiled on '''June 6th, 2005''' based on internal text strings present in its executable. It possesses plenty of developer features, such as a full-fledged debug menu and code asserts. ThisIt buildwas isinitially currentlydiscovered onlyamongst presentthe inassets executableof formLegends' [[Burnout_Legends_(2005-07-08_build)|July 8th, as2005 it wasbuild]], being used as a placeholder for a '''PSP Game Sharing''' executable in the '''July 8th, 2005''' build of Burnout Legends.
 
<!-- TODO: Images -->
Line 50 ⟶ 60:
</pre>
 
The proper directory structure still needs to be created before being able to save the files. For Windows users, save [https://cdnmega.discordapp.comnz/attachmentsfile/548257604166615041/764538057462382612/CreateBLDIRs.cmdQAMWmTqK#sDORyU5PPXE4uAwd-rtufv8T2qt8j4DqXq4lKk4nIeQ this CMD script] to the root of your PSP's memstick (in the same directory that the <tt>/PSP</tt> folder is located) and run it; it will create the required folders automatically.
 
To export the current vehicle physics settings, use the '''Save Data...''' option, located in the <tt>Car</tt> subcategory of the <tt>Physics</tt> menu. The resulting file will be located in the <code>BLGS_SaveData/DbgExport/ValueDB/VehiclePhysics</code> folder and have a filename of <code>%s.cfg</code>, where <tt>%s</tt> is the name of the vehicle's class (e.g. <tt>COMP</tt> for the Compact Class), followed by <tt>CAR</tt>, the index of the car in its class and the .cfg extension. For example, the Compact Type 1's data is exported to <code>COMPCAR1.CFG</code>.
 
= Notable Differences =
== Known Issues ==
Although this build is only presented in the form of an executable, it presents a couple of differences to be noted compared to the '''July 8th, 2005''' build that it is acquired from, aside from the obvious debug tools.
* Certain pursuit events will soft-lock the game upon being started in the World Tour. <pre>(Full list to be written soon)</pre>
 
=== Extra Car Slot ===
* The player is unable to give input during the starting countdown in both crash mode and online events.
In the rewards menu, the game alludes to containing 90 vehicles instead of 89 like other versions. It is unknown if there was actually another planned vehicle or if it was merely a spot for per say a testing vehicle that had not been fully removed, since this build contains debug tools.
 
=== Minor Changes in World Tour ===
* The player vehicle is prone to randomly becoming undriveable and/or distorted without reason.
Within the world tour, certain events sport minor changes with vehicle choice. Full list to be detailed soon.
 
=== Missing Signature Takedowns ===
* Replay and crash cameras can stutter trying to keep up with the player vehicle.
In this build, there are 4 signature takedowns that are missing from other versions beyond this point. Due to not containing textures, they show up blank in the rewards menu but can still be acquired through normal gameplay. These include:
 
* Tram Ram
* Avalanche!
* Berth Trauma
* Tunnel of Shove
 
== Known Issues ==
* Certain pursuit events will soft-lock the game upon being started in the World Tour. <pre>(Full list to be written soon)</pre>
* The player is unable to give input during the starting countdown in both crash mode and online events.
* The player vehicle is prone to randomly becoming undriveable and/or distorted without reason.
* Replay and crash cameras can stutter trying to keep up with the player vehicle.
* AI racers will at various points stop driving their vehicle.