Profile/Burnout Paradise

From Burnout Wiki

The profile for Burnout Paradise contains all saved progression, including event completion, collectible discovery, records, and unlocked vehicles, among other things. It also contains user-selected data such as vehicle colors, options, and custom online race routes.

The only major content not saved in the profile is mugshot data, which is stored independently. Its location is platform-specific.

Overview[edit | edit source]

The primary purpose of the Profile is to store progression. To achieve this goal, it is broken up into several different structures and substructures, with the highest levels being demarcated by update (in the instances where updates introduced content relevant to progression). There may also be separate online-related or options-related chunks. Progression chunks are generally split into sections for vehicles, rivals, events, collectibles, discovery, Road Rules, challenges, records, and statistics, among other things. Not all sections are used in each chunk, but all are guaranteed to be present in the stored data in some form.

Vehicles[edit | edit source]

Being the main form of progression in Paradise, a significant amount of attention is devoted to vehicles. Each progression-related chunk has a set amount of storage allocated to store IDs, colors, mileage, and other related data. Which vehicles are unlocked is determined by whether or not one has an entry in the profile, while finishes being unlocked depends on whether the damage value is set to 0.

Vehicle chunks have also been split into two parts such that the chosen finish and mileage for a vehicle is separate from the rest of the data. It is not clear why this is the case. Additionally, PDLC and cop cars use a different structure to the rest which lacks certain fields, such as damage, but it is also unclear why this was done; space savings is one theory, but it is more likely a simple lack of foresight.

Events[edit | edit source]

Events take up a relatively small portion of the profile, with only an ID and flags to indicate their discovery and completion state. Only completion-related flags are reset when any new license is earned, allowing them to remain on the map if they have been discovered. Event difficulty is not stored explicitly, instead being derived from license progression and/or the number of wins in that event type.

Collectibles[edit | edit source]

Collectibles are stored in three sets, one for each type (Burnout Billboards, Smash Gates, and Super Jumps). Each ID within these is referred to as a stunt element. An ID being present means that specific collectible has been collected. Discoverables (drivethrus) are stored in the same way collectibles are.

Notably, the per-county collectible counts displayed in the discovery tab are not tied to the IDs saved in the sets, instead being stored separately in the profile.

Road Rules[edit | edit source]

Road Rules have their own specific chunks in progression profiles. These use one of two formats, one for cars (which is also used in the Street Data resource) and one for bikes. Both store essentially the same data: whether or not the offline and online scores have been beaten, the scores set by the player, and the vehicles used to set the player's high scores.

The highest scores of anyone on a player's friends list are also stored along with the winning player's name. This name is displayed at the top of the screen in-game until it is refreshed by either a leaderboard download or the player beating the score.

Road Rules are also split between mainland Road Rules, with 64 roads, and Big Surf Island Road Rules, with 12 roads. The exact order of these roads is known and appears to be either ID-based or based on the time they were added to the game.

Challenges[edit | edit source]

Challenges are split in the profile similarly to how they are split in-game, with separate sets for Freeburn, timed, bike, and Island challenges. Like with collectibles, IDs are used to mark specific challenges as complete. The only type of challenge to differ from this is timed, which has additional fields for the saved time and player count.

Timed bike challenges, despite having a personal best field in-game, do not have saved times in the profile and are instead stored exactly like Freeburn bike challenges.

Records and statistics[edit | edit source]

A number of values are stored in the profile so the player can keep track of high scores, total play time, total mileage, etc. Many of these are specific to mainland, bike, and Big Surf Island progression, though none are directly contributory to any licenses. No values are notable from a technical perspective, either, although some suffer from certain limitations and others become deprecated by higher-precision values in later versions, as is the case with the Stunt Run high score.

Known issues and exploits[edit | edit source]

Buffer overread via color indices[edit | edit source]

Paradise Neon Car 2.png

Colors and color types may be modified by changing the selected index on a given vehicle. As there is no bounds checking in place, it is possible to read data beyond the selected color type and the Player Car Colours resource altogether. What's read in is interpreted as floating-point data representing percentages of 255, leading to values less than 0% and greater than 100%. The resulting colors often glow and have been dubbed "neon" colors. The exact process by which these colors are formed is currently unknown and likely requires shader research to understand.

Replacement of selected liveries with other vehicles[edit | edit source]

Paradise Traffic Car 1.png

The selected livery of a given vehicle is stored as a vehicle ID. As there are no checks in place to ensure the selected vehicle is a child of the given vehicle, this can be replaced with any other vehicle, including undrivable vehicles such as traffic. Liveries set this way cannot be selected normally in the junkyard but can be used by other means, such as waiting for the countdown to end in an online race or having the host of an online room start a Marked Man game.

Time and distance limitations[edit | edit source]

Time played, measured in seconds, was originally stored as a float. Due to the imprecision inherent to the float datatype, the smallest increments at which a value can increase get larger with bigger values. In this case, time stopped increasing when it could no longer increment by the frametime (16.6 ms), which limited the value to just 262144 seconds (72.8 hours).

Distance travelled suffers the same imprecision woes but at a later point. While it is still added to every frame, the increase changes based on speed, so the limit changes based on speed as well: 10425 mi at 67-134 mph, 20850 mi at 134-268 mph, and 41700 mi at 268-537 mph, to name some common ones. These limits apply to both total and per-car mileage.

In version 1.3, time played was fixed by using a structure created specifically to address the issue:

CgsSystem::Time
Offset Length Type Name Description Comments
0x0 0x4 int32_t miSeconds Seconds
0x4 0x4 float32_t mfFraction Milliseconds

Unfortunately, this fix was only applied to time, meaning distance remains limited even in the latest versions of the game.

Missing smash gate after updating[edit | edit source]

The profile upgrade performed by the 1.9 update alters the hit props bit array to accommodate prop changes made when the bridge was opened. A single smash gate on top of the Angus car park can become impossible to collect if the profile is upgraded. This can only be circumvented by downgrading the game, smashing the gate, and updating again.

Headers and protection[edit | edit source]

Each platform has its own container and/or file header. The profile itself has no header and nothing in place to prevent modification; however, per-platform protections are in place. This section will give a rough overview of these protections but is not intended to be a guide to defeating them.

PlayStation 3[edit | edit source]

The profile has no header on the PS3, making it the most straightforward to edit in its decrypted form. Saves on PS3 are encrypted, but tools such as Bruteforce Save Data render that irrelevant.

Xbox 360[edit | edit source]

Xbox 360 profiles use EA's proprietary MC02 header to protect the data. Following any edits, the profile must be rehashed using a program such as MC02 Package Tool. It is also contained in the standard format used on Xbox 360 and can be accessed with a tool such as Velocity.

PC[edit | edit source]

The PC profile uses the Rich Game Header (RGMH), which provides no protection from modding. The profile is located at %LOCALAPPDATA%/Criterion Games/Burnout Paradise/Save/Profile.BurnoutParadiseSave.

PlayStation 4[edit | edit source]

The PS4 profile is similar to the PS3 profile in that it has no header. Per-platform protection, on the other hand, is greatly improved; it is not possible to modify saves without the use of a jailbroken PS4 except through the paid software Save Wizard, which only allows all events to be found and all vehicles to be unlocked. Any PS4 running firmware 9.00 or below can be jailbroken and saves from any firmware can be decrypted using it. Jailbroken PS4s may access the profile via Apollo Save Tool. Alternatively, one could use PS4 Save Mounter and an FTP connection, assuming the account is activated.

Xbox One[edit | edit source]

The Xbox One is the only console on this list to not have been exploited; thus, its saves cannot be modified and the structure of the profile is unknown.

PC (Remastered)[edit | edit source]

Like with the PC version of the original game, the Remastered profile uses the Rich Game Header and has no protection from modding. It is located at %LOCALAPPDATA%/Criterion Games/Burnout Paradise Remastered/Save/Profile.BurnoutParadiseSave.

Switch[edit | edit source]

Like on PS4, the profile has no header on Switch; however, saves have significant platform-specific protection to prevent modding which can only be overcome through the use of a jailbroken system. While all Switch models can be jailbroken in some way, most require modchips, which have become increasingly rare and expensive over time. Only some older HAC-001 models can be jailbroken unintrusively. Using a tool such as EdiZon, saves on a jailbroken Switch can either be edited on the console itself or backed up, edited externally, and imported back to the console.

Previous versions[edit | edit source]

Unlike many of the assets used by the game, the profile is completely backwards compatible with older versions of Burnout Paradise. Data introduced in newer versions is stored in separate chunks, leaving prior chunks untouched; even new vehicles are stored in new arrays instead of the one in the original chunk. Deprecated fields are still written to, such as how the time played statistics are updated despite being replaced with higher-precision fields in 1.3, so progress from updated fields can carry over.

As a result of this system, the ProfileStoredData structure sees no changes between retail versions, only additions. If it is necessary to read profiles from earlier game versions, later chunks can simply be ignored.

Structures[edit | edit source]

BrnGui::ProfileManager::ProfileStoredData[edit | edit source]

Primary profile structure which holds all data.

PlayStation 3[edit | edit source]

Offset Length Type Name Description Comments
0x0 0x1DA30 FixedSizeOpaqueBuffer<Profile_1_0> mProgressionProfile Base progression profile In 1.0
0x1DA30 0x7540 FixedSizeOpaqueBuffer<LiveRevengeProfile> mLiveRevengeProfile Live Revenge profile In 1.0
0x24F70 0x7370 FixedSizeOpaqueBuffer<OptionsDataProfile_1_0> mOptionsDataProfile Options data profile In 1.0
0x2C2E0 0xAC0 FixedSizeOpaqueBuffer<ProfileDLC_1_3> ? Cagney profile Added in 1.3
0x2CDA0 0x18 FixedSizeOpaqueBuffer<OptionsDataProfileDLC_1_3> ? Cagney options data profile Added in 1.3
0x2CDB8 0x19C8 FixedSizeOpaqueBuffer<ProfileDLC_1_4> ? Davis profile Added in 1.4
0x2E780 0x1C60 FixedSizeOpaqueBuffer<?> ? PDLC profile Added in 1.7. See PDLC Profile
0x303E0 0x268 FixedSizeOpaqueBuffer<?> ? Cop profile Added in 1.8. See Cop Profile
0x30648 0x10A8 FixedSizeOpaqueBuffer<?> ? Island profile Added in 1.9. See Island Profile
0x316F0 0xE910 char[59664] macPadData Padding

Xbox 360[edit | edit source]

Offsets are relative to 0x1C, the end of the MC02 header (start of the Profile structure).

Offset Length Type Name Description Comments
0x0 0x1CD30 FixedSizeOpaqueBuffer<Profile_1_0> mProgressionProfile Base progression profile In 1.0
0x1CD30 0x7540 FixedSizeOpaqueBuffer<LiveRevengeProfile> mLiveRevengeProfile Live Revenge profile In 1.0
0x24270 0x7370 FixedSizeOpaqueBuffer<OptionsDataProfile_1_0> mOptionsDataProfile Options data profile In 1.0
0x2B5E0 0xAC0 FixedSizeOpaqueBuffer<ProfileDLC_1_3> ? Cagney profile Added in 1.3
0x2C0A0 0x18 FixedSizeOpaqueBuffer<OptionsDataProfileDLC_1_3> ? Cagney options data profile Added in 1.3
0x2C0B8 0x17C8 FixedSizeOpaqueBuffer<ProfileDLC_1_4> ? Davis profile Added in 1.4
0x2D880 0x1C60 FixedSizeOpaqueBuffer<?> ? PDLC profile Added in 1.7. See PDLC Profile
0x2F4E0 0x268 FixedSizeOpaqueBuffer<?> ? Cop profile Added in 1.8. See Cop Profile
0x2F748 0xFE0 FixedSizeOpaqueBuffer<?> ? Island profile Added in 1.9. See Island Profile
0x30728 0xF8D8 char[63704] macPadData Padding

PC[edit | edit source]

Offsets are relative to 0x1D246, the end of the RGMH header (start of the Profile structure).

Offset Length Type Name Description Comments
0x0 0x1CC00 FixedSizeOpaqueBuffer<Profile_1_0> mProgressionProfile Base progression profile In 1.0
0x1CC00 0x6D68 FixedSizeOpaqueBuffer<LiveRevengeProfile> mLiveRevengeProfile Live Revenge profile In 1.0
0x23968 0x7780 FixedSizeOpaqueBuffer<OptionsDataProfile_1_0> mOptionsDataProfile Options data profile In 1.0
0x2B0E8 0xAC0 FixedSizeOpaqueBuffer<ProfileDLC_1_3> ? Cagney profile Added in 1.3
0x2BBA8 0x18 FixedSizeOpaqueBuffer<OptionsDataProfileDLC_1_3> ? Cagney options data profile Added in 1.3
0x2BBC0 0x19C8 FixedSizeOpaqueBuffer<ProfileDLC_1_4> ? Davis profile Added in 1.4
0x2D588 0xC88 FixedSizeOpaqueBuffer<?> ? Recent players profile See Recent Players Profile
0x2E210 0x1C68 FixedSizeOpaqueBuffer<?> ? PDLC profile Added in 1.7. See PDLC Profile
0x2FE78 0x10188 char[65928] macPadData Padding

PlayStation 4[edit | edit source]

Offset Length Type Name Description Comments
0x0 0x66100 FixedSizeOpaqueBuffer<Profile_1_0> mProgressionProfile Base progression profile In 1.0
0x66100 0x7D10 FixedSizeOpaqueBuffer<LiveRevengeProfile> mLiveRevengeProfile Live Revenge profile In 1.0
0x6DE10 0x7778 FixedSizeOpaqueBuffer<OptionsDataProfile_1_0> mOptionsDataProfile Options data profile In 1.0
0x75588 0xAC0 FixedSizeOpaqueBuffer<ProfileDLC_1_3> ? Cagney profile Added in 1.3
0x76048 0x18 FixedSizeOpaqueBuffer<OptionsDataProfileDLC_1_3> ? Cagney options data profile Added in 1.3
0x76060 0x1C48 FixedSizeOpaqueBuffer<ProfileDLC_1_4> ? Davis profile Added in 1.4
0x77CA8 0x1C68 FixedSizeOpaqueBuffer<?> ? PDLC profile Added in 1.7. See PDLC Profile
0x79910 0x268 FixedSizeOpaqueBuffer<?> ? Cop profile Added in 1.8. See Cop Profile
0x79B78 0x11E0 FixedSizeOpaqueBuffer<?> ? Island profile Added in 1.9. See Island Profile
0x7AD58 0x52A9 char[21161] macPadData Padding

PC (Remastered)[edit | edit source]

Offsets are relative to 0x1D246, the end of the RGMH header (start of the Profile structure).

Offset Length Type Name Description Comments
0x0 0x65DA0 FixedSizeOpaqueBuffer<Profile_1_0> mProgressionProfile Base progression profile In 1.0
0x65DA0 0x7538 FixedSizeOpaqueBuffer<LiveRevengeProfile> mLiveRevengeProfile Live Revenge profile In 1.0
0x6D2D8 0x7778 FixedSizeOpaqueBuffer<OptionsDataProfile_1_0> mOptionsDataProfile Options data profile In 1.0
0x74A50 0xAC0 FixedSizeOpaqueBuffer<ProfileDLC_1_3> ? Cagney profile 1.3
0x75510 0x18 FixedSizeOpaqueBuffer<OptionsDataProfileDLC_1_3> ? Cagney options data profile 1.3
0x75528 0x1C48 FixedSizeOpaqueBuffer<ProfileDLC_1_4> ? Davis profile Added in 1.4
0x77170 0x1C68 FixedSizeOpaqueBuffer<?> ? PDLC profile Added in 1.7. See PDLC Profile
0x78DD8 0x268 FixedSizeOpaqueBuffer<?> ? Cop profile Added in 1.8. See Cop Profile
0x79040 0x11D8 FixedSizeOpaqueBuffer<?> ? Island profile Added in 1.9. See Island Profile
0x7A218 0x5DE8 char[24040] macPadData Padding

Switch[edit | edit source]

Offset Length Type Name Description Comments
0x0 0x66820 FixedSizeOpaqueBuffer<Profile_1_0> mProgressionProfile Base progression profile In 1.0
0x66820 0x84E0 FixedSizeOpaqueBuffer<LiveRevengeProfile> mLiveRevengeProfile Live Revenge profile In 1.0
0x6ED00 0x7778 FixedSizeOpaqueBuffer<OptionsDataProfile_1_0> mOptionsDataProfile Options data profile In 1.0
0x76478 0xAC0 FixedSizeOpaqueBuffer<ProfileDLC_1_3> ? Cagney profile Added in 1.3
0x76F38 0x18 FixedSizeOpaqueBuffer<OptionsDataProfileDLC_1_3> ? Cagney options data profile Added in 1.3
0x76F50 0x2048 FixedSizeOpaqueBuffer<ProfileDLC_1_4> ? Davis profile Added in 1.4
0x78F98 0x1C68 FixedSizeOpaqueBuffer<?> ? PDLC profile Added in 1.7. See PDLC Profile
0x7AC00 0x268 FixedSizeOpaqueBuffer<?> ? Cop profile Added in 1.8. See Cop Profile
0x7AE68 0x1360 FixedSizeOpaqueBuffer<?> ? Island profile Added in 1.9. See Island Profile
0x7C1C8 0x3E38 char[15928] macPadData Padding

BrnGui::ProfileManager::FixedSizeOpaqueBuffer[edit | edit source]

Buffer type used when loading and saving. It is always the size of the specified type. For example, the Progression Profile on PS3 is stored as:

FixedSizeOpaqueBuffer<BrnProgression::Profile>
Offset Length Type Name Description Comments
0x0 0x1DA30 uint8_t[121392] maData uint8_t buffer of the exact length of the structure