Progression Data/Burnout Paradise/Development: Difference between revisions

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m (Burninrubber0 moved page Progression/Development to Progression Data/Burnout Paradise/Development without leaving a redirect: Restructuring Progression Data pages.)
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| 0x8 || 0x4 || uint32_t || ? || || Ascending order
| 0x8 || 0x4 || uint32_t || ? || || Ascending order
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| 0xC || 0x1DC || [[Progression#BrnProgression::OpponentBalanceData|OpponentBalanceData]][7] || ? || ||
| 0xC || 0x1DC || [[Progression Data/Burnout Paradise#BrnProgression::OpponentBalanceData|OpponentBalanceData]][7] || ? || ||
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| 0x1E8 || 0x4 || || || padding ||
| 0x1E8 || 0x4 || || || padding ||

Revision as of 05:24, 2 October 2022

Versions

Versions as defined by the muVersionNumber field.

v4

Found in the Burnout 5 (2006-11-13 build). Most content is not yet present, but some events, rivals and opponent balancing is done.

v8

Found in Burnout 5 (2007-02-22 build). This version iterates on what was in v4 but is ultimately very similar.

Structures

BrnProgression::ProgressionData

v4

Offset Length Type Name Description Comments
0x0 0x4 uint32_t muVersionNumber Resource version 4
0x4 0x4 uint32_t muSize Resource size
0x8 0x4 RaceEventData* mpaEvents Events
0xC 0x4 uint32_t muEventCount Number of events
0x10 0x4 Unknown* ? AI opponent balancing data
0x14 0x4 uint32_t ? Number of balancing data entries
0x18 0x4 Rival* mpaRivals Rivals
0x1C 0x4 int32_t miRivalCount Number of rivals

v8

Offset Length Type Name Description Comments
0x0 0x4 uint32_t muVersionNumber Resource version 8
0x4 0x4 uint32_t muSize Resource size
0x8 0x8 CgsID ? Default player vehicle B1 Saloon
0x10 0x4 RaceEventData* mpaEvents Events
0x14 0x4 uint32_t muEventCount Number of events
0x18 0x4 Unknown* ? AI opponent balancing data
0x1C 0x4 uint32_t ? Number of balancing data entries
0x20 0x4 Rival* mpaRivals Rivals
0x24 0x4 int32_t miRivalCount Number of rivals

BrnProgression::RaceEventData

v4

Offset Length Type Name Description Comments
0x0 0x8 uint64_t muId Event ID GameDB ID
0x8 0x4 uint32_t ? Flags? 0-1
0xC 0x4 uint32_t ? Rank? 1-2
0x10 0x20 char[32] ? Event name
0x30 0x190 uint64_t[50] ? Checkpoints GameDB IDs
0x1C0 0x4 int32_t ? Number of checkpoints
0x1C4 0x4 padding

v8

Offset Length Type Name Description Comments
0x0 0x20 char[32] ? Event name Always null
0x20 0x8 uint64_t muId Event ID GameDB ID
0x28 0x2 uint16_t ? Rank? 0-9
0x2A 0x1 uint8_t ? Flags? Always 1
0x2B 0x5 padding
0x30 0x80 uint64_t[16] ? Checkpoints GameDB IDs
0xB0 0x1 int8_t ? Number of checkpoints
0xB1 0x7 padding

Unknown 0

Acts as a wrapper for what would become the AI balances.

v4

Offset Length Type Name Description Comments
0x0 0x4 uint32_t* ? Unknown integers
0x4 0x4 uint32_t ? Number of unknown integers
0x8 0x4 uint32_t ? Ascending order
0xC 0x20 char[32] ? Name EL_*

v8

Offset Length Type Name Description Comments
0x0 0x4 uint32_t* ? Unknown integers
0x4 0x4 uint32_t ? Number of unknown integers
0x8 0x4 uint32_t ? Ascending order
0xC 0x1DC OpponentBalanceData[7] ?
0x1E8 0x4 padding
0x1EC 0x20 char[32] ? Name EL_*

BrnProgression::Rival

v4-v8

Offset Length Type Name Description Comments
0x0 0x8 CgsID mCarId Vehicle to use
0x8 0x4 uint32_t ? Flags? 0-1
0xC 0x10 float[4] ? Likely a vector. Always 1,1,1,1
0x1D 0x2 uint16_t ? Always 1 in v4 sample, sequential 0x6-26 in v8 sample
0x1E 0x1 int8_t ? County index? Always -1 in v4 sample, 0-4 in v8 sample
0x1F 0x20 char[32] macName Rival name
0x3F 0x1 padding