Burnout Revenge - A Debug Feature Deep Dive
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- čas přidán 7. 07. 2024
- In this video, you'll take an extensive deep dive into all of the debug features Burnout Revenge has to offer.
The footage from Burnout 3: Takedown and Burnout Revenge was recorded at 1440p via the PCSX2 emulator. For Burnout 3, a hex code was used to enable access to the developer free camera. For Burnout Revenge, a large variety of different hex codes were used to enable access to the debug menu and the various visual options.
Also, as per the end of the video, huge thanks to @NoBillsOfCrashDamage for helping with some of the Crash mode information!
If you have any questions about the video content, emulation, the codes, or anything else, please don't hesitate to ask!
Timestamps:
00:00 Intro
00:36 PART 1: Debug Menu Intro
01:12 Staring at the debug menu warning
01:21 Variations
02:31 Game Modes
02:37 "Race" (GM1)
02:53 "Crash" (GM2)
05:38 "Traffic Attack" (GM3)
05:45 "Road Rage - Unavailable" (GM4)
05:59 "Burning Lap" (GM5) + "Eliminator" (GM6)
06:09 "Car Viewer" (GM7)
09:51 "Grand Prix" (GM8)
10:05 "Race [No CB]" (GM9)
10:19 2 Player Mode Weirdness (GM10-GM16)
11:21 Tracks
13:21 Car Class/Car Name
14:14 Feel free to skip, text included for completeness
15:55 Colour Options
16:00 PART 2: Visual Options Intro
16:10 DrawBodyHulls
17:20 DrawVectorText (via DrawBodyHulls)
17:48 DrawPropCOM
18:08 DrawIntervals
18:41 DrawWorldCollision 1
19:30 DrawWorldCollision 2
20:02 DrawShockwave
20:21 DrawTrafficLanes
20:45 RenderTrafficDebug
20:56 RenderNearMissData
21:16 DrawSpatialTriggers
21:50 DrawSignatureData
22:18 Clown Vomit
22:49 DrawBones
23:10 DrawHulls
23:31 DrawAttachPoints
23:50 DrawCollisionPoint
24:12 DrawRegions
24:35 DrawTagPoints
24:54 DrawCollisionLine
25:15 Thanks for Watching! + Outro - Hry
My only problem with the debug quickstart is that, the opponents has the same vehicle color as your car does when you start a race, hopefully there will be some gameshark or ce codes that remedy this. But anyway thank you for the video, this is what revenge really needed.
Pretty nice to see a more formal approach to the debug functions of Revenge.
I believe I only managed to confirm this after you exported the video, but the PS2 hardware can indeed handle all debug visuals enabled simultaneously. It only gets laggy when used in crash maps, because unlike race maps where debug visuals render in the immediate vicinity of your car, in crash maps they cover the entire geometry of the loaded segment, and said maps are made of just two large segments
Strangely, in one segment of any crash map, the "clown vomit" collision visuals start flickering, the intensity of said flickering related to your speed. I have no idea why this happens, but it sure gave me a headache when recording it.
It's quite unfortunate that junctions freeze the retail copy. While the mode works fine in the July prototype with the debug menu enabled, it lacks the flyover previews, and those would have been very intriguing to see on the cut junctions.
But most importantly, it's a shame no debug camera was left behind...
Ah so that's how they optimised it, makes sense! I assume the perceived lagginess was down to me using 50hz, the default setting used for the PAL Debug Menu.
Hmm, sounds like a Z-Fighting issue. I'd have to see it to confirm though.
That it is. It's a shame there's some kind of bug in the release versions no matter what you do.
And yes, even just enabling Car Viewer camera mid race would be something!
@@OmniGlitcher
Never heard of Z-fighting. Does it always cause such visual malfunctioning?
We may only be able to do both retail junction fixes and "free camera" through more advanced modding.
@@NoBillsOfCrashDamage @NoBillsOfCrashDamage I'm pretty sure I've discussed it with you before? Though it was in the context of that building in Winter City in one direction of the track that loads 2 LODs simultaneously.
Essentially when two models overlap, it doesn't know which texture to render on top of which, so it attempts to render both at the same time. Which texture gets displayed on any given pixel is determined by the renderer's mathematics and hardware and stuff. In the case of the Winter City building, the textures roughly match in colour, so the flashing isn't severe. But when the colour contrast is high, it can be quite an eyesore.
And yes, hopefully we can see some proper mods in the future!
@@OmniGlitcher
Oh, that. Now I remember what Z-fighting means, and that explains such a flickering eyesore.
The Car Viewer camera could work as a foundation for a free camera mod🤔
Great video, as always.
Thank you!
Finally some revenge
nice bro :D
oh that's sick. gonna hop into bed and watch this
Hope you enjoy it!
@@OmniGlitcher i did!
I'm doing the same lol
Amazing video
Thanks!
I would love a san Francisco map in the game
Likewise! It would have been perfect for the newly added vertical takedowns.
awesome
I'm not a programmer expert but here's my assumption:
16:31 I think the blue part is based on ramming angle. T-bones in this game are very dangerous, and can potentially wreck your car. I assume the blue parts are pretty much the "critical one shot kill" region. The circular white ones calculates the rolling physics
20:22 For the draw traffic lines they're useful for oncoming registration, allowing you to refill boost
20:46 Yes, and also calibrates the traffic turning, and also programs where the traffic decides to go to on the intersections
23:11 It also registers types of ramming: shunts, slams, sideswipe, rubbing, grinding
24:23 Yes you are correct, it's useful for traffic checking to let you aim accurately into oncomings/oversized traffics or rivals. It also useful for throwing rivals off the road to perform takedowns
I believe you might be correct about the white circles! I'm less sure about the ramming angle, given it gets specifically applied to traffic checked vehicles too. I did think it may be a way of calculating aerodynamic drag, but obviously I have no way to confirm this other than the vehicle/entity types it gets applied to.
You are correct about traffic lanes, they are also used for that, however the visualised graphics have no differentiation between confluent or oncoming traffic so I didn't mention it.
I believe the RenderTrafficDebug is specifically an indicator for where the AI plans to go next, which also includes turning/intersections.
I also believe you're correct for the other two as well, however I naturally can't say with 100% certainty.
Thanks for your contributions!
Hi also wheres the nearest road rage?
Hey can you do a inspiration of burnout revenge Tracks
My guy, you asked me this only 6 days ago. I will be doing that video at some point, but it's low priority right now and would take quite a while to put together to the same standard as the Burnout 3 one. I appreciate your interest however!
@@OmniGlitcher okay
hey, so I've been using the debug menu car viewer feature for thumbnail images and noticed on this videos thumbnail you used the revenge racer.. but I cant seem to find it. If you don't mind me asking.. how did you load it?
Hi there again. For the thumbnail, I didn't load that car, it was one of the opponent selected cars. That said, the Revenge Racer is under "Muscle European > Car 2S1 Empty". Not sure why, but that's where it is.
You can also find the Black Elite Racer under "Muscle Far East > Car 1S1 Empty", if you plan to use that at all.
@@OmniGlitcher thanks, appreciate it. Odd that they show as empty but still load.
They really added Rainbow Road to Burnout and think we wouldn't notice? 💀
Damn, I should have used Rainbow Road music instead for that segment!
@@OmniGlitcher just record a race with that tool on and use the music, it would be funny!
So basically, Criterion coded a fully functional Single Event mode into the game, but they didn't bother adding it to the main menu. Lazy twonks 😡
Technically, Revenge was built using Takedown as a base, so there's a high probability that the functionality was actually removed from Revenge outright.
It's very much a mystery as to why they removed it, I'd love to know why.
Nice video, but I dislike the choice of background music, it gets a bit annoying
I use text and no other audio precisely so you can mute the video if you wish. Feel free to supply your own soundtrack and audio if you dislike my choices!