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Development:360: Three Sixty

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This page details development materials of 360: Three Sixty.

The game's main source code is hidden in the final game as LAVA12.TIM. While it contains no assets and code only, there are various text documents and files of interest.

CODE

todo.txt

CODE/todo.txt is a to-do list dated 3/10/1999.

Todo:
~~~~
   
   WorldType   : water, ice, seabed, lava, jungle
   TrackNum    : 0,1,2=tracks 3=arena
   GameMode    : battle=0, tourn=1, timetr=2, arcade=3     
   
   arena: 1st to 10 frags times
   track: laps / race times   
   
   Battle:
      2 player one level.   arena=frag count, track=3 laps
      Retry / Quit ?

   Tournament:
      2 player one world.   3 tracks + arena (like battle)
      Quit

   Time trial:
      1 player,  only tracks.
	  Retry / Quit ?

   Arcade:
   	  3 lives
      if(NewArcadeGameNow)
		world 0, track 0
	  else
        ArcadePosLoaded  <== only change when saved to mc

      top 3,
  	{
	progress to next level
      	WorldAvailable[world] = 1;
	TrackAvailable[world] [track] = 1;
		
	save / quit / continue ?
		
	if not saved when quit do "save, dumbass ?"
	}
	  else
	    loes life, retry / quit / save





Wake:

  Animate uv's.
  Cross product of [0,1,0] with unit veloctity



Misc:

  Make floor non-semi transparent, build list of water polys.

games.txt

CODE/games.txt is a list of other PlayStation titles, dated 3/12/1999.

G.Darius
Metal gear solid
Gran turismo
Micro machines V3
Tenchu
Colony wars: vengeance
Tomb raider II
Final fantasy VII
Bust-a-move 2
Track and international field
Dynasty warriors
Tekken 3 (jap)
Ridge racer 4

boot.c.extract.old

CODE/PSX/boot.c.extract.old is an unused .C file with some angry comments left in.

// Mat: 14/04/1999 - Had to change for the stupid fucking tightarse demo
// Mat: 12/04/1999
//clipflag = 768;//1024;  // Bollocks, should be at least 3072 to look remotly good
//clipflag = 1024;

// Mat: 14/04/1999 - Had to change for the stupid fucking tightarse demo
if(0)
{
int w,l,p,c;
char n[4];

c = 0;

for(w=0;w<5;w++)
for(l=0;l<4;l++)
for(p=0;p<3;p++)
	{
	sprintf(n,"Z%02X",c++);
    HighScore->HSTimes[w] [l] [p] = 0x00150000;
	*((u32 *)HighScore->HSNames[w] [l] [p]) = *((u32 *)n);
  	}

for(w=0;w<4;w++)
for(l=0;l<3;l++)
for(p=0;p<3;p++)
	{
	sprintf(n,"Z%02X",c++);
    HighScore->HSTimesLap[w] [l] [p] = 0x00150000;
	*((u32 *)HighScore->HSNamesLap[w] [l] [p]) = *((u32 *)n);
	}

printf("Changed times\n");
}

Problems with 360 30-04-1999.xls

CODE\trans\Problems with 360 30-04-1999.xls is an Excel file documenting some bugs.

								30th April 1999
Split screen tracks								

Water 1	Plasma texture clut is being overwrote							
	"Waterfall not set to collision type ""waterfall"""							

Water 2	Plasma texture clut is being overwrote							
	"In the figure of 8 part of W2, on the walls, black has been set to transparent"							
	"Waterfall not set to collision type ""waterfall"""							

Water 3	Plasma texture clut is being overwrote							
	Water texture is incorrect							
	"Waterfall not set to collision type ""waterfall"""							

Water A	"Waterfall not set to collision type ""waterfall"""							

Ice 1	Very slow (no reflections or backdrop)

Ice 2	Fine.

Ice 3	Approx 60% of the level floor has invalid UV + tpage information (results in blue floor)

Ice A	Floor is translucent

Seabed 1	Plasma texture clut is being overwrote
	Water texture is incorrect

Seabed 2	Fine. Maybe a little sparse

Seabed 3	Plasma texture clut is being overwrote
	Water texture is incorrect

Seabed A	Fine. Maybe a little slow

Lava 1	Fine.

Lava 2	Fine.

Lava 3	Fine.

Lava A	Fine.

Jungle A	Fine. Maybe a little slow

360-todo-20may1999.xls

CODE\trans\360-todo-20may1999 is another to-do list.

Stuff to do:	
Yes	Wake
Yes	Put translations into menus
Yes	Name entry screen
Yes	Dual shock analog select button
Yes	Set fmv flag at end of race
Yes	Results from race screen
	<> arrows around options
	test junmungle track not play when not accessable
	make JT's text printer use my uvs (save memory)
	test musvol + sfxvol
	Action replay

Stuff to do if time:	
	Water light animation
	Changing ship colour depending on surrounding area
	Make screen brighter when you leave a tunnel etc.




Additional stuff that’s needs doing	
Yes	Line at bottom of screen
Yes	ds_putlogo (new stuff from ds)
Yes	correct vsync
Yes	Player x paused
Yes	Save icon
Yes	Correct place at end of race