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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.
Contents
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