Proto:Pro Rally 2001
This page details one or more prototype versions of Pro Rally 2001.
A demo was released in late October/early November 2000. According to data in the executable (ProRally2001.exe) it was compiled on October 6, 2000, about 1.5 months before the retail version.
Menus
- Credits and Multiplayer are locked in demo.
- Only School and Time trial are available in singleplayer menu.
- School menu looks a bit different. Only 6th test is available.
- In stages menu you can choose only Catalunya or Sweden SS1. Load Circuit option replaced with Championship.
- Circuit menu slightly messed up. Replays and records are absent in menu.
- In car menu is absent Load Car. No suspension setting. Demo features only two cars: Peugeout 306 Maxi and Citroen Xsara Kc
- Damage isn't presented in demo. General options design differs a lot.
- V-sync and split settings also not presented.
- Return road function is absent in demo.
- Another driver menu design.
Demo | Final |
---|---|
- When you start race, you can hear car engine reviving sound. It's presented only in demo.
Cut Content
- Executable still contains mentions of Subaru Impreza. At 000C94E8 placed some strings:
subwrc subwrx subimp
Also mentioned some Ferrari car: two Ferrari strings and at 000C97C8 placed string CockFerrari.BMP, which is probably referers to cockpit graphics.
Video previews
- Peugeout 306 and Citroen Xsara have different video previews in demo. In demo previews contains crew inside car, when in final version car rendered without people inside.
Demo | Final |
---|---|
- Previews for stages also are different, but no noticeable changes found.
Debug
- Some debug functions are presented in this demo in file Dbg.ini with some parametres.
[Memory] CircuitBlockSize=16777216 DispBlockSize=2097152 [Options] Bezier=0 Gourauds=0 Console=1 RunNewMenu =1 DummyFileLoad = 1 MechaBinaryRead = 0 MechaGenerateBCR = 1
- Bezier and Gourauds refers to Bezier curve and Gouraud shading perspectively and enabled. Can't be checked, if those functions work because game has very bad compatibality of any Windows NT system.
- Console also enabled by default, but it's unknown how open this (at least in menu), or maybe it even doesn't work in this demo.
- If RunNewMenu set to "0", game tries to load test02 level, instead of menu, but because all of it's files are absent, game returns an error:
Fatal error :0( Can't load DATA\CIRCUITS\test2\test2.CIR file File: C:\RallySim\Ipa\Circuit\LoadCIR.cpp Line : 545
If you add other tracks files and rename them as test2, game gives other error:
Error DATA\CARS\306\mdl\306.car could not be opened
This happens because even in demo, folder with files for Peugeout 306 named as 306MxA7U instead of 306. When folder and files inside are renamed as 306, game still crashes but with its Visual C++ error, because game doesn't work correctly on any Windows NT without patching exe.
- DummyFileLoad force game to loads dummy driver profiles PILOT_0X (where x= 0-9) from Data/Save. Even when function set to "0" game still skips creating profile and using these dummy saves.
- Other functions are unknown.
Log
- Demo has console.log in Data/Info, which has a creation date of October 24, 2000.
************** ProRally2k1 Preview ********************** First Initializations Global Initializations Main loop Loading GUI info Loading GIS info Loading CPF info Loading SYM info Loading WTH info Loading sector masks Loading ZON info Loading CIR sound information No limits Loading sectors info (mesh, shd, mrm, dmy, ngh) Done with CIR file! No Max Speed file Beziers Pre-computation > Computing guide's normals > Computing the Beziers coefficients for each guide Initialising wind... Initialising snow... Initialising projections... -------------------------------------- SHADOWS ----------- Initialising shadows... FD3LOAD: Couldn't load bitmap: COMMON\ROJO_M.TGA Creating new object: XSARAKC Loading HOF file -------------------------------------- TRIANGLE SELECTION Initialising Triangles.... Writing HOF file Writing HOF file Loading GUI info Loading GIS info Loading CPF info Loading SYM info Loading WTH info Loading sector masks Loading ZON info Loading CIR sound information No limits Loading sectors info (mesh, shd, mrm, dmy, ngh) Done with CIR file! No Max Speed file Beziers Pre-computation > Computing guide's normals > Computing the Beziers coefficients for each guide Initialising wind... Initialising snow... Initialising projections... -------------------------------------- SHADOWS ----------- Initialising shadows... FD3LOAD: Couldn't load bitmap: COMMON\ROJO_M.TGA Creating new object: XSARAKC Loading HOF file -------------------------------------- TRIANGLE SELECTION Initialising Triangles.... Writing HOF file Loading GUI info Loading GIS info Loading CPF info Loading SYM info Loading WTH info Loading sector masks Loading ZON info Loading CIR sound information No limits Loading sectors info (mesh, shd, mrm, dmy, ngh) Done with CIR file! No Max Speed file Beziers Pre-computation > Computing guide's normals > Computing the Beziers coefficients for each guide Initialising wind... Initialising snow... Initialising projections... -------------------------------------- SHADOWS ----------- Initialising shadows... FD3LOAD: Couldn't load bitmap: COMMON\ROJO_M.TGA Creating new object: XSARAKC Loading HOF file -------------------------------------- TRIANGLE SELECTION Initialising Triangles.... Writing HOF file Loading GUI info Loading GIS info Loading CPF info Loading SYM info Loading WTH info Loading sector masks Loading ZON info Loading CIR sound information No limits Loading sectors info (mesh, shd, mrm, dmy, ngh) Done with CIR file! No Max Speed file Beziers Pre-computation > Computing guide's normals > Computing the Beziers coefficients for each guide Initialising wind... Initialising snow... Initialising projections... -------------------------------------- SHADOWS ----------- Initialising shadows... FD3LOAD: Couldn't load bitmap: COMMON\ROJO_M.TGA Creating new object: XSARAKC Loading HOF file -------------------------------------- TRIANGLE SELECTION Initialising Triangles.... Writing HOF file Writing HOF file Loading GUI info Loading GIS info Loading CPF info Loading SYM info Loading WTH info Loading sector masks Loading ZON info Loading CIR sound information No limits Loading sectors info (mesh, shd, mrm, dmy, ngh) Done with CIR file! No Max Speed file Beziers Pre-computation > Computing guide's normals > Computing the Beziers coefficients for each guide Initialising wind... Initialising snow... Initialising projections... -------------------------------------- SHADOWS ----------- Initialising shadows... FD3LOAD: Couldn't load bitmap: COMMON\ROJO_M.TGA Creating new object: XSARAKC Loading HOF file -------------------------------------- TRIANGLE SELECTION Initialising Triangles.... Writing HOF file
CAM.INI
- Demo stores camera data inside CAM.INI.
[Camera] Focal=0.900000 Eloignement=3.600000 Hauteur=25.900000 Ecartement=0.000000 ; *** F1 *** [Hood] Focal=1.500000 Eloignement=-0.100000 Hauteur=1.200000 Ecartement=0.000000 Offset_X=-0.500000 Offset_Y=0.000000 Offset_Z=0.800000 AngleX=-0.200000 ; *** F2 *** [Pilot] Focal=1.300000 Eloignement=6.500000 Hauteur=3.090000 Ecartement=0.000000 Offset_X=-0.020001 Offset_Y=-0.310000 Offset_Z=-0.370000 ;We can incline the view towards the floor to get ;more perspective AngleX=0.090000 ; *** F3 *** [Near] Focal=1.100000 Eloignement=5.000000 Hauteur=1.900000 Ecartement=0.000000 Offset_X=0.000000 Offset_Y=0.000000 Offset_Z=-0.060000 AngleX=-0.130000 P_X=-5.800000 P_Y=0.000000 P_Z=1.900000 T_X=0.800000 T_Y=0.000000 T_Z=0.500000 ZPercentage=50 Alpha=1.540000 YReturnSpeed=2.500000 Beta=0.040000 Gamma=0.040000 LowerDist=0.300000 UpperDist=0.200000 TimeMax=1.500000 NeutralRetSpeed=0.400000 AccelSpeed=2.000000 AccelRetSpeed=0.400000 DecelSpeed=1.500000 DecelRetSpeed=0.400000 LowSpeedBrake=55.000000 LowSpeedDistance=1.000000 BreakingSpeed=1.500000 BreakingRetSpeed=2.500000 FocalFactor=1.000000 ; *** F4 *** [Scalextric] Focal=1.000000 Eloignement=7.000000 Hauteur=8.00000 Ecartement=0.000000 Offset_X=0.000000 Offset_Y=0.000000 Offset_Z=0.000000 AngleX=-0.140000 P_X=-7.00000 P_Y=0.000000 P_Z=8.00000 T_X=2.000000 T_Y=0.000000 T_Z=1.000000 ZPercentage=50 Alpha=1.540000 YReturnSpeed=3.500000 Beta=0.040000 Gamma=0.000000 LowerDist=0.300000 UpperDist=0.200000 TimeMax=1.500000 NeutralRetSpeed=0.400000 AccelSpeed=2.000000 AccelRetSpeed=0.400000 DecelSpeed=1.500000 DecelRetSpeed=0.400000 LowSpeedBrake=55.000000 LowSpeedDistance=1.000000 BreakingSpeed=1.000000 BreakingRetSpeed=2.000000 FocalFactor=1.000000 [Far] Focal=1.100000 Eloignement=5.000000 Hauteur=1.900000 Ecartement=0.000000 Offset_X=0.000000 Offset_Y=0.000000 Offset_Z=-0.060000 AngleX=-0.130000 P_X=-5.000000 P_Y=0.000000 P_Z=1.900000 T_X=0.800000 T_Y=0.000000 T_Z=0.500000 ZPercentage=50 Alpha=1.540000 YReturnSpeed=2.500000 Beta=0.040000 Gamma=0.040000 LowerDist=0.300000 UpperDist=0.200000 TimeMax=1.500000 NeutralRetSpeed=0.400000 AccelSpeed=2.000000 AccelRetSpeed=0.400000 DecelSpeed=1.500000 DecelRetSpeed=0.400000 LowSpeedBrake=55.000000 LowSpeedDistance=1.000000 BreakingSpeed=1.500000 BreakingRetSpeed=2.500000 FocalFactor=1.000000 [Cockpit] Focal=0.400000 Eloignement=4.400000 Hauteur=1.600000 Ecartement=0.000000 Offset_X=1.140000 Offset_Y=0.230000 Offset_Z=-0.230000 ;We can incline the view towards the floor to get ;more perspective AngleX=0.070000
- Demo have more camera angles.
The Pro Rally series
| |
---|---|
Windows | Pro Rally 2001 (Prototype) |
PlayStation 2, GameCube | Pro Rally 2002 |