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