Cars, despite the name, is pretty much identical to the Xbox 360 version of Cars 2, which is what many consider the PC version should've been, but you get to play it in an arcade!
Unused Graphics#
textures.zip#
In assets/textures/textures.zip are two textures related to debugging. These can also be found in Disney Infinity 1.0 Gold Edition.
Development Files#
Data.zip#
display.oct#
An uncompiled Octane file.
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filelist_wii.txt#
A file list of the Wii version of Cars 2?
//==========================================================================
//=
//= FileList.txt - list the files that should be loaded for each world
//=
//==========================================================================
// The "permanent" section is the place to put files that should only be
// loaded once, and they stay memory-resistent permantly after that.
[permanent]
objects/BoneInfo.dbl // this guy needs to be loaded first before geoms are loaded
newhud/marquee.dbl
xml/controls.xml
xml/controls_wiibasic.xml
xml/movehierarchy.xml
[permanentpreload]
loadingfrontend.fev
emusic.fev
program.fev
reverb.fev
gameplay.fev
weapons.fev
surfacetype.fev
CarBody.fev
VehicleEngine.fev
[all]
var/ActorLOD.var
var/HitValues.var
var/View.var
var/aimsim.var
var/avatarfx.var
var/biped.var
var/bloom0.var
var/controller.var
var/deathcam.var
var/digdugcam.var
var/dropweap.var
var/footfall.var
var/disarc.var
var/levfxfail.var
var/levfxwork.var
var/glass.var
var/hitbox.var
var/ladder.var
var/shootercam.var
var/tethercam.var
var/ghostcam.var
var/view.var
worlds/scene.var
Effects/EyeBall.tfx
Effects/EyeLids.tfx
Effects/EyeLidsTextured.tfx
ui/controllerbuttons.oct
[nonfrontend]
particles/universal.dbl
ui/ingameicons.oct
//weapons/empmine.oct
//weapons/empmine.entity
// --- start/finish/lap
//SecondLap.cho:1
//LapGate3.cho:1
//BannerFinish.cho:1
//BannerRace.cho:1
//BannerBattle.cho:1
//BannerAttack.cho:1
//HoloGate_LapFX.cho:1
//HoloGateFinish_FireWorks.cho:1
//HoloGate_Elements.cho:1
//HoloGate_Start.cho:1
// ---------------------- explosions ------------------------------
//explosionfireyb.cho
// ----------------------- Drafting -------------------------------
//draftA.cho
// ----------------------- Respawn --------------------------------
//SpawnBeam_Out.cho
//SpawnBeam_In.cho
// ----------------------- ITZ / Turbo ----------------------------
//itzcarfx.cho
//itzscreenfx.cho
//zone_shield.cho
//TurboFlameSingle.cho
// -------------------- Quick Start -------------------------------
//EnergyGain_BoilA.cho
//EnergyGain_BoilB.cho
//EnergyGain_BurstB.cho
//EnergyGain_BurstC.cho
//EnergyGain_BurstGoldA.cho
//EnergyGain_BurstGoldB.cho
// --------------------------- PIP --------------------------------
//Cho_SpyMchnGunA.cho
//Cho_SpyLeechLoadA.cho
//Cho_SpyWGPSignalA.cho
//Cho_SpySpareTireA.cho
// ------------------------- bashables ----------------------------
//objects/bashable.oct
//objects/bashable.entity
//objects/bashable_neg.oct
//objects/bashable_neg.entity
//objects/weaponpickup.oct
//objects/weaponpickup.entity
//PKUP_RespncGenericA.cho
//PKUP_RespncGenericB.cho
//PKUP_RespncSpyA.cho
// ------------------ barrier hit choreographies ------------------
//WallHit_Metal.cho
//WallHit_Concrete.cho
//RS_WallHit.cho
//SparksCollideA.cho
// ----------------- energy gain choreographies -------------------
//EnergyGain_BurstA.cho
//EnergyGain_BurstGoldA.cho
//EnergyGain_B.cho
//EnergyGain_OrbB.cho
//EnergyGain_BurstC.cho
//EnergyGain_BurstGoldB.cho
// ----------------- weapons choreographies -----------------------
// --- missile
//SpyMissileLnchrA.cho
//SpyMissileProjectile.cho
// --- skate jack
//SkateJack_LoadOut.cho
//SkateJack_Fire.cho
//SkateJack_ReticleA.cho
//SkateJack_BarrierHit.cho
// --- machine gun
//SpyMchnGunA.cho
////MG_HitDirt.cho
//Weapons/MGBullet.oct
//Weapons/MGBullet.entity
// --- satellite beam
//SpySatelliteBlitz.cho
//Satellite_Beam.cho
//SpyWGPCamReticleA.cho
//SpySatelliteQuake.cho
//SatBeam_F2.cho
//SpyWGPPulseLoadA.cho
////SatBeam_ScreenFX.cho
//satbeam_f2_expl.cho
//satbeam_impact.cho
//impulsescreenfx.cho
// --- oil slick
//SpyOilSlickA.cho
//SpyOilSlickProjectileA.cho
//SpyOilSlickBlotA.cho
//SpyOilSlickSplashA.cho
//SpyOilSlickSpinA.cho
//Characters/Misc/EmptyEntity/EmptyEntity.oct
//Characters/Misc/EmptyEntity/EmptyEntity.entity
Scripts/OilSlick.sx
// --- LEECH
//SpyLeechLoadA.cho
//LeechMine_Mine.cho
//LeechMine_Projectile.cho
//Leechmine_bolt.cho
//Leechmine_ProjectileHit.cho
//Leechmine_drain.cho
//LeechMine_flash.cho
//LeechMine_Hit.cho
//LeechMine_gain.cho
////EnergyGain_Leech.cho
// --- Arena Mine
//SpyImpactMine.cho
//ImpactMine_Projectile.cho
//ImpactMine_Mine.cho
[frontend]
frontend.fev
flash/frnt_end_car_select.swf
flash/frnt_end_custom_squad_series.swf
flash/frnt_end_game_type_select.swf
flash/frnt_end_garage.swf
flash/frnt_end_icon_menu1.swf
flash/frnt_end_icon_menu2.swf
flash/frnt_end_icon_menu_inner.swf
flash/frnt_end_info.swf
flash/frnt_end_mission_details.swf
flash/frnt_end_mission_select.swf
flash/frnt_end_mission_settings.swf
flash/frnt_end_multi_car_select.swf
flash/frnt_end_popup_menu1.swf
flash/frnt_end_saveslots.swf
flash/frnt_end_shared_row_menu.swf
flash/hud_shared.swf
flash/ingame_shared_button_prompt.swf
flash/shared_back_effects.swf
flash/shared_button_graphics.swf
flash/shared_button_stretch1.swf
flash/shared_carstats_bar.swf
flash/shared_data_streak1.swf
flash/shared_divider1.swf
flash/shared_framing1.swf
flash/shared_icon_cadet_lg.swf
flash/shared_icon_dlc1.swf
flash/shared_icon_mp_locked1.swf
flash/shared_icons_loading1.swf
flash/shared_icons_locked1.swf
flash/shared_menu_arrow1.swf
flash/shared_menu_arrow2.swf
flash/shared_menu_back1.swf
flash/shared_playernum_lg.swf
flash/shared_playernum_md.swf
flash/shared_progress_bar.swf
flash/shared_scan1_horz.swf
flash/shared_scan1_vert.swf
flash/shared_selectback1.swf
flash/shared_selectmarker1.swf
flash/shared_team_icons.swf
flash/shared_text_menu1.swf
flash/shared_tile_datarain1.swf
flash/shared_tile_flag1.swf
flash/shared_tile_scan1.swf
flash/shared_trophies_md.swf
flash/shared_world_map.swf
flash/simple_no_options.swf
flash/title_menu.swf
flash/world_of_cars_connect.swf
characters/car_frontend/motions/shared_fe_lefttoright.octraw
characters/car_frontend/motions/shared_fe_righttoleft.octraw
characters/car_frontend/motions/shared_fe_backlefttobackright.octraw
characters/car_frontend/motions/shared_fe_backrighttobackleft.octraw
characters/car_frontend/motions/shared_fe_frontlefttobackleft.octraw
characters/car_frontend/motions/shared_fe_frontlefttobackright.octraw
characters/car_frontend/motions/shared_fe_frontlefttomidleft.octraw
characters/car_frontend/motions/shared_fe_frontlefttomidright.octraw
characters/car_frontend/motions/shared_fe_frontrighttobackleft.octraw
characters/car_frontend/motions/shared_fe_frontrighttobackright.octraw
characters/car_frontend/motions/shared_fe_frontrighttomidleft.octraw
characters/car_frontend/motions/shared_fe_frontrighttomidright.octraw
characters/car_frontend/motions/shared_fe_midlefttomidright.octraw
characters/car_frontend/motions/shared_fe_midrighttomidleft.octraw
characters/car_frontend/motions/shared_fe_rightfrontwindow.octraw
characters/car_frontend/motions/shared_fe_rightmidwindow.octraw
characters/car_frontend/motions/shared_fe_leftfrontwindow.octraw
characters/car_frontend/motions/shared_fe_leftmidwindow.octraw
characters/car_frontend/motions/shared_fe_blocker.octraw
characters/car_frontend/motions/shared_fe_lefttorightangle.octraw
characters/car_frontend/motions/shared_fe_righttoleftangle.octraw
characters/car_frontend/motions/shared_offscreen_idle.octraw
[tutorial]
leveltutorial.fev
holodome_exitdoors.cho:6
menu.fev
[tutorialadvanced]
holodome_exitdoors.cho:1
leveltutorial.fev
menu.fev
[mi_oil]
leveloilrig.fev
menu.fev
TurretSpawn.cho:6
Dis_Crate_Spawn.cho:4
Dis_Crate_Spawn_Out.cho:4
[mi_tokyo]
leveltokyo.fev
menu.fev
TurretSpawn.cho:8
[mi_air]
levelairport.fev
menu.fev
TurretSpawn.cho:6
[mi_italy]
levelitaly.fev
menu.fev
TurretSpawn.cho:6
Dis_Crate_Spawn.cho:4
Dis_Crate_Spawn_Out.cho:4
SplashWaterA.cho:1
[mi_london]
levellondon.fev
menu.fev
TurretSpawn.cho:6
Dis_Crate_Spawn.cho:4
Dis_Crate_Spawn_Out.cho:4
[mi_radiator]
levelradiatorsprings.fev
menu.fev
TurretSpawn.cho:6
Dis_Crate_Spawn.cho:4
Dis_Crate_Spawn_Out.cho:4
RSDustDevil.cho:1
cho_rad_bck_tractor.cho:3
[tokyoxtreme]
leveltokyo.fev
menu.fev
[tokyo_a]
leveltokyo.fev
menu.fev
TKO_FlyCam_TrackA.cho:1
cho_gen_copDonut.cho:13
[tokyo_b]
leveltokyo.fev
menu.fev
TKOcraneA.cho:1
TKO_FlyCam_B.cho:1
[tokyo_c]
leveltokyo.fev
menu.fev
TKOcraneA.cho:2
TKO_FlyCam_TrackC.cho:1
[radiator_a]
levelradiatorsprings.fev
particles/RadiatorSprings.dbl
menu.fev
RAD_FlyCam_TrackA.cho:1
[radiator_b]
levelradiatorsprings.fev
particles/RadiatorSprings.dbl
RAD_FlyCam_TrackB.cho:1
RSDustDevil.cho:1
RSDustDevilSmall.cho:1
menu.fev
[radiator_c]
levelradiatorsprings.fev
particles/RadiatorSprings.dbl
menu.fev
RAD_FlyCam_TrackC.cho:1
[italy]
levelitaly.fev
ita_rockslidea.cho:1
ita_rockslideb.cho:1
ita_rockslidec.cho:1
menu.fev
ITA_FlyCam_TrackA.cho:1
ITA_FlyCam_TrackB.cho:1
ITA_FlyCam_TrackC.cho:1
splashwatera.cho:1
[air]
levelairport.fev
Air_AmbientRunwayTrafficB.cho
air_startcam_a.cho
menu.fev
AIR_FlyCam_C.cho:1
AIR_FlyCam_TrackA.cho:1
[oilrig]
OIL_FlyCam_TrackA.cho:1
OIL_FlyCam_TrackB.cho:1
leveloilrig.fev
menu.fev
TrimaranReticle.cho:1
TurretLight.cho:1
characters/zundappmissile/zundappmissile.entity
characters/ZundappMissile.sx
characters/Helicopter.sx
[london_a]
levellondon.fev
menu.fev
splashwatera.cho:1
LON_FlyCam_TrackA.cho:1
[london_b]
levellondon.fev
LON_trainLoopA.cho:1
LON_trainLoopB.cho:1
menu.fev
splashwatera.cho:1
[holo_pitlane]
holo_pitlane.fev
menu.fev
[holo_pitslot]
holo_pitslot.fev
menu.fev
[holo_radiatorhub]
holo_radiatorhub.fev
menu.fev
[holo_roadcourse]
holo_roadcourse.fev
menu.fev
[holo_superspeedway]
holo_superspeedway.fev
menu.fev
[holocars_skidpad]
menu.fev
[holojared]
holojared.fev
menu.fev
[holojody]
holojody.fev
menu.fev
[holoavtest]
holoavtest.fev
menu.fev
[modelviewer]
modelviewer.fev
menu.fev
Debugging Material#
Log Writer#
LogWin32.%m-%d-%Y.%H-%M-%S.html is written on every bootup.
Command Line#
|
|
Please elaborate. |
The game has support for loading command-line parameters from the cmdline.var file or generally passed to the application, unlike the console original, the code to use them is present. Adding a "#" or an "x" is considered a comment.
x *** Win32 ***
x--world=holoarti
x--world=tokyo_b
x--world=carscade_nas
x--trackabc=b
x--disableaudio
x--noreset
x--disablepip
x--aicount=0
x--nocarreset
x--noperfwarn
--noexceptions
--noasserts
There are the commands:
Octane command line arguments (not case sensitive)
--logFlashDevon
export to a file when strings don't have a devon key associated with them
--handleFlashDevonAssert
Assert when strings don't have a devon key associated with them
--noDebugMenuWii
disable the debug menu on wii
--stormovernexus=____
Pipe storm output over nexus
--force_cho_detail=____
Force a specific choreography detail level
--noperfwarn
Don't display performance warnings
--debugName=____
Set debug name
--memoryreport
Spit out a memory report
--testplayer=____
Select a player to test
--testactor=____
Select an actor to test
--altgamecam=____
Select an alternate game camera
--stormnoperiodicflush
Don't periodically flush storm's write stream
--stormnotestdirs
Don't try to create storm test directories
--stormtiermode=____
Parse the capture tier mode
--stormtier=____
Parse the capture tier level
--stormserver=____
Parse the server address to upload to
--stormmac=____
Set a default MAC address
--storm
Enable Storm to record
--noactors
Disable All Actors
--nonetwork
Disable the network
--nofps
FPS indicator off by default
--skipfluff
Skip the fluff
--soundwarnings
Turn on more verbose sound warnings for Sound Designers
--disableaudio
Turn off all audio (prevent loading any assets)
--stationary
Stationary simple avatar
--supersimple
Super simple avatar
--nomusic
Turn off music
--logoutput
Log output
--messagelogfilter=____
Message Log Filter
--logmessage
Log message
--disablelogpath
Disable log path
--log=____
Set the full path to log output to
--logdir=____
Set the directory to log output to
--logpath=____
Set the path to log output to
--world=____
Go directly into a specified world
--join=____
Join a network game
--host=____
Host a network game
--defaultavatar4=____
force this as the avatar
--defaultavatar3=____
force this as the avatar
--defaultavatar2=____
force this as the avatar
--defaultavatar=____
force this as the avatar
--lang=____
Select a language
--skipStartupMovies
skip the startup movies
--invertTargettingUD
Invert the Targetting Up/Down
--invertTargettingLR
Invert the Targetting Left/Right
--invertFlightCamUD
Invert the Flight camera Up/Down
--invertFlightCamLR
Invert the Flight camera Left/Right
--invertMainCamUD
Invert the Main camera Up/Down
--invertMainCamLR
Invert the Main camera Left/Right
--debugDevonAssertMissing
assert when a missing string is encountered
--debugDevonFoundString=____
special Devon replace string if found
--debugDevonMissingString=____
special Devon replace string if missing
--debugFoundTranslations=____
dump Devon FOUND translations to file
--debugTranslationsFile=____
dump Devon translations to file
--skipfmv
Skip all FMVs
--probeoutputcubes=____
Output the cubes as we are capturing
--setfov=____
Set the Default Fov angle
--anim=____
Temp argument to force load a named animation for the new system
--entitytest=____
Loads a <filename>.entitytest file
--dance=____
Play choreographies from an Aurora panel
--usemaxanisotropy
Force maximum anistropy sampler states
--dxfullscreen
Run fullscreen under DX
--dxposition=____
Override window position under DX
--dxresolution=____
Override resolution under DX
--dxadapter=____
Force which graphics card DX uses
--openprofile
Log away media open calls to a file with the world name that caused the loads to joyously happen.
--norumble
Prevent controllers from vibrating
--asserts
Make asserts 'noisy' again when they would be silenced by default
--noasserts
Pipe all asserts through the command line
--noexceptions
Turn off exceptions when they would be on by default
--nomemoryprotect
Disable memory protection
--exceptions
Pipe all exceptions through the command line (and make minidump)
--platformdata=____
Override where the game looks for platform specific data
--help
Displays this help
--controlscheme4=____
Specify a default controller scheme
--controlscheme3=____
Specify a default controller scheme
--controlscheme2=____
Specify a default controller scheme
--controlscheme=____
Specify a default controller scheme
--useOldUI
activate the new ui
--cinematicpostprocess
Cinematic post processing shader - right now just DOF
--hiresmotionblur
Full resolution motion blur and more samples
--disablemotionblur
Disable motion blur
--shadowsplit=____
Override the shadow split
--shadowfar=____
Override the shadow far plane
--overridebias=____
Load up a shadow mask with a bias override
--hiresshadows
Force a high resolution cinematic shadow
--disableftpip
1 and 2 player modes use full time pip
--nosplit
disables split screen
--bld=____
Select a bld(build)
--player4team=____
force this as player team
--player3team=____
force this as player team
--player2team=____
force this as player team
--player1team=____
force this as player team
--forceMP=____
force a multiplayer game
--disableMultiPip
disable multi-player pip till they get the right data in for it
--notimer
Timer won't count down
--disablepip
Disable Pip
--collectLine
Record line for collect mode
--energyLine
Record best energy line
--friendlyFire=____
Set friendly fire = FRIENDLYFIRE_NO/FRIENDLYFIRE_YES
--weaponOverride=____
Set weapon pickup override set e.g. Weapon_TroikaMissiles
--difficulty=____
Choose the difficulty easy, medium or hard
--noWeapons
Turn weapon pickups off
--perfectAIDrivingSkills
All AI cars use perfect driving skills
--perfectAISkills
All AI cars use perfect skills
--AISkillMax=____
Override AI skill maximum value
--AISkillMin=____
Override AI skill minimum value
--lapCount=____
specify number of laps for the race
--missionType=____
Choose a Mission Type: Bomb, Hunter, or Arena
--trackABC=____
Choose track A, B, or C
--AICount=____
specify number of AI cars
--missionID=____
specify a mission ID
--entity_suffix=____
Suffix to use when spawning cars (for LOD testing)
--autodrift=____
Autodrift setting
--noCarClasses
Turn off car classes; use McQueen's settings
--nosurfacefx
dont play surface particle effects
Internal Project Name#
The game is internally referred to as Carscade, cars2 or cars2arcade.
|
The Cars series | |
|---|---|
|
Windows |
Cars • Mater-National Championship • Cars 2 • Fast As Lightning (Prototype) |
|
Game Boy Advance |
|
|
Nintendo DS |
|
|
Nintendo 3DS |
|
|
Wii |
Cars • Mater-National Championship (Prototype) • Race-O-Rama • Cars 2 |
|
PlayStation 2 |
|
|
Xbox, GameCube |
|
|
Xbox 360 |
Cars • Mater-National Championship • Race-O-Rama • Cars 2 • Cars 3: Driven to Win |
|
PlayStation 3 |
|
|
Mac OS X |
|
|
Arcade |
|
|
Plug & Play |
|
|
iOS, Android |
|
|
Adobe Flash |
|
|
PlayStation 4, Xbox One, Wii U, Nintendo Switch |
|
|
Planes | |
|
Nintendo DS |
|
|
Nintendo 3DS |
|