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Burnout Dominator (PlayStation Portable)

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Title Screen

Burnout Dominator

Developer: EA UK
Publisher: Electronic Arts
Platform: PlayStation Portable
Released in JP: September 20, 2007
Released in US: March 6, 2007
Released in EU: April 27, 2007
Released in AU: April 26, 2007
Released in KR: April 19, 2007

AreasIcon.png This game has unused areas.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.

To do:
  • Most of the strings on the PS2 page also apply to this version. Maybe some better way of merging the pages is needed, although the unused graphics are entirely different between each platform.

Burnout Dominator is the last game in the series to be released on the PlayStation 2 and PlayStation Portable. It is, in some ways, a "best of" of the series, bringing back a few elements of the series that hadn't been seen for a while, like a scaled-down version of Burnout Legends. One of these elements is Boost Chaining from the first two games. Crash mode, however, was removed, which didn't exactly please long-time fans of the series. However, unlike the PS2 version, the PSP version features Ad Hoc multiplayer, which is essentially the only way to play this game online.

Debug Cheat Screen

To do:
Replace with screenshots and proper documentation.

In the code, the menu (or as the game calls it, Arena) C_Dummy.Arena exists. When replacing a menu string with C_Dummy, you will get a Cheat Menu screen. It is buggy, however, and doesn't do much. It is unknown what the testing purpose of this was, might have been used to test the end race menus.

Unused Tracks


There are two unused variants of the track named Steeltown, an earlier and much longer variant of the used Steeltown Works track. In some ways less polished compared to what's left of this track in the PS2 version.

  • Internally named RK_21_V1 (Philadelphia – Long Forwards)
  • Internally named RK_21_V2 (Philadelphia – Long Reverse)

Unused Gamemodes

Oncoming Challenge

On top of Burnout Challenge, Drift Challenge, Near Miss Challenge, or Dominator Challenge (Maniac) events you can get throughout the World Tour, there is also an unused Oncoming Challenge event as well.

This gamemode can be loaded by using this code, which should work on all known retail releases. It replaces the 2nd event (Drift Challenge) in the Classic Series that takes place in Bushido Peak with Oncoming Challenge.

_C0 Oncoming Challenge (2nd event)
_L 0x0086DC54 0x0000000B

Unused Vehicle Colors

Most vehicles have 8 palettes, despite only the first 6 being available to cycle through, and only 3 of them being unique. For additional information and screenshots, see the PlayStation 2 page. This section provides patches to allow cycling through all 8 slots.

_C0 Remove Color Cycling Restrictions
ULAS-42095, ULKS-46136 ULES-00703, ULES-00750
_L 0x2026B05C 0x00000000
_L 0x0027FC3C 0x00000008
_L 0x0027FC40 0x00000009
_L 0x2026AE2C 0x00000000
_L 0x0027F954 0x00000008
_L 0x0027F958 0x00000009
ULJM-05242 ULUS-10236
_L 0x2026B0B8 0x00000000
_L 0x0027FC94 0x00000008
_L 0x0027FC98 0x00000009
_L 0x2026AE24 0x00000000
_L 0x0027F94C 0x00000008
_L 0x0027F950 0x00000009
(Codes: Edness)

Unused Graphics

Burnout Legends Leftovers

Some containers such as Frontend.txd, DemoScrn.txd and LoadScrn.bin in Dominator files are fully identical to the ones found in Legends. Some of them are shown below as an example.

BLegendsPSP-FIN Frontend.txd-titlescreen logo.png

Demo Leftovers

There are several leftovers of a planned demo build for Dominator which never came to be.

Early Logo
XMB icon with this logo.

The only remnants of the early logo is present in the XMB icon, which is most likely a leftover oversight, as the save icons use the same logo as in-game.

Loading Screen

Loading_Image01; 02.png, present in DEMO_Loading_Maniac.arena, DEMO_Loading_Race.arena, DEMO_Sell_End.arena, DEMO_Sell_Info.arena, and WT_Rival_Loading.arena.

Early Track Icons

DD_Rewards_Shortcuts.arena has early variants of all the track icons, which are real life photos taken of their respective locations. Their used counterparts are stored in WT_EventSelect.arena.

Early Final Early Final
Tuscany (RK_01) Autobahn (RK_03)
BDominatorPSP-FIN DD Rewards Shortcuts.arena-trackImage RK 01.png BDominatorPSP-FIN WT EventSelect.arena-trackImage RK 01.png BDominatorPSP-FIN DD Rewards Shortcuts.arena-trackImage RK 03.png BDominatorPSP-FIN WT EventSelect.arena-trackImage RK 03.png
Bushido Mountain (RK_07) Red Gate (RK_09)
BDominatorPSP-FIN DD Rewards Shortcuts.arena-trackImage RK 07.png BDominatorPSP-FIN WT EventSelect.arena-trackImage RK 07.png BDominatorPSP-FIN DD Rewards Shortcuts.arena-trackImage RK 09.png
Spiritual City (RK_11) Carnival Point (RK_13)
BDominatorPSP-FIN DD Rewards Shortcuts.arena-trackImage RK 11.png BDominatorPSP-FIN WT EventSelect.arena-trackImage RK 11.png BDominatorPSP-FIN DD Rewards Shortcuts.arena-trackImage RK 13.png
Ocean Drive (RK_15) Steel Town (RK_21)
BDominatorPSP-FIN DD Rewards Shortcuts.arena-trackImage RK 15.tif.png BDominatorPSP-FIN WT EventSelect.arena-trackImage RK 15.png BDominatorPSP-FIN DD Rewards Shortcuts.arena-trackImage RK 21.tif.png BDominatorPSP-FIN WT EventSelect.arena-trackImage RK 21.png
Glacier Falls (RK_25) Black Gold (RK_27)
BDominatorPSP-FIN DD Rewards Shortcuts.arena-trackImage RK 25.tif.png BDominatorPSP-FIN WT EventSelect.arena-trackImage RK 25.png BDominatorPSP-FIN DD Rewards Shortcuts.arena-trackImage RK 27.tif.png BDominatorPSP-FIN WT EventSelect.arena-trackImage RK 27.png

BHQ_Content.arena has proper icons for Red Gate and Carnival Point, yet these also go unused. It should be noted that Carnival Point is named Carnival City here, and its icon matches the loading screen texture.