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Cars (Arcade)

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Title Screen

Cars

Developer: Avalanche Software
Publisher: Raw Thrills
Platform: Arcade (Raw Thrills PC-based)
Released in US: 2013


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.


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

Hmmm...
To do:
Go in depth on what they do.

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.