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Burnout 3 takedown pc emulator
Burnout 3 takedown pc emulator





Even the car select menu instructs you to “choose your weapon.” I’m surprised the back of the box doesn’t say that this is not your old man’s Burnout, although “FORGIVENESS IS FOR LOSERS” isn’t all that much better. The US version’s tagline was “Battle Racing Ignited”, which really hammers home what this sequel is all about. Revenge is probably the most divisive Burnout game to this day ( Paradise has its detractors as well, because the open world structure wasn’t necessarily the best choice for Burnout), with some fans loving the new mechanics and others being decidedly less enthusiastic.īurnout Revenge takes the focus on Takedowns and combat racing that was introduced in Burnout 3, and dials all of that up to eleven.

burnout 3 takedown pc emulator

I know there are many fans out there who absolutely swear by Revenge and if that’s you, good for you! I can understand why you’d love this game, I just personally don’t care for the changes Criterion made to the gameplay. It’s not a bad game per se and still handily beats most arcade racers from its era, but it’s just not as good as the other titles in the Burnout series. In fact, I think it may be the weakest Burnout game, not counting the DS version of Legends and the Crash! spinoff. It's similar in nature to the jak eye issue if you have ever seen that.I’ve been waiting for this part of the retrospective with a bit of anxiety, because there’s really no way around it: Burnout Revenge is not exactly my favorite. So when the texture cache tries to read it back it's not expecting the higher address, this causes the texture cache to miss (fail to find the texture) in which case it creates a new texture and fills it in black.

burnout 3 takedown pc emulator

And it draws it with address set to one thing with an offset using the draw coordinates and then reads it back from a higher address without the offset.

burnout 3 takedown pc emulator

The reason why the sky is a problem is because it isn't a texture being sent from the disk. It's all just a single pool of memory as far as the GS in concerned.

burnout 3 takedown pc emulator

In theory you could draw over both textures with a single draw since there's no enforcement "this area is texture A and this area is texture B". For example let's say you have texture A and texture B right next to each other in memory. You have to think of GS memory as a continuous pool.







Burnout 3 takedown pc emulator