Skip to content

Latest commit

 

History

History

Folders and files

NameName
Last commit message
Last commit date

parent directory

..
 
 
 
 

README.md

BPR — Burnout Paradise Remastered / PC module map

Hand-recovered structure of the top-level engine object graph for the PC / Remastered build, derived from analyzing BurnoutPR.exe (see ../../IDA Files/BurnoutPR.exe.i64).

What's in here

  • bpr_pc_module_offsets.cpp — the nested layout of BrnGame::BrnGameModule (the root game object, gpBurnoutGame, at 0x013FC8E0) and its sub-modules. Each member is annotated with its byte offset inside the parent module, e.g.

    class WorldModule {
      /* 0x280 */    BrnWorld::RaceCarEntityModule mRaceCarEntityModule;
      /* 0x195C40 */ BrnPhysics::PhysicsModule     mPhysicsModule;
      ...
    };

Why it's useful for the decomp

  • It is the skeleton of the engine's runtime object tree: which module owns which sub-module, and exactly where each lives in memory. That lets you turn a raw pointer seen in the disassembler into a named, typed module field.
  • The offsets let you walk from gpBurnoutGame to any subsystem (renderer, world, physics, AI, GUI, sound, network…) when reading PC-build pseudocode.
  • It records version deltas worth knowing: e.g. the replay module was removed, and an UnknownModule (global model dictionary) was added after 1.6 — so the layout here is specific to the analyzed PC revision.