Assassin's Creed III (Sep 25, 2012 prototype)
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A prototype of Assassin's Creed III for the Microsoft Xbox 360 from 2012-09-25.
Notes
This set of files includes 9 binaries, with the following build dates:
- ac3mp_e_360_f.xex: 2012-09-06 20:37:57 UTC
- ac3mp_e_360_p.xex: 2012-09-08 09:46:42 UTC
- ac3mp_e_360_q.xex: 2012-09-06 21:32:42 UTC
- ac3mp_e_360_r.xex: 2012-09-06 20:33:07 UTC
- scimitar_final.xex: 2012-09-25 21:24:14 UTC
- scimitar_memtagfinal.xex: 2012-09-25 20:46:39 UTC
- scimitar_profile_engine.xex: 2012-09-25 21:01:05 UTC
- scimitar_qcfinal.xex: 2012-09-25 20:45:24 UTC
- scimitar_release_engine.xex: 2012-09-25 20:47:11 UTC
Debug controls
Controller 1:
- L3 + R3: Debug Mode
- RT/RB: Move quicker
- R3 Up/Down: Change elevation
- Y: Show list of available debug commands
- L3 + Back: Shows Menu for changing World and Mission. (Has option to load E3 Demo but the Forge file is missing)
- L3 + Start: Shows Debug Menu Possibly for testing various in-game menus (Menu only triggers on some Worlds and scimitar_profile_engine.xex(?))
Controller 2:
- R2 toggle debug camera
- All other controls are for the debug camera, while active
Keyboard:
- Space: freeze time
- Q: switch draw distance
- W: toggle wireframe
- T: toggle render stats
- O: toggle stats
- S: toggle shadows
- F: switch render mode
- L: switch lighting mode
- C: toggle camera info
- Backspace: reload level
Test maps
This build contains the following test maps, accessable through the Debug map select menu:
- AI_TEST_FightRanks - A blank map with various types of NPCs that spawn to test fighting.
- AI_Integration - Small map with few full textures, seems to be to test how NPCs react and interact.
- AI_Showcase_Animals - Test area for the games Animal NPCs.
- AI_Social - A small map with no NPCs, maybe something to do with MP map testing (?).
Screenshots
Videos
Acknowledgments
Thanks to A Die Hard X60 Collector for preserving this rare artifact of gaming history, and DRW for obtaining and sharing it.