Darkaiser | Crash Team Racing - PC Port Progress Update #1 @Darkaiser | Uploaded November 2023 | Updated October 2024, 1 hour ago.
The PC Port has officially been born. This application is using the same C/C++ code as the PS1 version, compiled natively for Windows, using the wrapper library PsyCross.
Niko pulled two all-nighters in a row to make our PS1 code work on PC, with an easy system we can use to iteratively expand the PC port as we continue rewriting the PS1 code.
Faradise helped rewrite most of the Checkered Flag so that we could display it in this demo.
The PC port so far completes the 3-stage booting system, and the 10-stage loading system. Under the hood, entire level files are loaded and ready to go. We still need to rewrite the Camera, BSP, and RenderBucket systems before we can actually "see" and "play" the levels, but they certainly are loaded into memory without any corruption, which was a huge accomplishment.
After all the gameplay works, Niko plans to replace PsyCross and PS1 Prim/OT system, with modern D3D12 and Vulkan VBO/IBO, as well as replacing CPU GTE matrix math with GPU Vertex Shader matrix math, along with dozens more changes to make the game run faster, as well as simplify the porting process to more systems (PS4/Xbox/Switch, etc).
Main Menu and gameplay coming soon. Stay tuned for more.
The PC Port has officially been born. This application is using the same C/C++ code as the PS1 version, compiled natively for Windows, using the wrapper library PsyCross.
Niko pulled two all-nighters in a row to make our PS1 code work on PC, with an easy system we can use to iteratively expand the PC port as we continue rewriting the PS1 code.
Faradise helped rewrite most of the Checkered Flag so that we could display it in this demo.
The PC port so far completes the 3-stage booting system, and the 10-stage loading system. Under the hood, entire level files are loaded and ready to go. We still need to rewrite the Camera, BSP, and RenderBucket systems before we can actually "see" and "play" the levels, but they certainly are loaded into memory without any corruption, which was a huge accomplishment.
After all the gameplay works, Niko plans to replace PsyCross and PS1 Prim/OT system, with modern D3D12 and Vulkan VBO/IBO, as well as replacing CPU GTE matrix math with GPU Vertex Shader matrix math, along with dozens more changes to make the game run faster, as well as simplify the porting process to more systems (PS4/Xbox/Switch, etc).
Main Menu and gameplay coming soon. Stay tuned for more.