DarkaiserA new prototype build of Crash Bandicoot The Wrath of Cortex has been secured and released, courtesy of Xhaos. This build is very special because it features a fairly well-known cut content that has been mentioned for years in the community, but had no screenshots or videos of. I'm talking about the scrapped minigame on the loading screens, a feature that almost saw the light of day if not for a Namco patent on the loading screen minigames that caused Konami to hold it back and ask for it to be removed. This explains why the loading screens are so long on the initial PlayStation 2 release, as Traveller's Tales apparently didn't have enough time to clean up the code and strip out the minigame data.
An anonymous source was kind enough to dump the disc and share the ISO with Xhaos, who is now releasing it. Despite being dated only 10 days before the initial PS2 1.0 version, this build also has some other minor differences. You can play it yourself and try to find out what else is different.
Additionally, if you are interested in this game and its modding potential, Xhaos is also working on a reverse engineering project to decompile and port the game to PC. You can join the Discord server in the pinned comment.
The Lost The Wrath Of Cortex Minigame Has Been FOUND!Darkaiser2024-06-24 | A new prototype build of Crash Bandicoot The Wrath of Cortex has been secured and released, courtesy of Xhaos. This build is very special because it features a fairly well-known cut content that has been mentioned for years in the community, but had no screenshots or videos of. I'm talking about the scrapped minigame on the loading screens, a feature that almost saw the light of day if not for a Namco patent on the loading screen minigames that caused Konami to hold it back and ask for it to be removed. This explains why the loading screens are so long on the initial PlayStation 2 release, as Traveller's Tales apparently didn't have enough time to clean up the code and strip out the minigame data.
An anonymous source was kind enough to dump the disc and share the ISO with Xhaos, who is now releasing it. Despite being dated only 10 days before the initial PS2 1.0 version, this build also has some other minor differences. You can play it yourself and try to find out what else is different.
Additionally, if you are interested in this game and its modding potential, Xhaos is also working on a reverse engineering project to decompile and port the game to PC. You can join the Discord server in the pinned comment.Crash Team Racing (Demos) - Debug MenusDarkaiser2024-10-05 | Hidden debugging features have recently been found in the demo versions of Crash Team Racing, thanks to Niko. Four menus were found in total, featuring a level selector, a game mode changer, character selector, and ghost data selector. These menus are not present in any retail or prototype build of the game.
Note that despite listing all tracks and arenas, attempting to access anything other than Papu's Pyramid, Dingo Canyon or Blizzard Bluff will freeze the game, as there are no files on the disc. As for the characters, you are also limited to Crash in most cases due to the game loading the drivers in a pack, rather than individually.
Also note that the game will take some time to load the maps when using these menus (~20 seconds), which has been edited in the video for obvious reasons.
Lastly, there is also leftover data from a partially removed menu that would give a row of 8 preset configurations, each with a fixed character and track. The race presets match those seen in footage of the E3 demo.
------------------------------------------------------------------------------------------------------------------ Press Select to open/close the menus. ------------------------------------------------------------------------------------------------------------------ Test Drive/Pizza Hut Demo:
LEVEL/PLAYERS Menu: 8003AE54 A75C 8003AE56 0800 80029D74 800A 80029D76 3C04 80029D78 4598 80029D7A 2484 80029D80 0010 80029D82 AFBF 8003E390 0000 8003E392 0000 8003E3CC 0000 8003E3CE 0000 Note: Do not enable turn on this code until the "Sony Computer Entertainment" splash screen appears.
Game Mode Menu (add the lines at the bottom of the large code above): 80020374 0000A868 800848B0 0000A868
Character Selector Menu (add the lines at the bottom of the large code above): 80020374 0000A22C 800848B0 0000A22C
Ghost Menu (add the lines at the bottom of the large code above): 80020374 0000A654 800848B0 0000A654
------------------------------------------------------------------------------------------------------------------ 0:00 - LEVEL/PLAYERS Menu 3:33 - Game Modes Menu 7:00 - Characters Menu 7:36 - Ghost MenuOnlineCTR - The PS1 Crash Team Racing Online Experience (Launch Trailer)Darkaiser2024-06-01 | OnlineCTR is finally playable after 5 years of research and development. Made possible by the entire modding + decompile team, plus some bonus network engineers, plus 100+ beta testers, plus volunteer server hosts!
This mod will be playable via DuckStation emulator for the next few years, until eventually replacing DuckStation with a completed PC Port (73% rewritten so far).
Most recent contributions made by Niko, Tezca, Pampa, PedroHLC, Faradise, Claud, and Matt(psio).
OnlineCTR Website (may take a few seconds to load, still WIP): online-ctr.com
OnlineCTR Discord Server (with download, lobby chats, and install directions): discord.gg/ZWaZhmzqJ5
This project is the #1 longest running mod in the entire history of CTR modding. It is actually the "first" mod that started it all, the original source of inspiration for the decompile, starting back in our Cheat Engine days before the decompile even started.
All footage in this trailer comes from a worldwide network, with each player in a completely different country, and yet there is almost no lag. With private server hosting, we do support LAN connections, for the ultimate CTR multiplayer experience.
If someone has 8 monitors and a crazy GPU, we also support localhost connection, so 8 DuckStation instances can play multiplayer on one computer, for pure-zero lag.
This is just the initial public release, meaning that many updates and features are coming in the future. Join the OnlineCTR Discord to play.
Have fun! Stay tuned for more.
Music: Polar Pass 8-Bit Remix by carlospazuzu Polar Pass Remix by aRBeeCrash Team Racing - 60 FPS Widescreen (Release Trailer)Darkaiser2024-05-04 | 60FPS is now fully playable, combined with Widescreen. This took 2 years, 3 videos, 600+ changes to the source code, and over 1000 hours of testing by 10+ testers!
This is the most logically-complex mod ever built into CTR, and the largest QA testing effort, out of all the mods in this entire channel.
Engineering: Niko, Faradise, Redhot, Super
QA Testing: FuzionSynth, PootisDaMan, DarkSlayer, Nitrax, Pampa, SonicYTP, Hypnoshark, BaconFish, Darkaiser, aalhendi, and more.
DuckStation Settings 60fps: Console : Enable Clock Speed Control (ON) Console : Slide bar from 100% to 400% Emulation : VSync (ON) Graphics : Internal Resolution (Automatic)
DuckStation Settings Widescreen: Graphics : Aspect Ratio 16:9 Note: "Widescreen Rendering" checkbox must be disabled.
No permitted use of previous Widescreen or 60fps patches (either gameshark, or built-in GTE emu feature) can be combined with this mod, otherwise everything breaks.
For use with other emulators, this mod does NOT require 8mb RAM expansion, so this can work on other emulators that support 16:9 and emu overclock (PSP, PS3, Nintendo Switch), may work on original PS1, only if CPU is overclocked manually.
This has all been made possible by a new direction taken in the community. Rather than modding into the "original" game, we are now modding into the "rewritten" game. We can do this now because 72% of the game is rewritten, while the other 28% is bytecode from the original game files. This also allows every mod we've ever written to (soon) all be combined into one "super-mod", or allow us to build a user-friendly Mod Launcher to pick and choose mods. All mods in the "rewritten" game also automatically work in the PC port. PAL/JPN are not supported yet, but will be supported when PAL/JPN functions are also rewritten.
Stay tuned for more.
Music: Thunder Struck GBA Remix by B13CWCrash Tag Team Racing (June 29th, 2005 prototype) - GameplayDarkaiser2024-04-09 | Courtesy of @shadowluigithirtyseven5950 , this is an Xbox preview build of Crash Tag Team Racing that me and drx helped secure. Dated over a month and a half before the initial NTSC-U releases, this is the first full prototype of this game, meaning that now all the main Crash games for consoles up to CTTR have at least one prototype preserved. Hooray!
General Notes: - Some early music, including the main menu theme. - All the FMVs from Red Eye Studios in this build are just the Sierra logo used as a placeholder. The attract video is an early leftover from previous builds. - Pressing the Left D-Pad in the Gift Shop section of the Multiplayer Setup grants you Wumpa Coins. - All Characters and Vehicles are unlocked from the getgo, but only in the Main Menu sections. - Despite the option to purchase character costumes in the multiplayer section, you can't equip them. - The PSP Battle Arena "Fight Like An Egyptian" exists and is playable in this build despite it and another PSP Battle Arena "The Tragic Kingdom" (Which does exist in this build's files, but is slightly early) not meant to be played on any other platform outside of PS2 through linking between the PSP and PS2 verisons. - Going into first person using the Left Trigger in the hub areas and then pressing X gives you a crystal, and Y gives you coins. - The singleplayer and multiplayer Character selections screens in the main menu also features a little animation upon selecting a character which doesn't happen in the final game. - The tutorial section of Von Clutch's MotorWorld has 5 floating platforms the player can jump onto, one of each will take you to a hub world. - The "Continue" and "Play Again" screens from earlier builds is also present here, though doesn't have Aku Aku hovering around in this build. - There's a red color headless person in the Midway that's supposed to give you all minigames, though talking to them doesn't do anything. - Despite all the Die-O-Ramas in this build being identical to retail, the preview icons in the Movie Gallery are leftover from earlier builds and show older, un-rendered, Maya Playblasts of these Die-O-Ramas. - This build uses 2 early versions of the black power gem cutscenes for Tyrannosaurus Wrecks and Tomb Town which are both in an un-rendered, Maya Playblast state with the latter being the only one with sound, despite the final versions of these cutscenes also being in the files of this build, whilest also having no sound effects. - The last cutscene of Crash pulling the lever to stop Willie Wumpa Cheeks' rocket launch is entirely different from the final game, and got to the point of being all finished (except that there's no sound mix).
0:00 - Intros 2:15 - Story Mode 25:24 - Menus 28:06 - PSP Battle Arena (Fight Like An Egyptian)Crash Team Racing - PC Port Progress Update #3Darkaiser2024-04-06 | The PC port is now 70% finished, with 835/1190 functions rewritten! The last two months of progress was contributed by Niko, Faradise, and DCxDemo. Now supporting 16:9 + 60 FPS.
The Adventure Garage now has working UI, and as a bonus, you can type on a real computer keyboard to enter your name, opposed to using the controller D-Pad buttons.
In Time Trial, ghosts are now fully implemented. Both N. Tropy and N. Oxide ghosts can be replayed and spectated with the in-game freecam.
In VS and Battle, all drivers spawn on the starting line.
What is not directly visible in the PC port yet, but will be ready soon: - Particle Effects rewrite needs 2 more functions. - Player controls are fully implemented. - Player physics are half implemented. - Collisions are a quarter implemented. - 100+ audio functions are rewritten, only a few remain. - All MDEC video decoder functions are rewritten. - PC port will replace MDEC with QuickTime API. - Camera code has been rewritten for some kart modes, still need a few more. - Several functions related to in-game weapons have been rewritten. - New UI improvements.
When the PC port is finished, we plan to shift focus to content expansion. On PC, without being chained to the original file formats, we can create new formats that bake VBO/IBO data into the level that the PC port can read. This heavily reduces the amount of work required to make Maya or Blender plugins, reduces the workload for artists, and increases game performance.
While we do plan to support custom levels on the original PS1, an easier first-step would be PC-only levels, then going back to console support.
Online multiplayer will also be significantly easier to program, without the overhead of emulator synchronization, or process injection overhead. PC-only Live++ hot-reload tools will let us rapidly test and develop multiplayer code, without needing to restart the server or client for every change in the code, which we had to do for our OnlineCTR 2020 mod.
Recently, the pitch for WayForward's DS version of the cancelled Crash Landed game was put up for sale along with a plenty of other WayForward assets. Me and Motwera from Crashy News had decided to take the initiative and set up a fundraiser to preserve its development material, such as playable builds and a design document. Almost 15 years later, we can finally see and play this lost prototype for the first time. Thank you all for your donations and patience, this wouldn't have been possible without YOU.
As some may know, Crash Landed was a cancelled Crash reboot that was being developed by Radical Entertainment.
The studio was secretly working on a reboot known as Crash Landed, which was planned to be released in 2010. This title was cancelled before it could be officially announced, but a number of concepts, images, and videos have surfaced since then, giving us a pretty good idea of what it was going to look like.
A Nintendo DS version was also being planned, and pitches were being accepted from studios interested on developing it. One of these studios was Renegade Kid, which created a playable demo with a full 3D environment - the gameplay video of this tech demo has been released years ago. WayForward was another candidate, and their approach was to follow a similar vein to the original games, with linear gameplay and fixed perspective. Unfortunately, no pitches were approved as Landed was abandoned before a decision could be made.
The main game was cancelled after 2 years of development. During the production of Mind Over Mutant back in 2008, Activision acquired Sierra and all of its subsidiaries, including Radical Entertainment. However, a massive layoff in 2010 led Activision to shut down the Radical division responsible for Crash Landed. Activision's decision not to pass the project on to a different studio halted its development forever.
Being a pitch, this demo is quite short and only contains two levels, but it can give us an idea of what the game could have been if WayForward had been given the task of developing their own vision of Crash Landed for a handheld system. Interestingly, this pitch was initially built on top of another Taz game that was apparently cancelled, before being repurposed into Galactic Taz Ball after Landed was cancelled.Crash Team Racing - Multiplayer Maxed ModDarkaiser2024-03-03 | Download: MultiplayerMaxed by Niko: mediafire.com/file/xjgqd4dd5cqr1wj/ctr-u_MultiplayerMaxed_Feb21_2142pm.xdelta/file
This mod allows all VS and Battle tracks to be played with the maximum graphics detail (usually only in 1-player mode), now in all multiplayer modes (2/3/4 player).
This also adds playable multiplayer Oxide Station for the first time ever, as well as "experimental" multiplayer Adventure hub, accessible by selecting VS - 2p,3p,4p - Track, where adventure hubs are added to the selection menu
This mod will not work on ps1, support is exclusive to Duckstation for this first release
In the experimental multiplayer adventure, be careful to have all drivers go through the hub doors at the same time. Leaving your 3 friends behind might crash the game. A perfection to multiplayer adventure will be possible, only when the pc port is complete (progress update coming)
#crashbandicoot2 #prototype #prereleaseCrash Team Racing - Widescreen Mod Gameplay (Public Release)Darkaiser2024-02-03 | After four years, a proper widescreen mode is finally here for the OG game. This is the real deal.
Works on DuckStation: Display - AspectRatio must be set to 16:9, and Enhancements - WidescreenHack must be OFF. Any pre-existing Gameshark Widescreen code must be OFF
Programmed by Niko and Faradise, heavily QA-tested by Pootis and Nitrax. The 4 of them worked around the clock for weeks on this, including all-nighters and weekends.
This mod contains a mountain of features, such as: - New 2-player display - Recalculated ViewProj matrix math - Full rewrite of UI code - All optimizations from the 58% rewrite of CTR
This is the first mod to ever ship that is built on top of the PS1 rewrite project, which was designed to combine our 58% rewrite with the remaining 42% of Naughty Dog functions that we haven't rewritten. The code for 4:3 is still usable in the rewrite for anyone who wants a classic experience, and can be enabled with the flip of a switch.
Now that Widescreen is built into the PS1 rewrite, Widescreen also works in the PC rewrite, which we will demonstrate in a future update.
We also have a video eventually coming that will explain how the entire build system works behind our mods, our PS1 rewrite, PS1 mods, and the PC port.
Stay tuned for more, this is only the beginning.
0:00 - Menus 3:08 - Arcade Race 5:08 - Time Trial 7:01 - 2P Arcade 9:20 - 2P Battle 12:45 - Adventure HubsCrash Team Racing - PC Port Progress Update #2Darkaiser2024-01-06 | Most recent contributions by Niko, DCxDemo, Super, Faradise, Redhot, Branch, Aalhendi, Soapy, and Pootis.
In one month, the PC port progressed from the first LOADING screen, to everything that can be seen in this video. We are still many months (or years) away from a finished PC port, but meanwhile, you can enjoy the updates to come.
Note that fullscreen mode is not yet available.
See also: CNK Track dumps coming to the PC port, and early tests for wall-riding mechanics in CTR youtube.com/watch?v=OLIeHvvVEUQ youtube.com/watch?v=hMsWopS6H6MCrash Bandicoot: Warped (July 17th, 1998 prototype) - Full GameplayDarkaiser2023-12-25 | It's finally here. Thanks to all of you who trusted our work and contributed to our fundraiser to help preserve this prototype. Enjoy the Christmas gift.
The SCEE Preview Version 1 disc of Crash Bandicoot: Warped has been found (labeled Alpha Demonstration Disc). It can be seen in many magazine previews (and trailers) at the time, across US and Europe. This is the SCEE variant that was sent out to the European press, although an identical copy was also distributed in SCEA territory. To name a few: EGM, GamePro, PSM, PSExtreme, Superjuegos, Consoles Plus, and Das offizielle PlayStation Magazin, and the official website trailer.
This build marks a point in development where the game was half finished. Some magazines described it as 50% complete, while others reported it as 80% complete. In any case, while most of the stages were present, the game still had many alpha elements and ideas that would be trimmed over the following weeks, leading up to the August 14th prototype, dated a month later, which, while still in alpha stage, was much closer to the final game.
Some of the highlights include the clock crate, silver relics, a caveman lab assistant riding the triceratops, a shorter Makin' Waves, a very early Tiny Tiger boss fight, leftovers of the futuristic bonus round in Gee Wiz, unused death routes for Dino Might! and Future Frenzy, some early level names, the enemies in Future Frenzy having a completely different design and behavior, Mad Bombers having a unique gimmick with flying bombs, and the remaining bosses and all levels from the fifth chamber onwards completely absent (aside from Mad Bombers).
While SCEA had more frequent builds to distribute, SCEE only had four discs in total: News Version, Preview Version 1, Preview Version 2, and Review Version. Only the News Version is left now, which was a reprint of the E3 1998 kiosk demo. As you expect, we are actively looking for this and the other remaining builds.
Note: A dongle is required to run this build. A memory card file containing the dongle is included in the page and can be downloaded in mcd format and must be inserted into slot 1.
Additionally, you can patch the game with the xdelta file provided in the download page as well.
------------------------------------------------------------------------------------------------------------------------------------------------- 0:00 - Startup & Warp Room 01:20 - Toad Village 04:13 - Under Pressure 07:30 - Orient Express 09:21 - Bone Yard 14:08 - Makin' Waves 16:06 - Tiny Tiger 17:32 - Gee Wiz 21:20 - Hang'em High 25:08 - Hog Ride 26:49 - Tomb Time 31:01 - Midnight Run 33:04 - Dino Might! 39:38 - Secret Chamber 42:01 - Deep Trouble 46:28 - High Time 51:00 - Road Crash 53:42 - Double Header 57:56 - Sphynxinator 01:03:45 - Bye Bye Blimps 01:05:55 - Tell No Tales 01:09:47 - Future Frenzy 01:16:18 - Tomb Wader 01:21:52 - Mad Bombers 01:24:58 - Time Trials
#crashbandicoot3 #crashbandicootwarped #crashbandicoot #prototype #prereleaseCrash Nitro Kart - Track Rips (WIP)Darkaiser2023-12-24 | Here is a sneak peek of the CNK Archive, a project that intends to completely rip and rebuild every map from Crash Nitro Kart.
The process uses NinjaRipper connected to Dolphin Emulator through DirectX to take 3D snapshots of every map split up into loading zones, which are then imported into blender where they're patched together into one connected track.
All ripping, importing and patching is done by JellyfishFromMars. Very special thanks to Avery for her extensive research, without which this project wouldn't have been possible.
This project is currently at 21% completion. Updates can be found in the CTR Garage Discord server. discord.gg/bgAb7uyP
Note: All the model files will be available once the rips are done.
0:00 - Inferno Island 0:48 - Jungle Boogie 1:32 - Tiny Temple 02:36 - Meteor Gorge 03:31 - Barin Ruins 04:38 - Deep Sea Driving 06:04 - Out of Time 07:50 - Clockwork Wumpa 09:07 - Thunder Struck 10:23 - Assembly Lane 11:32 - Android Alley 12:58 - Electron Avenue 14:13 - Hyper SpacewayCrash Team Racing - PC Port Progress Update #1Darkaiser2023-11-09 | 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.Crash Team Racing - Wall Ride TestDarkaiser2023-11-03 | The last month was full of progress from the team. Here's a showcase of a new WIP wall-ride mechanic.
This test level includes Select+L1 combo to enable Turbo speed, or Select+R1 to enable Super Turbo speed. There is at least one custom level in our development pipeline that has wall riding planned, but how will the track transition into the wall? Will it be U-Turn to Wall, or Down Ramp to Wall, or L-Turn to Wall? This test scene is designed to help us figure it out.
Niko has been improving level generation tools, reducing the amount of code required to make a level, by hundreds of lines, as well as strongly reducing the rate of crashing during development. He's also the one who made this test level.
DCxDemo contributed new AI research to prevent crashing bugs that happened during level generation, as well as building a new lighting tool for levels. Soon our custom levels will have similar lighting quality to the Coco Park tunnel.
Faradise is working on rewriting game functions, as well as PAL/JPN decompile research. The team currently has 46% of the game rewritten, they're clawing towards a 50% milestone. Another big goal is to get the PC port to boot into the menus for the first time.
One day, as tools get better, it will require zero lines of code to build a level. Also coming soon is a full video tutorial on designing a level, start to finish.
Check out Hypnoshark on Twitch, he'll be testing this level to see what physics work and what physics don't work.
Stay tuned for more.Crash Team Racing - Press DiscsDarkaiser2023-09-30 | Before a game was released, it was common practice for many games to have "asset discs" sent to the press for use in their own publications. These discs contained marketing material, such as high quality renders, screenshots or press documents.
As expected, the Crash games were no different. Fortunately, not one, but four press discs have recently been successfully secured and are now available to everyone.
In this video I briefly show off some of the content that you can find on the discs, including some lesser-known renders that didn't seem to be used very often.
CTR Press Disc November 99: hiddenpalace.org/Assets/Crash_Team_Racing/Press_Disc_November_99 This disc includes several character and misc renders, top-down view of a few tracks, logos, pictures of Andy Gavin and Jason Rubin, screenshots, and press documents.
Music used: - "Crash Bandicoot 2 Found Music" by Patrikus Droilius - "Rock-Slide Rumble (CTR Remix)" by BaylCrash Team Racing - 40% Code Rewrite ProgressDarkaiser2023-09-16 | Working towards a PC port! The community knows how over 90% of the game works, and they've rewritten 40% of functions so far. Most recent decompile contributions by Niko, DCxDemo, Faradise, and Aalhendi.
We'd also like to thank the internal QA testers PootisDaMan and dreamsyntax for helping us find any bugs. Now it's your turn. Download the xdelta and help us make the PC port great by reporting any bugs! Link: mediafire.com/file/ti4sh6o1bsq6467/ctr-u_decompile+_40.xdelta/file
Check out this xdelta patcher here to play! This website allows you to load your ".bin" rom (US version - SCUS 944.26) and the xdelta file, to generate a patched build. hack64.net/tools/patcher.php
The team also rewrote the entirety of Overlay Region 1 (221-225) which includes every end-of-race menu. With optimizations here, 2000 bytes of ram are now free in the region for mods, which can potentially save 10,000 bytes of exe memory with relocation in a completed decompile.
We also have English subtitles and multi-language YouTube subtitles for these kind of videos (Portuguese only so far).
Stay tuned for more.Crash Team Racing - Custom SFX & MusicDarkaiser2023-08-29 | Custom sound effects are now possible! DCxDemo was the first to research a big chunk of howl, then Faradise and Niko contributed with a lot of new research of their own, then DCxDemo built user-friendly audio editing tools.
Credits to PootisDaMan for making this soundpack using those simple tools. Download of this mod will be available on his channel soon.
Soon there will be a news update on the status of game's rewrite and the future of modding, presented by Niko himself.Crash Nitro Kart (July 29, 2003 prototype) - All TracksDarkaiser2023-08-12 | A full gameplay exploring all 13 race tracks in a preview build of CNK for Xbox dated July 29th, 2003. Some general differences can be noticed, to name a few: - Debug coordinates under the time. - The pre-race intros erroneously say "Lost Earth" in the bottom, regardless which level is. - There is a hang time meter that pops up every time the kart is lifted from the ground. - The Team Frenzy meter fills extremely quickly when driving close to your teammate and decreases when leaving the teammate's range. - The frenzy doesn't give you random weapons. Instead, it just cycles between triple bombs/missiles, and invincibility masks. - The boost counter is placed on the right corner of the screen and appears from the right. - When juiced up, there is a visual bug where the power-up icons are overlapped by the yellow glowing effect. - A blue mist appears behind the players' kart during the anti-gravity sections when powersliding. - Velo Mask uses Adviser's round blue platform instead of a tiki mask resembling Emperor Velo. The trail color is also cyan instead of purple. - The powerslide gauge has the colors inverted, going from red to green. - The Ice Mine features a different icon that is still used in the handheld versions. - The Static Orb icon is represented by a thunder bolt. The model is also different. - The Power Shield has a unique feature where there are three small spheres of energy inside the shield, which emerges from the bubble and automatically zaps to the nearest racers, causing a shock to the opponents. - A lot of rendering issues and glitches.
Most of the courses also have some significant differences. Most notably: - The shortcut in Meteor Gorge is a ramp instead (and oddly, a X crate below in the pitfall). - Clockwork Wumpa has two trap doors on each side and the free-fall jump section has an extra floating floor in the middle of the bottomless pit. - Android Alley has a traffic of flying vehicles that can be temporarily stopped by hitting the ! crate. - Electron Avenue doesn't let the player fall in the pit of the free-fall jump, and features ramps that go up and down and small round platforms on the edges of the narrow path that also bump the player. - Hyper Spaceway is in a rough state, lacking any functional hazards, and featuring Electron Avenue's minimap as a placeholder.
Files have been modified in order to make this prototype work on the Xemu emulator, meaning that cutscenes, sound effects and music have been stripped out. This is a temporary solution until Xbox emulators are able to run pre-release builds properly, which may still take a few years. In addition, it requires a 128 MB RAM upgrade and a debug BIOS.
0:00 - Inferno Island 2:11 - Jungle Boogie 4:21 - Tiny Temple 7:09 - Meteor Gorge 9:28 - Barin Ruins 12:02 - Deep Sea Driving 15:11 - Out of Time 18:22 - Clockwork Wumpa 21:52 - Thunder Struck 25:38 - Assembly Lane 28:40 - Android Alley 32:16 - Electron Avenue 36:36 - Hyper SpacewayCrash Nitro Kart (July 29, 2003 prototype) - Exploring Boss RacesDarkaiser2023-08-06 | Recently, user Shadowluigi figured out how to make this prototype run on Xemu by completely disabling the audio and cutscenes from the game, as this build has issues with video files and audio playback. Since I've been waiting to research this build since it was released almost two years ago, I decided to edit the files too and explore everything. Of course, this is far from being the proper way to play, but hey at least it's playable somehow.
Even though this build might not look too early at first sight, it actually has a multitude of differences (and bugs) - early tracks, early cutscenes, early mechanics, etc. For example, it was one of the earliest prototypes to implement the Team Frenzy feature, which now replaces the Voodoo Doll. The meter takes 10 seconds to charge and also discharges if your teammate gets too far away from you, so you can basically abuse it and get unlimited power-ups throughout the races. It's also one of the first builds with Hyper Spaceway, which looks very rough here compared to the other tracks. And speaking of tracks, the majority of them have quite a lot of layout differences, which is one of the highlights here.
I'll get around the TCRF article eventually, but for now I'm prioritizing another thing first that's going to be very interesting.
Furthermore, online mode is a thing here, and it does work, surprisingly enough. You can see a quick demonstration of a LAN game via Xemu: youtu.be/3VJ4alMG2kk
0:00 - Krunk 2:33 - Nash 5:54 - Norm 9:28 - Geary 13:30 - VeloCrash Team Racing - Difficulty Selector ModDarkaiser2023-07-15 | This mod adds a difficulty option in several game modes, and includes the Ultra Hard difficulty as a selectable option, which was previously only available via GameShark codes.
Key features: - Main Menu Difficulty Menu for New Adventure and Arcade modes. - Ability to change the difficulty mid-race through the Pause Menu option in Adventure hubs, Trophy Race, Token, and Arcade Race (but not in Cups). - End of Race "Change Difficulty" option for above race modes. - Support for all regions. - Localized text for PAL players.
Mod created by Faradise & Super. Translations by Bommelmuetze & Niikasd.
CTR-tools: ctr-tools.github.ioTile Trauma (Custom Track) - Crash Team RacingDarkaiser2023-06-10 | The team has done it yet again! This time a custom and functional Time Trial level: "Tile Trauma".
Credits: - Layout design by Niko - Engineered by Niko, Super, DCxDemo, Branch - Texture art by Mnesiq, Avery
The laboratory of reverse engineering, over the past month, enabled us to replicate several CTR features into this level, that were previously impossible: time trial ghosts, track progression and lap completion, scrolling textures, AI Navigation for end-of-race cutscene (can also be used for Arcade bots in the future), camera cinematics for end-of-race cutscene (mode 4, stationary camera that follows driver), more advanced BSP creation, better VRAM allocation, and several more features.
A brand new feature the team came up with: dynamic face culling, which changes quads from being single-sided, back-sided, or double-sided, depending on the driver's location on the track.
This track was built without a functional editor; the editor is still WIP, so it took 2100 lines of code to generate this track, all written by hand, without any copy/paste. Hats off to the engineers for their patience.
When the artist-friendly editor is complete (for Maya, Blender, Unity, etc), levels will be built with zero lines of code, with the full complexity of an original Naughty Dog track, dozens of times faster than our current strategy, and will result in a flurry of new levels.
Right now ghosts only work on emulator, not console. We know exactly why it crashes, but we need more functions rewritten in the decompile project to make them work on console properly. While the decompile project is moving beyond our most recent 30% milestone, we'll have a fix soon enough.
Stay tuned for more.Road to Rainbow (Custom Battle Map) - Crash Team Racing PS1Darkaiser2023-05-27 | Custom battle maps are now here! Made possible with most-recent research contributions by Niko, DCxDemo, Super, Branch, and more.
After reverse engineering almost all of the game, and rewriting 30% of the game, their combined knowledge of the game is now strong enough to build a functional level from scratch. The more they reverse and rewrite, the bigger the mods get.
Road to Rainbow is a fully functional multiplayer battle map that also adds a brand unique weapon selection system, to mix up gameplay strategy. This level works on both emulator and console.
This is the first of many new levels to come. A new era has begun. Leave a comment to suggest what kind of map could be built next.
Stay tuned for more.Crash Bandicoot (May 11, 1996 prototype) - Unused Bonus RoundsDarkaiser2023-05-13 | In the E3 demo version, the bonus round list goes up to address 14, resulting in seven missing ones. The remaining addresses are all duplicates of layout 00 (used in Jungle Rollers). Of these all, however, four bonus rounds cannot normally be accessed in this build.
The Cortex bonus round for Jaws of Darkness can't be entered normally due to the level having only two Cortex tokens. The bonus is the same as the final game (aside from the lack of music), although the game is not programmed to open Whole Hog after obtaining the key.
Layouts 3 and 4 can be seen in the April 8, 1996 prototype. Layout 6 is completely unique for this version.
0:00 - Unused Tawna Bonus Layout 3 0:32 - Unused Tawna Bonus Layout 5 1:02 - Unused Tawna Bonus Layout 6 1:44 - Unused Cortex Bonus Layout 9Crash Team Racing - Code Rewrite Progress (30%)Darkaiser2023-04-29 | The research team has now rewritten over 360 out of 1200 functions in CTR, 30% of the way to a full rewrite and a PC port, after documenting how almost 100% of the game's functionality.
[Update] Thank you to everyone who tested in the last 24 hours, here's a new XDELTA that should fix all the bugs you found in the comments section. Every minute of testing is a great way to support the project! Try this XDELTA to see if all the bugs are fixed. mediafire.com/file/iqen1l6856liykx/ctr-u_decompile_May1_4am.xdelta/file Note: Works on NTSC-U SCUS 944.26 only.
Most recent progress since the last decompile update, was done by Niko, Redhot, Super, and Faradise, the same four members of the team that did Widescreen. The two projects co-evolved, since a lot of the newest decomp progress was a prerequisite for widescreen to be built.
In this video we show off a small amount of the code, no commentary, just overview. Full source code can be found at our github repository
Spread the word far and wide, on every website, on every social media, tell everyone that the PC port of CTR is on it's way!
Stay tuned for more.Crash Team Racing - Widescreen Mod (Preview)Darkaiser2023-04-15 | 16:9 widescreen for computers, new TVs, PSP, and PS Vita is now possible, and done correctly, for the first time in history. Made by Niko, Super, Redhot, and Faradise. Download coming soon.
Unlike other two-minute hacks that have flicker bugs, stretch bugs, and messy UIs, researchers worked during every hour of every day for weeks. They crunched dozens of math formulas, rewrote thousands of lines of UI code for the decompile project, and built this mod directly into the game's source code.
Other researchers who weren't on this project, have other projects that are yet to be announced. Stay tuned for more.Crash Team Racing - Mirror Mode V2Darkaiser2023-03-26 | A new version of Mirror Mode is now available. This release has fixed graphics, and works in all retail versions of the game (USA, PAL, JPN).
Stay tuned for more.Crash Team Racing - Paint Jobs ModDarkaiser2023-03-12 | In this mod created by Superstarxalien, you are able to recolor any character's kart for use in races just like in Nitro-Fueled, ranging from the 15 original kart colors plus 6 brand new ones! Press L2 or R2 in the character select screen to navigate. Color submissions are welcome! Please check the readme for more details.
Note: This mod currently works only on single player modes.
LIST OF COLORS 1. Crash Bandicoot (Blue) 2. Dr. Neo Cortex (Red) 3. Tiny Tiger (Green) 4. Coco Bandicoot (Magenta) 5. N. Gin (Purple) 6. Dingodile (Olive) 7. Polar (Cyan) 8. Pura (Violet) 9. Pinstripe (Black) 10. Papu Papu (Yellow) 11. Ripper Roo (Orange) 12. Komodo Joe (Mustard) 13. Dr. N. Tropy (Light-blue) 14. Penta Penguin (White) 15. Fake Crash (Gray) 16. Burgundy 17. Forest Green 18. Dark Blue-gray 19. Reddish Orange 20. Brown 21. LilacCrash Team Racing - Custom Level Test PreviewDarkaiser2023-02-25 | DCxDemo has been studying BIGFILE, Level, and VRAM formats since 2016. Majority of credit and praise goes straight to him! Other engineers including TheBurek, Niko, and Branch helped reverse several pieces of the puzzle along the way.
Niko found the bit-indexing algorithms that encode what parts of the level get drawn (the last puzzle piece) and built this basic level purely in C/C++, without needing any manual bytecode.
DCxDemo is currently researching how texture mosaic rendering works (the highest texture quality level in CTR), while Branch is working on a basic level exporter from Maya (or Blender, or Unity, or literally anything will do) that allows more complex levels to be built with basic non-mosaic textures.
Meanwhile, several other community members are working on new mods, updating old mods, and starting new projects that have never been thought of before. All possible with more code being decompiled and rewritten.
Credits to Avery for providing the custom "Woah!" texture used in the custom level as a test.
Stay tuned for more.Crash Team Racing - Multiplayer Level Upgrade (Preview)Darkaiser2023-02-18 | Here is a quick before and after comparison of the track models upgraded. Only possible with 20% of the game's functions rewritten, the CTR research team has managed to upgrade the 4-player mode of the game to use 1-player assets. This includes Oxide Station, which never worked in the retail 4-player releases, and soon it will include the Adventure arenas.
For now, the mod works only in DuckStation, as it requires 8 MB expansion, and will not work in no$psx due to a bug where Prim/OT can't be used in addresses above 0x80200000 (as of Feb 2023).
Lots of exciting projects are being worked on. Stay tuned for more.
0:00 - Crash Cove 0:10 - Roo's Tubes 0:20 - Tiger Temple 0:30 - Coco Park 0:40 - Mystery Caves 0:50 - Blizzard Bluff 1:00 - Sewer Speedway 1:10 - Dingo Canyon 1:20 - Papu's Pyramid 1:30 - Dragon Mines 1:40 - Polar Pass 1:50 - Cortex Castle 2:00 - Tiny Arena 2:10 - Hot Air Skyway 2:20 - N. Gin Labs 2:30 - Oxide Station 2:40 - Slide Coliseum 2:50 - Turbo TrackCrash Team Racing - Unused First Person Camera ModesDarkaiser2023-02-04 | There are two unused camera types which puts the player in a first-person perspective. This view is positioned above the characters and is mostly functional, wobbling according to the kart's movements. It also follows the player when going out of bounds.
To enable them, replace the XX with one of the values in the following GameShark code:
NTSC-U D0096818 2000 80098052 00XX Press Select to enable it, and L2 to reset to the default perspective.
0F - In the first type, the camera is affected by the kart's rotation, so sliding or spinning out will make the camera turn in response to the character's head.
10 - In the second type, the camera moves is only affected by the kart's velocity, which means the view is mostly fixed forward.
0:00 - Camera Type 1 2:08 - Camera Type 2Crash Team Racing - Mirror ModeDarkaiser2023-01-21 | Mirror mode has been requested many times over the last 3 years, and we finally have it.
This is a direct result of rewriting 200+ functions in CTR, including the main back-bone of CTR's renderer (last two videos). Without that, Mirror Mode would have never been possible. As we continue rewriting more of the game, dozens more mods will become possible that have never been possible before.
Niko actually made this mod accidentally, originally trying to get 1P levels in 4P mode, randomly got the idea of taking the DebugFrustum code from a beta (shown in previous videos) and taking advantage of it's ability to parse every primitive in an ordering table. This mod, combined with the rewritten renderer backbone, can isolate a segment of the ordering table to be parsed, leaving just 3D being mirrored and not the HUD or UI.
This first release of Mirror Mode works in every 1P and 2P mode. This is an emulator-only mod, since a console-only bug is in our un-mirrored rewritten renderer, causing the ordering table to hook itself and throw the GPU in an infinite loop. Plenty of updates and improvements to come.
Stay tuned for more.
0:00 - Crash Cove 0:52 - Roo's Tubes 1:38 - Tiger Temple 2:32 - Coco Park 3:21 - Mystery Caves 4:22 - Blizzard Bluff 5:11 - Sewer Speedway 6:13 - Dingo Canyon 7:00 - Papu's Pyramid 7:51 - Dragon Mines 8:42 - Polar Pass 9:53 - Cortex Castle 11:04 - Tiny Arena 12:35 - Hot Air Skyway 13:54 - N. Gin Labs 15:07 - Oxide Station 16:32 - Slide Coliseum 17:27 - Turbo TrackCrash Team Racing - Code Rewrite Progress (20% Complete)Darkaiser2023-01-14 | We have researched and documented how 97% of the original CTR code works, and just now we've hit the milestone of rewriting 20% (about 220 out of 1100) functions in Crash Team Racing.
Every function rewritten is more optimal than the original counterparts, and so far has saved almost 10,000 bytes of assembly bytecode. That's almost enough to completely fix Oxide, without any of the gymnastics done with memory allocators from previous videos, just because the more optimal functions are using less bytes of assembly. Combining those older tricks with an optimized rewrite will give more RAM for modding than ever before.
Please keep expectations fair on time, this was certainly the "easier" 20% of the game, difficulty will only go up from here. The last month of work was mostly Niko, while Faradise and Super were also a big help. Some other researchers are on break, but they're coming back soon.
Feel free to tell everyone, spread the word far and wide - a full rewrite of CTR is in the works, and a PC port is coming eventually, little by little, inch by inch, one step at a time.
Stay tuned for more.Crash Team Racing - Code Rewrite Progress (12% Complete)Darkaiser2022-12-25 | Video presented by Niko, just in time for the holidays.
After the team decompiled and documented 97% of the game code, now 12% has been rewritten. Throughout 2023 we will release XDELTAs that contain every rewritten function, for all of our fans to test.
Special thanks to Super who has also been helping with the rewrite; most recent addition was CTR's "main()" function, a major backbone in the source.
Niko's latest rewriting includes 231 functions that he mentions in the video, which have been highly optimized compared to the original, as planned in the previous Decompile Overview video.
The goal is to expand the 12% rewrite, and continue releasing updates, all the way until we reach 100%. Then, with a full rewrite, we have a PC port. There's a light at the end of the tunnel.
Have fun testing! Stay tuned for more.Crash Team Racing - Screensaver Mod (Custom Demo Mode)Darkaiser2022-12-10 | One of our oldest mod ideas has finally become a reality after almost 3 years since the first prototype. Here's a mod to customize Demo Mode, and let the mode play infinitely until a button is pressed to return to the main menu. (made by Niko).
D-pad controls the menu, and Start button begins the session.
Meanwhile, the top researchers are working on the 231-section rewrite (from previous video) as well as documenting all of the physics equations.
Reconstruction of the physics code is one of the last remaining roadblocks for a PC port (or possibly a port of CTR gameplay into another game).
Stay tuned for more.Crash Team Racing - Decompile Overview #2Darkaiser2022-11-19 | Quick update on the progress made by the research team (video presented by Niko).
We're still far from fully-custom levels and a PC port, but every day we're getting closer. We understand 97% of the game code, and have rewritten 9% of the game code. When 100% is rewritten, we will be able to port the game.
Stay tuned for more.Mario in Crash Team Racing - Custom Character Showcase (WIP)Darkaiser2022-11-05 | Here's a quick mod showcase of a highly requested crossover: Mario in Crash Team Racing - now including proper voice clips. There is still work to be done before custom models can feature proper texturing, but for now this is as far as we can push.
Credits: - Mario model by SonicYTP - Mario voice clips by PootisDaMan
CTR-tools repository: github.com/CTR-tools/CTR-tools Modding toolkit/decomp repository: github.com/CTR-tools/CTR-ModSDKCrash Team Racing - Custom Music TestDarkaiser2022-10-23 | Custom music is here! Featuring the Doom songs, courtesy of DCxDemo. Check out the brief clips showing the first look at custom music tracks in the game. The game works with sequenced music, and since the format is similar to MIDI, that means it will be possible to port MIDI-like songs to CTR. Note: Turn up the volume for the first clip.
0:00 - Music Test 1 0:46 - Music Test 2Crash Team Racing - VR + 60 FPS Mods Gameplay TestsDarkaiser2022-10-09 | Niko grabbed his old Virtual Reality tests, his newer 60fps patches, and multiple open-source tools from the "Flatscreen to VR Modding Community", to build a fully working PCVR experience for CTR with Oculus Quest 2.
First person VR modes are also available, and audio doesn't stream from PC to headset, but players can still hear game audio by plugging headphones into the computer, and wearing headphones over the Quest 2 headset.
Stay tuned for more.Crash Team Racing - 60 FPS Patch (First Stable Release)Darkaiser2022-09-24 | While still not "perfect", the mod has far-progressed since the last release in ModSDK v2. Now updated to our latest modding tools, and combined with our newest research, almost every instance of "this feels too fast" has been fixed. Note: It must be played on an emulator with 4x Overclock or higher.
Just like the first version of the Oxide Edition mod, this one is not immediately easy to combine with other mods, but future revisions will be much easier.
Stay tuned for more.Crash Team Racing - Mod Install TutorialDarkaiser2022-09-18 | Since the last video, we've released updates on our github page. Remember to check for updates to enjoy the latest experience. Here we have a short demo, just in case anyone was confused on how to install the mods.
Stay tuned for more.Crash Team Racing - Reserve Bar Mod + GitHub Public ReleaseDarkaiser2022-09-10 | In this mod created by Super, a reserve meter is finally added into the game, matching the style of the original game, in the bottom-right corner. There are two versions of this mod, one that exists as a standalone feature, and one that is combined with Retro-Fueled and Playable Oxide, which is used here. With a few more optimizations, we'll soon be able to insert custom textures that replace the original startline banner for the Retro-Fueled mod.
Now, without requiring players to touch a single file of source code, you can simply go to the "Releases tab" to download patches for all mods. github.com/CTR-tools/CTR-ModSDK/releases
These mods can be applied by patching softwares. An easy way is going to hack64.net, choosing your CTR rom (USA, Europe or Japan), then picking the patch file that corresponds to the mod, clicking on "Skip Checksums", then clicking on "Patch". This is the easiest method of applying mods we've ever used. hack64.net/tools/patcher.php
Nobody will ever need to touch code to apply existing mods, or existing combinations of mods (like in this video), but for a brand new combination, the GitHub repository includes all needed tools to go beyond what we've built.
The repository also has our latest progress on decompiling and rebuilding the game, which is still far from finished, but slowly inching along.
0:00 - Gameplay Showcase 4:23 - Announcement
Stay tuned for more.Crash Bandicoot: Warped - PlayStation Zone Vol. 1 Preview FootageDarkaiser2022-08-27 | For documentation & archival purposes.
Another obscure pre-release coverage showcasing Crash 3, this time courtesy of PlayStation Zone Volume 1 from Germany. Here we can see again the "Iron Clock Box build" or the "Preview Version 1" disc sent to European magazines. Nothing unseen is shown throughout the video, although one can notice the Powers tab in the pause menu didn't exist yet.PPSSPP VR - Crash Bandicoot GamesDarkaiser2022-08-10 | Built by Lubos in the PPSSPP community, this is an early prototype of a "true" VR emulator that can be installed on the Quest 2 headset. Headtracking works, separate images are rendered to each eye for proper depth perception, and the quest's wireless controllers are automatically mapped to PSP controls.
Because there are no ROM hacks, games will function as originally intended, meaning if you turn your head and look outside the intended field-of-view, there might not be many objects there to see. However, with growing popularity of this emulator, the PSP reverse engineering community can potentially mod games one-by-one to modify frustum culling algorithms, allowing games to render the "full" scene in VR.
In the previous video (Crash Team Racing in VR), the full scene was rendered, because the frustum culling algorithm was modified by the CTR community, allowing the player to turn their head in any direction. However, the CTR video did not have separate-eye-rendering, nor did it work on any other PS1 game.
With PPSSPP universally working on all games, combined with game-specific tweaks to draw the "full" scene, this could be the biggest VR project to ever exist.
How this works (only read if you're a programmer): The PSP does not multiply Perspective, View, and Model matrix in the game code, there are separate hardware registers for each, and fixed-function hardware multiplies them together. Therefore, the emulator can see each individual matrix, and override the perspective and view matrix for VR. This wont work on universally PS1 because the GTE registers just have the pre-multiplied MVP.Crash Team Racing - Virtual Reality TestsDarkaiser2022-07-30 | Niko bought an Oculus Quest 2, and one week later we have CTR in virtual reality. Rather than using the ModSDK, this mod runs on Windows via emulator-injection. The most convenient part of this video was the Oxide Station shortcut, where you can actually "see" where you're going to land, allowing split-second adjustments if needed.
This mod does all the matrix math to take the oculus orientation from quaternion, to float-point matrix, to integer-vector notation, to CTR math.
Inside the headset, the game itself does not draw on both eyes. Niko is using the Oculus Link's built-in feature to view the monitor, where the game is in fullscreen mode. We can potentially have a "full VR" mod where the game draws on both eyes, with proper depth-perception, but first we need to finish the PC port.
After the PC port is done, this will be a high priority. The Oculus Quest 2 supports near-4K resolution, and 120hz refresh rates. This means we have to finish our 60fps mods, then make mods on top of those mods for 120hz. Lots of room for improvement, lots of work to be done before a "proper" release, no need to rush out and buy a headset, but as a first draft, it's still VERY fun.
The github repository has to wait due to rewriting the tools again, but this public beta has all the source code to every mod ever written, with the most user-friendly directions yet, allowing mods to be installed easily into any version of CTR that we support. Note: Python 3 is required. More details in the tutorial section.
This video shows a very-early level editor, to show that level editing can be done. There is enough research to do a lot, but it still needs more work until we can make a fully-functional level editor that exports from Maya or Blender.
Since recording, some code was added to fix a speed-glitch on the rainbow ramp, by editing the last bytes in the quadblock. It's not entirely sure how these bytes work, so still researching. Also when using hot-reload, choose "Inject 2mb" in the tool, which was renamed after recording.
Playable Nitros Oxide is now fully cross-region, and uses RAM more optimally, and functions 99% with C/C++, with the one-click build+install tools, opposed to the first Oxide release where we had to write assembly bytecode by hand all over the files with a hex editor.
After going through countless iterations in our private git repository, this version of the Playable Oxide Mod requires the least amount of code, while being the easiest version to combine with other mods.
These two simulations are offline tests, representing client functions for what-will-be a new online multiplayer experience. As much as we want to start making new "official" releases of OnlineCTR, we need to sharpen the axe before chopping the tree.
1. Overhead Names With brand new GTE and Camera Matrix research from the decompile effort, we can now make names appear over the heads of each driver. At some angles this looks perfect, at some angles it breaks a little. Still being worked on.
2. Driver Data Position, Rotation, Animation, Lighting, all perfectly working for the first time ever. We still need to work on skidmarks, boost fire, exhaust, and weapons. In the video, position is offset on purpose, for the easy ability to compare.
When these prototypes are fully working, there will indeed be a return to OnlineCTR, and with ModSDKv3, it will work fully cross-region in every version of the game
Originally made by Redhot, then Niko and Redhot worked together to port this mod to ModSDKv3 (fully cross-region), as well as add many new features to improve the mod, along with several optimizations.
All cutscenes are now skipped, on-screen text is improved, and even all the strings are auto-translated to any language in PAL, or Japanese when played cross-region.
With the brand new ModSDKv3, 90% of our entire mod library, will now run on every version of the game that we support. This includes the Sep3 beta, USA Retail, JPN Kiosk Trial, PAL Retail, and JPN Retail builds.
Most mods will work cross-region with zero effort, it just works like magic. All the mods that are not cross-region are either old mods that we haven't "fully" ported to the new system, or mods that specifically depend on data that is only in one build.
Full package gets published to GitHub in July. Stay tuned for more.