Darkaiser
Crash Team Racing - 60 FPS Patch (Preview Release 1)
updated
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.
More info here:
tcrf.net/Proto:Crash_Team_Racing/Test_Drive_Demo
tcrf.net/Proto:Crash_Team_Racing/Later_Demos
------------------------------------------------------------------------------------------------------------------
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.
------------------------------------------------------------------------------------------------------------------
Spyro 2 Demo (NTSC-U):
LEVEL/PLAYERS Menu:
80033FD0 00000000
80033FD2 00000000
8003400C 00000000
8003400E 00000000
D00912B0 00002000
30091560 00000010
800309B0 000080CE
800309B2 00000800
8002033C 00008009
8002033E 00003C04
80020340 00001560
80020342 00002484
80020354 00000010
80020356 0000AFBF
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 Menu
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.
Download: hiddenpalace.org/Crash_Bandicoot:_The_Wrath_Of_Cortex_(Sep_11,_2001_prototype%29
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.
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 aRBee
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.
Downloads:
CTR 60FPS Widescreen16x9:
mediafire.com/file/2ed2iv95zjjdhcp/ctr-u_60fps_Widescreen16x9.xdelta/file
CTR 60 FPS Default 4x3:
mediafire.com/file/tnkytn29oloq0f6/ctr-u_60fps_Default4x3.xdelta/file
Use ROM in .bin format and apply the .xdelta patch
hack64.net/tools/patcher.php
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 B13CW
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).
Links:
Download: hiddenpalace.org/Crash_Tag_Team_Racing_(Jun_29th,_2005_prototype%29
TCRF research (soon): tcrf.net/Proto:Crash_Tag_Team_Racing/June_29th,_2005_build
ShadowLuigi's playlist covering this prototype: youtube.com/playlist?list=PLUSY77ynyP-ZrE8HeDciV0G1td58Ii-fM
0:00 - Intros
2:15 - Story Mode
25:24 - Menus
28:06 - PSP Battle Arena (Fight Like An Egyptian)
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.
Stay tuned for more.
- archive.org/details/crash-landed-pitch-wayforward
- archive.org/details/crash-landed-pitch-nintendo-ds-way-forward-technologies.-7z
- mediafire.com/file/xufa6nhxnnm0ej4
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.
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
Required DuckStation settings:
Console Settings: Enable 8mb RAM (Dev Console)
Console Settings: Execution Mode: Recompiler
Console Settings: Enable Clock Speed Control, slide bar to 400%
Display Settings: VSync ON
Display Settings: Aspect Ratio: 16x9
Enhancement Settings: Internal Resolution Scale: Automatic
Enhancement Settings: Widescreen Hack OFF
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)
Bundled into this mod is the 16:9 Widescreen mod!
Stay tuned for more.
0:00 - Graphics Comparison
2:04 - 4-Player Gameplay Showcase
13:21 - Adventure Multiplayer (Experimental)
#crashteamracing #ctr
This footage can be found in a French promotional VHS of E3 1997 by CD Consoles "Tous les hits de fin d'année (1997)".
Credits to Biohazard France for the original upload.
Source: youtube.com/watch?v=blQJwHNqFJ4
#crashbandicoot2 #prototype #prerelease
Apply this patch to the NTSC-U version of CTR for PS1 (the .bin rom file):
mediafire.com/file/cb4etvh9nijdibn/ctr-u_Widescreen_v1.xdelta/file
Recommended patcher:
hack64.net/tools/patcher.php
Works on PS1 and PS2 with 16:9 TVs.
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 Hubs
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=hMsWopS6H6M
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.
-------------------------------------------------------------------------------------------------------------------------------------------------
Links:
PREVIEW VERSION PROTOTYPE
Download - hiddenpalace.org/Crash_Bandicoot:_Warped_(Jul_17,_1998_prototype%29
TCRF research - tcrf.net/Proto:Crash_Bandicoot:_Warped/July_17th,_1998_build
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.
Please check the Notes section for more details.
PRESS CD
Download - hiddenpalace.org/Assets/Crash_Bandicoot:_Warped/Press_CD
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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 #prerelease
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 Spaceway
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.
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.
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 July 99: hiddenpalace.org/Assets/Crash_Team_Racing/Press_Disc_July_99
This disc includes screenshots, press documents, and a few low quality artwork renders.
CTR Hi-Res Disc July 99: hiddenpalace.org/Assets/Crash_Team_Racing/Hi-res_Disc_July_99
This disc includes high quality artwork renders of Crash and Cortex.
CTR Hi-Res 1 August 99: hiddenpalace.org/Assets/Crash_Team_Racing/Hi-res_Disc_August_99
This disc includes high quality artwork renders of Crash, Coco, Cortex, Dingodile, Polar, and Pura.
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 Bayl
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.
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.
- 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.
TCRF - tcrf.net/Proto:Crash_Nitro_Kart_(PlayStation_2,_GameCube,_Xbox)/July_29th,_2003_build
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 Spaceway
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 - Velo
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.
Download (all versions):
mediafire.com/file/sx34yfvx9svpyl5/CTR+Difficulty+Selector+v1.7z/file
CTR-tools:
ctr-tools.github.io
Download links (NTSC-U only):
- Emulator Patch: mediafire.com/file/i9rb9zt7ydhkefm/ctr-u_TileTrauma_EmuOnly.xdelta/file
- Console Patch: mediafire.com/file/bn6ber4ifzhowjv/ctr-u_TileTrauma_ConsoleOnly.xdelta/file
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.
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.
Download the patch here (NTSC-U only):
mediafire.com/file/ciimgsh3zt6p87b/ctr-u_RoadToRainbow_May22.xdelta/file
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.
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.
Check out in-depth research & documentation on this prototype here: tcrf.net/Proto:Crash_Bandicoot/May_11th,_1996_build
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 9
[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
30% rewrite
github.com/CTR-tools/CTR-ModSDK/tree/main/decompile/General
97% documented functionality
github.com/CTR-tools/CTR-ModSDK/tree/main/ghidra
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.
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.
Download:
In folder Modules\MirrorModeV2
github.com/CTR-tools/CTR-ModSDK/releases
Stay tuned for more.
Color submissions are welcome! Please check the readme for more details.
Note: This mod currently works only on single player modes.
Download it here: github.com/CTR-tools/CTR-ModSDK/releases/tag/r10
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. Lilac
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.
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 Track
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 2
Download: (in the folder Modules/MirrorMode)
github.com/CTR-tools/CTR-ModSDK/releases/tag/r9
Source Code:
github.com/CTR-tools/CTR-ModSDK/tree/main/psx-modding-toolchain/games/CrashTeamRacing/mods/Modules/MirrorMode/src
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 Track
Download the XDELTA here, to build a rom that combines our 200+ rewritten functions with the 800 remaining original functions. All bug reports are appreciated, and help us inch closer to completion.
mediafire.com/file/8xgtewin9jluak7/CTR+(USA)+-+Rewrite+Version+(20%).xdelta/file
Repository with our research, and rewrite:
github.com/CTR-tools/CTR-ModSDK/tree/main/psx-modding-toolchain/games/CrashTeamRacing
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.
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.
You can help us by testing the rewritten version. No coding experience is required, just play CTR like there's no tomorrow, and leave a comment to help us find bugs.
mediafire.com/file/g1sulh3cz5qi31k/CTR+(USA)+-+Rewrite+Version+(12%).xdelta/file
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.
Source code, 97% of OG game documented:
github.com/CTR-tools/CTR-ModSDK/tree/main/psx-modding-toolchain/games/CrashTeamRacing/ghidra
Source code, 12% of game rewritten:
github.com/CTR-tools/CTR-ModSDK/tree/main/psx-modding-toolchain/games/CrashTeamRacing/decompile
Have fun testing! Stay tuned for more.
Download:
github.com/CTR-tools/CTR-ModSDK/releases
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.
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.
Lectures on coding basics:
github.com/CTR-tools/CTR-ModSDK/blob/main/lectures.txt
Documented game code (97%):
github.com/CTR-tools/CTR-ModSDK/tree/main/psx-modding-toolchain/games/CrashTeamRacing/ghidra
Rewritten game code (9%):
github.com/CTR-tools/CTR-ModSDK/tree/main/psx-modding-toolchain/games/CrashTeamRacing/decompile
Stay tuned for more.
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-ModSDK
Note: Turn up the volume for the first clip.
0:00 - Music Test 1
0:46 - Music Test 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.
Download with complete directions available here:
Release 7 onwards, in the Windows/VirtualReality_Release folder:
github.com/CTR-tools/CTR-ModSDK/releases
Source code available here:
github.com/CTR-tools/CTR-ModSDK/tree/main/psx-modding-toolchain/games/CrashTeamRacing/mods/Windows/VirtualReality
Stay tuned for more.
Note: It must be played on an emulator with 4x Overclock or higher.
Free to download here, as part of Mod Collection Release 6: "Patches/60fps"
github.com/CTR-tools/CTR-ModSDK/releases
Installation tutorial:
youtube.com/watch?v=EFezavSUa8c
A complete list of bugs, fixes, and partial improvements are bundled with the source code of the mod.
github.com/CTR-tools/CTR-ModSDK/tree/main/psx-modding-toolchain/games/CrashTeamRacing/mods/Modules
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.
Download mods:
github.com/CTR-tools/CTR-ModSDK/releases
Apply patches:
hack64.net/tools/patcher.php
Stay tuned for more.
All of our mods and tools are now in a public GitHub repository, as planned for months.
github.com/CTR-tools/CTR-ModSDK
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.
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.
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.
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.
Stay tuned for more.
drive.google.com/file/d/1o4qHbD5SK4iRY9JQgABx3BWsR6JcTIs8/view?usp=sharing
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.
This package also includes more mods that have never been showcased. Have fun exploring.
drive.google.com/file/d/1o4qHbD5SK4iRY9JQgABx3BWsR6JcTIs8/view?usp=sharing
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.
Full package gets published to Github in July. Stay tuned for more.
drive.google.com/file/d/1o4qHbD5SK4iRY9JQgABx3BWsR6JcTIs8/view?usp=sharing
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
Full package gets published to Github in July. Stay tuned for more.
drive.google.com/file/d/1o4qHbD5SK4iRY9JQgABx3BWsR6JcTIs8/view?usp=sharing
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.
Full package gets published to Github in July. Stay tuned for more.
drive.google.com/file/d/1o4qHbD5SK4iRY9JQgABx3BWsR6JcTIs8/view?usp=sharing
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.


