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ModSDK - a modding toolkit to create mods for Crash Team Racing in C. This repository also houses an effort to fully decompile and reverse-engineer CTR in C.

Home Page: https://discord.gg/WHkuh2n

Batchfile 0.08% Assembly 0.09% C 81.25% Python 0.06% C++ 18.34% CMake 0.05% HLSL 0.10% Nix 0.03% Shell 0.01%
crash-bandicoot crash-team-racing decomp decompilation modding psx reverse-engineering romhacking

ctr-modsdk's People

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ctr-modsdk's Issues

Current issues with OxideFix

  • Oxide's character preview in the character select screen is displayed with
    the wheels that the other characters' karts have. These are to be removed in
    a future version of the mod.
  • Oxide's character icon in the character select screen flies into view from
    the left side of the screen as opposed to the bottom. It is yet unknown why
    this happens.
  • Oxide's model in the character select screen displays erroneously in the
    European version of the game. This is assumed to be due to how this
    functionality was achieved by a manual edit of Oxide's character model, and
    thus how model information may be read differently in the European version.
    More research on the game's model formats may be required to fix this issue.

60fps bugs

List of bugs is in a txt document, saved in the src folder of the 60fps mod.
Another txt document, list of fixes, describes some features "partially" fixed, that aren't perfect

Splatoon bugs

  • Powerslide meter looks empty on the first frames, even though it isn't
  • Engine sounds are spamming, should just disable those
  • Collision breaks when going uphill

This is also just unfinished in general, need to make a way to "throw" paint, and a combat system, and swimming on walls.

PracticeROM is broken

  • Crashes at main menu in NTSC-J
  • Save states don't work
    the latest commit (as of writing) changing PracticeROM was me trying to fix it failing to compile due to common.h changes, I guess I didn't entirely fix that

Oxide PAL bug

Oxide does not draw properly in the PAL character selection, but the rest of gameplay works fine

Current issues with 60fps

Semi-functional patches

  • Particles are patched emitter-by-emitter, 231 emitters unpatched, should patch Particles_UpdateLists
  • Texture scrolling (turbo, waterfall, etc) run at 30fps
  • Bosses dont constantly spam weapons, but it's still not right
  • When opening Adv Hub door with key, zoom out should take 2 sec, not 1 sec
  • Blizzard Bluff + Sewer Speedway update hazards at 30fps
  • N Gin Labs barrel hazard runs at 30fps
  • Weapon roulette flashes too fast, but duration is correct
  • Shiled weapon shakes too much
  • Entering warp pad sometimes works right, and sometimes throws player upward
  • Blinking map UI, partly fixed and partly abandoned
  • AI animations
  • Player reverse, crash, jump animation
  • Spiders have a slightly-off cycle

Known issues

  • Steering angular acceleration isn't patched for 60fps (see Player_Steer_GetAngularVelocity)
  • Animations are half-working, half-fix
  • Flashing colors for player icons are too fast
  • Demo Mode only lasts half-time (even though it "should" be fixed???)
  • UI highlight (red/yellow) in menus is too fast
  • Demo Mode / End-Of-Race cameras sometimes are too fast
  • Adventure Garage camera is too fast
  • Adventure Hub Warp pad electric field
  • Lots of flashing text is flashing too fast
  • At end of Time Trial / Relic, high scores disappear halfway off-screen
  • AI acceleration from starting line
  • Screen fade transitions (fade to black, fade to white, etc.)
  • Red potion (fix disabled, freezes game)
  • Bubble particles fail to be culled by water surface (hits the top of the screen)
  • Still can't skip weapon roulette by pressing circle
  • Wumpa gets collected too quickly (code for this is in DrawHUD_Racing)

2P Vertical Splitscreen bug

When using the warpball weapon, the weapon still moves on the horizontal midpoint, not the vertical midpoint

OverrideMPK breaks Pinstripe in Adventure Mode

When using OverrideMPK with AdvBosses or any other modpacks that have both, Pinstripe will fail to load the correct animation/model right after any podium and crash the game.

Pinstripe breaks after the first podium

Used just AdvBosses to play the first area, but Pinstripe with OverrideMPK will still breaks after podium in other areas too

So far I've only found this bug with Pinstripe, but it happens in all retail versions. The problem might lies with Pinstripes adventure mpk file.

ModPack OxideFix and Everything Ever - Only USA Errors (no retrofueled)

Adventure mode is ubeatable due to errors in Rocky Road and Nitro Court purple token challenge, some nitros and every ? crates dont have collision, if you touch some nitros crashes the game or emulator, uncollectable multicolored crystal and invisible pits in the terrain, only in this modpack happens
image
image
image
one crate was breakable but the bomb crashed the game
image
Nitro Court
image
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DED, not big surprise
image
this error date since Mod Collection Release 2 to the actual Mod Collection Release 11

Oxide all-region bugs

Mystery Caves can crash randomly, reason unknown

Purple Gem Cup podiums can run out of RAM, red screen of death, could be improper model loader

RF Custom Textures

Retro Fueled textures are not compatible with SaveRAM, because they both take the same kernel memory.
This means RF textures can't be displayed when using CharacterRandomizer (newest version), and OxideFix (any version). RF textures also do not work in the japan version of CTR

Release 5

Must rebuild all XDELTAs for all mods that use:

  • character randomizer (now uses SaveRAM)
  • oxide fix (with updated SaveRAM)

RF mod packs were not updated, because the new SaveRAM breaks RF.
The only way to crash the game is something completely insane, like RF + 2P Arcade Cups + Randomizer all at once

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