Didn't know CTR was being worked on. Loved that game as a kid (I never played any of the proper Crash games as a kid, only that one) so I'd love a PC port. In general, I'm so glad so many old games are getting PC ports.
GOD I am so excited for this. Amazing work! Also those QA testers for their amazing work as well! I cannot wait to see what's in store for this wonderful game.
This is really awesome. I'm floored at how quickly you guys are completing this. I know C but I'm sadly limited on free time to help out with this. Maybe I'll join the Discord anyway just in case. Out of curiosity, does the fact that you're looking to oprtimize memory mean that certain tricks that (I assume) rely on the memory layout of the game may not work identically? Such as the token storage glitch (AKA "Dingo Bingo"?) Curious if the philosophy of the PC port is going to be akin to Chocolate Doom where they go out of their way to emulate some of the bugs from the original game.
As of right now, Dingo Bingo is not in the decompile, but if the feature is popular enough, we can insert our own code to purposely make it happen identically to how the original game would behave, but without the memory glitching out like the OG game did
@@nprocopi1231 You're welcome - Nah seriously man imagine this on PC - The mods would be crazy and you could have a whole community work on mods too! That'd be insane! Bro legit even if it takes you 10 more years do not give up on this! We only have one shot really to pull this off, I think all the other people in the world gave up on this idea! Don't join them bro! You can do it! Endure bro! Believe bro! That is gonna be elite legendary! Keep up the great work man, top of the pops!
I can't wait to see when this reaches completion. Because of people porting decompiled games I could only imagine folks trying to Port CTR to N64. But im just spit balling here.
Amazing job man. I wonder, if you guys manage to finish this port, will you be able to add characters and maps from nitro fueld version? I might be asking a stupid question.
Well we can do online with emulators on pc, but there's injection overhead, sync overhead, and several roadblocks that keep getting in our way, that we wouldn't have with a PC port instead of emulators
Wow, I only learned of this project today. Very cool. I wonder if it will be open source and how exactly you are getting the original code. Must be quite tedious to rework all of it. Crash Team Racing with a Track Editor would be mighty
Welcome! Big progress report coming soon, showcasing the pc port of CTR (still wip). Everything is indeed open source on CTR-TOOLS and yes we figured it all out, over the course of 3 years
O que nesse projeto é foss e o que é proprietario nessas porcentagens? Esse "saber como o jogo funciona" é codigo estraido ou re-escrito anlizando o jogo? Esse projeto vai se limitar ao team racing ou vai tentar refazer várias outras pistas existentes nos outros jogos da franquia? Ultíma pergunta: Seria melhor o projeto ser, por exemplo, como Clone Hero, replicando o que Guitar Hero faz, porém se esquivando dos problemas de codigo proprietário?
In the end, there will be no proprietary code. We've learned how most proprietary code works with ghidra, the original code never leaked. Yes we plan to have several new levels, we've already made two custom levels. We're still working on an artist-friendly level editor
Is there a specific discord server to contact the team about this? I am testing it right now, but that reminded me of something I'd like to bring up to their attention.
@@nprocopi1231 Despite being unsure why your message starts with "also", thx for replying! It turns out I was already in the CTR server I was looking for lol
Do you have a social space beyond the youtube comment section? I'd be interested in helping out but I'm having difficulties in general with things running sluggishly that I could use help with. Really not sure who or where to ask these days.
Yes, the decompilation is a very tedious and time consuming process. It will take a few years until a PC port is properly playable, but modding will become easier in the meantime
Our main goal has always been to keep mostly the original functionality as to keep our work to still be compatible with original PS1 hardware as well. But if in the porting process we encounter a roadblock that demands a rewrite of the game's system to fit PC architecture (essentially a new code), then we'll cross that bridge when we get there. In the meantime, open-sourcing the game functions is still the priority.
@@faradise3819 Would the game be accurate to the OG minus obvious things like resolution and so on or there would be subtle differences like in lightning and textures (this one i wonder mostly because of the type of renderer it would use, like if you compare GZDoom with the OG Doom for example), glitches, physics , etc). It would also be compatible with ghost files and be time trial accurate with the PS1 version? Sorry if i did a lot of questions, im just curious.
@@sebastiankulche Yes, we will try to be as close as possible to the original unless something prevents it. We still want the main code to be compiled into PS1 and use the original CTR formats like assets and data. If you have more questions and want to discuss more in depth, our community server is still open to join.
when the rewrite is complete and the pc native port is done, will you be able to improve the poligon count of the game to make it look at least at ps2 level or even better? and more frames of animation for the characters?
As far as we know there is no polygon count limit by the game's code, so once we remove the limitation of the PS1 hardware that should be possible to do. As for animation, we still haven't fully reversed the logic behind it. It'll take time. We also have not thrown away the possibility of replacing the existing systems with something newer and better, but that would be for the far future after we're done with our current goal.
I'm just an outsider but in case you don't know Naughty Dog's engineering department was borderline world-class for a video-game firm in 1995. That's why it took until 2020 for someone to actually make real progress on modding: 99% of reverse engineers are outclassed and can't figure out shit. It's already using every trick in the book: mip-mapping, space partitioning, paginated levels, compression that's highly tailored to their specific problem space, you name it. Then you got stories of Andy roping in MIT mathematicians during Crash 1 development, because that still wasn't good enough for them. Lol.
@@nprocopi1231 will you be making videos on those optimizations? It's always fun and interesting to know what kind of improvements could've been made, or even those improvements that would've never been made because it's too deep of a hole
@@nuckm Some parts of CTR are insanely optimized, some parts written entirely in assembly. Other parts need a bit of work, due to the fact that this game was an 8-month project, while Andy and a few others were on Jak (who didn't touch CTR).