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Result 1 of 50:
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 AuthorTopic: Crash Art and pics (Read 89,016 times)
danyel
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 Re: Crash Art and pics
« Result #1 Today at 8:16pm »

A gif based on a CB manga scene:
[image]
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Result 2 of 50:
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 AuthorTopic: Crash 2 Strategy Guide vs Retail Game Differences (Read 1,430 times)
Hacc
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 Re: Crash 2 Strategy Guide vs Retail Game Differen
« Result #2 Today at 8:10pm »

Hmm... interesting developments, chekwob. I'll look into this right now.

Draw Level (Select+Up: No; Select+Down: Yes)
D006AB2A FFEE
8001815E 2400
D006AB2A FFBE
8001815E 0C00

Update 1: I may have a cheat device fix (based on chekwob's fix) in a bit. Just reaching that point in the level to see that it doesn't crash this way either.

Update 2: Give me a bit again, I ran through the level without doing the Gem part. <_<
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Result 3 of 50:
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 AuthorTopic: Crash Bandicoot Cheat Codes (PS1/PS2/GC) (Read 87,013 times)
Hacc
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 Re: Crash Bandicoot Cheat Codes (PS1/PS2/GC)
« Result #3 Today at 7:53pm »

Once again, some nifty codes you've made. I'll add them to my list of codes to try (getting long :)). Right now, I'm looking into the Crash 1 and 2 issues.


May 17, 2013, 11:54am, Darxae wrote:
Guys, do you think there is a way to fix the Stormy Ascent code for the PAL version? Some users (me too) have found that the game frezzes at the Loading screen of the level, while in the NTSC version it works without problems.


I checked the game earlier, and it does indeed freeze. I know the game has some protection (EDC). I'll continue to investigate it.


Yesterday at 12:13am, bermuda wrote:
Hacc do you know how I can contact codemaster va through email because I'd like to ask him a question about the hit anywhere asm code he hacked for the game?


E-mail, no. On his forums, maybe. I don't know if he accepts PM's from all users, as I have not reregistered there (talked to him once or twice). Also, he hasn't done PS1 in years, and has since moved on to the newer consoles. Your best bet is the Gamehacking forums (which you have done ;)), where many of the members have worked (and learned from) with him in the past.
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Result 4 of 50:
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 AuthorTopic: Crash 2 Strategy Guide vs Retail Game Differences (Read 1,430 times)
Timmeh139
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 Re: Crash 2 Strategy Guide vs Retail Game Differen
« Result #4 Today at 6:15pm »

I downloaded it from the link on VanizKai's video on Youtube. That's why I have it as a .bin file.

I tried the first method you suggested and it still freezes for me. I think I did it right. I did a search in XVI32 for the Hex String you said and when it found it I clicked 'Replace' and changed the '07' to '00' like you suggested.

I've downloaded the program you suggested for the other method and I've burnt the file to disc. How do you get it to work though? It says on the site it will attempt to insert or extract every file in the CD image by default.
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 AuthorTopic: Crash 2 Strategy Guide vs Retail Game Differences (Read 1,430 times)
chekwob
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 Re: Crash 2 Strategy Guide vs Retail Game Differen
« Result #5 Today at 5:11pm »

Interesting. I acquired the beta as an archive of files rather than a .bin image. Well, you could search through the bin in a hex editor for 07 00 00 00 75 C8 27 0A and change the 07 to 00, provided the data isn't split on a cd sector boundary.

Otherwise, you could try using cdpatch from here:
http://www.neillcorlett.com/cmdpack/
to extract the file, modify it, and patch the one on the .bin image.
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Result 6 of 50:
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 AuthorTopic: Crash 2 Strategy Guide vs Retail Game Differences (Read 1,430 times)
Timmeh139
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 Re: Crash 2 Strategy Guide vs Retail Game Differen
« Result #6 Today at 4:52pm »

Thanks for coming back to me. How do you just get it to view the S1/S0000010.NSF file? I have the whole thing saved as a .bin file.
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Result 7 of 50:
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 AuthorTopic: Crash 2 Strategy Guide vs Retail Game Differences (Read 1,430 times)
chekwob
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 Re: Crash 2 Strategy Guide vs Retail Game Differen
« Result #7 Today at 4:08pm »

Any hex editor can be used to make the change. I used one called "XVI32". To initially discover the fix, though, I used a program I wrote.
[image]
Changing the byte to zero sets the size of the level model reference list to zero, so no level models are associated with that section of the level. This apparently makes it so no geometry gets rendered while the camera is in that section.

Why the game freezes there is unclear. It could be a problem with the geometry data, a problem with the precomputed occlusion data, a problem with the camera object, resource exhaustion, or other things I haven't considered yet.
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Result 8 of 50:
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 AuthorTopic: Crash 2 Strategy Guide vs Retail Game Differences (Read 1,430 times)
Timmeh139
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 Re: Crash 2 Strategy Guide vs Retail Game Differen
« Result #8 Today at 3:07pm »

That's awesome! Which program did you use to change the value?

I just tried to port the 'Draw Level' code, but I couldn't get it to work properly. I'm sure it would be possible to make one though.
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 AuthorTopic: Random Crash Thoughts (Read 74,640 times)
Darxae
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 Re: Random Crash Thoughts
« Result #9 Today at 10:09am »

Ah, I see. Thank you.
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Result 10 of 50:
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 AuthorTopic: Random Crash Thoughts (Read 74,640 times)
jumpbutton
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 Re: Random Crash Thoughts
« Result #10 Today at 9:05am »

the MR has to do with the building and areas it isn't chosen by activision
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 AuthorTopic: Random Crash Thoughts (Read 74,640 times)
Darxae
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 Re: Random Crash Thoughts
« Result #11 Today at 8:48am »

Ehi guys, I was seeing again the booths of Activision at E3 2013: MR 309, MR 403B, MR 404AB, 647

Do you think that "MR" stands for something? For some reasons, the number 647 doesn't have these two words (maybe it is a booth in which people will play the old Activision's games. I think it happened with Super Mario Galaxy 2 in 2010, if I remember correctly).
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Result 12 of 50:
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 AuthorTopic: Crash 2 Strategy Guide vs Retail Game Differences (Read 1,430 times)
chekwob
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 Re: Crash 2 Strategy Guide vs Retail Game Differen
« Result #12 Today at 4:37am »

The freezing in piston it away near the gem seems to be caused by a problem with rendering the level in that area. Using a draw level code might be a usable workaround.

Either way, I've had some success by making a small change to the Piston It Away NSF file. Changing the byte at 89FB180h (EDIT: whoops, that's totally the wrong number, I meant 3F0058h) in S1/S0000010.NSF to zero effectively disables rendering in the area containing the gem.

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 AuthorTopic: Sonic The Threadgehog - S&ASR Transformed (Read 59,267 times)
Dinjoekomodile
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 Re: Sonic The Threadgehog - S&ASR Transformed
« Result #13 Today at 3:45am »

Speaking of recent Sonic-related Youtube vids that give Crash vibes;



Loving this at the mo'.
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Result 14 of 50:
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 AuthorTopic: Crash 2 Strategy Guide vs Retail Game Differences (Read 1,430 times)
Timmeh139
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 Re: Crash 2 Strategy Guide vs Retail Game Differen
« Result #14 Today at 12:56am »

I made some codes so people could get both gems on 'Piston It Away'. Here they are:

Crash Bandicoot 2: Cortex Strikes Back (Review Copy) (PAL)

Piston It Away-Have all boxes
D00605EC 0010
8006DE70 4500
Note: You can still get gems on other levels normally.

Piston It Away-Have Death Route Gem
D006AB2A FBFF
2006DE30 0020
Note: Press L1. This won't affect any gems you already have.
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 AuthorTopic: Crash Bandicoot Cheat Codes (PS1/PS2/GC) (Read 87,013 times)
Timmeh139
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 Re: Crash Bandicoot Cheat Codes (PS1/PS2/GC)
« Result #15 Today at 12:50am »

@Hacc: Thanks :)

I've finally managed to make a code to let you get the gem in Crash 1 after you die! I've also managed to make codes for Crash 2 to make the death routes stay open after you die and to make the timer not stop when you die.

I've also made some codes to have all the boxes in Crash 2, because the ones I've seen either don't work or you can only get two boxes in the level, which makes it impossible to get the gem on some of them.

Again, they're just for the US version atm, but I'll post the PAL ones when I find an ISO of it or when I go back home.

Crash Bandicoot (US) SCUS_949.00

Can still get gem after you die
80061A3C 0000
Note: You won't respawn with an Aku if you die many times.

Crash Bandicoot 2: Cortex Strikes Back (US) SCUS_941.54

Death routes don't close when you die
8006CB84 0000
Notes: You won't respawn with an Aku if you die many times. This goes for any level.

Death routes are on levels 7-Air Crash, 14-Road to Ruin, 17-Diggin' It, 18-Cold Hard Crash, 21-Piston It Away and 23-Night Fight.

Timer doesn't stop when you die
8006CD20 0000
Notes: This works on levels 3-Hang Eight and 11-Plant Food.

The timer will still disappear if you go into the bonus or die at any checkpoint apart from the last one on Hang Eight. You can get it back by dying in the bonuses.

The timer will reset when you die-whether that be in the levels or in the bonuses. However, I don't think it resets if you complete the bonus.

You won't respawn with an Aku if you die many times on those levels.

Turtle Woods-Have no crates opened
D005F3EC 001E
8006CC68 0000
D0069922 FFFE
8006CC68 3E00
Notes: Go through the level and get the blue gem. Then die and press 'Select' once to be able to get the normal gem.

This won't change your displayed box number.

Using this code, you can still get gems on other levels normally.

Have all crates opened
D0069922 EEFF
8006CC68 ????
Notes: Press L2+Triangle at the end of the level and don't get any boxes after doing so.

This won't change your displayed box number.

Values:

Warp room 1
3E00-Level 1-Turtle Woods
4A00-Level 2-Snow Go
4A00-Level 3-Hang Eight
3500-Level 4-The Pits
2C00-Level 5-Crash Dash

Warp room 2
7C00-Level 6-Snow Biz
6600-Level 7-Air Crash
3000-Level 8-Bear It
3900-Level 9-Crash Crush
4F00-Level 10-The Eel Deal

Warp room 3
3500-Level 11-Plant Food
3900-Level 12-Sewer or Later
2A00-Level 13-Bear Down
5900-Level 14-Road to Ruin
3A00-Level 15-Unbearable

Warp room 4
5D00-Level 16-Hanging Out
5F00-Level 17-Diggin' It
9B00-Level 18-Cold Hard Crash
5400-Level 19-Ruination
5C00-Level 20-Bee Having

Warp room 5
4500-Level 21-Piston It Away
2700-Level 22-Rock It
2E00-Level 23-Night Fight
2E00-Level 24-Pack Attack
3C00-Level 25-Spaced Out

Bonus Warp room
2800-Level 26-Totally Bear
2C00-Level 27-Totally Fly

Notes: You can only use a value to get the gem on the level it corresponds to unless it is the same as that of another level.

This is a list of all the levels that have the same box number and their corresponding values:

2C00
- Level 5-Crash Dash
- Level 27-Totally Fly

2E00
- Level 23-Night Fight
- Level 24-Pack Attack

3500
- Level 4-The Pits
- Level 11-Plant Food

3900
- Level 9-Crash Crush
- Level 12-Sewer or Later

3C00
- Level 25-Spaced Out
- Level 26-Totally Bear

4A00
- Level 2-Snow Go
- Level 3-Hang Eight

Have all crates opened (Works for every level)
D005F3EC 001E
8006CC68 0000
D0069922 FFFE
8006CC68 3E00
D005F3EC 000E
8006CC68 4A00
D005F3EC 0019
8006CC68 4A00
D005F3EC 001F
8006CC68 3500
D005F3EC 0018
8006CC68 2C00
D005F3EC 0011
8006CC68 7C00
D005F3EC 0020
8006CC68 6600
D005F3EC 001D
8006CC68 3000
D005F3EC 001B
8006CC68 3900
D005F3EC 0023
8006CC68 4F00
D005F3EC 0021
8006CC68 3500
D005F3EC 000A
8006CC68 3900
D005F3EC 0022
8006CC68 2A00
D005F3EC 0016
8006CC68 5900
D005F3EC 0017
8006CC68 3A00
D005F3EC 000D
8006CC68 5D00
D005F3EC 0015
8006CC68 5F00
D005F3EC 0013
8006CC68 9B00
D005F3EC 000F
8006CC68 5400
D005F3EC 0024
8006CC68 5C00
D005F3EC 0010
8006CC68 4500
D005F3EC 0012
8006CC68 2700
D005F3EC 000C
8006CC68 2E00
D005F3EC 001A
8006CC68 2E00
D005F3EC 0026
8006CC68 3C00
D005F3EC 0025
8006CC68 2800
D005F3EC 0027
8006CC68 2C00
Note: This won't change your displayed box number.

On Turtle Woods, your box number will be set to 0. Go through the level and get the blue gem. Then die and press 'Select' once to be able to get the normal gem.
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Result 16 of 50:
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 AuthorTopic: Random Crash Thoughts (Read 74,640 times)
nitendofan92
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 Re: Random Crash Thoughts
« Result #16 Yesterday at 8:44pm »

The new tolkuton remix was badass...

Hey guy wanna see what happen when we use the default UDK bot rig on Crash :-* ?



Remember me of that
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Result 17 of 50:
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 AuthorTopic: Ask Questions About The Forums In This Thread! (Read 18,912 times)
The Horrible One
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 Re: Ask Questions About The Forums In This Thread!
« Result #17 Yesterday at 5:56pm »

THAT CRASH IS GREY

THIS THREAD IS BORING

WHERE ARE THE JELLIED VODKAS
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Result 18 of 50:
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 AuthorTopic: Extra Gem in Crash 2 Bear Down? (Read 440 times)
chekwob
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 Re: Extra Gem in Crash 2 Bear Down?
« Result #18 Yesterday at 4:15pm »

I'm not able to see much, but there is a pit with black polygons in it, similar to what you see with ice. Maybe there's ice over there? I'd like to be able to view the level's 3d models, since that would open up a lot of possibility, but I've not been able to figure out the level model format beyond recoloring areas and accidentally moving some vertices around.
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Result 19 of 50:
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 AuthorTopic: The Official Japanese Crash Thread (Read 17,142 times)
danyel
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 Re: The Official Japanese Crash Thread
« Result #19 Yesterday at 2:24pm »

Nope. This is the Ape Escape manga mangaka.
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 AuthorTopic: The Official Japanese Crash Thread (Read 17,142 times)
CrashRatchetFan
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 Re: The Official Japanese Crash Thread
« Result #20 Yesterday at 1:07pm »

Those are sweet! They are just like the CTR 4Koma Manga in the Japan guide!

Is this the same illustrator of the Crash 2 Manga?
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 AuthorTopic: Random Crash Thoughts (Read 74,640 times)
Darxae
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 Re: Random Crash Thoughts
« Result #21 Yesterday at 12:25pm »

How ironic: today at the Latin lesson our teacher confused the origin of a word with another one and said: "Nonono, I think I've been confused with the name cortex, yes, it must be cortex, cortex, cortex, not the other one...yeah, I'm 100% it is cortex, so I've done wrong this part of the translation". You can immagine what some of my friends and I were thinking XD

P.S. If you don't know, "cortex" is also a latin word and it stands for the tree bark ;)
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 AuthorTopic: The Official Japanese Crash Thread (Read 17,142 times)
Fernys
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 Re: The Official Japanese Crash Thread
« Result #22 Yesterday at 12:20pm »

[image] [image] [image] [image]

Though that I'd scan some Crash Bash 4-Koma Panels, since I got the Crash Bandicoot Carnival japanese guide book yesterday.

Also, featuring Uka Uka’s Manga Incarnation for the first time!
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 AuthorTopic: Levitation code series (not Darxae's onces) (Read 268 times)
LevitatingBeta
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 Re: Levitation code series (not Darxae's onces)
« Result #23 Yesterday at 11:49am »

Hey! One good new and one bad new!
Good: Bought a TV recorder/player
Bad: It's an MPEG4 so it can only record TV.
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LEVITATION CODE + CRASH TWINSANITY = RECOVERY OF THE BETA CS!


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 AuthorTopic: Sonic The Threadgehog - S&ASR Transformed (Read 59,267 times)
tyrannosaurus92
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 Re: Sonic The Threadgehog - S&ASR Transformed
« Result #24 Yesterday at 10:11am »

Nintendo is counting on the new Zelda, Mario and Smash Bros. Those games are some of the most beloved franchises and people can see them in HD for the first time, so that's why the Wii U is going to sell a lot even if it's already obsolete.

However guys I found this:


Doug Walker is always funny and I appreciated the Crash Bandicoot reference in the ending.
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 AuthorTopic: Crash Bandicoot Cheat Codes (PS1/PS2/GC) (Read 87,013 times)
bermuda
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 Re: Crash Bandicoot Cheat Codes (PS1/PS2/GC)
« Result #25 Yesterday at 12:13am »

Hacc do you know how I can contact codemaster va through email because I'd like to ask him a question about the hit anywhere asm code he hacked for the game?
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 AuthorTopic: Sonic The Threadgehog - S&ASR Transformed (Read 59,267 times)
CrashRatchetFan
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 Re: Sonic The Threadgehog - S&ASR Transformed
« Result #26 on May 17, 2013, 11:13pm »

Just like Sega did with the Saturn and Dreamcast.

Nintendo took a head start too early (which was bad) and now they're paying for it.
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 AuthorTopic: Sonic The Threadgehog - S&ASR Transformed (Read 59,267 times)
HP Zoner
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 Re: Sonic The Threadgehog - S&ASR Transformed
« Result #27 on May 17, 2013, 11:09pm »

The problem with the Wii U is that even if it did have more exclusives worth getting, it's going to become obsolete in a matter of months. Nintendo really shot themselves in the foot with this one.
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 Re: Sonic The Threadgehog - S&ASR Transformed
« Result #28 on May 17, 2013, 10:52pm »

It's not 'bitching' now. It's an actual arguable limitation. Not many people have a Wii U. Now if I want to play the new Sonic, which I do, I have to own a Wii U. I don't want a Wii U. There's nothing on Wii U I want that I can't get on a console I already own without buying a new console. Now I can't play the new Sonic.
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CrashRatchetFan
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 Re: Sonic The Threadgehog - S&ASR Transformed
« Result #29 on May 17, 2013, 10:45pm »

Yeah, and the Sonic fans out there are mighty pissed that they won't be playing any new Sonic games for a long time. They think that Sonic might moved to Nintendo since his games sell the best of the bunch.

Didn't they bitch about Colors being a Wii exclusive too?
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 Re: Ask Questions About The Forums In This Thread!
« Result #30 on May 17, 2013, 10:38pm »

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Ta-doodles.
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HP Zoner
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 Re: Random Crash Thoughts
« Result #31 on May 17, 2013, 10:21pm »

Now that is pretty damn good. It even has the bit that didn't make it into the game!

I just wish it wasn't posted last page because, in all seriousness, those 3D models creep me the hell out.
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 Re: New Super Random Thoughts 64 3D HD Remake 2 U
« Result #32 on May 17, 2013, 10:17pm »

So I've been hearing for half a year.
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 Re: Sonic The Threadgehog - S&ASR Transformed
« Result #33 on May 17, 2013, 10:15pm »

They seem to have been taking inspiration from Sonic CD a lot lately. The new planet looks interesting, so I guess I'm cool with that.

Too bad it's only gonna be out on consoles nobody owns.
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 Re: Random Crash Thoughts
« Result #34 on May 17, 2013, 9:35pm »

That was... over the top.
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 Re: Crash Bandicoot Cheat Codes (PS1/PS2/GC)
« Result #35 on May 17, 2013, 5:55pm »

@Timmeh139: Cool code; I'll try it out later.

@Darxae: I'll look into it later. I could've sworn I did so already. I don't get why it has issues on the PAL version.
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 Re: Sonic The Threadgehog - S&ASR Transformed
« Result #36 on May 17, 2013, 5:40pm »

Well, Eggman is building another world (CD, I'm talking to you) so looks like Sonic Team's taking or stealing inspiration from that.
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Hacc
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 Re: Extra Gem in Crash 2 Bear Down?
« Result #37 on May 17, 2013, 5:33pm »

For some reason, when I try to quote your post, this portion of the post is removed:

May 16, 2013, 12:35am, Hacc wrote:
As for the "obj_willy" being in said warp rooms, I didn't see anything when I disabled the drawing of the warp room (I used my Draw Level code). I'm just going to throw this thought out there, but could it be Coco? She is, after all, referred as that in memory (correct me if I'm wrong).



May 16, 2013, 8:05pm, chekwob wrote:
Something I forgot to mention a while ago is that MrBean35000vr took a look at the extra gem slot and noted that it is not linked with any gem or crystal, and left with the equivalent of a null value, so it's totally unused.

Well, that both sucks and good to know from a technical side.


May 16, 2013, 12:35am, Hacc wrote:
When I first came across that "obj_monty_hall" text, I came to the conclusion that it was the warp room itself.


I just tested this a few hours ago. Removing the monty halls kills the portals and the ability to use the load/save screens, and also breaks crash's reentry angle into the warp room after leaving a level or boss. Aside from that, everything appears to work fine (haven't tested the cutscenes though), including entering boss fights.

Ah, OK. This all sounds really interesting to hear. I await what happens with the cutscenes.


May 16, 2013, 8:05pm, chekwob wrote:
I think obj_willy is crash, or some kind of control object that spawns and manages crash. obj_willy shows up in every level where you are able to control a character, including coco's levels in Warped. Maybe that's what you're referring to? I've only looked at the NSF and NSD files, haven't really touched the executable yet.

That sounds plausible. I noticed that as well. Yes, that is what I referring, too. Oh, OK.

I think coco is just a special mode crash can be put into somehow. If you get coco to collide with certain objects she shouldn't be able to without pura, she transforms (or perhaps reverts) into crash.

I remember randomly finding an address in memory (it's not static) for Warped, that glitched the loading of Coco into Crash for her levels. I'll have to see if I saved that in a text file somewhere.

Also, obj_willy dictates the number of boxes there are in the level for the box counter at the end of the level as well as the box counter that shows at the top of the screen upon pressing triangle.

Thanks for this information. It's good to know.



May 16, 2013, 12:35am, Hacc wrote:
Also, that area you show in Bear Down looks to have solid ground (use Pete's OpenGL plugin and enable 'Line mode').


Which version of the game were you using when you saw this?

I was playing the final NTSC version.



May 16, 2013, 10:22pm, PsychoCortex wrote:
@Hacc I tried looking through the level myself with the line mode and didn't see the area with the solid ground you were talking about. Also I'm still having no luck with your draw level code. It only seems to work on emulators because it seems like no matter what device I use, it always freezes when attempting to disable drawing of the level when playing on my actual console.


My answer was based on the color of the wireframe, for the surface you walk on. If you move inch by inch in the area chekwob posted, you can see the same color wireframe in the background. It could be nothing, due to how the level is rendered.

What code and version of the game were you playing? It worked fine on my console when I made it.
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FierceTheBandit
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 Re: Random Crash Thoughts
« Result #38 on May 17, 2013, 4:53pm »



This is awesome.
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 Re: Sonic The Threadgehog - S&ASR Transformed
« Result #39 on May 17, 2013, 4:50pm »

Could this be a Sonic The Hedgehog 4 Episode 1-2 kind of thing? The world looks like tho ones in those games and the graphic in general is very colorfull and simple.
Colors, for example, had a cartoony graphic but with more details and epicness into it.
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 AuthorTopic: Crash Mania updates (Read 132,750 times)
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 Re: Crash Mania updates
« Result #40 on May 17, 2013, 4:36pm »

I'm not sure which Crash Bandicoot game was being played, but in the Law & Order: Criminal Intent episode "Great Barrier", the jewel thief ("Ella Miyazaki"; Grace Hsu) can be seen playing a video game (Crash Bandicoot heard on the television breaking crates and collecting Wumpa fruit) in her bedroom, while waiting for her lover to come to bed. I never imagined seeing "lover" and "bedroom" in the same sentence, when talking about a Crash Bandicoot game. :P
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 Re: Sonic The Threadgehog - S&ASR Transformed
« Result #41 on May 17, 2013, 4:27pm »

I think I can already tell what the worlds would be just by looking at the screenshot:
-A fire zone
-A ice zone
-A grassy zone
-A watery zone
-A desert zone

That's the extent of it I think.
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 Re: New Super Random Thoughts 64 3D HD Remake 2 U
« Result #42 on May 17, 2013, 3:52pm »

Just checked the PS blog. Ratchet and Clank Full Frontal Assault for PS Vita is coming out next week.
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tyrannosaurus92
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 Re: Sonic The Threadgehog - S&ASR Transformed
« Result #43 on May 17, 2013, 3:50pm »

It looks like New Super Mario Bros U with all the different themed worlds liked togheter in a big overworld. Sonic and Tails are confermed to appear in the game because the plane has to be piloted by someone and usually is Tails.
Talking about the "Lost World" itself, it looks like an half planet made out of shapes (exagons?) but it looks really small compare to the planet that it's apparently far away from it. The planet is also not in space but in the sky, suggesting that it's not earth (or mobius, i don't know if mobius exist in the games) like Angel Island.
This picture is really interesting antdleaves to a lot of speculations.
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tyrannosaurus92
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 Re: Random Crash Thoughts
« Result #44 on May 17, 2013, 3:43pm »

For me there is no Crash game in development right now, after reading that they are focusing more on big franchises from now on and being pretty sure that Crash isn't on of those big franchises I really don't see a new game being developed. It would be good to see a new low budget game for the IOS like Rayman Jungle Run or Sonic Jump, at least it would be something.
Maybe they could develop a game like Rayman Origins, a low budget 2D platformer game in the style of the GBA games (but with better graphics).
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 Re: Sonic The Threadgehog - S&ASR Transformed
« Result #45 on May 17, 2013, 3:17pm »

Here's the legit screenshot:
[image]

Doing this cuz of new page.
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 Re: Sonic The Threadgehog - S&ASR Transformed
« Result #46 on May 17, 2013, 3:14pm »

Here's the official image.

[image]
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 Re: Sonic The Threadgehog - S&ASR Transformed
« Result #47 on May 17, 2013, 3:11pm »


May 17, 2013, 3:08pm, FierceTheBandit wrote:
That's a Deviantart image.


Damn...
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 Re: Sonic The Threadgehog - S&ASR Transformed
« Result #48 on May 17, 2013, 3:08pm »

That's a Deviantart image.
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 Re: Sonic The Threadgehog - S&ASR Transformed
« Result #49 on May 17, 2013, 3:07pm »

Some websites are attaching this image to their 'Sonic: The Lost World' articles:

[image]

Possible screenshot?
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 Re: Sonic The Threadgehog - S&ASR Transformed
« Result #50 on May 17, 2013, 2:59pm »

Uuuuuuuuuuggggh. Well, I guess I'm done playing fucking Sonic games now.
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