70% we're getting closer, i do hope this also influences decompiling crash 1-3 because of the modding potential. Seeing my favorite kart racer and crash game on pc is what im looking forward to.
@@penguin3441The games are different to start with, they might have the same layout in some aspects, but there are core differences, and it's those differences which can make the mods very diverse.
It is impressive how the project is progressing, and I am excited to think about what can be added once it is finished, it would be my dream as a child to be able to have an expansion of the game
@@jimeththemelancollie351 mostly here. I tend to use UA-cam for updates on most things as is, but I'm sure there's more ways to know about updates. Perhaps discord servers or community groups dedicated to this type of stuff
Ooooh, if modding is a potential thing to be added, i would love to learn and make custom models, im already making lots of models for the mario 64 coop pc port sooo~ Cant wait to see more of my favorite game getting attention!!
This is incredibly impressive! I'm hopeful the original 4:3 aspect ratio will be supported as well for people like me who can play modern ports/games on CRTs!
Subbed, can't wait for this to drop. I still play it on my xstation modded ps1 and upscale with the gbs-c and the needed component cable and adapter. This is going to be great! 😊
As projects like ours gain interest, it should also bring more interest into the PSX reversing scene too! Hopefully it can grow as healthy as the Nintendo community.
@@sebastiankulche I'm all for this too, don't get me wrong. There will come a time where consoles will become a thing of the past, so we need all we can get.
We've got plans, not just for steam deck, but better gou throughput to lower the battery usage compared to duckstation, for longer battery life with higher resolution
i hope this pc port gets released this year, that would be nice to play with a 60 fps 1080p texture pack or mods like ship of harkinian do to zelda ocarina of time
@VanillaMidgetSSBM That won't happen, we're currently doing online, gameplay, and some tooling experiments for custom levels. We try not to do the same thing for too long, that way we don't burn ourselves out
Se acuerdan cuando todos los juegos empezaron a tener mods donde podías poner al Mario 64 con sus físicas y todo? Pues ahora harán lo mismo pero con los personajes de CTR 😂
This looks so good on this CTR PC port, this could be great for a CTR fan game like what Crash Bandicoot Back in time is. Definitely subbed and following the progress on this!
Looking amazing and unless I'm getting this wrong the load times are even faster than in previous showcases, so I imagine that there were some extra optimizations done since the last showcase I think most would understand why you'd focus more on PC once the port is done and it's going to be really interesting to see how the game evolves once the tools for more content are done
Never was too much into it, but I'm still going to try this out. Also ... that might means graphical mods possible ? That would be crazy. I don't expect « Nitro-Fueled » graphics but less wobbling and more updated textures would go hard In any case, I have so much respect for these projects. I just can't realize how much passion and dedication must be behind these projects, to work so hard to understand how every single thing work to make these games. Kudos to everyone involved in this 😎👍
Do you think when the PC port is complete, people are gonna be able to mod the CNK adventure mode campaign into CTR and fuse it to start after you beat Oxide? All with the new characters, bosses, tracks, music... all low-poly-fied and beautiful?
That's really awesome, I wanna ask u just one thing to add on this PC port, an option where we can turn on or off to use that camera mod called "fixed drift camera" that replaces the main drift camera to the AI cam, y'know where the cam is frozen and doesn't turn with the car, when we drift since a lot of people (including me) like that cam and it isn't available on the main game, would be nice to create that option, I don't know if it's complicated to do it but would be nice....or an option to add mods on the game like "paste the mod on this folder", and btw, your projects need to reach more ppl, it's incredible
RAYOS Q EMOCION YA NO PUEDO ESPERAR PARA PODER JUGAR CON NUEVOS SKINS NUEVAS PISTAS Y SOBRETODO a 60 fps online y muchas mejoras, porfavor mantengan los diseño pologonales
pretty impresive, insane and love letter for CTR. Just curious question, why the vertex behavior works the same ps1 cpu? I know is related to integer instead float cpu capacities. Can this break engine if works with float ?
this is SO FREAKING AWESOME are you planning on also adding things from nitro fueled? like the cnk tracks, bonus tracks, driving styles (like drift and unlimited) and the extra chatacters?
I believe the files are too large - they need to use certain types of audio files I believe (I inquired about making custom music for the game but there were specific requirements)
@@painfullyunfunny804 These requirements were because we are still using the original audio system from the PS1 game. Once we've replaced these system in the future, these limitations would be lifted.
@@faradise3819 Grip is a rollcage game from the creators of the ps1 rollcage and rollcage stage 2 games, they also had a problem with the music. because the game was first made for ps1, then ported to pc, the problem was the music, they made a completely separate music player for the game, which starts as a separate program with the game. and they used this same instrument gimmick also in the game released in 2016, which was grip. that is, in theory, something similar could also be used here if the size of the music files is too large. rollcage is released near year 2000
I'm wondering, Can you do battles in a racing map? I mean, in crash cove you can fight with lives? I believe it could be a nice option, maybe a race where there's limited lives and better be careful because if you lose all your lives you'll be in the lowest position. Altough i think this would be done with a future mod, i believe it's good to add it.
Has there been any further progress with the port?. It seemed like things were really rapid for a while, but it looks to have stopped since this video.
Are you guys planning on fixing the texture warping problems that were pretty much unfixable on the PS1? If not, would we be able to fix it with a mod or something? Porting (almost) 30 year-old MIPS code to modern x86 is a task I can't imagine being able to handle, so props to the team for having the will and skills to do it!
When we have VBO/IBO, gpu matrix perspective protection (VS), modern hardware rasterization and texture sampling, opposed to pre-projected 2D geometry, yes the warping will be fixed
when the pc port will be finished, will the texture "system" be replaced with a different one so it would be easy to change textures? or is it going to be the same, but with a seperate tool that changes textures
Yes, even 240. Right now we're trying to identify and isolate linear equations from quadratic equations, so they can be patched separately. We only need to patch frame-dependent physics
Ahhh it's so close! Are there any ideas for a release date yet? I remember I think Hypno saying that it would be in 2025. Also, is there updates in the CNK track rips? The discord link is dead
it's really intresting that it still has affine texture warping (and vertex jitter too if I'm not mistaken). Does that mean theres still no real z buffer just like when a ps1 renders the graphics?
if you rewrite the code line by line, you can't expect some rtx support to magically appear out of nowhere, really. once some abstraction layer will be implemented to encapsulate the rendering code and separate it from the rest of the codebase, it'll be possible to replace it with something else. until then it's a kind of native emulation backed by psycross lib (from redriver2).
the community is so blessed to have these devs ❤
70% we're getting closer, i do hope this also influences decompiling crash 1-3 because of the modding potential. Seeing my favorite kart racer and crash game on pc is what im looking forward to.
i think the modders would prefer make mods for n sane trilogy :(
@@penguin3441 They are two separate modding communities
There actually already is a Crash 1 pc port. Look up "Crash 1 120fps"
@@penguin3441The games are different to start with, they might have the same layout in some aspects, but there are core differences, and it's those differences which can make the mods very diverse.
btw redhot started crash bandicoot 1 decompilation long ago
If this genius implements an online mode, we will have a perfect game!
Yes there will be online. Description talks about it
@@nprocopi1231 what a time to be alive
@@DamageMaximo The next video on June 1 will be the biggest video yet
now it's available the online
yes but not this old PSX version! We need the current Nitro Fueld version!!!
A pc port of my favorite Crash game? You got yourself a new subscriber.
We're getting closer!
Here before Hypnoshark reveals the update!
It is impressive how the project is progressing, and I am excited to think about what can be added once it is finished, it would be my dream as a child to be able to have an expansion of the game
I can't still believe this is really happening. Tha full version is gonna blow the community!
Congrats to making it this far. Been following progress and sure looks like a lot has been done since. Looking forward to more updates!
Do you just follow it here, or is there somewhere else we can get more info on it?
@@jimeththemelancollie351 mostly here. I tend to use UA-cam for updates on most things as is, but I'm sure there's more ways to know about updates. Perhaps discord servers or community groups dedicated to this type of stuff
this looks crazy good, cant wait
After seeing the amazing sucess that was the Online CTR project, this became my most anticipated project in years! Looking forward to more updates!
This game was my introduction to my passion for games in my childhood
that's some amazing progress, great to see the UI going!
Super excited to see how the port continues to develop :)
Shocking at how the whole progress is going. The way how everything in the UI feels so smooth in 60fps is very amazing! Keep up the great work! 👍
As a huge fan of CTR, I appreciate the work you guys have put into this project. Here's a sub while I'm here.
Grade A work fellas. Hope you're keeping everything backed up too. Good luck.
All the source code is posted online at CTR-ModSDK, no chance we're losing the work
Man.... how smooth the menus feel 😍
Awesome to see steady progress being made :)
This is incredible!! I hope this project finishes
Impressive work. Bringing a lot of memories, Can't wait to play online with Friends again.
Ooooh, if modding is a potential thing to be added, i would love to learn and make custom models, im already making lots of models for the mario 64 coop pc port sooo~
Cant wait to see more of my favorite game getting attention!!
This is the best kart racing game ever made and I can't wait
One of the projects I've been more looking forward to in my entire life 🥰
Thank yous guys
This is beautiful. I was so mad when they console locked the remake, to old systems no less. Can't wait for this to be finished, great work!!
This is incredibly impressive! I'm hopeful the original 4:3 aspect ratio will be supported as well for people like me who can play modern ports/games on CRTs!
Yes, the original aspect ratio would still be the default configuration. 😀 Hopefully every thing will be configurable by the time of release.
Massive. Congratulations on some amazing progress
I cannot wait for this to be complete! Keep up the amazing work!
Subbed, can't wait for this to drop.
I still play it on my xstation modded ps1 and upscale with the gbs-c and the needed component cable and adapter.
This is going to be great! 😊
You can check out our other videos which feature real PS1 compatible mods!
I'm really looking forward to playing this port, and playing this online would be incredible!
amazing!! it feels just the same as the original game, except with the smooth goodness
This is coming closer and closer... Great job guys!
We definitely need more PC ports of PSX racing games!
We need more PC ports of console games in general.
We need an army of reverse engineers to port the whole library
As projects like ours gain interest, it should also bring more interest into the PSX reversing scene too! Hopefully it can grow as healthy as the Nintendo community.
@@sebastiankulche I'm all for this too, don't get me wrong. There will come a time where consoles will become a thing of the past, so we need all we can get.
My father really loves CTR and plays it on his PC via Eulation. I can't wait to show him this when it's finished!
Fantastic work, well done, excited. Linus support will be brilliant for the steam deck owners out there
We've got plans, not just for steam deck, but better gou throughput to lower the battery usage compared to duckstation, for longer battery life with higher resolution
I can't wait for the NF PC port announcement when this is 99% done
Likely won't happen.
i hope this pc port gets released this year, that would be nice to play with a 60 fps 1080p texture pack or mods like ship of harkinian do to zelda ocarina of time
Depends where we are in 6 months
@@nprocopi1231 I mean in the span of 3 months we went from 50% to 70%, I would not be shocked if we get to 100% by the end of the year
@VanillaMidgetSSBM That won't happen, we're currently doing online, gameplay, and some tooling experiments for custom levels. We try not to do the same thing for too long, that way we don't burn ourselves out
@@nprocopi1231 It's okay Niko, we understand, give u a hug and we support you with everything you have been doing
Se acuerdan cuando todos los juegos empezaron a tener mods donde podías poner al Mario 64 con sus físicas y todo?
Pues ahora harán lo mismo pero con los personajes de CTR 😂
This looks so good on this CTR PC port, this could be great for a CTR fan game like what Crash Bandicoot Back in time is. Definitely subbed and following the progress on this!
Looking amazing and unless I'm getting this wrong the load times are even faster than in previous showcases, so I imagine that there were some extra optimizations done since the last showcase
I think most would understand why you'd focus more on PC once the port is done and it's going to be really interesting to see how the game evolves once the tools for more content are done
In the end the load will be instant. Same time as a pause->restart, just so you don't get a headache from it going "too" fast
Keep it up, soon my friends will not have an excuse to avoid my desire to play CTR with them. Thank you for such good work!
Ohhhhh!!! Good work from the team! I look forward to more updates and finalizing the stages of the project and the complete game!
Glad to have found this wonderful project.
looking forward to cnk maps with ctr physics/gameplay 🎉
Idk dude, but i'm sure I played CTR.exe in my old Laptop 12 years ago.
If you make it now, then who the hell make CTR.exe that I played?
That's just a bundled emulator of pSX with a rom included. I remember that being a thing
Im coming here like every day to checkout if theres #4 of this :D
this is SO FREAKING AWESOME
Thank you for your amazing work guys, you're doing a God's work ✊
You're welcome! Spread the word!
so hyped for this
OH MY GOD! FINALLY! I've been waiting for it so long
My beautiful childhood closing in on the PC :O
I can't wait for someone to add Von Clutch in this PC port in the far future.
Its so beautiful...
I’m so hyped to go online against players
Wooow! Great work!. I returned to my childhood, thank you very much
Wow this is actually mindblowing.
Never was too much into it, but I'm still going to try this out. Also ... that might means graphical mods possible ? That would be crazy. I don't expect « Nitro-Fueled » graphics but less wobbling and more updated textures would go hard
In any case, I have so much respect for these projects. I just can't realize how much passion and dedication must be behind these projects, to work so hard to understand how every single thing work to make these games. Kudos to everyone involved in this 😎👍
Incredible ! I can't wait for it !
Amazing work, I can't wait to see it finished.
I send you all my support, it is a great project!!
O.M.G
i can't put my happiness in words.
Thanks.
Thank you so much for doing this!
AMAZING!
Truly amazing!
Bro had a noclip camera and respected the bounds of the tunnel on Coco Park every lap
Spectacular progress, congratulations! 👏🏻👏🏻💪🏻💪🏻
One question: is there any reason in particular you choose QuickTime to replace MDEC?
Cause that's what other PsyCross PC ports are doing. We're not experts on decoders, just following the crowd on this one
@@nprocopi1231 that's a perfectly good reason. I didn't know it was the usual standard, so I also learned something new. Thanks! 😊
I'm so incredibly impressed.
Can we support this project financially?
Sharing the word around and getting more volunteers is much more appreciated :)
Afaik, supporting fangames based on existing IPs is illegal
You love to see it
This is insane, some times i tried to do some reverse engineenering stuff in some games but... is too much for my current skills haha
This is absolutely Brilliant! Hope you also fix the z-fighting completely and this will be the definitive CTR experience.
if anyone is reading this PLEASE WE NEED A RENDER96 VERSION OF THIS GAME
😉
The assets are already in production, but we need a "full" rewrite and then a backend refactor
Wondering if the kart wheels can be actual 3d wheels now instead of 2d sprites!
Do you think when the PC port is complete, people are gonna be able to mod the CNK adventure mode campaign into CTR and fuse it to start after you beat Oxide? All with the new characters, bosses, tracks, music... all low-poly-fied and beautiful?
That's really awesome, I wanna ask u just one thing to add on this PC port, an option where we can turn on or off to use that camera mod called "fixed drift camera" that replaces the main drift camera to the AI cam, y'know where the cam is frozen and doesn't turn with the car, when we drift since a lot of people (including me) like that cam and it isn't available on the main game, would be nice to create that option, I don't know if it's complicated to do it but would be nice....or an option to add mods on the game like "paste the mod on this folder", and btw, your projects need to reach more ppl, it's incredible
Yes we'll have mod configuration
@@nprocopi1231 nice, excited to see the final version
RAYOS Q EMOCION YA NO PUEDO ESPERAR PARA PODER JUGAR CON NUEVOS SKINS NUEVAS PISTAS Y SOBRETODO a 60 fps online y muchas mejoras, porfavor mantengan los diseño pologonales
Check the latest video, we have a playable 60fps widescreen mod for DuckStation ps1 emulator
keep up the great work!
Awesome work, keep it up!
I'm so fuckin hyped for this you have no idea
Look awesome! Maybe its to soon, but there is any plans of make it online and play with others players?
Nice job!
Says in description
Oooooooo yeah baby, lets goooooooooo
pretty impresive, insane and love letter for CTR. Just curious question, why the vertex behavior works the same ps1 cpu? I know is related to integer instead float cpu capacities. Can this break engine if works with float ?
amazing work!
this is SO FREAKING AWESOME
are you planning on also adding things from nitro fueled? like the cnk tracks, bonus tracks, driving styles (like drift and unlimited) and the extra chatacters?
Yes, additional content is planned. You can check out our previous progress videos or CTR mods for a glimpse of content we've manage to add so far.
I'd be beyond hyped for all that.
@@Joshua_Quinzel_Isley ooh, and imagine the KARTS!
there are already demakes for the OST of nitro fueled and cnk. and art examples of character demakes btw
@@Drago_Cuven The karts would be kick-ass!
Beautiful.
might be a stupid idea but have you considered getting some of the uncompressed CTR PS1 tracks from josh mancell's soundcloud?
I believe the files are too large - they need to use certain types of audio files I believe (I inquired about making custom music for the game but there were specific requirements)
@@painfullyunfunny804 These requirements were because we are still using the original audio system from the PS1 game. Once we've replaced these system in the future, these limitations would be lifted.
@@faradise3819 Grip is a rollcage game from the creators of the ps1 rollcage and rollcage stage 2 games, they also had a problem with the music. because the game was first made for ps1, then ported to pc, the problem was the music, they made a completely separate music player for the game, which starts as a separate program with the game. and they used this same instrument gimmick also in the game released in 2016, which was grip. that is, in theory, something similar could also be used here if the size of the music files is too large. rollcage is released near year 2000
Would the draw distance also get a patch? It's much more noticeable on widescreen.
Yes, it's also related to the culling behind the camera and the fact that we haven't had the kart driving yet. We will eventually address it.
If something didn't draw in Widescreen, but works in Multiplayer Maxed, it's cause of prim/ot limitations, which will be patched
amazing proyect!!
You must use pre-console OST for this one
Incredible work. I take it that the warpy Playstation polygon rendering will eventually be a compatibility option that can be toggled?
We'll fix it later
I'm wondering, Can you do battles in a racing map?
I mean, in crash cove you can fight with lives? I believe it could be a nice option, maybe a race where there's limited lives and better be careful because if you lose all your lives you'll be in the lowest position.
Altough i think this would be done with a future mod, i believe it's good to add it.
That's always been possible with a gameshark hack. My sisters and I used to battle in the sewer speedway shortcut
Wooo let me know when 100% done
Has there been any further progress with the port?. It seemed like things were really rapid for a while, but it looks to have stopped since this video.
Are you guys planning on fixing the texture warping problems that were pretty much unfixable on the PS1? If not, would we be able to fix it with a mod or something?
Porting (almost) 30 year-old MIPS code to modern x86 is a task I can't imagine being able to handle, so props to the team for having the will and skills to do it!
When we have VBO/IBO, gpu matrix perspective protection (VS), modern hardware rasterization and texture sampling, opposed to pre-projected 2D geometry, yes the warping will be fixed
Is it safe to assume other aspect ratios like 4:3 and 16:10 will be supported?
Original aspect ratio (4:3) is still there by default, we will try more options when we can.
@@faradise3819 Awesome, thank you! 4:3 was the most important to me
@@PolowogsAll mods will be configurable, the original 4:3 30fps will always be preserved
@@nprocopi1231 Im glad thats a point of interest for the team!
when the pc port will be finished, will the texture "system" be replaced with a different one so it would be easy to change textures? or is it going to be the same, but with a seperate tool that changes textures
do you think 120fps will be possible?
Yes, even 240. Right now we're trying to identify and isolate linear equations from quadratic equations, so they can be patched separately. We only need to patch frame-dependent physics
Ahhh it's so close! Are there any ideas for a release date yet? I remember I think Hypno saying that it would be in 2025.
Also, is there updates in the CNK track rips? The discord link is dead
There's been progress on the CNK tracks and some upgraded CTR assets, but we need a full port before we can start upgrading
wajib ditunggu garapnya bos
Will you release the finished PC port without the content expansion?
Yes, additional features and additional content would still be optional. A classic experience but on PC is still the main goal of this project. :)
This is great.
Oh my god I'm hyped
it's really intresting that it still has affine texture warping (and vertex jitter too if I'm not mistaken). Does that mean theres still no real z buffer just like when a ps1 renders the graphics?
We'll have this fixed later
@@nprocopi1231 it'd be cool to have an option to toggle it, though i dont know how practical that would be to implement
if you rewrite the code line by line, you can't expect some rtx support to magically appear out of nowhere, really. once some abstraction layer will be implemented to encapsulate the rendering code and separate it from the rest of the codebase, it'll be possible to replace it with something else. until then it's a kind of native emulation backed by psycross lib (from redriver2).