Crash Bandicoot N. Sane Trilogy
|Crash Bandicoot N. Sane Trilogy|
Also known as: Crash Bandicoot: Buttobi San-dan Mori! (JP)
This game has unused animations.
This game has a prerelease article
Crash Bandicoot N. Sane Trilogy is a remaster of the orange marsupial's original three games that helped form the PlayStation into the brand and console it has become today. Unlike the PlayStation-exclusive originals, ports for the Switch, Xbox One, and PC were made this time around.
- 1 Sub-Pages
- 2 Test Levels
- 3 Unused Cutscene
- 4 Unused Objects
- 5 Unused Characters
- 6 Unused Vehicle
- 7 Developer Text
- 8 Debugging Material
- 8.1 Launch Commands
- 8.2 Debug Menus
- 8.2.1 Game
- 8.2.2 Net
- 8.2.3 Network Replay
- 8.2.4 Render
- 8.2.5 Save Load
- 8.2.6 Screenspace Target
- 8.2.7 Sound Bank Debug
- 8.2.8 Time Trial Leaderboard
- 8.2.9 Vehicle Upgrade
- 8.2.10 Upgrade Path Option
- 8.2.11 Vehicle Upgrade Option
- 8.2.12 VFX
- 8.2.13 Waypoint
- 8.2.14 World Debug
- 8.2.15 Zone Info
- 8.2.16 Engine
- 184.108.40.206 AI
- 220.127.116.11 Audio
- 18.104.22.168 Base Vehicle
- 22.214.171.124 Camera
- 126.96.36.199 Client
- 188.8.131.52 Cutscene
- 184.108.40.206 Client
- 220.127.116.11 Clock
- 18.104.22.168 Command
- 22.214.171.124 Collectible Tracker
- 126.96.36.199 Combat
- 188.8.131.52 Combat Target
- 184.108.40.206 Difficulty
- 220.127.116.11 Dynamic Sound
- 18.104.22.168 Update Node
- 22.214.171.124 Entity Debug
- 126.96.36.199 Entity
- 188.8.131.52 Entity Messenger
- 184.108.40.206 Game Sound
- 220.127.116.11 Ground Alignment
- 18.104.22.168 GUI
- 22.214.171.124 Havok
- 126.96.36.199 Havok Query
- 188.8.131.52 Linear Vehicle Spline Mover
- 184.108.40.206 Nav Power
- 220.127.116.11 Options
- 18.104.22.168 Projectile Component
- 22.214.171.124 QA Tool
- 126.96.36.199 UI Handler
- 9 Unused Graphics
- 10 Internal Project Names
| Skylanders Superchargers Leftovers|
A lot is here! This excludes files not specific to Crash.
There are currently three known test levels, referred to as "whiterooms" in the game's files. They are accessible in the Windows version without hacking or modding, and are confirmed to be in the PS4 and Switch versions.
C2 Level End Test
This level was used to test items related to the mechanic of finishing a level in Crash 2. It can be seen at the beginning of the video. To access this level, edit the launch options of the game in Steam and include this string:
C3 Level End Test
This level was used to test items related to the mechanic of finishing a level in Crash 3. It can be seen at around 1:05 in the video. To access this level, edit the launch options of the game in Steam and include this string:
This level not only tests crates, but a whole bunch of other features. Not everything is functional, though. Some unused variants of crates can also be seen here. It can be seen at around 1:23 in the video. To access this level, edit the launch options of the game in Steam and include this string:
Found in the game's files under the name "C2_Cortex_Crystal_05" is this unused fully remastered version of the original cutscene that plays when you get five Power Crystals in Crash Bandicoot 2. It goes unused because you no longer use the center platform to fight bosses, as they are instead located where the old save/load area used to be.
Various other cutscenes still have that type of oversight, however, like how Cortex still says he will talk to you when you get five Power Crystals like he does in the original. This, of course, never happens.
|Apple (Unused)||Wumpa Fruit (Used)|
Simply referred to as "apple" in the game's files is this unused model of, well, an apple. It's more than likely an early version of the Wumpa Fruit.
Hidden in the \models\LevelAssets\Barrens directory is this strange untextured gingerbread man-like model, internally christened costdownkevin. It appears to have been named after Activision Editorial Manager Kevin Kelly, as part of a joke among the other developers.
Interestingly enough, this object is actually used in-game, although difficult to notice. It can be seen in the level "Area 51?", being found near Fake Crash on top of a cactus.
An untextured model of a Greeble from Skylanders Imaginators, atop a platform unusually labelled "attacknode". It is present in Junglerollers.pak, itself part of the \models\LevelAssets\generic directory.
The presence of this model in the files isn't quite as strange as it would initially appear, as N. Sane Trilogy was built within the same engine used for the Skylanders series.
By modifying the zoneinfo files for Makin' Waves, Tell No Tales, Ski Crazed, or Hot Coco, it is possible to replace Coco and her jet ski with one of five unused characters. They seem to be unfinished, as none of them are capable of jumping correctly and their attacks don't always have an effect on crates or enemies.
CrashBandicoot.pak contains files for a model of Crash Bandicoot as he appears in Skylanders Imaginators. He has different animations to the ones seen in Skylanders, suggesting this version was either meant to be used for real, or was simply a placeholder until Crash's final model was made.
TemplateLegacy.pak contains a test character presumably used as a starting point for other playable characters. He can be seen in a very early build of the game dating back to 2015, except this version is white instead of orange.
BlasterTech.pak contains a rabbit character holding some kind of vacuum gun. Its abilities include a stomp attack, shooting dust bunnies, and launching a giant carrot into the air. Clicking in the Left Stick - an input not used anywhere else in the game - activates a green shield. Alternate textures exist for a blue outfit, possibly intended for some kind of team-based multiplayer mode.
BruiserUndead.pak contains files for an undead hockey player. He has a dash attack and an unfinished ice attack which actually seems to affect certain enemies. Just like BlasterTech, alternate textures for a blue outfit exist, and a green shield can be activated by clicking in the Left Stick.
WranglerFire.pak contains files for a warrior character riding a fiery wolf. There are a few different attacks, including one where the warrior throws their axe and a charge attack which can be used to cross some pits. Again, clicking in the Left Stick activates a green shield. Alternate textures exist where the wolf and warrior are blue instead of red.
Get a screenshot of this, preferably from the game itself.
By modifying the zoneinfo files for Bye Bye Blimps, Mad Bombers, or Rings of Power, it's possible to replace the biplane with an early version of the Jet Stream from Skylanders SuperChargers, the files for which can be found in AirJet.pak.
Library %s could not be loaded. Check its consistency with the Alchemy dlls in use. System message: %s %s: Alchemy cannot be re-initialized once its reference count has reached zero. The headers used to build the Alchemy Core (version %d) do not match the currently registering dll or application (version %d).\nThis usually means some API changed and you are likely to get unexpected behavior.\nTo try and load the dll or application anyways, try putting failOnDllVersionMismatch = false in the Core section of your alchemy.xml Alchemy v10.0.0 @local (win64-msvc-fin)\nBuilt by scano on Fri Jun 22 14:26:31 EDT 2018 Alchemy v10.0.0 @local (win64-msvc-fin) http://vvnetlab01.vvisions.com/phprest/index.php/netdb
For the Windows version, these debug commands can be specified on a command line or the game's shortcut definition file.
|Short Switch||Long Switch||Description||Function|
|-stm||--smoketestmap||Map(s) being smoke tested|
|-sth||--smoketestheroes||Hero(s) being smoke tested|
|-fst||--finalsmoketest||Final build smoke test (cruder version of full smoketest)|
|-gt||--gametest||Execute Game Engine Tests|
|-cc||--codecoverage||Run code coverage.|
|-sttr||--smoketestthreadedrender||Allow threaded render during smoketest (breaks golden images)|
|-sp||--saveprogress||If we want to save our SmokeTest progress|
|-dx||--debugxml||Load the debug.xml file during smoketest.|
|-frh||--forcereporthandler||Force the report handler callback.|
|-mm||--memorymonitor||Enable Memory Monitor|
|-sr||--setregistry||Set a registry key|
|-wfdh||--waitForDurangoHost||Spam CTRL-Z at the end of smoketest so that DurangoHost.py can quit gracefully.|
|-om %map%||--overridemap %map%||Map to use in place of debug map from configuration file.||Loads the given map immediately during the bootup.|
|-b||--build||Attempt to start and connect to a build server instance just for this process.|
|-bs||--build-server||Address and port of a build server (default: localhost:1000)|
|-ba||--build-arguments||Command-line arguments to pass to the build server|
|-bfd||--build-final-data||Request final data from the build server.|
|-ps4dm||--ps4developmentmode||PS4 Development Mode|
|-mmtid||--matchmaking-title-id||The title id to use for online matchmaking|
|-pc %d%||--primarycontroller %d%||The primary controller to use [1,2,3,4] when launching into a map.|
|-wd %wd%||--windowdatafile %wd%||The window settings datafile to use. Defaults to WindowData.igx.|
|-h||--host||Name of host computer.|
|-dn||--dotnet||Port to use for DotNet debugging (default: 7265)|
|-wfdd||--waitForDotNetDebugger||Wait for the DotNet debugger to fully connect before starting a level.|
|-wfvd||--waitForVscDebugger||Wait for the Visual Script debugger to fully connect before starting a level.|
|-gc||--gamecomm||Port to use for Game Communication (30001)|
|-hm||--headlessMode||Run in headless mode. (ShowWindow with SW_HIDE arg)||Starts the game with the window hidden.|
|-gm||--gameMode||Set the game mode.|
|-warp||--dx11warp||Use the DX11 Warp software renderer on Windows platforms.|
|-cdf||--cutscene-dump-frames||Dump frames when playing cutscenes.|
|-ca||--cutscene-animation||Play a specific animation in a cutscene after level load.|
|-cn||--cutscene||Play cutscene immediately after level load.|
|-hdp||--havok-debugger-port||Which port to use for the Havok (API) debugger.|
|-join||--join||Gamertag to auto-join.|
|-4kf||--4k-fullscreen||Forces 4K resolution and fullscreen in the window.||Runs the game in 4K fullscreen.|
|-4kb||--4k-borderless||Forces 4K resolution and borderless in the window.||Runs the game in a 4K borderless window.|
|-perf||--perf||Enable perf reporter for levels at a 1080p resolution.||Outputs .perf files for the given map, this sets your resolution to 1080p in fullscreen.|
|-perf4k||--perf4k||Enable perf reporter for levels at a 4k resolution.||Outputs .perf files for the given map, this sets your resolution to 4k in fullscreen.|
|-gpuWrite||--gpuWrite||Enable writing GPU info to file on PC.||Writes information about your graphics card to a file called *.txt in the directory gpu where "*" is your GPU's name. The file is outputted like:
%s Total video memory: %d MB Core Clock speed: %d MHz Overall Performance Value: %d
Entering unknown arguments will make the game output a usage message which you cannot see.
The game has a lot of togglable settings and checkboxes via multiple debug menus throughout the code.
Crash Unlock Paths Unlock Time Trials Override Gems Collected
Crash DDA Rating Powers Super Charged Body Slam Double Jump
Death Tornado Spin Fruit Bazooka Speed Shoes Crash 2 Playable Coco Unlocked
Is this stripped?
Lobby Status Session Status Player Relative Platform Positions
Funnels Analytics Base Game Stats
Crash1 Level Stats Crash2 Level Stats Crash3 Level Stats
Mode None Best Mean Worst
Intermittent Custom Cable Connected Cell Network Custom Settings
Bandwidth (KBits/sec) Mean one-way Latency (ms) One-way Jitter (ms) Packet Loss %%
Mode Idle Capture
Replay Load Dummy Peer
Connect Disconnect Activate
Post Process Motion Blur Override Defocus Planes DoF Start DoF End HDR NIT HDR HUD NIT HDR HUD POW hdr curve
Max Fur Shells Override Clip Planes Near Clip Far Clip Show VFX Show Button Prompts Draw Lights Draw Tiles
Global Visualization Is World Gbuffer Albedo Albedo Clipping Backscatter Default Renderer Fur Render
Windowed VSync Off 60Hz
30Hz Use native resolution Use current resolution: %dx%d
VSync %s: %dx%d %.2fHz Window: (%d,%d) %dx%d
Save Now Load Now Delete
Save Show Title Screen
Screenspace Target Boxes
Sound Bank Debug
(Not connected to build server) Bank Size
Time Trial Leaderboard
This isn't fully stripped, does it work?
Show Combat Lines
Friendly Fire Allow Free Camera
Upgrade Path Option
Vehicle Upgrade Option
Unlock All Reset Progress
VFX Budget Reporting Fraction
World Gameplay Mode
After %s CompleteMap Level Objectives
Complete All Reset All
Initial Relics Collected Initial Crystals Collected Complete All Maps
Display AI Character Names
Show Doppler Sounds
Vehicle Debug Display
DebugCam Rotation Speed DebugCam Movement Speed
DebugCam FOV Speed DebugCam Zoom Speed
Allow No Clip Mode Allow Skipping Cutscenes
Oddly, Allow Skipping Cutscenes is also present in QATool.
Show Time Elapsed Loop Shot Kill VFX At Loop End Draw Actor Names Draw Actor Bolt Names
Play Stop Reset in-out range Set in-out range to 36s-39s Play configured range
In point (sec) Out point (sec) Out point (sec) Seeking accuracy
Animation Speed Debug Lock Frame Rate
Heal all enemy AI to max health
Print Loaded Banks Play All Character Localized VO
Play All Vehicle Localized VO Stop Localized VO Playback Test
Dump Selected Pools Fragmentation Report Dump All Pools Dump Vram Report Dump String Pool Stats
Report Vfx Pool Sizes Report Vfx Usage Report Havok Usage Report Object Handle Manager Usage Print Memory Report
Pause or Resume world instance timers
This isn't fully stripped as the game calls a "Collectibles" option, does it work?
Show Vulnerable Regions Show Player Damage Per Second
Ignore crits for DPS Display Reset Player Damage Per Second
Show Combat Targets
Show Difficulty Calculations Reset Dynamic Difficulty For Zone
Enable Dynamic Sound Debugging
This isn't fully stripped as the game calls a said option, does it work?
Options/Debug Update Channels
Show Actor Stats God Mode [HEROES] Hero Undying Touch of Death Enemies Undying Show Custom Parts Show Entity Parts Show Most Expensive Entities Dump Entity Cost Stats
Enable Entity Debug Update Show Static Count Show Collectible Counts Show Entity Scale Show Entity Names Show Entity Teams Show Entity Axis Show Entity Positions
Show Entity Rotations Show Entity Model Names Show Entity Extents Show Rigid Body Extents Show Entity Bolts Show Destructible Stages Show Actor Count Show Actor Muting
Display enemy type tags
Display Movement Speed Infinite Lives Kill Hero
Physics Properties Health Display Ground Material
Draw Visibility Cylinder
Send Gravy Message
Show Actor Mute Info Show Actor Muting
Show Actor Count Show Actor Stats
Ground Alignment Draw
Draw HUD HUD Disable Fading
Draw Actor Collision
Debug Havok Debug Havok AutoCapture
Dump Havok Queries
Linear Vehicle Spline Mover
Vehicle Spline Lanes Draw
Display NavMesh Display NavPower Memory
Show Projectile Damage Regions Show Projectile Collision Radii Combat
XP Multiplier KidTest Mode
Invert Pitch Controls EnableDebugDraw EnableTargetingDebugDraw EnableCameraShake CameraSystemEnabled ResetCameraWhenExitingNoClip
IgnoreNoClipResetForShortDistances DebugDrawCameraBoxesInNoClip DisplayActiveCameras DisplayActiveCameraTargets DisplayCameraZoomInfo DisplayCameraInfo
ToggleFreecam LockFreeCamToCurrentVisibility ToggleNoClip DisplayTetherInfo EnableTethering CameraTethering
Triggers Traversal Paths Vehicle Collisions OnContact Points
Ground Detection Ceiling Detection Screen Flash Hero Position
Reset On Debug Load Experimental Air Control
The image has white text saying EXPLODE in the center capitalized. According to the filename, debug_explode01.tga, this is most likely a debug graphic.
A debug axis texture, named debugAxisSprite. It seems to be from the Alchemy engine and not specific to Crash.
An extremely small grass texture.
Internal Project Names
According to the game executable and the private depots, the project was named "Crash Bandicoot Remastered" or simply "Crash Bandicoot". The final would be mack due to the names in the filesystem and game executable.