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Talk:Crash Bandicoot: The Wrath of Cortex

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Codes

Everything is for Gamecube version, taken from here - http://www.gc-forever.com/forums/viewtopic.php?f=38&t=2243

LXShadow already posted his ones for PS2 on his DropBox https://www.dropbox.com/sh/vgeuqfzdc67ywn2/AAA-GWXZQlIwl1h7rEprD4vma

E3 Warp Room
0410B5E4 625C6533
0410B5E8 68756200

Airship Level
0402AF14 38000024

Fire Island Level
0402AF14 38000024
057F3F20 07BE8B24
057F3F24 00234204
057F3F2C 07E1CD28
057F3F30 00000120
057F3F44 07E1CE48
057F3F48 0004C8B8

Debug Pause Menu
04050898 3880000B
203074C0 000A0BFF
283D6CB4 00000810
043074C0 00010DFF
E2000001 80008000
283D6CB4 00000050
043074C0 000A0CFF
E2000001 80008000
283D6CB4 00000030
043074C0 00040FFF
E2000002 80008000

Observations

Using PS2 version

MIDGET is a placeholder name, as soon as you press Load Game after the intro cutscene it gets changed to CRASH. If you return there (from hub you go to Start -> Quit) it gets changed back into MIDGET (seen through memory viewer).

TTUNNEL (and textures close to this) is probably for stars seen at the intro cutscene although I cannot confirm this as I didn't test it at all, just noticed the debug output, it loads every time I quit the hub, maybe if someone can check it.

11058 NuDebugMsg - nufile.c(545) : opening file cdrom0:¥STUFF¥TTUNNEL.BMP;1 ok!(1)
11060 NuDebugMsg - nufile.c(545) : opening file cdrom0:¥STUFF¥TTUNNEL.BMP;1 ok!(1)
11083 NuDebugMsg - nufile.c(545) : opening file cdrom0:¥STUFF¥SPECTXTF.BMP;1 ok!(1)
11085 NuDebugMsg - nufile.c(545) : opening file cdrom0:¥STUFF¥ENVTXT.BMP;1 ok!(1)

Might be worth noting that the ATS.DAT is a plaintext, easily opened with a notepad. Possibly the stuff present there is actually used, but just in case.

I'm not quite sure about making a screenshot of E3 Warp Room, in PS2 version Crash is pitch black if file with light info (from regular Warp Room) is not added making it normally looking. Which one do I have to use? With the light info or without? Gamecube version produces really dark Crash, but not pitch black.

Using Gamecube version

Heard something about the TEST ZONE files still being present in Gamecube version but right now I have no way how to confirm that, maybe someone else have the time. There is a test.nus file, not sure if that's enough to load it considering that E3 Hub has additional .ter and .ptl file and if my assumption is correct, .nus is just a texture (definitely has the same purpose as .GSC files in PS2 version), method I've tried to load it crashed Dolphin.

There is a "carddemo" folder which has some .tpl files, namely "banner.tpl" (yellow background with red text saying "Yellow!"), gamecube.tpl (text saying Nintendo Gamecube), heiho.tpl (Shy Guy with a number 1), heihoC8.tpl (couldn't open), icon.tpl (yellow background with a red line, probably meant as "1"), luigi.tpl (icon of Luigi), marioCI.tpl (failed to open) and yoshi.tpl (icon of Yoshi with number 1). I'm holding on uploading them since I have no way how to see if any one of those was used somewhere (like in Crash Blast). Kinda doubt it, but it can wait until someone can verify it.

In "stuff" folder there are some files not present in the PS2 version, notable being "Droplet1.bmp", "boxyellow.raw", "testfont.bmp", "ps2font.nus" and "xboxmods01.nus". Somehow I'm screwing up the extraction because whenever I extract the any .bmp file, it lacks header. Same happened when I've opened PS2 version with MagicISO and used the Extract option on another .bmp. Opening it directly from the MagicISO GUI, however, worked flawlessly and if you navigated to the Temp folder you could find the version with header, no idea why does that happen.


Also, wouldn't it be more suitable somewhere else? (like Notes or maybe my own page?)

Fire_r.zip?

I don't know if this has been asked somewhere else, so I'll just ask it here.

What is up with the fire_r.zip file in /LEVELS/A? It's quite obvious that it's the level FIRE_R, however from what I've seen, the files in the zip are smaller (atleast the .OBJ file), and are (mostly) lower-case, while the actual level files are all upper-case. The zip file also has a .NUS file which the final level for some reason lacks.

I tried file swapping, but for some reason the .iso/.bin file made wouldn't load in PCSX2. :/ (Sorry if I came off as rude, by the way, I'm still quite new to this...) --RatcheT2497 (talk) 15:28, 28 June 2016 (EDT)

What version of the game did you use? My SLES-50386 doesn't have it. The reason why didn't your edited iso work is because in order to make them work you'd have to create it with Sony CD/DVD-ROM Generator, not sure if there's an unofficial alternative (I think there is). --Tinostar91 (talk) 11:40, 30 June 2016 (EDT)
Huh... Weird, I also have an SLES-50386. The PAL Platinum version, I believe. http://puu.sh/pLyBg/187e4633c7.png (I hope posting pictures like this is allowed...)
EDIT: I have tried doing the file swap with Apache, which worked, and I found a couple of things. I was wrong about the file size. The only size difference was in the GSC file, which was for some reason
quite a lot bigger. I found that the fire_r folder is the Fahrenheit Frenzy level, as now I can't go into it, it just hangs at the loading screen. --RatcheT2497 (talk) 12:20, 30 June 2016 (EDT)
fire_r is the same as Fahrenheit Frenzy but the loading is worse so stuff appears in front of you more often instead of being discrete. -- ManDude (talk) 01:11, 1 July 2016 (EDT)
Wait, do you mean the level as-is in the final game, or the files in the .ZIP? --RatcheT2497 (talk) 02:28, 1 July 2016 (EDT)
I am talking about the zip here, yes. -- ManDude (talk) 09:39, 1 July 2016 (EDT)
I hope you don't mind if I ask, but how did you get it to work? --RatcheT2497 (talk) 09:55, 1 July 2016 (EDT)
I just replaced the existing files, not that hard. -- ManDude (talk) 11:58, 1 July 2016 (EDT)
I tried doing that, and as I mentioned above, it just hangs... Is the loading just that bad? --RatcheT2497 (talk) 14:26, 1 July 2016 (EDT)
The zip doesn't contain all the files necessary for a level, you need to use ones you already have. -- ManDude (talk) 09:00, 3 July 2016 (EDT)

client_pad.bin

From Xayr#6000 on Discord:

gba rom called client_pad.bin in Crash Bandicoot Wrath of Cortex
has to be booted over joybus
doesn't appear to be listed on TCRF and i'm too lazy to add it
gamecube variant :p

--FCandChill (talk) 03:27, 30 March 2021 (UTC)