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Crash Bandicoot: The Wrath of Cortex (calmsacibis995)
PORTSNATIVE

Crash Bandicoot: The Wrath of Cortex (calmsacibis995)

PORT NATIVOPLATAFORMASWINDOWSALPHA

Crash Bandicoot: The Wrath of Cortex (calmsacibis995)

Crash Bandicoot: The Wrath of Cortex

OrigenPlayStation 2

TecnologíaPort Nativo C/C++ (Reimplementación de Motor)

Disponible paraWindows

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Sobre el proyecto

Crash Bandicoot: The Wrath of Cortex es un videojuego de plataformas desarrollado por Traveller's Tales y publicado por Universal Interactive Studios. Se lanzó por primera vez para PlayStation 2 y luego se trasladó a Xbox y GameCube, y Eurocom desarrolló la versión de GameCube. Es la cuarta entrega principal y la sexta en general de la serie de videojuegos Crash Bandicoot, siendo la primera de la serie que no se lanza únicamente para una consola PlayStation.

3 versiones de Crash Bandicoot: The Wrath of Cortex

Estás viendo: Crash Bandicoot: The Wrath of Cortex (calmsacibis995)

Crash Bandicoot: The Wrath of Cortex (calmsacibis995)github.com/calmsacibis995/crash-ps2
Windows
Actual
Crash Bandicoot: The Wrath of Cortexgithub.com/denzi-gh/crashwoc-decomp-gc
Windows
›
Crash Bandicoot: The Wrath of Cortex (PS2)github.com/denzi-gh/crashwoc-decomp-ps2
Windows
›

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗

crash-ps2

This is a project to decompile Crash Bandicoot: The Wrath of Cortex (PS2, v1.00, NTSC-U). It aims to be as accurate as possbile, initially by providing functional implementations, and later matching the recompiled instructions to the original machine code, to the best of our ability. The goal is to provide a workable codebase that can be modified, improved, and ported to other platforms.

Status

Currently, it cannot be compiled as only a few functions have been fully decompiled, and many are simply stubs that don't function.

Goals

The goal is to produce an executable with the open-source, homebrew PS2SDK. The decompiled codebase can be used later to port the game to other platforms, if we want to.

Building

The codebase is very incomplete, and not buildable at this time. The following information below is for future reference.

Prerequisites

You will need:

  • A US (NTSC-U) v1.00 copy of the game.
  • PS2SDK, available here.

TODO

Notes

To figure out which version of the game you have, look at the disc packaging. If your copy says "Greatest Hits", you don't have v1.00. Instead, you have v1.01.

If you have a PAL copy (identifiable by the language selection option on the title screen) or Sakuretsu! Majin Power (JP), they are not supported right now, as the focus is on the v1.00 NTSC-U version. This file will be updated once PAL or Japanese decompilation efforts begin.

If you have Return of the Demon King (KR), most likely, decompilation efforts will not be made, as the game lacks debug symbols, making this process more difficult.

The GCN version will start probably after the PS2 version is complete.

#ifdef statements are placed in some files, as this project also aims to decompile the E3 demo build (SLEU_000.01). If the CRASH_PS2_E3 directive is defined by the make e3_2001 command, a binary similar to the E3 demo build will be produced.

Information

  • Release year: 2001
  • Platforms: PS2, GCN, Xbox
  • Developer: Traveller's Tales
  • Publisher: Universal Interactive Studios (US/EU), Konami (US/EU/JP), HanbitSoft (KR)
  • Game engine: Currently unknown, probably a proprietary engine.
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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Plataformas
Estado
alpha
Plataforma de origen
PlayStation 2
Tecnología
Port Nativo C/C++ (Reimplementación de Motor)
Versión
—
Actualización
—

Plataformas de destino 1

Windows
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