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Crash Twinsanity for Windows 1.2.0 #40
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A Linux download, a skip for many more cutscenes, mods as the community ships them, new game options, SMAA, anisotropic filtering and 32:9, and fewer hitches.
Important
You need your own copy of the game: a disc image of the PAL release (Europe/Australia, SLES-52568). A translated or
modded copy of the PAL disc works too; the North American disc doesn't yet. The download has none of the game's files or
data. The program reads them from your disc image each time it starts.
New: Linux and the Steam Deck (#34)
Crash-Twinsanity-Linux-x86_64.AppImageis now beside the Windows zip: mark it executable and run it. It needs 64-bitLinux with glibc 2.38 or later (Ubuntu 24.04, Linux Mint 22, Debian 13, Fedora 39, Arch and later ones). On older
distributions (Ubuntu 22.04, Debian 12, Linux Mint 21) it won't start; native/LINUX.md
explains how to build the program yourself there.
it. Settings, saves, mods and the log are in
~/.config/crash-twinsanity. The options are the Windows version's, exceptportable mode and the update check (the Linux version never connects to the internet).
controller's. LINUX.md has the steps to add it to Steam as a non-Steam game and a table of the buttons. It hasn't been
tried on a Deck yet: testers are wanted. Please tell us in will there be a linux version ? #34 how it goes.
New: a skip for many more cutscenes (#28, #9)
With Skip cutscenes on (Options > Gameplay), holding any button now also skips many cutscenes that couldn't be skipped
before, like one of Cavern Catastrophe's, the Tiki Mon's, the party before the first fight with Cortex, Henchmania's fight
and the bus chase. The skip ends the scene's waits one after another, so the scene's scripts reach their end in a few
frames and leave the game as watching it would. It's TwinsanityEvolved's skip, used with its author's permission (see the
credits below). We played the game's scripted cutscenes watched and skipped from the same start and compared what each
left: 35 of the 51 now skip and end as when watched. The others play as before (whole, or skipped as in 1.1.0), until
they're checked.
Classroom Chaos' start, one of the two scenes that ended differently when skipped (#9), now ends as when played. The other,
the bear, was compared again: skipped and watched, it ends alike.
New: mods as the community ships them (#36)
the same mods built into a modified disc image played right. The sound banks of a mod's files were read from the wrong
place. Now they're read as the game's own, byte for byte.
a Mod Crate or files laid out as the disc's. Files put straight in the mods folder still work as before.
(Import mods). The page lists the mods: turn each on or off and choose their order (the first wins where two change the
same file). Changes apply from the next start.
has some.
and MODDING.txt in the zip): a first mod step by step, what the port reads, the game's files, the community's tools, the
limits and how to share a mod.
New: game options (Options > Gameplay, all off by default)
Crash games. With three masks, or while blinking after a hit, blasts don't hurt. It's new: if it misbehaves somewhere,
please tell us in Aku Aku Protects #30.
(any moment, a jump pressed just after the slide ends still counts, and you can steer in the air). The jump's height and
length stay the original's.
its own, so your saves are never touched.
as you finish it and written in the log.
New: PC options
voices. A translated disc image is recognised: the text language row shows the language its texts are really in (such as
"português" for a disc like brazillian portuguese pt-br language #25's, whose English texts are Brazilian Portuguese).
and statues, stay sharper.
weaker graphics cards meant drawing at 8x for a moment.
and the main menu tells you when there's a newer one. It never downloads, installs or runs anything.
Faster
first time each was needed. They're now made when the game starts. On our test PC, with the graphics driver's shader
cache emptied (as on the first start after an update), the slowest frame walking through the hub went from 247 ms to 30
ms; the start takes up to about a quarter of a second longer.
Fixed
textures from an old buffer left by the first boss's area, instead of the ones the level uploads. They're now drawn as
the PS2 draws them.
PS2 game itself:
(Effect of invincibility particles. #18, shown on the PS2 by NormanTheFox).
game in PCSX2).
TwinsanityEvolved, checked on the PS2 game in PCSX2).
gives its result (FPS and Texture Issues. #32's log had it).
Aku Aku is hidden during the letterboxed cutscenes (#18): the original game does that on purpose, on the PS2 too, and it
stays so. Checked and unchanged: the knee slide's steering at 60 Hz doesn't swing past the stick's direction, and Crash
drowning in the 10th Dimension is drawn as the PS2 draws it.
The log
For your bug reports, the log now says more:
With the new game options off, the game plays as in 1.1.0, and at the default settings the 25 pictures of our checks are
the same as 1.1.0's.
Still to come
Moved to the next major version:
Also on the roadmap: a skip for the cutscenes that still play whole, the characters' shadows at the chosen resolution (they
stay at the PS2's, softer than the rest of the picture), and a 16:10 shape for the Steam Deck's screen.
If you hit a bug, please open an issue with
log.txt(orlog.previous.txt, the run before) from%APPDATA%\Crash Twinsanity\(theUserfolder in portable mode,~/.config/crash-twinsanityon Linux) and where in the game it happened.Credits
permission under its MIT licence (menaman123/TwinsanityEvolved#19):
its cutsceneskip.cpp and cutsceneskip.h, and its census of the game's cutscenes. Thank you!
and SHA-1, and the words that tell a text's language.
Gutierrez (MIT).
licensesfolder. TwinsanityEvolved also gave the ideas for infinite lives, thespeedrun timer, 32:9, shadows on crates and the two languages, and found the knee slide and Evil Crash questions; that
code is ours.
Better Slide-Jump + Drop Shadow #35, Support for other APIs #37 and Heavy frame drops and lagging on legacy laptop #39. Onaga00 is now thanked in the Credits page.
How to play
On Windows:
Crash-Twinsanity-Windows.zipbelow and unzip it anywhere.CrashTwinsanity.exein theCrash Twinsanityfolder. The program isn't signed, so Windows may warn about anunrecognised app: choose More info, then Run anyway.
You need 64-bit Windows 10 or 11 and a graphics card with OpenGL 3.3. Your saves and settings from earlier versions are kept.
In portable mode, unzip the new version over the old folder: your
Userfolder andportable.txtare never in the zip.On Linux: download
Crash-Twinsanity-Linux-x86_64.AppImage, runchmod +x Crash-Twinsanity-Linux-x86_64.AppImage(ortick "Is executable" in its properties), start it and pick your disc image.
The download
(clang 21).
their licences and SMAA's and TwinsanityEvolved's in the
licensesfolder.Crash-Twinsanity-Windows.zip:9f5850143b5f89fd2b36228bb5aa9618e3ebedfc4218d0481b22e90295567dc4Crash-Twinsanity-Linux-x86_64.AppImage:86e9851e7e1a5b6df59ccb4ce2c7e0674ee0ddebec717ed02d5e52f330ad7e16This discussion was created from the release Crash Twinsanity for Windows 1.2.0.
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