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v0.4 - new launcher with Controls and Achievements, European edition, FSR 4, frame generation and ultrawide
A redesigned launcher with Controls and Achievements tabs, the European edition (CUSA14876), AMD FSR 4, FSR 3 frame generation and 21:9 / 32:9 ultrawide.
New
- Redesigned launcher: dark theme with the Nitro orange as accent, a header with the version, the game's status and its edition, and a Play tab with a summary of how the game will start and a bigger PLAY button.
- Controls tab: the connected controllers live, with a drawing that shows what you press and a rumble test; players 1 to 4 (player 1 can stay on automatic, 2–4 for split screen); gamepad buttons remapped by pressing them on the controller; stick dead zone and full range. The keyboard page moves here. All of it before the game starts.
- Achievements: trophies unlock while you play, as on a PS4, with a notice over the game in the launcher's style (the trophy's picture, name, grade and what it was for); the platinum comes once all the others are. They are kept with their date in
user\trophies. The launcher's Achievements tab shows all 48 with picture, name, what to do, grade (bronze, silver, gold, platinum), progress and when you got them (filters, and a reset with a backup). Optional: with your PS4's trophy key (the same one shadPS4 uses) the game's own texts are shown, in its language. - In-game menu restyled (Insert or L3+R3): the launcher's look, in tabs (Picture, Game, Controllers, Performance, General), in English or Spanish (General › Language; follows the launcher's).
- Game languages per edition: the American one has English, Latin American Spanish, French and Brazilian Portuguese; the European one has English, Spain's Spanish, French, German, Italian and Arabic. The list changes with the chosen game.
- AMD FSR 4 (experimental, v07 INT8 model) joins the Upscaling list next to FSR 1, FSR 3.1 and DLSS. It needs INT8 support on the GPU; FSR 3 is used while the model loads.
- Frame generation (experimental, live; launcher: Settings › Display; in game: Insert): AMD FSR 3.1.6 shows an interpolated frame halfway between each pair of game frames, almost twice the frames on screen. The game, its FPS limit and its pacing do not change. Works with any upscaler (FSR 3/4 and DLSS also give it the game's motion). Best on a 120 Hz+ monitor with the game at half the refresh rate (e.g. FPS limit 72 at 144 Hz, Fifo or Mailbox present). Tested: RTX 3070, FSR 4 + frame generation, limit 72, Fifo → 72 game FPS, 144 on screen.
- Aspect ratio / output in one list: 16:9 (1280x720, 1920x1080, 2560x1440, 4K), 21:9 UltraWide (2560x1080 or 3440x1440) or 32:9 Super UltraWide (5120x1440), with a centered HUD, by tcosi (launcher: Settings › Display › Aspect / output; in game: Insert). With ultrawide, upscaling is off and the internal resolution is capped at 1440p. The first preparation needs about 9 GB free (the originals are untouched); start the game normally once up to the menu first, for the shader cache.
- European edition (CUSA14876), based on martijnhe/OCTR-NitroFueled-PC-EU: the launcher recognizes it, prepares it and uses its patches (60 FPS, no motion blur, 1080p), saves, DLC and languages. 21:9 and 32:9 ultrawide included: tcosi's patches were ported to the European executable and archives (the HUD too). When the game is on another drive than the port, the prepared copy is made next to the game.
- The game's MSAA as a setting, off by default: removes the dotted lines in the sky and the light shafts (issues #16, #18).
- Older CPUs without MOVBE/BMI1/LZCNT (Sandy/Ivy Bridge): the port rewrites those instructions at start (by MetaHeart, issue #31; iced-x86 is in the ZIP).
- Damaged dumps (archive name tables zeroed by an incomplete extraction): the launcher says so instead of the game closing with code 3 (by Naif Alqurashi).
Fixed
- Rare crashes (code 3221225477, access violation in
libwinpthread-1.dll), more frequent on the European edition: the game used mutexes after destroying them. A destroyed mutex now stays marked and answers with an error, as on a PS4, instead of closing the game. - FSR 3 no longer turns off for the whole session when its context cannot be created: without Resizable BAR the "device-local + host-visible" heap (~214 MB) fills up with the game and creation failed with out of memory even with VRAM almost free. It now keeps its constants in system memory; if it still fails, FSR 1 is used meanwhile and it retries. DLSS and FSR 4 no longer depend on the FSR 3 context.
Already in v0.3
Internal resolution 480p to native 4K; the Upscaling list with AMD FSR 1, AMD FSR 3.1 and NVIDIA DLSS (quality, output and Transformer/CNN model); the American edition's languages; PS4 PKG Tool dumps (Image0 + Sc0); the fullscreen fix. See the v0.3 release.
Requirements (not included)
- Your own dump of the base game (
CUSA13795, or the EuropeanCUSA14876) and of its 1.21 update. Optional: your DLC (.pkg). - A GPU with Vulkan 1.3 and current drivers.
Use
- Unzip anywhere and open
CTR-NitroFueled-PC.exe. - Choose your base game and the 1.21 update and press Prepare the game (first time only).
- In Settings › Display pick the internal resolution, aspect, upscaling and frame generation; in Controls, your controllers; press PLAY. The first start compiles shaders (slow); the next ones are smooth.
The port's in-game menu: Insert or L3+R3.
Updating
Unzip over your old folder: settings, saves, achievements, DLC and the prepared game are kept (bbport.default.ini has the defaults).
Known issues
- On some PCs the GPU can be lost mid-race (
Device lost, SacredFire issue #2). If it happens to you, open an issue with yourlast_run.logand your GPU/driver. - European ultrawide: tested at 21:9 and 32:9 on one PC; the first time it prepares about 9 GB.
- Frame generation: 8-bit frames only (no generation with HDR); on 60 Hz monitors it adds nothing.
- Ultrawide on a cold start without a shader cache: turn the aspect off, reach the menu, quit normally and turn it back on.
Third-party
bin\nvngx_dlss.dll (DLSS 310.9.1) is NVIDIA's runtime, redistributed under the NVIDIA DLSS SDK license (licenses\). bin\sacredfire_dlss.dll is the DLSS bridge by IFreemz (MIT). FSR 3.1, FSR 3.1.6 frame generation and FSR 4 v07 come from AMD FidelityFX through FireBurn/FSR-Vulkan (MIT; fsr4_shaders\LICENSE-FSR4-v07.txt). Ultrawide patches by tcosi. NVIDIA, DLSS and GeForce RTX are trademarks of NVIDIA Corporation. Not affiliated with NVIDIA, AMD, Sony, Activision or Beenox.
Tested on Windows 11 with an RTX 3070. No game files are included: you need your own dump of the game and its 1.21 update. Don't share game files.
v0.3 - internal resolution up to 4K, FSR 1, FSR 3 and DLSS
Internal resolution up to native 4K, one Upscaling list with AMD FSR 1 / FSR 3 and NVIDIA DLSS, the game's own languages.
New
- Internal resolution 480p, 720p, 1080p, 1440p, 1620p or native 2160p (launcher: Settings › Display; in game: Insert). It uses the game's own render scale, so the PS4 Pro switch and the 1080p Pro patch are gone: the resolution decides. Above 1080p the picture is 4K, which also smooths edges on a 1080p screen.
- Upscaling, one list, switched live:
- AMD FSR 1 (default): a sharper enlargement than the game's own stretch.
- AMD FSR 3.1 (experimental, any GPU) and NVIDIA DLSS (experimental, GeForce RTX): temporal upscaling from the game's depth, its camera and object motion and a sub-pixel jitter. At the same resolution they work as anti-aliasing.
- DLSS quality: Auto (follows the internal resolution), DLAA, Quality, Balanced, Performance, Ultra Performance, rendering at NVIDIA's share of the DLSS output (1080p or 4K). DLSS model: Transformer (recommended) or CNN.
- Game language: English, Latin American Spanish, French and Brazilian Portuguese, the languages this build (CUSA13795) has. The old list sent codes the game lacks (Spain's Spanish, German...), so it stayed in English.
- PS4 PKG Tool dumps (
Image0+Sc0) are recognized and prepared by the launcher. The README lists which dumps work. - Switching fullscreen in game no longer crashes, and windowed mode keeps its borders.
Updating
Unzip over your old folder: settings, saves and DLC are kept.
Third-party
bin\nvngx_dlss.dll (DLSS 310.9.1) is NVIDIA's runtime, redistributed under the NVIDIA DLSS SDK license (licenses\). bin\sacredfire_dlss.dll is the DLSS bridge by IFreemz (MIT), the only part that uses NVIDIA's SDK; sacredfire.exe loads it when present. FSR 3.1 comes from AMD FidelityFX through FireBurn/FSR-Vulkan (MIT). NVIDIA, DLSS and GeForce RTX are trademarks of NVIDIA Corporation. Not affiliated with NVIDIA, AMD, Sony, Activision or Beenox.
Tested on Windows 11 with an RTX 3070. No game files are included: you need your own dump of CUSA13795 and its 1.21 update.
v0.2.1 — 1.21 for firmware 6.72+, keyboard page
CTR-NitroFueled-PC v0.2.1
Download: CTR-NitroFueled-PC-portable-windows.zip below. Unzip it over your v0.2.0 folder to update: your settings (bbport.ini, launcher.ini), saves and DLC are kept.
What's new
- 1.21 update for firmware 6.72+ supported. Until now only the 1.21 build re-packaged for firmware 5.05 passed the game check; the original 6.72+ build was refused with "param.sfo is from 01.21 but eboot.bin is not" (#2). Both builds are the same game with a different executable. The check now accepts any 1.21 executable that is not the base game's, and the three community patches (60 FPS, no motion blur, 1080p Pro) find their place by a signature of the surrounding code instead of a fixed address; a patch that can't be located is skipped and logged, never written in the wrong place.
- Keyboard page in the launcher. Rebind every PS4 input to up to 4 keys each, clear or restore them. Keys are captured by their position on the keyboard, so they work with any layout. Saved as
key.<input>=lines inbbport.ini. - The
eboot.bin is not 1.21message now only appears when the update's executable really wasn't copied in.
Tested with both builds: the game runs and the three patches apply. The log names the build you have (Update build: 01.21 for firmware 6.72+ or 5.05). If something fails, open an issue with your last_run.log (in the launcher folder).
Notes
- No game files are included: you need your own dump of the game (CUSA13795) and its 1.21 update.
- Not affiliated with or endorsed by Sony Interactive Entertainment, Activision or Beenox.
SHA256: DBF2A5783DF1CD295B2DB55592D79532E5AE7C66D3BE9008B6E2613ECEE869F1
v0.2.0 - Launcher, DLC y guardados
CTR-NitroFueled-PC — v0.2.0: launcher, DLC y guardados
Port nativo de Crash Team Racing: Nitro-Fueled (PS4, CUSA13795 v1.21) para Windows 10/11 de 64 bits.
Construido desde main @ 3dec07a (tag v0.2.0) con MSYS2 CLANG64. GPL-2.0-or-later.
Novedades
- Launcher
CTR-NitroFueled-PC.exe(con el icono del proyecto). Ya no hacen falta los.batni instalar Python:- Jugar: eliges tu juego base (
CUSA13795) y la actualización 1.21 (CUSA13795-patch); el launcher los distingue solo y los une enCUSA13795-1.21con enlaces duros (sin ocupar espacio extra). Comprueba los archivos y arranca el juego mostrando el registro. - Ajustes: límite de FPS (hasta 240), compilación de shaders en segundo plano, pantalla completa, contador de FPS, monitor, modo de presentación, mando, idioma del juego y modo PS4 Pro.
- Parches: los parches de la comunidad (60 FPS, sin motion blur, 1080p Pro) y cualquier
.xmlde parches en formato shadPS4 que copies a la carpetapatches. - Guardados: copias de seguridad, restaurar, exportar e importar (otra PC o una partida de PS4 descifrada con Apollo Save Tool / Save Wizard).
- DLC (opcional): añade tus propios paquetes DLC de PS4 (
.pkg) y el port los marca como instalados. Los DLC de CTR Nitro-Fueled solo traen la licencia; el contenido ya está en el juego. Sin DLC el juego funciona igual. - Español e inglés.
- Jugar: eliges tu juego base (
- Python incluido (python.org embeddable 3.14.8): no hay que instalar nada.
- Actualizar es fácil: descomprime esta versión encima de la anterior; tus ajustes, partidas, DLC y la carpeta del juego se conservan (los ajustes por defecto vienen en
bbport.default.ini). - Correcciones: el registro ya no duplica líneas ni rompe el "™", y el motivo de un juego no válido aparece en
last_run.log.
Requisitos (no incluidos)
- Tu dump del juego base (
CUSA13795) y de la actualización 1.21 (CUSA13795-patch). Opcional: tus DLC (.pkg). - GPU con Vulkan 1.3 y drivers al día. Probado en RTX 3070 y RTX 5080.
Uso
- Descomprime el ZIP donde quieras y abre
CTR-NitroFueled-PC.exe. - Elige tu juego base y la actualización 1.21 y pulsa Preparar el juego (solo la primera vez).
- Pulsa JUGAR. El primer arranque compila shaders (tarda); los siguientes van fluidos.
Menú del port dentro del juego: Insert o L3+R3.
Problemas conocidos
- En algunos PCs la GPU puede perderse a mitad de carrera (
Device lost). Si te pasa, abre un issue con tulast_run.logy tu GPU/driver. - Solo probado en GPUs NVIDIA.
English: v0.2.0 adds a launcher (CTR-NitroFueled-PC.exe) that merges your base game and 1.21 update, edits all settings, manages patches, backs up and imports saves, and adds your own DLC packages (optional; the port reports them installed). Python is bundled, so nothing needs installing. Unzip over v0.1.x to update: settings, saves and DLC are kept. You need your own dumps; no game files are included.
Contenido del ZIP
Launcher, sacredfire.exe + bb-gpu-capabilities.exe + 99 DLLs de MSYS2 CLANG64, Python 3.14.8 embebido, run.py, scripts/, patches/CrashTeamRacing.xml, bbport.default.ini, LEEME.txt, LICENSE y THIRD-PARTY.txt (licencia de cada librería incluida).
Sin afiliación con Sony, Activision o Beenox. No compartas archivos del juego.
SHA256 del ZIP: 480F7D534B2B996E78880565C49D27A616367C542AF67462F936D1183D83F5A4
Portable Windows v0.1.1
CTR-NitroFueled-PC — portable Windows (v0.1.1)
Port nativo de Crash Team Racing: Nitro-Fueled (PS4, CUSA13795 v1.21) para Windows 10/11 de 64 bits.
Construido desde este repo (main @ 625e625, tag v0.1.1) con MSYS2 CLANG64. GPL-2.0-or-later.
Descarga
- CTR-NitroFueled-PC-portable-windows.zip: descomprime donde quieras, no instala nada.
Requisitos (no incluidos)
- Tu dump del juego base (
CUSA13795) y de la actualización 1.21 (CUSA13795-patch). - GPU con Vulkan 1.3 y drivers al día. Probado en RTX 3070 y RTX 5080.
- Python 3 (
py --version). - Internet solo en el primer arranque.
Uso
- Copia
CUSA13795yCUSA13795-patchjunto al.baty ejecuta1-Mergear actualizacion.bat(creaCUSA13795-1.21con enlaces duros, sin duplicar espacio). - Ejecuta
Jugar CTR Nitro-Fueled.bat. El primer arranque compila shaders (tarda); los siguientes cargan la caché deuser\. - Menú del port: Insert o L3+R3 — parches (60 FPS, sin motion blur, 1080p Pro), límite FPS (hasta 240), pantalla completa, FPS, idioma. Detalles en
LEEME.txt.
Arranca en ventana y a 60 FPS; la pantalla completa y el límite de FPS se cambian en el menú y se guardan en bbport.ini.
Novedades
- Límite de FPS hasta 240 Hz y pantalla completa desde el menú.
- Incluye
LICENSEyTHIRD-PARTY.txt(paquete, versión y licencia de cada DLL debin\). - Ajustes por defecto neutros (ventana, 60 FPS, compilación de shaders en segundo plano desactivada).
- Un fallo al cambiar de pantalla completa se registra una sola vez en lugar de llenar
last_run.log. - El
.exeya no contiene la ruta de compilación. - ZIP reproducible:
packaging/windows/make_portable.py.
Problemas conocidos
- En algunos PCs la GPU puede perderse a mitad de carrera (
Device lost while waiting for a submission, código 23). Está en investigación: si te pasa, guardalast_run.logyout/hang_shader_*.binantes de relanzar y ábrelos en un issue. Mitigaciones:BB_CLEAR_SHADER_CACHE=1un arranque, jugar en ventana, comprobarnvlddmkmen el Visor de eventos. - Sin archivos del juego no arranca (es lo esperado). Sin afiliación con Sony/Activision/Beenox.
Contenido del ZIP
sacredfire.exe + bb-gpu-capabilities.exe + 99 DLLs de MSYS2 CLANG64 (SDL3, Vulkan-loader, FFmpeg, etc.), run.py, scripts/, patches/CrashTeamRacing.xml, bbport.ini, dos .bat, LEEME.txt, LICENSE y THIRD-PARTY.txt.
SHA256 del ZIP: AAE4CDB7EC35A34545D9E341068DF24DFB21DCE6DCBE88657AEC9A69507DF40E