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RampageRE v1.2.6
RampageRE v1.2.6
Climbing sideways on the front of a building.
- A monster climbing up the front of a building turns and climbs sideways when you push the stick to the side. It
stopped and hung on the wall instead. As in the original, pushing left while climbing up turns it to go left.
Windows: unzip and start RampageRE.exe; at the first start it asks for your own disc image (.iso) of the European (SLES-53800) or USA (SLUS-21323) PS2 disc, or its RAMPAGE.VOL, reads it where it is and remembers it (RampageRE-dev.exe is the same with a console and the command line of docs/NATIVE.md, e.g. RampageRE-dev.exe D:\RAMPAGE.VOL Chicago 1). Linux / Steam Deck: unpack the .tar.gz and start ./rampage /path/to/your.iso (or RAMPAGE.VOL; needs SDL2), which opens the front end; on the Steam Deck add rampage to Steam as a non-Steam game with that path as its launch option, so the Deck's controls work as a pad. Android (7.0 and up, arm64 or x86_64): install the .apk from the -android.zip; at the first start it asks for your disc image (.iso) and copies RAMPAGE.VOL and the ELF out of it once (1.35 GB). Switch (homebrew, experimental): unpack the -switch.zip onto the SD card and put your disc image into /switch/rampagere/. PS Vita (homebrew, experimental): install the .vpk from the -vita.zip with VitaShell and put your disc image into ux0:data/rampagere/; it needs ur0:data/libshacccg.suprx (ShaRKBR33D). Keys, controls and options: docs/NATIVE.md. The game files are not included - see README.md.
RampageRE v1.2.5
RampageRE v1.2.5
The charge punch on the walls of a building, with the Charge Punch upgrade.
- On the side of a building the charge punch charges again. With the upgrade, the monster threw its punch flurry
almost at once instead of charging first. As in the original, holding Circle charges in full before the flurry,
and a quick press throws a single punch. - On the front of a building, letting go of Circle throws the punch. With the upgrade, even a quick press charged
all the way into the double punch. As in the original, letting go early gives the single punch, and holding on
gives the double punch.
Thanks to the player who reported this.
Windows: unzip and start RampageRE.exe; at the first start it asks for your own disc image (.iso) of the European (SLES-53800) or USA (SLUS-21323) PS2 disc, or its RAMPAGE.VOL, reads it where it is and remembers it (RampageRE-dev.exe is the same with a console and the command line of docs/NATIVE.md, e.g. RampageRE-dev.exe D:\RAMPAGE.VOL Chicago 1). Linux / Steam Deck: unpack the .tar.gz and start ./rampage /path/to/your.iso (or RAMPAGE.VOL; needs SDL2), which opens the front end; on the Steam Deck add rampage to Steam as a non-Steam game with that path as its launch option, so the Deck's controls work as a pad. Android (7.0 and up, arm64 or x86_64): install the .apk from the -android.zip; at the first start it asks for your disc image (.iso) and copies RAMPAGE.VOL and the ELF out of it once (1.35 GB). Switch (homebrew, experimental): unpack the -switch.zip onto the SD card and put your disc image into /switch/rampagere/. PS Vita (homebrew, experimental): install the .vpk from the -vita.zip with VitaShell and put your disc image into ux0:data/rampagere/; it needs ur0:data/libshacccg.suprx (ShaRKBR33D). Keys, controls and options: docs/NATIVE.md. The game files are not included - see README.md.
RampageRE v1.2.4
RampageRE v1.2.4
Buildings falling by themselves, grabbing and eating, and a few smaller things from the same report.
- Buildings no longer collapse out of nowhere at the start of a city's boss block. In a city played for more than
eight minutes, the block's time-up airstrike went off as the boss block began, and its bombers flattened the
tallest towers before you touched them. As in the original, the boss block has no time-up airstrike. - Nick and Edwin (Dick on the PS2) can grab people and cars. They are the only two monsters without the hand point
the grab looked for, and came up empty every time. - What a monster holds hangs from its fist the way the original's does, instead of sinking into the hand. The
monsters that toss their food into the mouth (Lizzie, Ralph, Leon, Rojo, Wally, Edwin and the others on their
skeleton) throw people up and into their mouths again. - Picking up an upgrade says UPGRADE. Taken while a challenge's banner was still up, it showed a red RAMPAGE.
- The singer with the guitar in Las Vegas is heard again after the first time through his song. It went quiet for
good; as in the original, it starts over when you come back near him. - Rojo's front legs are whole. His fur fringe hid the leg behind it, and the street showed through.
- Hong Kong's forklift drives its whole round of the yard instead of parking for good in front of the crates.
The first two Hong Kong blocks send four helicopters: that is the original's own data (two helicopters with a wingman
each), the later blocks two.
Thanks to the player who reported all of these.
Windows: unzip and start RampageRE.exe; at the first start it asks for your own disc image (.iso) of the European (SLES-53800) or USA (SLUS-21323) PS2 disc, or its RAMPAGE.VOL, reads it where it is and remembers it (RampageRE-dev.exe is the same with a console and the command line of docs/NATIVE.md, e.g. RampageRE-dev.exe D:\RAMPAGE.VOL Chicago 1). Linux / Steam Deck: unpack the .tar.gz and start ./rampage /path/to/your.iso (or RAMPAGE.VOL; needs SDL2), which opens the front end; on the Steam Deck add rampage to Steam as a non-Steam game with that path as its launch option, so the Deck's controls work as a pad. Android (7.0 and up, arm64 or x86_64): install the .apk from the -android.zip; at the first start it asks for your disc image (.iso) and copies RAMPAGE.VOL and the ELF out of it once (1.35 GB). Switch (homebrew, experimental): unpack the -switch.zip onto the SD card and put your disc image into /switch/rampagere/. PS Vita (homebrew, experimental): install the .vpk from the -vita.zip with VitaShell and put your disc image into ux0:data/rampagere/; it needs ur0:data/libshacccg.suprx (ShaRKBR33D). Keys, controls and options: docs/NATIVE.md. The game files are not included - see README.md.
RampageRE v1.2.3
RampageRE v1.2.3
The keyboard's controls, and keys that left the game.
- In a game started from the menus, the number keys, N, M, G and Page Up / Page Down no longer change the city, the
time of day, the monster or the block. They are the developer build's city viewer keys and had stayed on in the
game, where a stray press threw you out of the level you were playing. - The README now lists the keyboard's controls. On the keyboard you punch with J, kick with K and grab with L (Space
jumps, R roars, W A S D move, the arrows turn the head, P, Enter or Esc pause); a controller plays too.
Thanks to the player who reported it.
Windows: unzip and start RampageRE.exe; at the first start it asks for your own disc image (.iso) of the European (SLES-53800) or USA (SLUS-21323) PS2 disc, or its RAMPAGE.VOL, reads it where it is and remembers it (RampageRE-dev.exe is the same with a console and the command line of docs/NATIVE.md, e.g. RampageRE-dev.exe D:\RAMPAGE.VOL Chicago 1). Linux / Steam Deck: unpack the .tar.gz and start ./rampage /path/to/your.iso (or RAMPAGE.VOL; needs SDL2), which opens the front end; on the Steam Deck add rampage to Steam as a non-Steam game with that path as its launch option, so the Deck's controls work as a pad. Android (7.0 and up, arm64 or x86_64): install the .apk from the -android.zip; at the first start it asks for your disc image (.iso) and copies RAMPAGE.VOL and the ELF out of it once (1.35 GB). Switch (homebrew, experimental): unpack the -switch.zip onto the SD card and put your disc image into /switch/rampagere/. PS Vita (homebrew, experimental): install the .vpk from the -vita.zip with VitaShell and put your disc image into ux0:data/rampagere/; it needs ur0:data/libshacccg.suprx (ShaRKBR33D). Keys, controls and options: docs/NATIVE.md. The game files are not included - see README.md.
RampageRE v1.2.2
RampageRE v1.2.2
Grabbing with the right hand, and the squid monsters.
- What a monster grabs now stays in the hand that grabbed it. Whenever the monster played its moves mirrored (on the
buildings about half the time, since climbing switches hands), a person, vehicle or object went to the other hand:
the grabbing hand came up empty and the monster shook or ate with nothing in it while the right hand held it. The
grab also reached for the nearest thing from that wrong hand. As in the original, the hand that grabs holds. - Cal, Jill, Natalie, Eyegore and Venus move their tentacles again. Their whole body was stuck in one pose while they
walked, punched and climbed; only their faces moved.
Thanks to the player who reported both.
Windows: unzip and start RampageRE.exe; at the first start it asks for your own disc image (.iso) of the European (SLES-53800) or USA (SLUS-21323) PS2 disc, or its RAMPAGE.VOL, reads it where it is and remembers it (RampageRE-dev.exe is the same with a console and the command line of docs/NATIVE.md, e.g. RampageRE-dev.exe D:\RAMPAGE.VOL Chicago 1). Linux / Steam Deck: unpack the .tar.gz and start ./rampage /path/to/your.iso (or RAMPAGE.VOL; needs SDL2), which opens the front end; on the Steam Deck add rampage to Steam as a non-Steam game with that path as its launch option, so the Deck's controls work as a pad. Android (7.0 and up, arm64 or x86_64): install the .apk from the -android.zip; at the first start it asks for your disc image (.iso) and copies RAMPAGE.VOL and the ELF out of it once (1.35 GB). Switch (homebrew, experimental): unpack the -switch.zip onto the SD card and put your disc image into /switch/rampagere/. PS Vita (homebrew, experimental): install the .vpk from the -vita.zip with VitaShell and put your disc image into ux0:data/rampagere/; it needs ur0:data/libshacccg.suprx (ShaRKBR33D). Keys, controls and options: docs/NATIVE.md. The game files are not included - see README.md.
RampageRE v1.2.1
RampageRE v1.2.1
Which exe to start, and the Wii's data on Linux.
- Windows: the developer build is now RampageRE-dev.exe (it was rampage.exe). Start RampageRE.exe to play: it opens
the game's menus. RampageRE-dev.exe started on its own opens a free-camera city viewer, where only the city, day or
night, the monsters and the graphics settings change, which looked like a game that did nothing. - Linux / Steam Deck: a wii folder (with the extracted Wii disc's Game, Shell and Audio) in the folder rampage is
started from is now used on its own, as on the Switch and the PS Vita. Before, Linux used the Wii's data only when
wii_data= in rampage.cfg, --wii or RAMPAGE_WII_DATA named it, and rampage.cfg is not in the download: the game
writes it the first time you change something in Options.
Thanks to the players who reported both.
Windows: unzip and start RampageRE.exe; at the first start it asks for your own disc image (.iso) of the European (SLES-53800) or USA (SLUS-21323) PS2 disc, or its RAMPAGE.VOL, reads it where it is and remembers it (RampageRE-dev.exe is the same with a console and the command line of docs/NATIVE.md, e.g. RampageRE-dev.exe D:\RAMPAGE.VOL Chicago 1). Linux / Steam Deck: unpack the .tar.gz and start ./rampage /path/to/your.iso (or RAMPAGE.VOL; needs SDL2), which opens the front end; on the Steam Deck add rampage to Steam as a non-Steam game with that path as its launch option, so the Deck's controls work as a pad. Android (7.0 and up, arm64 or x86_64): install the .apk from the -android.zip; at the first start it asks for your disc image (.iso) and copies RAMPAGE.VOL and the ELF out of it once (1.35 GB). Switch (homebrew, experimental): unpack the -switch.zip onto the SD card and put your disc image into /switch/rampagere/. PS Vita (homebrew, experimental): install the .vpk from the -vita.zip with VitaShell and put your disc image into ux0:data/rampagere/; it needs ur0:data/libshacccg.suprx (ShaRKBR33D). Keys, controls and options: docs/NATIVE.md. The game files are not included - see README.md.
RampageRE v1.2.0
RampageRE v1.2.0
The Wii version's monsters and Dallas, and a PS Vita build.
New, optional, from your own Wii disc of the game (extracted with Dolphin: the game's Properties, Filesystem,
right-click the disc, Extract Entire Disc; only its DATA/files Game, Shell and Audio folders are read, about 320 MB).
Without it the game is the PS2 one as before, and saves as before.
- Ten more monsters, 40 in all: Boris and Ruby from the start; Plucky, Fifi and Cyril revealed in Dallas; Squirmy,
Flea, Sarah, Brian and VERN for 1, 3, 6, 12 and 20 monsters with all five upgrades. - Dallas, the campaign's fourth city of eight (after London), with its block of two bosses.
- The fifth upgrade, SuperJump (press jump again while landing; the Wii's own ten monsters can do it), and its fifth
star on the cards. - The save stays the PS2's (rampage_profile.bin); what it has no room for goes into rampage_profile.wii.bin beside
it. A PS2 save past London finds Dallas open.
Where it goes:
- Windows: RampageRE.exe asks once for the extracted disc's folder (No: it asks no more; the answer is wii_data= in
rampage.cfg, delete the line to be asked again). rampage.exe: --wii DIR, or wii_data= in rampage.cfg. - Switch, PS Vita: a wii folder with Game, Shell and Audio in /switch/rampagere/ or ux0:data/rampagere/.
- Android: that wii folder in the app folder by USB cable, or the launcher's shortcut "Add the Wii's data" (a long
press on the icon), which copies it from the folder you pick; after the first start's copy the app asks once. - make_standalone.bat and make_android_bundle.bat take the folder too (drag it on with the disc image).
New: a PS Vita build (homebrew, experimental): the -vita.zip's .vpk. It is built but not yet tried on a real Vita;
reports are welcome. The Switch, Linux and real phones are not yet tried with the Wii's data either.
Fixed since v1.2.0-rc1:
- Dallas's challenge icons (the gold coin, the oil barons, ...) were missing from the pause menu and the challenge
card: most of Dallas's challenges give no icon size, where the Wii shows them at full size.
Also fixed (all players):
- The campaign city picked in the city select now counts: a block won in a city other than the one the save was in
was credited to that one (a beaten city starts over at block 1), so the next start began the block again.
Windows: unzip and start RampageRE.exe; at the first start it asks for your own disc image (.iso) of the European (SLES-53800) or USA (SLUS-21323) PS2 disc, or its RAMPAGE.VOL, reads it where it is and remembers it (rampage.exe is the same with a console and the command line of docs/NATIVE.md, e.g. rampage.exe D:\RAMPAGE.VOL Chicago 1). Linux / Steam Deck: unpack the .tar.gz and start ./rampage /path/to/your.iso (or RAMPAGE.VOL; needs SDL2), which opens the front end; on the Steam Deck add rampage to Steam as a non-Steam game with that path as its launch option, so the Deck's controls work as a pad. Android (7.0 and up, arm64 or x86_64): install the .apk from the -android.zip; at the first start it asks for your disc image (.iso) and copies RAMPAGE.VOL and the ELF out of it once (1.35 GB). Switch (homebrew, experimental): unpack the -switch.zip onto the SD card and put your disc image into /switch/rampagere/. PS Vita (homebrew, experimental): install the .vpk from the -vita.zip with VitaShell and put your disc image into ux0:data/rampagere/; it needs ur0:data/libshacccg.suprx (ShaRKBR33D). Keys, controls and options: docs/NATIVE.md. The game files are not included - see README.md.
RampageRE v1.2.0-rc1
RampageRE v1.2.0-rc1
The Wii version's monsters and Dallas (pre-release).
A pre-release: please try it and report back. It has been played on Windows (and Android on the emulator); the
Linux build, the Switch, the Vita and real phones are not yet tried with the Wii's data.
New, optional, from your own Wii disc of the game (extracted with Dolphin: the game's Properties, Filesystem,
right-click the disc, Extract Entire Disc; only its DATA/files Game, Shell and Audio folders are read, about 320 MB).
Without it the game is the PS2 one as before, and saves as before.
- Ten more monsters, 40 in all: Boris and Ruby from the start; Plucky, Fifi and Cyril revealed in Dallas; Squirmy,
Flea, Sarah, Brian and VERN for 1, 3, 6, 12 and 20 monsters with all five upgrades. - Dallas, the campaign's fourth city of eight (after London), with its block of two bosses.
- The fifth upgrade, SuperJump (press jump again while landing; the Wii's own ten monsters can do it), and its fifth
star on the cards. - The save stays the PS2's (rampage_profile.bin); what it has no room for goes into rampage_profile.wii.bin beside
it. A PS2 save past London finds Dallas open.
Where it goes:
- Windows: RampageRE.exe asks once for the extracted disc's folder (No: it asks no more; the answer is wii_data= in
rampage.cfg, delete the line to be asked again). rampage.exe: --wii DIR, or wii_data= in rampage.cfg. - Switch, PS Vita: a wii folder with Game, Shell and Audio in /switch/rampagere/ or ux0:data/rampagere/.
- Android: that wii folder in the app folder by USB cable, or the launcher's shortcut "Add the Wii's data" (a long
press on the icon), which copies it from the folder you pick; after the first start's copy the app asks once. - make_standalone.bat and make_android_bundle.bat take the folder too (drag it on with the disc image).
Also fixed (all players):
- The campaign city picked in the city select now counts: a block won in a city other than the one the save was in
was credited to that one (a beaten city starts over at block 1), so the next start began the block again.
Windows: unzip and start RampageRE.exe; at the first start it asks for your own disc image (.iso) of the European (SLES-53800) or USA (SLUS-21323) PS2 disc, or its RAMPAGE.VOL, reads it where it is and remembers it (rampage.exe is the same with a console and the command line of docs/NATIVE.md, e.g. rampage.exe D:\RAMPAGE.VOL Chicago 1). Linux / Steam Deck: unpack the .tar.gz and start ./rampage /path/to/your.iso (or RAMPAGE.VOL; needs SDL2), which opens the front end; on the Steam Deck add rampage to Steam as a non-Steam game with that path as its launch option, so the Deck's controls work as a pad. Android (7.0 and up, arm64 or x86_64): install the .apk from the -android.zip; at the first start it asks for your disc image (.iso) and copies RAMPAGE.VOL and the ELF out of it once (1.35 GB). Switch (homebrew, experimental): unpack the -switch.zip onto the SD card and put your disc image into /switch/rampagere/. PS Vita (homebrew, experimental): install the .vpk from the -vita.zip with VitaShell and put your disc image into ux0:data/rampagere/; it needs ur0:data/libshacccg.suprx (ShaRKBR33D). Keys, controls and options: docs/NATIVE.md. The game files are not included - see README.md.
PS Vita test build 1 (experimental, untested)
Experimental and untested: a test build for the PS Vita, not a release. It has never been run on a Vita; it may not start at all, may run out of memory, or may be far too slow. For Windows, Linux, Android and the Switch, use v1.1.1.
Built by CI from efd3abb (build_vita.sh): OpenGL ES 2.0 through vitaGL, 960×544, no GTAO / SMAA.
To try it (a Vita or PS TV with HENkaku / Ensō):
- Install and run ShaRKBR33D once: it extracts
ur0:data/libshacccg.suprx, the system's shader compiler, which vitaGL needs. - Install
rampage.vpkwith VitaShell. - Put your own disc image (
.isoof SLES-53800 or SLUS-21323), orRAMPAGE.VOLwithRAMPAGE.ELF, inux0:data/rampagere/. - Start RampageRE from LiveArea. Cross jumps, Circle grabs, Square punches, Triangle kicks; the rear touch pad's left and right halves are L2 / R2 (R2 roars).
Please report back, working or not, with ux0:data/rampagere/rampage.log: how far it got, and how smooth it was (front end, one player, more players). More in docs/NATIVE.md "PS Vita".
The game files are not included: you need your own copy of the disc.
RampageRE v1.1.1
RampageRE v1.1.1
Skipping the movies.
- Android: a tap anywhere on a movie (the logos, the intro, the attract mode's, Victory and the credits) skips it,
as the on-screen Cross does. Before, only the Cross and Start buttons skipped. In the menus only the buttons count,
as before. - All platforms: one press skips one movie. A press during the Midway logo also skipped the Pipeworks logo after it
(and one on the Victory movie would have skipped the credits too).
Thanks to the Android player who reported it.
Windows: unzip and start RampageRE.exe; at the first start it asks for your own disc image (.iso) of the European (SLES-53800) or USA (SLUS-21323) PS2 disc, or its RAMPAGE.VOL, reads it where it is and remembers it (rampage.exe is the same with a console and the command line of docs/NATIVE.md, e.g. rampage.exe D:\RAMPAGE.VOL Chicago 1). Linux / Steam Deck: unpack the .tar.gz and start ./rampage /path/to/your.iso (or RAMPAGE.VOL; needs SDL2), which opens the front end; on the Steam Deck add rampage to Steam as a non-Steam game with that path as its launch option, so the Deck's controls work as a pad. Android (7.0 and up, arm64 or x86_64): install the .apk from the -android.zip; at the first start it asks for your disc image (.iso) and copies RAMPAGE.VOL and the ELF out of it once (1.35 GB). Switch (homebrew, experimental): unpack the -switch.zip onto the SD card and put your disc image into /switch/rampagere/. Keys, controls and options: docs/NATIVE.md. The game files are not included - see README.md.