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TwinsanityEvolved v0.9.3
TwinsanityEvolved 0.9.3 -- what's new
Crash Twinsanity as a native game for Windows, macOS, Linux and the PS Vita: the twinsanity-reversed decompilation running
on the NativeEE engine. No game data is included: you play with your own disc image.
New in 0.9.3
- Crash's shadow on crates. His shadow now falls on the tops of crates as well as the ground, so jumps onto them
are easier to judge (the PS2 drew none there;video.shadows_on_crates = offinps2r.inigoes back to that). - 32:9 screens. A new 32:9 aspect ratio, and with the game's own Widescreen option on, the wide shapes show more
of the world at the sides while the HUD, the pause page and the fps counter stay in the middle 16:9. - Gameplay fixes: at 60 Hz a knee slide no longer swings far past the stick's direction at the end of its steering
(game.slide_steering = retailkeeps the original swing); in Bandicoot Pursuit, Evil Crash no longer gets stuck where
his route data misses a step; a level select warp from inside a level no longer brings a second character along. - New option:
game.invincible_to_explosions = oninps2r.inilets the third Aku Aku mask protect Crash from nitro
and TNT explosions too, as in the classic games (off by default: the original game lets explosions through). - Smoother pictures: textures are prepared before they are first needed on every system (no hitch when a new one
appears), and particles and skies cost less to draw at the high resolutions. - PS Vita: a new LiveArea background and logo.
Save states made with 0.9.2 do not load in 0.9.3 (a save state belongs to the build that made it); memory card saves
are not affected.
New in 0.9.2
- Skip more in-game cutscenes with X. Most of the game's scripted cutscenes can now be skipped too (45 of the 51
checked), not only those with a skip of their own: a skip plays the cutscene's remaining frames through at once, so
the characters, the camera and the level end up exactly where watching it would leave them. The few that cannot be
skipped that way yet still play to their end. - Faster loading screens. A level's parts are put in place as soon as they are read, so the loading picture is up
for well under a second on a computer. - PS Vita: walls no longer vanish in tunnels and corridors (the Boiler Room and others): a model wholly in view is
always drawn. - PS Vita: smoother Rooftop Rampage and faster heavy scenes; the parts of the level ahead are read from the
memory card in advance, and the game no longer waits for the card while you play. - PS Vita: one package.
twinsanityevolved-<version>-vita.vpknow runs the game's code natively on the console; the
separate-vita-native.vpkof earlier releases is gone. Installing it over an earlier package keeps
ux0:data/twinsanity/. - New mod: infinite lives (Options > Mods): a death costs no life, so a checkpoint restart never ends in a game
over. Saves made with it on go to the mods memory card.
Save states made with 0.9.1 do not load in 0.9.2 (a save state belongs to the build that made it); memory card saves
are not affected.
New in 0.9.1
- Skip in-game cutscenes with X. A cutscene played from its cutscene file can now be skipped the first time you see
it, not only on a second viewing (a skipped cutscene counts as seen). Scripted scenes that have a skip of their own
in the game's level scripts (switched off in the original release) now end when you press X; scripted scenes without
one still play to their end. - Drowning in 10th Dimension: a dark Crash-shaped shadow no longer shows under the water while he sinks (the real
game shows none there). - High and uncapped frame rates: objects are no longer briefly paired with their neighbours between pictures, no
gap opens at the bottom of the screen while running and the shadows no longer draw thin lines. - Frames between pictures are off by default. The smoothing frames the game adds between its own pictures at high
frame rates are now off unless you turn them on (video.interp = oninps2r.ini); they also resume correctly
after loading a save state.
Save states made with 0.9.0 do not load in 0.9.1 (a save state belongs to the build that made it); memory card saves
are not affected.
Install
- Download the zip for your system from this release (the table at the end names each file), or the launcher (see
Play below), which does every step for you. - Unzip it anywhere, on any drive (Windows: right-click the zip > Properties > tick Unblock first, so SmartScreen
does not warn about the unsigned program). - Run
twinsanityevolved(twinsanityevolved.exeon Windows; on macOS, the first time, right-click it > Open). The
first time it asks for your disc image: your own Crash Twinsanity.iso, the European (PAL) or the North American disc.
Nothing is installed and nothing else is downloaded. Requirements: a graphics driver with OpenGL 4.1 (any current NVIDIA,
AMD, Intel or Apple GPU); keyboard and mouse or a gamepad (Space = cross, Left Shift = square, right mouse = circle,
E = triangle, W A S D = left stick, mouse = camera, Y = start, Tab = select).
Play
-
The launcher installs the finished game. It no longer makes the game from its source on your computer: it
downloads the game for your system from the newest release, checks it against the release's checksums and puts it in your game folder. Its
first run is one sheet of four questions -- where your game is, where it should live, where you will play (this
computer, a PS Vita or another computer), then the download with its size and speed -- with Back on every step and
nothing to type. -
It finds your disc for you. It looks in Downloads, Desktop, Documents, its own folder and any removable drive, and
recognises the disc by what is on it (see Discs). Drop the file on the window if it is somewhere else. A disc you remove
from the list stays off it on later searches. -
One game folder holds everything.
~/Games/Crash Twinsanity(%USERPROFILE%\Games\Crash Twinsanityon Windows)
unless you choose another: the game, your settings (ps2r.ini), your memory cards (memcards) and your mods (mods).
Move the folder and everything moves with it: the game reads theps2r.inibeside it first (on macOS, beside the app). -
Pages: Games, Mods, Settings, About. Games shows your discs, each with Play and, when a new version is out,
Update; an update never overwrites your settings, saves or mods. Settings is the game's own Options in plain words --
the sameps2r.inithe in-game menu writes, so a change in one is a change in the other. About can remove what the
launcher keeps and says what it could not remove. -
Launchers for every desktop. A portable zip for Windows, a
.dmgfor macOS and, new, an AppImage for Linux. -
Quitting the launcher during a download is safe: nothing half-downloaded is left in your game folder.
-
Every release zip also holds the mod tool and the Arabic language pack (see Mods and Languages).
-
Save states: F5 saves the running game to
savestates/slot0.ps2stin the game folder and F8 loads it back where it
was; the game says so on screen. On the PS Vita the folder isux0:data/twinsanity/savestates/.
Discs
- The European (PAL) disc (SLES-52568) plays as before.
- The North American disc plays (SLUS-20909 v2.00, the "Action Pack" release): choose it and play. It runs at 60
frames a second (its console's rate), in English with its own voices and movies, and keeps its own memory card
(memcards-SLUS-20909besidememcards), so the two discs never overwrite each other's saves. Its program's own code
changes are played the European way. - Every disc is identified by its content, compared with the known dumps of the original discs (redump.org): the
launcher showsPAL · original disc,NTSC-U · original disc,PAL · modified disc(the original program with other
files, such as a translation patch -- it plays like the original) orPAL · unrecognised version(accepted with a
warning). It reads the whole image once, a few seconds, and remembers the answer. The game checks the size at every
start;--verify-discchecks the whole image. - The Japanese disc and the first North American release (v1.00) are recognised but not playable in this version:
each needs an address map, whichtwinsanityevolved-modtool region-mapmakes from the two discs for someone who has
both.
Mods
- Mods packaged as Mod Crates are supported -- the community's usual shape (a
.zipor a folder with
ModCrateInfo.txt,layer0/andlayer1/), including large ones of over a gigabyte (about half a minute to add). The
author's notes are shown under the mod. - Also taken as they are shipped: a patched disc image (only the files that differ from your disc are kept), an
xdelta, PPF or BPS patch made against the original disc, a folder of files laid out like the disc (or a loose
CRASH.BD+CRASH.BH), and one file of the game's archive passed around on its own (such as aDefault.rm2), placed
by its name. - The launcher's Mods page: drop a mod on the page (or Add a mod…) and it is added to your mods folder; each mod
has a switch, a line saying what it changes and its region; drag the mods into order (the lower one wins where two
change the same file); Remove deletes one after asking. Adding a mod you already have (a new version) asks first,
then replaces it and keeps its switch and its place. A change takes effect the next time the game starts. - The mod tool (
twinsanityevolved-modtool, in every zip) does the same on the command line:import,inspect
(what a file is, without adding it) andverify(every file of a mod checked byte for byte). - A mod is checked against your disc. A mod records the disc it was made over; the game lea...
TwinsanityEvolved v0.9.2
TwinsanityEvolved 0.9.2 -- what's new
Crash Twinsanity as a native game for Windows, macOS, Linux and the PS Vita: the twinsanity-reversed decompilation running
on the NativeEE engine. No game data is included: you play with your own disc image.
New in 0.9.2
- Skip more in-game cutscenes with X. Most of the game's scripted cutscenes can now be skipped too (45 of the 51
checked), not only those with a skip of their own: a skip plays the cutscene's remaining frames through at once, so
the characters, the camera and the level end up exactly where watching it would leave them. The few that cannot be
skipped that way yet still play to their end. - Faster loading screens. A level's parts are put in place as soon as they are read, so the loading picture is up
for well under a second on a computer. - PS Vita: walls no longer vanish in tunnels and corridors (the Boiler Room and others): a model wholly in view is
always drawn. - PS Vita: smoother Rooftop Rampage and faster heavy scenes; the parts of the level ahead are read from the
memory card in advance, and the game no longer waits for the card while you play. - PS Vita: one package.
twinsanityevolved-<version>-vita.vpknow runs the game's code natively on the console; the
separate-vita-native.vpkof earlier releases is gone. Installing it over an earlier package keeps
ux0:data/twinsanity/. - New mod: infinite lives (Options > Mods): a death costs no life, so a checkpoint restart never ends in a game
over. Saves made with it on go to the mods memory card.
Save states made with 0.9.1 do not load in 0.9.2 (a save state belongs to the build that made it); memory card saves
are not affected.
New in 0.9.1
- Skip in-game cutscenes with X. A cutscene played from its cutscene file can now be skipped the first time you see
it, not only on a second viewing (a skipped cutscene counts as seen). Scripted scenes that have a skip of their own
in the game's level scripts (switched off in the original release) now end when you press X; scripted scenes without
one still play to their end. - Drowning in 10th Dimension: a dark Crash-shaped shadow no longer shows under the water while he sinks (the real
game shows none there). - High and uncapped frame rates: objects are no longer briefly paired with their neighbours between pictures, no
gap opens at the bottom of the screen while running and the shadows no longer draw thin lines. - Frames between pictures are off by default. The smoothing frames the game adds between its own pictures at high
frame rates are now off unless you turn them on (video.interp = oninps2r.ini); they also resume correctly
after loading a save state.
Save states made with 0.9.0 do not load in 0.9.1 (a save state belongs to the build that made it); memory card saves
are not affected.
Install
- Download the zip for your system from this release (the table at the end names each file), or the launcher (see
Play below), which does every step for you. - Unzip it anywhere, on any drive (Windows: right-click the zip > Properties > tick Unblock first, so SmartScreen
does not warn about the unsigned program). - Run
twinsanityevolved(twinsanityevolved.exeon Windows; on macOS, the first time, right-click it > Open). The
first time it asks for your disc image: your own Crash Twinsanity.iso, the European (PAL) or the North American disc.
Nothing is installed and nothing else is downloaded. Requirements: a graphics driver with OpenGL 4.1 (any current NVIDIA,
AMD, Intel or Apple GPU); keyboard and mouse or a gamepad (Space = cross, Left Shift = square, right mouse = circle,
E = triangle, W A S D = left stick, mouse = camera, Y = start, Tab = select).
Play
-
The launcher installs the finished game. It no longer makes the game from its source on your computer: it
downloads the game for your system from the newest release, checks it against the release's checksums and puts it in your game folder. Its
first run is one sheet of four questions -- where your game is, where it should live, where you will play (this
computer, a PS Vita or another computer), then the download with its size and speed -- with Back on every step and
nothing to type. -
It finds your disc for you. It looks in Downloads, Desktop, Documents, its own folder and any removable drive, and
recognises the disc by what is on it (see Discs). Drop the file on the window if it is somewhere else. A disc you remove
from the list stays off it on later searches. -
One game folder holds everything.
~/Games/Crash Twinsanity(%USERPROFILE%\Games\Crash Twinsanityon Windows)
unless you choose another: the game, your settings (ps2r.ini), your memory cards (memcards) and your mods (mods).
Move the folder and everything moves with it: the game reads theps2r.inibeside it first (on macOS, beside the app). -
Pages: Games, Mods, Settings, About. Games shows your discs, each with Play and, when a new version is out,
Update; an update never overwrites your settings, saves or mods. Settings is the game's own Options in plain words --
the sameps2r.inithe in-game menu writes, so a change in one is a change in the other. About can remove what the
launcher keeps and says what it could not remove. -
Launchers for every desktop. A portable zip for Windows, a
.dmgfor macOS and, new, an AppImage for Linux. -
Quitting the launcher during a download is safe: nothing half-downloaded is left in your game folder.
-
Every release zip also holds the mod tool and the Arabic language pack (see Mods and Languages).
-
Save states: F5 saves the running game to
savestates/slot0.ps2stin the game folder and F8 loads it back where it
was; the game says so on screen. On the PS Vita the folder isux0:data/twinsanity/savestates/.
Discs
- The European (PAL) disc (SLES-52568) plays as before.
- The North American disc plays (SLUS-20909 v2.00, the "Action Pack" release): choose it and play. It runs at 60
frames a second (its console's rate), in English with its own voices and movies, and keeps its own memory card
(memcards-SLUS-20909besidememcards), so the two discs never overwrite each other's saves. Its program's own code
changes are played the European way. - Every disc is identified by its content, compared with the known dumps of the original discs (redump.org): the
launcher showsPAL · original disc,NTSC-U · original disc,PAL · modified disc(the original program with other
files, such as a translation patch -- it plays like the original) orPAL · unrecognised version(accepted with a
warning). It reads the whole image once, a few seconds, and remembers the answer. The game checks the size at every
start;--verify-discchecks the whole image. - The Japanese disc and the first North American release (v1.00) are recognised but not playable in this version:
each needs an address map, whichtwinsanityevolved-modtool region-mapmakes from the two discs for someone who has
both.
Mods
-
Mods packaged as Mod Crates are supported -- the community's usual shape (a
.zipor a folder with
ModCrateInfo.txt,layer0/andlayer1/), including large ones of over a gigabyte (about half a minute to add). The
author's notes are shown under the mod. -
Also taken as they are shipped: a patched disc image (only the files that differ from your disc are kept), an
xdelta, PPF or BPS patch made against the original disc, a folder of files laid out like the disc (or a loose
CRASH.BD+CRASH.BH), and one file of the game's archive passed around on its own (such as aDefault.rm2), placed
by its name. -
The launcher's Mods page: drop a mod on the page (or Add a mod…) and it is added to your mods folder; each mod
has a switch, a line saying what it changes and its region; drag the mods into order (the lower one wins where two
change the same file); Remove deletes one after asking. Adding a mod you already have (a new version) asks first,
then replaces it and keeps its switch and its place. A change takes effect the next time the game starts. -
The mod tool (
twinsanityevolved-modtool, in every zip) does the same on the command line:import,inspect
(what a file is, without adding it) andverify(every file of a mod checked byte for byte). -
A mod is checked against your disc. A mod records the disc it was made over; the game leaves out a mod made for
another disc and says so in its log, and the Mods page says "Left out on this disc: made for the North American disc."
where that applies. A loose archive file made for the other release is refused when you add it. -
While any mod is on, the game saves to its own memory card (
memcards-mods): your normal saves are never touched. -
In the game, OPTIONS > MODS now lists the built-in mods (level select, speedrun mode); the mods of your mods folder are
switched on the launcher's Mods page. -
What cannot apply: code changes in a mod's modified game program (its data changes -- tables, texts, numbers -- do
apply; the code changes are listed under the mod); Crate Mod Loader's game-code settings (a crate carrying
ModCrateSettings.txtis refused with the reason; settings a crate's notes ask for are named in a warning); xdelta
patches made with secondary compression; RAR / 7-Zip archives, CHD / CSO / ECM images,.cuesheets, UPS / IPS patches;
emulator texture packs and cheat codes. -
Where a mod is switched: a mod that changes the disc's files is switched on and off in the launcher only and is in
place when the game starts; the game's own OPTIONS > MODS page keeps the two built-in mods (level select, speedrun mode),
which work while you play. A mod made for the other region's disc is left out, and the launcher's row says so. -
On the PS Vita the switch is the `mods.<i...
TwinsanityEvolved v0.9.1
TwinsanityEvolved 0.9.1 -- what's new
Crash Twinsanity as a native game for Windows, macOS, Linux and the PS Vita: the twinsanity-reversed decompilation running
on the NativeEE engine. No game data is included: you play with your own disc image.
New in 0.9.1
- Skip in-game cutscenes with X. A cutscene played from its cutscene file can now be skipped the first time you see
it, not only on a second viewing (a skipped cutscene counts as seen). Scripted scenes that have a skip of their own
in the game's level scripts (switched off in the original release) now end when you press X; scripted scenes without
one still play to their end. - Drowning in 10th Dimension: a dark Crash-shaped shadow no longer shows under the water while he sinks (the real
game shows none there). - High and uncapped frame rates: objects are no longer briefly paired with their neighbours between pictures, no
gap opens at the bottom of the screen while running and the shadows no longer draw thin lines. - Frames between pictures are off by default. The smoothing frames the game adds between its own pictures at high
frame rates are now off unless you turn them on (video.interp = oninps2r.ini); they also resume correctly
after loading a save state.
Save states made with 0.9.0 do not load in 0.9.1 (a save state belongs to the build that made it); memory card saves
are not affected.
Install
- Download the zip for your system from this release (the table at the end names each file), or the launcher (see
Play below), which does every step for you. - Unzip it anywhere, on any drive (Windows: right-click the zip > Properties > tick Unblock first, so SmartScreen
does not warn about the unsigned program). - Run
twinsanityevolved(twinsanityevolved.exeon Windows; on macOS, the first time, right-click it > Open). The
first time it asks for your disc image: your own Crash Twinsanity.iso, the European (PAL) or the North American disc.
Nothing is installed and nothing else is downloaded. Requirements: a graphics driver with OpenGL 4.1 (any current NVIDIA,
AMD, Intel or Apple GPU); keyboard and mouse or a gamepad (Space = cross, Left Shift = square, right mouse = circle,
E = triangle, W A S D = left stick, mouse = camera, Y = start, Tab = select).
Play
-
The launcher installs the finished game. It no longer makes the game from its source on your computer: it
downloads the game for your system from the newest release, checks it against the release's checksums and puts it in your game folder. Its
first run is one sheet of four questions -- where your game is, where it should live, where you will play (this
computer, a PS Vita or another computer), then the download with its size and speed -- with Back on every step and
nothing to type. -
It finds your disc for you. It looks in Downloads, Desktop, Documents, its own folder and any removable drive, and
recognises the disc by what is on it (see Discs). Drop the file on the window if it is somewhere else. A disc you remove
from the list stays off it on later searches. -
One game folder holds everything.
~/Games/Crash Twinsanity(%USERPROFILE%\Games\Crash Twinsanityon Windows)
unless you choose another: the game, your settings (ps2r.ini), your memory cards (memcards) and your mods (mods).
Move the folder and everything moves with it: the game reads theps2r.inibeside it first (on macOS, beside the app). -
Pages: Games, Mods, Settings, About. Games shows your discs, each with Play and, when a new version is out,
Update; an update never overwrites your settings, saves or mods. Settings is the game's own Options in plain words --
the sameps2r.inithe in-game menu writes, so a change in one is a change in the other. About can remove what the
launcher keeps and says what it could not remove. -
Launchers for every desktop. A portable zip for Windows, a
.dmgfor macOS and, new, an AppImage for Linux. -
Quitting the launcher during a download is safe: nothing half-downloaded is left in your game folder.
-
Every release zip also holds the mod tool and the Arabic language pack (see Mods and Languages).
-
Save states: F5 saves the running game to
savestates/slot0.ps2stin the game folder and F8 loads it back where it
was; the game says so on screen. On the PS Vita the folder isux0:data/twinsanity/savestates/.
Discs
- The European (PAL) disc (SLES-52568) plays as before.
- The North American disc plays (SLUS-20909 v2.00, the "Action Pack" release): choose it and play. It runs at 60
frames a second (its console's rate), in English with its own voices and movies, and keeps its own memory card
(memcards-SLUS-20909besidememcards), so the two discs never overwrite each other's saves. Its program's own code
changes are played the European way. - Every disc is identified by its content, compared with the known dumps of the original discs (redump.org): the
launcher showsPAL · original disc,NTSC-U · original disc,PAL · modified disc(the original program with other
files, such as a translation patch -- it plays like the original) orPAL · unrecognised version(accepted with a
warning). It reads the whole image once, a few seconds, and remembers the answer. The game checks the size at every
start;--verify-discchecks the whole image. - The Japanese disc and the first North American release (v1.00) are recognised but not playable in this version:
each needs an address map, whichtwinsanityevolved-modtool region-mapmakes from the two discs for someone who has
both.
Mods
-
Mods packaged as Mod Crates are supported -- the community's usual shape (a
.zipor a folder with
ModCrateInfo.txt,layer0/andlayer1/), including large ones of over a gigabyte (about half a minute to add). The
author's notes are shown under the mod. -
Also taken as they are shipped: a patched disc image (only the files that differ from your disc are kept), an
xdelta, PPF or BPS patch made against the original disc, a folder of files laid out like the disc (or a loose
CRASH.BD+CRASH.BH), and one file of the game's archive passed around on its own (such as aDefault.rm2), placed
by its name. -
The launcher's Mods page: drop a mod on the page (or Add a mod…) and it is added to your mods folder; each mod
has a switch, a line saying what it changes and its region; drag the mods into order (the lower one wins where two
change the same file); Remove deletes one after asking. Adding a mod you already have (a new version) asks first,
then replaces it and keeps its switch and its place. A change takes effect the next time the game starts. -
The mod tool (
twinsanityevolved-modtool, in every zip) does the same on the command line:import,inspect
(what a file is, without adding it) andverify(every file of a mod checked byte for byte). -
A mod is checked against your disc. A mod records the disc it was made over; the game leaves out a mod made for
another disc and says so in its log, and the Mods page says "Left out on this disc: made for the North American disc."
where that applies. A loose archive file made for the other release is refused when you add it. -
While any mod is on, the game saves to its own memory card (
memcards-mods): your normal saves are never touched. -
In the game, OPTIONS > MODS now lists the built-in mods (level select, speedrun mode); the mods of your mods folder are
switched on the launcher's Mods page. -
What cannot apply: code changes in a mod's modified game program (its data changes -- tables, texts, numbers -- do
apply; the code changes are listed under the mod); Crate Mod Loader's game-code settings (a crate carrying
ModCrateSettings.txtis refused with the reason; settings a crate's notes ask for are named in a warning); xdelta
patches made with secondary compression; RAR / 7-Zip archives, CHD / CSO / ECM images,.cuesheets, UPS / IPS patches;
emulator texture packs and cheat codes. -
Where a mod is switched: a mod that changes the disc's files is switched on and off in the launcher only and is in
place when the game starts; the game's own OPTIONS > MODS page keeps the two built-in mods (level select, speedrun mode),
which work while you play. A mod made for the other region's disc is left out, and the launcher's row says so. -
On the PS Vita the switch is the
mods.<id>.enabledline inux0:data/twinsanity/ps2r.ini(the launcher writes it
into the PS Vita folder; VitaShell's text editor changes it on the console); the mod's files stay on the card either way,
and modded saves live on their own memory card (memcards-mods/).
Languages
-
The text and the speech are two settings: GAME OPTIONS > TEXT LANGUAGE and SPEECH LANGUAGE (and the launcher's
Settings). Any text with any speech: Portuguese text with Spanish voices, Arabic text with French voices. The text
languages are recognised by what the disc's text banks contain, so on a translated disc "english" is still English. The
movies' sound and the title cards follow the speech. An oldergame.languagesetting keeps working. -
Arabic: every menu, notice and hint (305 texts, our own translation), drawn right to left in Arabic letters made in
the game's lettering style. It comes with every zip and the launcher places it in your mods folder; there is nothing to
switch on: TEXT LANGUAGE offers arabic after the disc's languages. It translates the European disc's English texts
and is offered on a disc that carries them (not on the North American disc); the speech is any language your disc
speaks. -
A language pack is not a mod: the Arabic text is one entry of the TEXT LANGUAGE row, like French or German; it has no
switch anywhere and never moves your saves to the modded memory card.
PS Vita
- **A PS Vita package in ...
TwinsanityEvolved v0.9.0
TwinsanityEvolved -- what's new since v0.1.8
Crash Twinsanity as a native game for Windows, macOS, Linux and the PS Vita: the twinsanity-reversed decompilation running
on the NativeEE engine. No game data is included: you play with your own disc image.
Install
- Download the zip for your system from this release (the table at the end names each file), or the launcher (see
Play below), which does every step for you. - Unzip it anywhere, on any drive (Windows: right-click the zip > Properties > tick Unblock first, so SmartScreen
does not warn about the unsigned program). - Run
twinsanityevolved(twinsanityevolved.exeon Windows; on macOS, the first time, right-click it > Open). The
first time it asks for your disc image: your own Crash Twinsanity.iso, the European (PAL) or the North American disc.
Nothing is installed and nothing else is downloaded. Requirements: a graphics driver with OpenGL 4.1 (any current NVIDIA,
AMD, Intel or Apple GPU); keyboard and mouse or a gamepad (Space = cross, Left Shift = square, right mouse = circle,
E = triangle, W A S D = left stick, mouse = camera, Y = start, Tab = select).
Play
-
The launcher installs the finished game. It no longer makes the game from its source on your computer: it
downloads the game for your system from the newest release, checks it against the release's checksums and puts it in your game folder. Its
first run is one sheet of four questions -- where your game is, where it should live, where you will play (this
computer, a PS Vita or another computer), then the download with its size and speed -- with Back on every step and
nothing to type. -
It finds your disc for you. It looks in Downloads, Desktop, Documents, its own folder and any removable drive, and
recognises the disc by what is on it (see Discs). Drop the file on the window if it is somewhere else. A disc you remove
from the list stays off it on later searches. -
One game folder holds everything.
~/Games/Crash Twinsanity(%USERPROFILE%\Games\Crash Twinsanityon Windows)
unless you choose another: the game, your settings (ps2r.ini), your memory cards (memcards) and your mods (mods).
Move the folder and everything moves with it: the game reads theps2r.inibeside it first (on macOS, beside the app). -
Pages: Games, Mods, Settings, About. Games shows your discs, each with Play and, when a new version is out,
Update; an update never overwrites your settings, saves or mods. Settings is the game's own Options in plain words --
the sameps2r.inithe in-game menu writes, so a change in one is a change in the other. About can remove what the
launcher keeps and says what it could not remove. -
Launchers for every desktop. A portable zip for Windows, a
.dmgfor macOS and, new, an AppImage for Linux. -
Quitting the launcher during a download is safe: nothing half-downloaded is left in your game folder.
-
Every release zip also holds the mod tool and the Arabic language pack (see Mods and Languages).
-
Save states: F5 saves the running game to
savestates/slot0.ps2stin the game folder and F8 loads it back where it
was; the game says so on screen. On the PS Vita the folder isux0:data/twinsanity/savestates/.
Discs
- The European (PAL) disc (SLES-52568) plays as before.
- The North American disc plays (SLUS-20909 v2.00, the "Action Pack" release): choose it and play. It runs at 60
frames a second (its console's rate), in English with its own voices and movies, and keeps its own memory card
(memcards-SLUS-20909besidememcards), so the two discs never overwrite each other's saves. Its program's own code
changes are played the European way. - Every disc is identified by its content, compared with the known dumps of the original discs (redump.org): the
launcher showsPAL · original disc,NTSC-U · original disc,PAL · modified disc(the original program with other
files, such as a translation patch -- it plays like the original) orPAL · unrecognised version(accepted with a
warning). It reads the whole image once, a few seconds, and remembers the answer. The game checks the size at every
start;--verify-discchecks the whole image. - The Japanese disc and the first North American release (v1.00) are recognised but not playable in this version:
each needs an address map, whichtwinsanityevolved-modtool region-mapmakes from the two discs for someone who has
both.
Mods
-
Mods packaged as Mod Crates are supported -- the community's usual shape (a
.zipor a folder with
ModCrateInfo.txt,layer0/andlayer1/), including large ones of over a gigabyte (about half a minute to add). The
author's notes are shown under the mod. -
Also taken as they are shipped: a patched disc image (only the files that differ from your disc are kept), an
xdelta, PPF or BPS patch made against the original disc, a folder of files laid out like the disc (or a loose
CRASH.BD+CRASH.BH), and one file of the game's archive passed around on its own (such as aDefault.rm2), placed
by its name. -
The launcher's Mods page: drop a mod on the page (or Add a mod…) and it is added to your mods folder; each mod
has a switch, a line saying what it changes and its region; drag the mods into order (the lower one wins where two
change the same file); Remove deletes one after asking. Adding a mod you already have (a new version) asks first,
then replaces it and keeps its switch and its place. A change takes effect the next time the game starts. -
The mod tool (
twinsanityevolved-modtool, in every zip) does the same on the command line:import,inspect
(what a file is, without adding it) andverify(every file of a mod checked byte for byte). -
A mod is checked against your disc. A mod records the disc it was made over; the game leaves out a mod made for
another disc and says so in its log, and the Mods page says "Left out on this disc: made for the North American disc."
where that applies. A loose archive file made for the other release is refused when you add it. -
While any mod is on, the game saves to its own memory card (
memcards-mods): your normal saves are never touched. -
In the game, OPTIONS > MODS now lists the built-in mods (level select, speedrun mode); the mods of your mods folder are
switched on the launcher's Mods page. -
What cannot apply: code changes in a mod's modified game program (its data changes -- tables, texts, numbers -- do
apply; the code changes are listed under the mod); Crate Mod Loader's game-code settings (a crate carrying
ModCrateSettings.txtis refused with the reason; settings a crate's notes ask for are named in a warning); xdelta
patches made with secondary compression; RAR / 7-Zip archives, CHD / CSO / ECM images,.cuesheets, UPS / IPS patches;
emulator texture packs and cheat codes. -
Where a mod is switched: a mod that changes the disc's files is switched on and off in the launcher only and is in
place when the game starts; the game's own OPTIONS > MODS page keeps the two built-in mods (level select, speedrun mode),
which work while you play. A mod made for the other region's disc is left out, and the launcher's row says so. -
On the PS Vita the switch is the
mods.<id>.enabledline inux0:data/twinsanity/ps2r.ini(the launcher writes it
into the PS Vita folder; VitaShell's text editor changes it on the console); the mod's files stay on the card either way,
and modded saves live on their own memory card (memcards-mods/).
Languages
-
The text and the speech are two settings: GAME OPTIONS > TEXT LANGUAGE and SPEECH LANGUAGE (and the launcher's
Settings). Any text with any speech: Portuguese text with Spanish voices, Arabic text with French voices. The text
languages are recognised by what the disc's text banks contain, so on a translated disc "english" is still English. The
movies' sound and the title cards follow the speech. An oldergame.languagesetting keeps working. -
Arabic: every menu, notice and hint (305 texts, our own translation), drawn right to left in Arabic letters made in
the game's lettering style. It comes with every zip and the launcher places it in your mods folder; there is nothing to
switch on: TEXT LANGUAGE offers arabic after the disc's languages. It translates the European disc's English texts
and is offered on a disc that carries them (not on the North American disc); the speech is any language your disc
speaks. -
A language pack is not a mod: the Arabic text is one entry of the TEXT LANGUAGE row, like French or German; it has no
switch anywhere and never moves your saves to the modded memory card.
PS Vita
- A PS Vita package in every release (
twinsanityevolved-<version>-vita.vpk): install it with VitaShell, copy your
disc image toux0:data/twinsanity/game.iso, and make sure the system's shader libraryur0:data/libshacccg.suprxis
present (the usual homebrew step). The package carries the game's GPU programs ready-made, so the first start does not
stop to prepare them. - The launcher makes a ready-to-copy PS Vita folder in your game folder (
vita/: the package, the steps, and
ux0/data/twinsanity/with your settings, the language pack and the mods you switched on). Two disc images can sit side
by side on the console;ux0:data/twinsanity/disc-image.txtnames the one the game starts. The North American disc
plays on the PS Vita too (at 60). Mods are added on a computer and copied over. - The PAL console's 50 Hz game loop by default: the game ticks 50 times a second as the PAL game did. GAME RATE in
Options > graphic options switches between60and50 hz (pal)from the next start. - FRAME RATE auto: the game runs at the full rate while it keeps up and otherwise holds a steady 25 (at 50 Hz) or 30
(at 60 Hz) frames a second...
v0.1.8
Crash Twinsanity as a native PC game: the twinsanity-reversed
decompilation running on the NativeEE engine. This release contains no game data:
you play with your own PAL disc image (SLES-52568).
Play
-
Download the zip for your system:
System Download Windows 10 / 11 (64-bit) twinsanityevolved-v0.1.8-windows-x64.zipmacOS, Apple silicon twinsanityevolved-v0.1.8-macos-arm64.zipmacOS, Intel twinsanityevolved-v0.1.8-macos-x86_64.zipLinux x86_64 / ARM64 twinsanityevolved-v0.1.8-linux-x86_64.zip/-linux-aarch64.zip -
Unzip it anywhere, on any drive (Windows: right-click the zip > Properties > tick Unblock first, so
SmartScreen does not warn about the unsigned program). -
Run
twinsanityevolved(twinsanityevolved.exeon Windows; on macOS the first time right-click it >
Open). The first time it asks for your disc image: choose your PAL Crash Twinsanity.iso.
Nothing is installed and nothing else is downloaded. The game remembers your disc in disc-image.txt and keeps its
memory cards and settings in userdata inside its own folder; deleting the folder removes everything. The zips
hold only the program, its libraries and the licences: every one passes the repository's asset scan, which fails
on any disc file or game asset.
50 Hz (the PAL speed): Options > graphic options > game rate > 50 hz (pal), from the next start
(or game.hz = 50 in userdata/ps2r.ini). The default is 60.
Requirements
- A graphics driver with OpenGL 4.1 (any current NVIDIA, AMD, Intel or Apple GPU).
- Keyboard and mouse, or a gamepad (Space = cross, Left Shift = square, right mouse = circle, E = triangle,
W A S D = left stick, mouse = camera, Y = start, Tab = select).
Build it yourself
The launcher (twinsanityevolved-launcher-windows-x64.zip, twinsanityevolved-launcher-macos-arm64.dmg) builds
the game from the source on your own machine instead: it installs the compiler and tools it needs into its own
app-data folder (about 15 GB) and builds the latest commit. You do not need it to play.
Checksums
| File | SHA-256 |
|---|---|
| twinsanityevolved-v0.1.8-macos-arm64.zip | f7a540a71ee7f8eba461f9a956bd13c26b09970e5aa4a8ab89d05119a508eea9 |
| twinsanityevolved-v0.1.8-macos-x86_64.zip | 65abeea54fd72b5c360ecf44f80fe875fa41e9475e4a4bb7b48a195c9963f780 |
| twinsanityevolved-v0.1.8-windows-x64.zip | 1cab488290489711c1906f045d562bd6540113856469a72d7061f3b24c514e76 |
Not in this release (the build did not produce it): linux-x86_64 linux-aarch64.
v0.1.7
Crash Twinsanity as a native PC game: the twinsanity-reversed
decompilation running on the NativeEE engine. This release contains no game data:
you play with your own PAL disc image (SLES-52568).
Play
-
Download the zip for your system:
System Download Windows 10 / 11 (64-bit) twinsanityevolved-v0.1.7-windows-x64.zipmacOS, Apple silicon twinsanityevolved-v0.1.7-macos-arm64.zipmacOS, Intel twinsanityevolved-v0.1.7-macos-x86_64.zipLinux x86_64 / ARM64 twinsanityevolved-v0.1.7-linux-x86_64.zip/-linux-aarch64.zip -
Unzip it anywhere, on any drive (Windows: right-click the zip > Properties > tick Unblock first, so
SmartScreen does not warn about the unsigned program). -
Run
twinsanityevolved(twinsanityevolved.exeon Windows; on macOS the first time right-click it >
Open). The first time it asks for your disc image: choose your PAL Crash Twinsanity.iso.
Nothing is installed and nothing else is downloaded. The game remembers your disc in disc-image.txt and keeps its
memory cards and settings in userdata inside its own folder; deleting the folder removes everything. The zips
hold only the program, its libraries and the licences: every one passes the repository's asset scan, which fails
on any disc file or game asset.
50 Hz (the PAL speed): Options > graphic options > game rate > 50 hz (pal), from the next start
(or game.hz = 50 in userdata/ps2r.ini). The default is 60.
Requirements
- A graphics driver with OpenGL 4.1 (any current NVIDIA, AMD, Intel or Apple GPU).
- Keyboard and mouse, or a gamepad (Space = cross, Left Shift = square, right mouse = circle, E = triangle,
W A S D = left stick, mouse = camera, Y = start, Tab = select).
Build it yourself
The launcher (twinsanityevolved-launcher-windows-x64.zip, twinsanityevolved-launcher-macos-arm64.dmg) builds
the game from the source on your own machine instead: it installs the compiler and tools it needs into its own
app-data folder (about 15 GB) and builds the latest commit. You do not need it to play.
Checksums
| File | SHA-256 |
|---|---|
| twinsanityevolved-v0.1.7-macos-arm64.zip | c4faee6d5f43c5d720881c152139c5b8deee6649f5f53785d93359a168dbb147 |
| twinsanityevolved-v0.1.7-macos-x86_64.zip | 788c3ade7dd5c598b05a34dc709665d26aaae3eb71ebf072f333992cd708624d |
| twinsanityevolved-v0.1.7-windows-x64.zip | badc7849c37d9aaf5ecd164b90da2b158d994108667d21611a701e60df01ce15 |
Not in this release (the build did not produce it): linux-x86_64 linux-aarch64.