Skip to content

Releases

TwinsanityEvolved v0.9.3

Choose a tag to compare

@github-actions github-actions released this 05 Nov 03:56

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 = off in ps2r.ini goes 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 = retail keeps 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 = on in ps2r.ini lets 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.vpk now runs the game's code natively on the console; the
    separate -vita-native.vpk of 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 = on in ps2r.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

  1. 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.
  2. Unzip it anywhere, on any drive (Windows: right-click the zip > Properties > tick Unblock first, so SmartScreen
    does not warn about the unsigned program).
  3. Run twinsanityevolved (twinsanityevolved.exe on 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 Twinsanity on 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 the ps2r.ini beside 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 same ps2r.ini the 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 .dmg for 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.ps2st in the game folder and F8 loads it back where it
    was; the game says so on screen. On the PS Vita the folder is ux0: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-20909 beside memcards), 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 shows PAL · 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) or PAL · 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-disc checks 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, which twinsanityevolved-modtool region-map makes from the two discs for someone who has
    both.

Mods

  • Mods packaged as Mod Crates are supported -- the community's usual shape (a .zip or a folder with
    ModCrateInfo.txt, layer0/ and layer1/), 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 a Default.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) and verify (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...
Read more

TwinsanityEvolved v0.9.2

Choose a tag to compare

@github-actions github-actions released this 04 Nov 03:24

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.vpk now runs the game's code natively on the console; the
    separate -vita-native.vpk of 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 = on in ps2r.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

  1. 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.
  2. Unzip it anywhere, on any drive (Windows: right-click the zip > Properties > tick Unblock first, so SmartScreen
    does not warn about the unsigned program).
  3. Run twinsanityevolved (twinsanityevolved.exe on 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 Twinsanity on 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 the ps2r.ini beside 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 same ps2r.ini the 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 .dmg for 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.ps2st in the game folder and F8 loads it back where it
    was; the game says so on screen. On the PS Vita the folder is ux0: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-20909 beside memcards), 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 shows PAL · 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) or PAL · 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-disc checks 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, which twinsanityevolved-modtool region-map makes from the two discs for someone who has
    both.

Mods

  • Mods packaged as Mod Crates are supported -- the community's usual shape (a .zip or a folder with
    ModCrateInfo.txt, layer0/ and layer1/), 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 a Default.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) and verify (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.txt is 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, .cue sheets, 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...

Read more

TwinsanityEvolved v0.9.1

Choose a tag to compare

@github-actions github-actions released this 30 Oct 15:06

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 = on in ps2r.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

  1. 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.
  2. Unzip it anywhere, on any drive (Windows: right-click the zip > Properties > tick Unblock first, so SmartScreen
    does not warn about the unsigned program).
  3. Run twinsanityevolved (twinsanityevolved.exe on 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 Twinsanity on 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 the ps2r.ini beside 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 same ps2r.ini the 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 .dmg for 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.ps2st in the game folder and F8 loads it back where it
    was; the game says so on screen. On the PS Vita the folder is ux0: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-20909 beside memcards), 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 shows PAL · 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) or PAL · 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-disc checks 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, which twinsanityevolved-modtool region-map makes from the two discs for someone who has
    both.

Mods

  • Mods packaged as Mod Crates are supported -- the community's usual shape (a .zip or a folder with
    ModCrateInfo.txt, layer0/ and layer1/), 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 a Default.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) and verify (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.txt is 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, .cue sheets, 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>.enabled line in ux0: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 older game.language setting 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 ...
Read more

TwinsanityEvolved v0.9.0

Choose a tag to compare

@github-actions github-actions released this 29 Oct 03:22

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

  1. 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.
  2. Unzip it anywhere, on any drive (Windows: right-click the zip > Properties > tick Unblock first, so SmartScreen
    does not warn about the unsigned program).
  3. Run twinsanityevolved (twinsanityevolved.exe on 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 Twinsanity on 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 the ps2r.ini beside 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 same ps2r.ini the 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 .dmg for 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.ps2st in the game folder and F8 loads it back where it
    was; the game says so on screen. On the PS Vita the folder is ux0: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-20909 beside memcards), 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 shows PAL · 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) or PAL · 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-disc checks 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, which twinsanityevolved-modtool region-map makes from the two discs for someone who has
    both.

Mods

  • Mods packaged as Mod Crates are supported -- the community's usual shape (a .zip or a folder with
    ModCrateInfo.txt, layer0/ and layer1/), 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 a Default.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) and verify (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.txt is 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, .cue sheets, 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>.enabled line in ux0: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 older game.language setting 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 to ux0:data/twinsanity/game.iso, and make sure the system's shader library ur0:data/libshacccg.suprx is
    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.txt names 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 between 60 and 50 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...
Read more

v0.1.8

Choose a tag to compare

@github-actions github-actions released this 21 Oct 02:28

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

  1. Download the zip for your system:

    System Download
    Windows 10 / 11 (64-bit) twinsanityevolved-v0.1.8-windows-x64.zip
    macOS, Apple silicon twinsanityevolved-v0.1.8-macos-arm64.zip
    macOS, Intel twinsanityevolved-v0.1.8-macos-x86_64.zip
    Linux x86_64 / ARM64 twinsanityevolved-v0.1.8-linux-x86_64.zip / -linux-aarch64.zip
  2. Unzip it anywhere, on any drive (Windows: right-click the zip > Properties > tick Unblock first, so
    SmartScreen does not warn about the unsigned program).

  3. Run twinsanityevolved (twinsanityevolved.exe on 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

Choose a tag to compare

@github-actions github-actions released this 20 Oct 03:55

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

  1. Download the zip for your system:

    System Download
    Windows 10 / 11 (64-bit) twinsanityevolved-v0.1.7-windows-x64.zip
    macOS, Apple silicon twinsanityevolved-v0.1.7-macos-arm64.zip
    macOS, Intel twinsanityevolved-v0.1.7-macos-x86_64.zip
    Linux x86_64 / ARM64 twinsanityevolved-v0.1.7-linux-x86_64.zip / -linux-aarch64.zip
  2. Unzip it anywhere, on any drive (Windows: right-click the zip > Properties > tick Unblock first, so
    SmartScreen does not warn about the unsigned program).

  3. Run twinsanityevolved (twinsanityevolved.exe on 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.