Search found 11 matches
- Mon Jul 20, 2015 6:10 pm
- Forum: Audio file formats
- Topic: Jak and Daxter [PS2] music
- Replies: 2
- Views: 2467
Re: Jak and Daxter [PS2] music
Edit: Yeeeaaah I probably should've checked the SND989.IRX driver...
- Sat May 30, 2015 5:53 pm
- Forum: Game Archive
- Topic: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
- Replies: 73
- Views: 43748
Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
Since there is literally nowhere else to post this on, here is some stuff found by me and others and that hasn't been documented already (most of it is just random facts): Game doesn't like if you delete code or models in Crash 2-3. It's fine if you delete anything else. EDIT: I found something in t...
- Fri Mar 06, 2015 3:57 pm
- Forum: Game Archive
- Topic: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
- Replies: 73
- Views: 43748
Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
I exported the edited SEQ that I imported to CrashEdit and checked it with Awave Studio (10.6 btw) and one of the events was to set tempo to 7 BPM at the start right after an event that sets the tempo to 165 BPM (the correct amount), and the ticks ( edit: steps, not ticks ) were all messed up (so it...
- Thu Feb 26, 2015 7:52 pm
- Forum: Game Archive
- Topic: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
- Replies: 73
- Views: 43748
Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
I'm having a problem trying to change Cortex's (CB2) music in his boss battle (ID is 07 btw). I was successfully able to change the music, but it doesn't play properly in-game: It's slowed down alot, and some instruments can't even be heard. The changed SEQ works correctly, so I would've thought thi...
- Wed Feb 11, 2015 9:46 pm
- Forum: Game Archive
- Topic: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
- Replies: 73
- Views: 43748
Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
That list also includes 02 for Crash 1, nice.
By the way, box count in Crash 1 isn't specified anywhere (at least I didn't find it yet, and no, it's not in Crash's spawning point), so it can be automatic. Need to test it out.
By the way, box count in Crash 1 isn't specified anywhere (at least I didn't find it yet, and no, it's not in Crash's spawning point), so it can be automatic. Need to test it out.
- Fri Feb 06, 2015 8:32 pm
- Forum: Game Archive
- Topic: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
- Replies: 73
- Views: 43748
Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
Anyone having problems going to http://www.sites.google.com/site/crashpsxsite/structure? The site seems to be down. Could anyone get me Ruination's ID? I need to restart that level. EDIT: Nevermind, it's 0F (I got it first try lol).
- Wed Jan 28, 2015 8:06 pm
- Forum: Game Archive
- Topic: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
- Replies: 73
- Views: 43748
Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
Also, there is a slight difference between Crash 1 pickups/crates and Crash 2 pickups/crates, which is their origin point: For crates, it's their bottom-left-back point (which makes sense). For pickups, it's their center. I suppose this is enough Crash 1 support. The Prototype is EXACTLY like the re...
- Sat Jan 17, 2015 3:38 am
- Forum: Game Archive
- Topic: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
- Replies: 73
- Views: 43748
Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
@Mystie Try deactivating anti-virus and open CrashEdit (then activate anti-virus again, of course), if that doesn't work then daww. :( Anyway, I just decided to take a crack at Crash 1 Prototype's objects n crap, and I actually got further than I thought (in less time than I thought too), it helps t...
- Mon Jan 12, 2015 11:11 pm
- Forum: Game Archive
- Topic: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
- Replies: 73
- Views: 43748
Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
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- Sun Jan 11, 2015 1:27 am
- Forum: Game Archive
- Topic: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
- Replies: 73
- Views: 43748
Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
You probably have a corrupted version of the game, or maybe it's the region of the file. What is the region of the games you extracted the NSFs from?
- Sat Nov 22, 2014 12:25 pm
- Forum: Game Archive
- Topic: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
- Replies: 73
- Views: 43748
Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives
Hey there (I was able to register, yay), I am having some problems with modding Piston it Away, I want to make the player spawn at the end and leave the level at the start, but moving obj_willy does not make him spawn there (everything else can be freely moved). In levels with multiple warp ins (Roa...
