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Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives

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Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives

Post by chekwob » Fri Feb 06, 2015 8:48 pm

ManDude wrote: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).
Due to some circumstances, that page is gone now. There is supposedly a new list here: https://docs.google.com/document/d/1yZX ... i5IOk/edit (seems to require javascript). I still need to update the link in the readme.

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Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives

Post by ManDude » Wed Feb 11, 2015 9:46 pm

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.

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Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives

Post by ManDude » Thu Feb 26, 2015 7:52 pm

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 this was a problem with CrashEdit replacing SEQs. Help? This isn't caused by making the music entry be in another chunk either, as this problem was occurring before I added the chunk.

EDIT: It is, I exported the SEQ I replaced with and heard it with Awave Studio and it was broken. Also FL Studio (11) doesn't even recognize notes in there.

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Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives

Post by chekwob » Fri Mar 06, 2015 1:33 pm

ManDude wrote: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 this was a problem with CrashEdit replacing SEQs. Help? This isn't caused by making the music entry be in another chunk either, as this problem was occurring before I added the chunk.

EDIT: It is, I exported the SEQ I replaced with and heard it with Awave Studio and it was broken. Also FL Studio (11) doesn't even recognize notes in there.
Interesting. Are you sure what you imported was a SEQ and not a SEP? They have mostly the same header, so crashedit and other programs can't even tell the difference between them, and will end up loading it as the wrong format if you specify the wrong one. This is what I experienced when I was first working on the music support, I was unaware that I was exporting SEP instead of SEQ and most of the initial notes would get discarded. If any of the data before it gets back on track contains tempo change or program change events, it'll mess up the rest of the playback.

I'll try messing around with the cortex music.

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Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives

Post by ManDude » Fri Mar 06, 2015 3:57 pm

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 has over 16k ticks (edit: I mean steps) instead of 224).

Though, this is not as important now, since I found how to rip the instruments with CrashEdit (too lazy for PSound), the VAGs have really low volume though (this I fix manually).

EDIT: I right-clicked the SEQ and exported it in CrashEdit (it saves as SEQ), plus Awave doesn't recognize SEP so I don't know what's wrong.

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Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives

Post by ManDude » Sat May 30, 2015 5:53 pm

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 the "new" NSD that fixes this for some code entries, it's a list of 64 entries, which will be called NONE! if they do not correspond to an actual code entry in the file.
  • VCOL (T15) stands for Video Collision.
  • Using NONE! in load lists can confuse the game, and makes it have short freezes all the time while in that zone.
  • Where are Crash 1's box count values?
  • Scenery draw lists don't use scenery names to draw polygons, instead they trust the zone entry's index item to tell them which scenery is being drawn. i.e. A zone (10_0Z) tells 1000S to draw polygon X on the second scenery entry in the index (12_0W), can cause glitches if you swap 10_0W with 12_0W for example.
  • Using NONE! in index items works perfectly (Edit: If Crash is not in his normal form or Polar), which can be used to make the game not draw something (useful in space levels if you use doors properly).
  • Each zone in the index item has 3 (known) switches 32 bytes below it. 0x10 means "objects on", 0x0E means " solid on" and 0x07 means something I don't know yet. These can be combined. Note that "objects on" doesn't mean objects will not be drawn, but will just not run their "events" (if you touch them it crashes).
  • Some chunks do not like intruders.
  • There should be a list in the NSD that tells the game which chunks to load at startup. At the start, maybe?
  • Model, animation and code names are consistent throughout the trilogy, except for Crash.
  • What is the .BIN file in S0 in Crash 3 (all versions)? A second executable?

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Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives

Post by ikskoks » Mon Jul 04, 2016 10:37 am

Hello. I haven't checked this thread for some time. I'm interested in replacing audio in speech chunks. I saw that replacing data in speech chunk is allowed in CrashEdit, but only as a raw data, not wav audio files. Is there any possibility to prepare wav file and replace it in game? I also read that chunk maximum size is 64kb, so I wonder how to deal with wav file with size 200kb and how to compress it to be smaller or equal chunk maximum size.

I'm also interested in modifying text in game like NEW GAME, LOAD GAME, EXIT etc. Have anyone tried that before? I can't find any chunk with that kind of data. ;)

Chekwob, I wish you good luck with your work! :)

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Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives

Post by XenTaxMario1989 » Tue Jul 25, 2017 8:17 pm

Hi, I'm new to this site, And where is the .nsf file for Crash 1/3? I tried one of the folders, S1, S2 and S3. But it only gives me the textures and sounds. :?:

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CrashEdit Crash Bandicoot 1/2/3 audio rips

Post by lilyampykidYTXeNTaX » Sat Jun 19, 2021 4:01 pm

When I looked into the .NSF files, they had the audio data! Cool isn't that? You'll need to download the toolkit for Crash Bandicoot Hacking, then use CrashEdit, Select one of the .NSF files, then select any supported game disc for example: Crash Bandicoot 3: Warped.
When you chose a supported game disc, press OK. Search for Audio, then if you press right arrow on a audio chunk, you'll get sounds from one Crash Bandicoot videogame. Example: TNT crate explosion/countdown or "WHOA!" sound.
Hope this helps for CrashEdit!
Edit: Don't forget to press the thank button if I have helped with CrashEdit's audio rips.
Plus, If you have a issue of extracting audio data, send a reply.
Edit 2: When I was ripping models from Crash 1, I saw some of the colored gems from the Options, title sequence and map screen. The NSF file for that is: S0000019.NSF, I'll see if I can rip the Level Completion Screen map another time.

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Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives

Post by lilyampykidYTXeNTaX » Sun Jun 20, 2021 4:23 pm

I tried to rip something from this .ISO, "Crash Bandicoot (NTSC-J)" with CrashEdit, and when I checked in this NSF file, S0000019.NSF, I had the results and it was the title screen, map and options, containing the keys and gems too. Note that I ripped the Orange Gem and there was no textures.
I have a problem, unprocessed chunks happened for me when I used S0000019.NSF.

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Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives

Post by chekwob » Sun Jun 20, 2021 4:41 pm

You can try out this build which is the latest at this time.
https://builds.crashedit.cbhacks.com/ap ... 412da3.zip

You should get one warning "NSF: Prelude saving is not yet implemented" and three warnings "Entry: Processed entry deprocesses to different item data". Ignoring these is fine, and there shouldn't be any unprocessed chunks afterwards.

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Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives

Post by lilyampykidYTXeNTaX » Sun Jun 20, 2021 5:17 pm

chekwob wrote:
Sun Jun 20, 2021 4:41 pm
You can try out this build which is the latest at this time.
https://builds.crashedit.cbhacks.com/ap ... 412da3.zip

You should get one warning "NSF: Prelude saving is not yet implemented" and three warnings "Entry: Processed entry deprocesses to different item data". Ignoring these is fine, and there shouldn't be any unprocessed chunks afterwards.
Thanks! I'll see if that works.
Edit: I saw those colored gems have vertex color. but how? Example here: It's a blue gem.
Crashedit_blue_gem.png
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Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives

Post by chekwob » Mon Jun 21, 2021 1:19 am

lilyampykidYTXeNTaX wrote:
Sun Jun 20, 2021 5:17 pm
I saw those colored gems have vertex color. but how? Example here: It's a blue gem.
Some crash 1 animations have vertex colors instead of vertex normals (xyz is swapped for rgb). These use a different entry type id. You can tell them apart by the type name used in the listing on the left side.

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Re: Crash Bandicoot 1/2/3 (PSX) - NSF/NSD File Archives

Post by lilyampykidYTXeNTaX » Mon Jun 21, 2021 10:44 am

Thanks man! You're the best! Plus, I've gotten the Purple Gem, Green Gem, Orange Gem, Blue Gem and Yellow Gems on my Crash 1 gamsave on my PSP.

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