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Crash 3 Powers port to Crash 1 and 2
#1
Good evening everyone. I recently obtained Crash N Sane Trilogy on Steam, and I had applied BetaM's PowerMod in the game. So far, Crash and Coco now can use speed shoes, regular body slam, and double jump in Crash 1. Crash 2 remains the same as original, although Speed Shoes in my version are now obtained automatically, and double jump is there too. Crash 3, for some reason, triggered a glitch where I got all powers at once in the beginning of the game, like the original Crash 3. My main question is that if there is any way to port the rest of the Crash 3 powers into Crash 1 and 2 (the ones I need are the super charged body slam, death tornado spin, and fruit bazzoka)? I'm using Cheat Engine, and I used CodenameGamma's cheat table, but he doesn't have the option to port them) Thanks for taking the time to answer this. I appreciate the help.
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#2
(24-11-2018, 07:41 PM)CrashGuy1 Wrote: My main question is that if there is any way to port the rest of the Crash 3 powers into Crash 1 and 2 (the ones I need are the super charged body slam, death tornado spin, and fruit bazzoka)?

Short answer: yes.

Long answer:

It's a bit complicated. BetaM's mod makes the game treat Crash 1 levels as Crash 2 levels which is why it enables crouching, crawling and belly flops, and the Crash 2 version of the speed shoes. The double jump also works because it just inexplicably exists in both Crash 1 and 2 and can actually be unlocked by messing with the save files without even doing any modding (so it works on consoles too, or at least PS4).

The reason why we can't just use the same method that BetaM used to make Crash 3 powers work in 1 and 2 is, as far as I can tell, because in Crash 3 levels, the player spawns in a warp bubble and the files for that element are not contained in any Crash 1 or 2 levels so it just doesn't load and the player never spawns. In Crash 1, the exceptions to this are N. Sanity Beach and Cortex Power, because the player doesn't actually "warp" in at the start of the level - they are already spawned when the level starts. I haven't yet found a way to properly modify the game to make this method work with other levels.

BUT, there are some workarounds that I've found. One is to use Cheat Engine or something similar to teleport the player out of bounds when the level loads. Even though you haven't appeared in the level yet, this will still kill you and respawn you at the start of the level. The other is to mod the behaviour files in the game to swap animations around to replicate the effects of some super powers. You can take this a step further and add the bazooka to vehicle levels and do some other crazy stuff.

I haven't had much time to mess with the game recently so I won't attempt to explain how to do all this stuff now, but luckily I have previously demonstrated some of it in a livestream I did a couple of months ago. If you check the description of this video you'll find some timecodes: https://www.youtube.com/watch?v=2WwCe_DIb0g
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