However, just behind this “pre-goal-zone” I just introduced, on Papu’s Pyramid there’s another one that isn’t a mask grab polygon nor a pre goal zone. In every track, if you were to fly (with some ram address poke testing), you can drop down behind the goal, but the lap wont count if you’re too close to it (for the progression value that is just like if you drove backwards). (I know very little about informatics outside of ram addresses and a few of lua scripting).īasically, NMZ, is a zone that isn’t covered in “mask grabs”, when the game detects you’re in a zone too advanced to drive on. TheRedHotBr has it all figured out in IT terms recently. Lapogne36 NyXx No More Lasagna ThunderAxe31 Schwooples TheRedHotBR Korky Spikestuff Special Thanksīoth are major glitches I found in august 2018. I'm very, very, very grateful to everyone! This TAS would not have been possible without the initial lapogne work, he was an inspiration.
#Psx crash team racing rom code#
Thanks to Korky, for his work on reverse engineering the code on the Modding discord along Niko and the other developers, which helped to understand how RNG works.Īnd, last but not least, thanks a lot to Spikestuff for the encoding! My laptop just cant take it. I have nothing but immense respect for Emmanuel, we’ve known each other for years. He’s an incredibly talented ctr TASer, who is also an animator. NyXx developed the graphics, which were implemented in Lasagna/Thunder script in lua. It was a lot of work and I'm really grateful to both TASers, huge dedication. This is a project I initially started to implement a working controller display in lua, but they improved it to the best it could be ThunderAxe31 did the final touches before the submission and implemented the RNG script by Lapogne36 aswell.
There’s also the visual script developed by No More Lasagna and ThunderAxe31. Thanks a lot to TheRedHotBR for helping with some strategies before going into some warps! Also to make sure the progression value correctly overflowed. To pull of the startline glitch I needed to know exactly what was the last known checkpoint value the game had. I also used TheRedHotBR and Schwooples lua script for the checkpoint system and track progression, but only in one track: Oxide Station. I used most of the time Lapogne36’s scripts which uses a pointer for the values, making it really easy to check stuff while writing the TAS for reference. Basically every value as far as I know is dynamically allocated in CTR.