@@xan1242 This mod doesnt touch exe much (we never do, all game objects are interpreted and have their code in the levels instead of the exe), so im pretty clueless and not very keen about modding exe.
@@Aversatrix Ah, well... It'd be cool to try to code something up like that in MIPS, I have a few ideas how I'd approach this. If you can write to a fixed address somehow with the interpreted code (or read from one), then it shouldn't be too hard in theory.
A funny idea with this ROM: Crash 2 but every wumpa fruit Crash eats he gets bigger It might be doable since you can spin wumpas away. Although an any% run might be the only viable option because...you know. Some crates forcibly feed you wumpas.
That sounds interesting, but it doesnt work too well because Crash breaks at scales higher than 1.90. It might be interesting to have his scale change randomly each time a fruit is collected though.
I think it would be fun to have a size change mechanic in a new crash game. Certain bosses/ enemies can only be taken out when you're big Certain puzzles can only be solved when you're small I think it would be cool
I would love to play a Rom with this feature. It’s like a replay value for messing around and having fun. Also question, is there possibility of changing, adding or tweaking Crash’s in-game abilities? I just thought of a silly idea, that sound ridiculous and weird, but maybe could’ve been fun in the performance, if you somebody else would be interested to make it happen of course ✋👀🤚
@@Aversatrix I don’t wanna sound, like I’m asking for request, but basically. I had this silly idea in my mind: Imagine Slide-Spin (or tilted spin with an increased speed after a slide), but Crash kept spinning infinitely forward. I’m aware, that this basically turns Crash in a Tasmanian Devil and doesn’t add anything to the main gameplay, other than stupid fun. But imagine some sort of challenge, like a Time Relic, where instead running, the player would use the infinite spin-slide to navigate Crash to the goal, while avoiding a chunk amount of TNT and Nitro boxes on the way, as well jumping (while still spinning) over obstacles and bottomless pits, I like to call it - SpinRush. The utilisation of this would be simple, simply performing slide and spin, to auto-lock spinning (instead of repeatedly pressing square) and stopping this action by simply pressing square again (or pressing circle, to cancel it with a slide). Hopefully this idea would at least make you giggle, because I can’t program myself, nor do I know where else to share it, just for the sake of it (other than Twitter) 🙌
Cool idea, adds more replayability to C2. A tiny Crash in a big Wumpa Islands feels quite charming to me! Definitely do a full ROM. Would you be able to toggle the scale/speed modifier text off via another button combo? The text being up at all times would be distracting.
So basically this is Crash 2 but the shrink ray death doesn't kill you
It would be funny if the speed also increase/decrease speed and pitch of the music.
im not sure whether it is possible, ill try to find out
@@Aversatrix send SEQ/MIDI pitch bends to the SPU if you can, it should be possible
@@xan1242 This mod doesnt touch exe much (we never do, all game objects are interpreted and have their code in the levels instead of the exe), so im pretty clueless and not very keen about modding exe.
@@Aversatrix Ah, well... It'd be cool to try to code something up like that in MIPS, I have a few ideas how I'd approach this.
If you can write to a fixed address somehow with the interpreted code (or read from one), then it shouldn't be too hard in theory.
@@xan1242 it is possible with some trickery
Please make a full ROM. I want to beat the entire game at 0.10 size, if that's even possible.
A random size and speed every level would be very funny ahahaha
i like that idea, ill add that option
A funny idea with this ROM:
Crash 2 but every wumpa fruit Crash eats he gets bigger
It might be doable since you can spin wumpas away. Although an any% run might be the only viable option because...you know. Some crates forcibly feed you wumpas.
That sounds interesting, but it doesnt work too well because Crash breaks at scales higher than 1.90. It might be interesting to have his scale change randomly each time a fruit is collected though.
This is pretty much Crash Bandicoot The huge adventure if it were on consoles
Me: Crash Mod community won't amaze me anymore
Crash mod community: hold my beer
I think it would be fun to have a size change mechanic in a new crash game.
Certain bosses/ enemies can only be taken out when you're big
Certain puzzles can only be solved when you're small
I think it would be cool
Oh right that didnt even occur to me. There currently isnt a place to use it in modpack, but ill bring it up.
Tiny Crash like Tiny Sonic
I would love to play a Rom with this feature. It’s like a replay value for messing around and having fun.
Also question, is there possibility of changing, adding or tweaking Crash’s in-game abilities?
I just thought of a silly idea, that sound ridiculous and weird, but maybe could’ve been fun in the performance, if you somebody else would be interested to make it happen of course ✋👀🤚
It depends on whether its done by the player object, or by some other one. The second option is much more viable.
@@Aversatrix I don’t wanna sound, like I’m asking for request, but basically.
I had this silly idea in my mind:
Imagine Slide-Spin (or tilted spin with an increased speed after a slide), but Crash kept spinning infinitely forward.
I’m aware, that this basically turns Crash in a Tasmanian Devil and doesn’t add anything to the main gameplay, other than stupid fun.
But imagine some sort of challenge, like a Time Relic, where instead running, the player would use the infinite spin-slide to navigate Crash to the goal, while avoiding a chunk amount of TNT and Nitro boxes on the way, as well jumping (while still spinning) over obstacles and bottomless pits, I like to call it - SpinRush.
The utilisation of this would be simple, simply performing slide and spin, to auto-lock spinning (instead of repeatedly pressing square) and stopping this action by simply pressing square again (or pressing circle, to cancel it with a slide).
Hopefully this idea would at least make you giggle, because I can’t program myself, nor do I know where else to share it, just for the sake of it (other than Twitter) 🙌
@@TwisterTH Sounds hard to execute properly but sorta doable
@@Aversatrix I’m already glad to at least hear a proper feedback from you, about the possibility of the idea itself, so that’s cool to me 🙏😌
That's interesting
Maybe a full rom would have cool results
Cool idea, adds more replayability to C2. A tiny Crash in a big Wumpa Islands feels quite charming to me! Definitely do a full ROM.
Would you be able to toggle the scale/speed modifier text off via another button combo? The text being up at all times would be distracting.
Definitely needs a full rom!
@aversatrix Nice, can you make also a room where you can change warp room area in the levels?
wdym, the start/end corridor? if you mean that, it is level geometry so its about as tedious as making new scenery (very tedious)
@@Aversatrix Yes, for example level 14 with second corridor
Je super že stále robíš videá na starého crasha, aj keď len raz za čas. Nostalgia ma nikdy neminie keď vidím túto hru.
Hej nedavame moc videi, ale to skor preto ze mame plno levelov ktore nechceme spoilnut.
The music in the right and left ears not being completely in time is quite unnerving
I can see lots of speedruns from this make it full
I'm so glad this exists.
Reminds me of Dynamo levels death animation lol. That's pretty fun :)
It's Crash Bandicoot on GBA all over again
The music being slower is tripping me out
ITS incredible make a rom ¡Right now!
I would love to play it! 😍
Nice mod
I NEED IT