Crash Bandicoot Launcher 2.3
✨ New Features
- Gem hints (optional): the map and level start now show what each level's gems need: gem paths, bridge progress and lost-gem notices. Available on desktop and Android. (#131)
- Japanese-style box drop (optional): at the end of a level only one missed box drops, but the counter still shows the full missed count. (#170)
- Story intro on New Game (optional): the story cutscene plays before the map when you start a new game. (#171)
- PAL speed (25 FPS) mode: a new frame-rate preset that runs gameplay at PAL speed. Menus and display pacing stay at 60. (#153)
- Settings inside the pause menu: Settings is now a page in the pause card, with themed tabs. Esc goes back to the pause menu.
- True pause: gameplay and audio now freeze while the pause menu is open, and the paused time no longer affects frame pacing.
- Animated menu icons in the pause menu and in the Windows/Linux launchers. "Start Game" gets focus as soon as disc validation finishes.
- Linux ARM64 build for Raspberry Pi and other 64-bit ARM systems. (#165)
- OpenGL fallbacks: a new Renderer setting with OpenGL 3.3 and OpenGL ES 3 options, plus automatic detection on drivers without OpenGL 4.3. (#167, #80)
- Native Windows ARM64 build:
CrashBandicoot-arm64.exefor Windows on ARM (Snapdragon X). (#68) - System requirements are now listed in the README for Windows, Linux and Android. (#166)
🛠️ Fixes
High FPS
- Whole Hog: the hog no longer slows down, and the 3rd rotisserie jump is timed correctly again. (#140)
- Hog Wild / Whole Hog: the camera and obstacles now stay in sync with the original 30 Hz timing.
- Heavy Machinery: the big spring platform bounces correctly again. (#149)
- Gem platforms no longer hitch or drop Crash, including lifts that reverse. (#146)
- Turtle shell bounce squash animation restored. (#145)
- No more landing delay or slide on moving platforms. (#162)
- Boss health portrait no longer appears in the wrong spot for one frame. (#169)
- Castle Machinery: smooth camera on the long fall. (#83)
- Tawna and the story/credits models are no longer distorted at non-native FPS. (#79)
Widescreen (16:9 / ultrawide)
- Tawna bonus rounds: the sky now spans the full width and the side bands are filled. (#126)
- Cortex blimp: the checkerboard pattern is kept on the extended rows. (#132)
- Great Hall: the open end wall is closed. (#133)
- Lost City: fixed missing platforms, walls and broken columns. (#134)
- Cortex Power: fixed walls, ledges and textures, and blocked cross-path views. (#135)
- Heavy Machinery: fixed overlapping scenery, dark rows and half-drawn blocks. (#136)
- N. Sanity Beach: filled jungle and temple scenery without covering the sky. (#137)
- Jaws of Darkness: distant polygons no longer turn bright (fog fix). (#138)
- Whole Hog: filled scenery at the screen edges. (#139)
- Lights Out and other dark levels: no more patches showing through the window panes. (#144)
- Toxic Waste: end-room walls and doorway edges are filled. (#151)
- Koala Kong: closed the gaps around the end pillars. (#156)
- Sunset Vista: fixed the shaft geometry (3rd pass). (#157)
- Boulder Dash: closed the walls of the secret-path end room. (#163)
Other
- Lives/fruit cheats no longer corrupt unrelated data, for example an upside-down Crash in Whole Hog. (#143)
- Linux: fullscreen no longer flickers or minimizes on focus changes. (#129)
- "Scaled dither" is renamed to High-res dither, an opt-in setting for finer dots above 1x resolution. (#155)
Contributors
@arciks1192-svg, @FireGate13, @campagnani, @voiceoversonic-create, @ahmedNY, @Heartic12 and @empanadas-eng