github Matteo842/CrashBandicoot-Launcher 2.6

one hour ago

Everything new in 2.6

Two major milestones this time: the entire game is now widescreen from start to finish — including the title screen, menus, island map, intro, and ending — plus a new experimental Interpolated FPS mode that gives you high-frame-rate visuals with 100% original 30 FPS physics.

🖥️ Full-game Widescreen (Menus, Map & Cutscenes)

Previously, 16:9 rendering only kicked in during gameplay levels. Now, the whole experience fills your screen seamlessly (#189):

  • Main Menu & Title Screens: Custom 16:9 backdrop tiles and side bands for the main menu, plus native widescreen rendering extended to the Options, Game Over, and Password/Load menu scenes (complete with seamless wall extensions and widened backgrounds). Menu bands also persist properly after demos or attract-mode intros.
  • Island Map: Now rendered as a true 3D widescreen scene with full support for untextured geometry and the sea background. Added 5-bit color quantization matching so wide-renderer side bands blend seamlessly with the game's original FillRect sky/sea colors, and fixed sky gaps during camera turns (#221).
  • Intro & Ending Cutscenes: Enabled 16:9 rendering for the opening intro (complete with a dynamic version sign patched with the current app release) as well as the ending cutscene and the Great Hall epilogue backdrop.

⚡ Experimental: Interpolated High-FPS Mode

  • Original 30 FPS physics, high-FPS visuals: A new experimental option in Settings keeps all underlying game logic running at the exact original PS1 30 FPS tick rate while smoothly interpolating object and camera poses in between frames (#236).
  • Zero physics side effects: Ideal if you want buttery-smooth 60/120/240 FPS camera movement and animations with guaranteed 1:1 original PS1 timing and collision behavior.

🛠️ Fixes

High FPS & Gameplay Logic

  • Hog levels: Fixed steering angle wrapping at high frame rates that caused the steering angle to cycle and Crash to fall off the hog sideways (#235).
  • Jaws of Darkness: Kept invisible drop pillars registered as collision bounds and lifted Crash out of tiny platform-top overlaps to prevent edge stalls (#231).
  • Gated spike logs & slippery moss: Smoothed out gated spike log collisions (WalOC hazards) so Crash stays steady against them, and adjusted slippery moss to run at real-time pacing (#227).
  • Invincibility mask: Rebuilt the Witch Doctor mask's display pose directly from Crash's current mesh vertex and heading so it no longer lags behind Crash above 30 FPS (#226).
  • Warp animations: Smoothly blended Warp_In and Warp_Out mesh frames during frame pacing instead of stepping at 30 FPS (#224).
  • God Mode: Preserved timed invincibility states above InvincibleHit so knockback behavior and player control work as intended.

Widescreen (16:9 / ultrawide)

  • Lagging camera geometry: Fixed ground-list mismatches during fast camera movement by selecting the matching SLST using the camera's interpolated path position (#220).
  • Hand-made level fixes:
    • The Great Gate (level_03): Multiple passes of hand-made widescreen fixes (#180).
    • Native Fortress (level_08): Added hand-made widescreen fixes.
    • Boulder Dash (level_15): Hand-made widescreen fixes (#206).
    • Generator Room (level_18): Hand-made widescreen fixes (#225).
    • The Great Hall (level_44): Hand-made widescreen fixes and widened epilogue background (#228).

Launcher & HUD

  • HUD FPS counter: Now tracks newly drawn game frames and holds the last measured rate while paused (#192).
  • Launcher text wrapping: Dynamically measured and resized wrapped text in launcher dialogs and hint labels so text and buttons no longer clip or overlap (#201, #233).

🧰 For contributors

  • Wide Editor: Added support for editing the Intro and Ending scenes, adjustable camera zoom, numeric camera controls, and a camera-path sweep tool that automatically scans every camera point to flag unseen geometry. Hidden repairs are also grouped by polygon for faster runtime lookups.
  • Widescreen Probe: Added controls for title screen states, island map node exploration, interpolated rendering checks (capturing frames where the sky fails to reach the screen edge), warp diagnostics, optional VSync control, object dumps, flight stops, gem stamping, and a DEJITTER environment variable.

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