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As we stubbornly refuse to quit on our nearly-impossible challenges, Nitros Oxide is almost entirely finished, almost fully playable, as Naughty Dog originally intended. Researchers found several ways to save a mountain of RAM, without changing the functionality of any gameplay. Everything in this video has been tested on real PS1 hardware, with the default 2 MB of RAM. After analysis of CTR prototypes, we know the idea of Oxide being fully playable was scrapped in July 1999. There was a refactor of RAM management during August, which was not enough to fix Oxide, but that refactor was what made an Oxide fix potentially possible, but Naughty Dog was not looking for an Oxide solution by that point. Also, they were busy with the rest of the polishing that the game desperately needed between the August prototypes and the finished retail game. The last fixes needed, to 100% finish Oxide, are planned and ready to go, but they require the decompile project to reach 100% completion (which maaaybe exists) so that assembly can be relocated from the executable, into existing overlays, as we predict Naughty Dog also originally planned. Then enough RAM will be saved for Oxide to work in every gameplay mode, on every track, everywhere. We're also stubbornly trying to reboot OnlineCTR, with all these RAM fixes, and recent advancements in research, we have more room to inject new assembly into the game, for desperately needed online features (GTE-level interpolation to reduce stutter, vector math for matrices, etc) Stay tuned for more. 0:00 - Adventure Mode 0:50 - Character Select Screens 1:28 - Gameplay