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Today, March 30 2025, marks the 5th year anniversary that Niko started the CTR decompile journey, and here we are now! This is an unmodified PlayStation with no overclock, running CTR at 60 FPS. Niko just submitted a mountain of optimizations to get these results. This was all made possible with the debug performance profiler that was found in the Test Drive Demo disc, decompiled, and ported into the retail version of the game. Redhot is leading the most recent level tool efforts. While still in early beta, we do have a working level editor that has built over 30 new tracks. Although not ready for a full showcase yet, this editor has the potential to re-bake existing CTR levels, while generating more optimial visibility data, which will bring the game even closer to a locked 60 FPS. TheUbMonster is rewriting all the BOTS code, used for making AIs drive around the tracks. These AIs just "existing" makes the game drop the framerate from 60 FPS to 40 FPS in the original game. Several optimizations (and modern gcc compiler) will make this part of the game run much faster, once again bringing us closer to 60 FPS. PootisDaMan has been leading the QA effort, and deserves all credit for catching bugs as they pop up. Special thanks to Cybdyn Systems for a PSIO PlayStation with 8 MB RAM. We use this machine for all development, and then right before shipping our mods, we burn a CD disc to test on an unmodified PlayStation. --------------------------------------------------------------------------------------------------- News from PS1 decomp: With 75% of the game rewritten (not decompiled, please understand the difference), we have saved 40,000 bytes of RAM. The remaining 25% contains collisions, and primitive generation; both of these contain hand-written MIPS assembly that cannot translate from PS1 to PC Port. The newly-usable 40k RAM is enough memory for brand-new algorithms that are more RAM-expensive, while being less cpu/gpu-expensive, in C/C++. News from PC Port: When the BOTS rewrite is done, we hope to showcase Demo Mode working on PC. Waiting on COLL and PRIM PS1 rewrite, then we can try driving around. --------------------------------------------------------------------------------------------------- Stay tuned for more. #crashteamracing #playstation1 #psx