Author Topic: Spyro Reignited Trilogy | PC Release + Modding  (Read 104 times)




      Spyro Reignited Trilogy is a recreation of the original three Spyro games from the Playstation 1. This recreation is noteable for having to recreate the game, nearly from the ground up as all of the original source code was lost. However, using inhouse tools that work similar to usermade tools like SpyroEdit, they were able to extract gem locations and presumably level models. This recreation offers both the original soundtrack and a remastered soundtrack which features a dynamic mode. In the dynamic mode, depending on location, instruments in the music will get quieter or louder. The most obvious use of the dynamic soundtrack is a galloping sound effect which you will hear anytime you charge, This is similar to the extra drums that will play in the Super Mario World soundtrack whenever you ride a Yoshi. Spyro Reignited Trilogy was made in Unreal Engine 4 and released under Unreal Engine 4.19 for PC, Xbox One and PlayStation 4, and 4.21 for Nintendo Switch.


    Aside from the Capability to run with a true uncapped framerate, which will unfortunately start destroying physics as the framerate exceeds either your refresh rate or 120 fps, (we're not entirely sure of which yet though) The PC release has unleashed another Pandora's Box, Mods. Unlike Crash Bandicoot N-Sane Trilogy, Spyro was made in a repetitively 'easy to modify' engine. Using pre-existing programs, it is entirely possible to effectively "unzip" the three pak files which contain all of the assets and most of the files needed to run the game. Unfortunately, because the game was made in UE4 (Unreal Engine 4) and not UE3 (Unreal Engine 3), blueprints cannot be decompiled and the other files can be finicky at best. But with that aside, the community has made great strides in less than a week. As shown above, there is now a mod which can replace Spyro's model with Cynder, make Spyro have his "Dark Spyro" skin, famously used in The Legend of Spyro: The Eternal Night. However, this does show one of the major weakness of modding this game, every mod has to OVERWRITE a preexisting asset, meaning you can't just add a mod will give you an extra cheat code to access a new model. There is a silver lining, these mods seem to be able to run by being set aside in a seperate pak file with an "_P" at the end of the file name, prior to the extension, which will allow it to take priority over the other assets in the game, without deleting the original.



imagine putting physics on update instead of fixedupdate

heard a lot of good things about this game maybe ill get it