[PR #308] [MERGED] kb: Crash N. Sane, quick boot without the Activision video and VV intro #306

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opened 2026-10-15 20:55:22 +00:00 by bsakaguchi · 0 comments
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📋 Pull Request Information

Original PR: https://github.com/rehan-remade/universal-modder/pull/308
Author: @aalkandery-eng
Created: 10/14/2026
Status: ✅ Merged
Merged: 10/14/2026
Merged by: @rehan-remade

Base: main ← Head: kb/crash-nsane-quick-boot


📝 Commits (4)

  • c57446b kb: Crash N. Sane, a quick boot without the Activision video and VV intro
  • 8263207 kb: Crash N. Sane quick boot: review fixes
  • f154260 Merge remote-tracking branch 'origin/main' into land/pr-308
  • 1ecdab8 kb: regenerate the index

📊 Changes

4 files changed (+62 additions, -10 deletions)

View changed files

📝 knowledge/INDEX.md (+1 -1)
📝 knowledge/games/crash-bandicoot-n-sane-trilogy/croc-inside-crash-n-sane-live-two-engine-mashup.md (+3 -1)
📝 knowledge/games/crash-bandicoot-n-sane-trilogy/uncapped-fps-and-live-boss-powers.md (+52 -5)
📝 knowledge/index.json (+6 -3)

📄 Description

Follow-up to #270 (merged). Updates knowledge/games/crash-bandicoot-n-sane-trilogy/uncapped-fps-and-live-boss-powers.md with a third runtime change: a quick boot that skips the Activision video and the Vicarious Visions intro.

What's added:

  • Boot sequence:
    • The start screen's zone info names a loading movie (bumper_atvi), which plays through Bink. Patching BinkOpen to refuse that one file removes the Activision video.
    • The start screen's visual script plays the VV cutscene only when CProgressionNodes::previousLevel returns nothing. Answering that first call with the current level takes the script's "back from a game" branch instead.
  • Reading igz visual scripts: how a CppActionNode's handle maps to its native function's name (EXNM entries without the named-object flag).
  • A new gotcha: skipping by injected Enter presses once landed on the main menu and loaded a save.
  • Verification: three launches; the title is up ~4 s after the window appears instead of ~50 s.

um kb check --index passes.

🤖 Generated with Claude Code


🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.

## 📋 Pull Request Information **Original PR:** https://github.com/rehan-remade/universal-modder/pull/308 **Author:** [@aalkandery-eng](https://github.com/aalkandery-eng) **Created:** 10/14/2026 **Status:** ✅ Merged **Merged:** 10/14/2026 **Merged by:** [@rehan-remade](https://github.com/rehan-remade) **Base:** `main` ← **Head:** `kb/crash-nsane-quick-boot` --- ### 📝 Commits (4) - [`c57446b`](https://github.com/rehan-remade/universal-modder/commit/c57446b49c21461d77711cc38f52b0db0cd782e7) kb: Crash N. Sane, a quick boot without the Activision video and VV intro - [`8263207`](https://github.com/rehan-remade/universal-modder/commit/8263207a6916cb2e773499d2a60de7170cbe5bd0) kb: Crash N. Sane quick boot: review fixes - [`f154260`](https://github.com/rehan-remade/universal-modder/commit/f154260d1ec107f7fad54dd8299c55d36d3d7af3) Merge remote-tracking branch 'origin/main' into land/pr-308 - [`1ecdab8`](https://github.com/rehan-remade/universal-modder/commit/1ecdab815667b7e5a1344524f4ec55cbdcf366cb) kb: regenerate the index ### 📊 Changes **4 files changed** (+62 additions, -10 deletions) <details> <summary>View changed files</summary> 📝 `knowledge/INDEX.md` (+1 -1) 📝 `knowledge/games/crash-bandicoot-n-sane-trilogy/croc-inside-crash-n-sane-live-two-engine-mashup.md` (+3 -1) 📝 `knowledge/games/crash-bandicoot-n-sane-trilogy/uncapped-fps-and-live-boss-powers.md` (+52 -5) 📝 `knowledge/index.json` (+6 -3) </details> ### 📄 Description Follow-up to #270 (merged). Updates `knowledge/games/crash-bandicoot-n-sane-trilogy/uncapped-fps-and-live-boss-powers.md` with a third runtime change: a quick boot that skips the Activision video and the Vicarious Visions intro. What's added: - **Boot sequence:** - The start screen's zone info names a loading movie (`bumper_atvi`), which plays through Bink. Patching `BinkOpen` to refuse that one file removes the Activision video. - The start screen's visual script plays the VV cutscene only when `CProgressionNodes::previousLevel` returns nothing. Answering that first call with the current level takes the script's "back from a game" branch instead. - **Reading igz visual scripts:** how a `CppActionNode`'s handle maps to its native function's name (EXNM entries without the named-object flag). - **A new gotcha:** skipping by injected Enter presses once landed on the main menu and loaded a save. - **Verification:** three launches; the title is up ~4 s after the window appears instead of ~50 s. `um kb check --index` passes. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --- <sub>🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.</sub>
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rehan-remade/universal-modder#306
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