Here's a compilation of all FIVE episodes of the Mod Showcase series seamlessly put together into one video. This mod will be releasing before the end of the year so if anyone has any wanted features or suggestions of any kind leave them below!
I have some suggestions and features. Riptocs with the metal shields can be defeated with Electric Breath Sparx's unused extra hit point restored (Purple Color references that) Inventory made to be fully functional (PlayStation 2 example: Hold R1 and press the Left or Right Directional buttons to cycle through key items) Super Flame explosions have an area of effect to defeat foes and destroy objects (like in the original Spyro 2 & 3) Super Flame fireballs can perforate and penetrate through multiple vases and baskets, can still break them (like in the original Spyro 2 & 3) For Platform Pandemonium, Thiefy Fu's advice changed: "Use your Lightning Breath and to zap all the electric triggers, the first set will carry you to the next set of platforms way over there, and once you've lowered the Wizard's platform, use your Wing Shield to reflect his magic bolts back into him, and I bet it'll take bouncing two of his own magic bolts back into him to beat him! Watch your health bar at the top left corner!" For Platform Panic, Farmer John's advice updated with the added line: "Mind your health bar when you're confronting the Space Riptoc as he'll fight back with his laser." Supercharge can defeat large enemies (including the T-Rex 1000s as they're abnormally strong giant metal enemies), except for Wizard Riptocs. Honey Tank challenge's time limit extended to 4 minutes Moneybags selling challenge-related key items to Spyro for small modest reasonable prices; Tank Key (to operate the tank), Spitfire Key (to operate the Spitfire), Speedway License (permit to participate in Speedways), Slide License (permit to participate in Slide challenges), Platform Puzzle License (permit to participate in Platform Puzzles), Special Challenge License (permit to enter challenge areas unique to specific worlds - UFO cow rescue, Drum Song, Manta Ray catching, & Tower of Terror).
I'm screeing with joy. perhaps more moneybags involvement if at all possible? not necessarily him in person but just to make his presence more apparent in the world?
Thank you for literally doing gods work I legitimately can't wait to play this mod and finally play this game properly! The one and only fix request I have if it's in any way possible to fix the sudden camera jerks when Spyro jumps or switches the animation from jump to glide as seen on 45:45 (unless this was already somewhat fixed like it appears on 49:25) That was always my major reason why I couldn't play the game as it made me sick XD
@@KyuubiCoreUnfortunately that would be a issue with the internal code which is something I don’t have complete access to and therefore cannot edit. If we had the complete final source code of the game and engine a lot of mechanical tweaks like that would be looked into - maybe one day if those things show up. Hundreds upon hundreds of fixes and additions not shown in this video have been done but there’s still a level of jank and inconsistency to aspects of the game we cannot modify - I still see it as the definitive version of the game for sure
Wow mr f01, this is amazing showing the entire mod showcase of fixes tweaks, improvements, changes, restore cut contents, and adding back missing stuffs. I'm very proud of you.♥️😄👍
@@samuelsoto5855 Thank you :) there’s many changes not shown off in these videos that will have to be seen by players when it releases, many things were overhauled in big or small parts.
I hope Mr. FO1 restores the cut content also (not the levels but Bianca in Cloud 9 and Moneybags giving you your gems back, that kinda stuff that exists in the game's code) Edit: Mr FO1 said Bianca isn't possible but we got Moneybags's restored dialogue 🎊🎊🎊🎉
It is great to see more features about this upcoming mod, which fixes many bugs of the original game too. Considering the mod will be released before the end of the year and it is still on development, would it be possible to add brand new enemies, bosses and a new map in this mod?
@@Tormer Currently, there’s a lot of things that are possible that weren’t just a couple of months ago - such as taking a minigame enemy and adding it to a level or taking any asset and moving it to a level it never appears in normally. New levels will be possible but in a very limited capacity I’m sure. But creating brand new assets is not possible yet and probably won’t be as these file types were custom made and have a lot of very specific data and nodes to get just one asset working.
This is awesome! You may have fixed this already, but on the topic of tweaking SFX timing like at 46:35, I remember the riptoc wizard's SFXs used to continue playing for a few seconds after it dies and the model disappears.
@@Spruntaecklepleag Sadly, that’s more of a sound system problem than one I can fix. Audio in the game continues playing regardless if character’s animations end or they die, there’s no function to stop a sound from playing so unfortunately that’s not fixable unless I tweak their aim SFX file significantly.
Maybe it's just me but i always thought the misplaced voices were hilarious, like there's a texan or southern accent then suddenly "ok! Come back any time!" In a rather posh voice
@@jamesmann3867 That is only a issue in the PS2 and GameCube PAL builds, those lines have no audio in the NTSC versions because they seemingly never recorded those actors saying them.
I had a revelation at one point that the credits scene is literally a still frame taken from the start screen when booting up the game and I thought perhaps spyro and sparx aren't meant to be there (sparx especially considering the game logo is covered by him).
@@RealPisces I think the Credits screen is more so a last minute addition instead of them making something unique for it. I could remove Spyro & Sparx from it but they were definitely intentionally put there in that specific frame of animation. Besides that, I’ve updated the credits with many uncredited staff names and fixed various inconsistencies with the text & even restored unused font colors for the 100% Credits ending (yes there’s 2 versions). And, Platform Panic’s revised music has already been added - 30:26. & all other music files have been replaced with their master disc versions (which are identical but lack conversion bugs and various issues).
@@RealPisces Thank you :) Keep in mind there’s hundreds upon hundreds of small and large tweaks and additions not shown in these videos, hoping there’s surprises people notice when playing.
Ooh! Does that mean you fixed Banzai Speedway’s music loop? Or the fact that if you leave Spyro in the dialogue box in Dragonfly Dojo and Platform Peril, he clips through the ground after several hours? (It was the only way I could have the music on in tinge background without the game crashing and it was hysterical seeing Spyro clipped halfway through the floor like it was made of quicksand 😂) Ramble aside, I’m excited!
@@DoofenSpyroDragon16 I don’t recall an issue with Banzai Speedway’s music looping but the silence at the start and ends of tracks have been made consistent as some had large pauses. As for Spyro clipping through the ground in conversations I’ve never had that occur as I’ve never sat there for hours but I’m unsure what would even cause that and it probably wouldn’t be fixable.
25:06 the sound effects added to passing through the underwater arches seem very unfitting for something that looks "old". It'd be fine for a futuristic-looking switch, but not for ancient arches. The sound is also quiet and unnoticeable. Unsure how much control you have over what sound is played, but I think the player needs even more feedback when most players will pass through those on accident, or unintentionally, in order to clue them that the arch is the reason for the sound.
The sound used is the same sound used for the buttons in Luau Island so it’s familiar to the player for activating an object. Each area in the game has just over 1 MB total sound size limit. Adding new sounds has been done when needed and possible, as there’s a very strict limit that the game nearly hits by default in multiple levels. If I had free rein what sounds I could add and update, I’d be able to add many high quality versions of SFX back into the game but it isn’t possible.
Yeah the audio bandwidth is very thin, so it's very limiting on what can be done (some levels are essentially at the limit by default). I was ready to rebuild and implement a bunch of the sfx in HQ but those hopes were quickly dashed.
something I would like in the mod, put an animation of spyro spitting the superflame's fireball, the same one of him spitting fire, and it also works underwater
@@FreezyTD I’ve wanted there to be a animation for Super Flame though I don’t think adding the standard breath animation is possible without having the source code.
@@MikeDragon Probably not. It’s not a simple porting process and the GameCube version has a different file layout and different un-researched file types. Not to mention the GameCube ports have well over 100 optimization bugs or changes that weren’t supposed to happen in the porting process.
@@cyclops8238 Thanks! It’ll release very shortly in the coming months. It’s for NTSC PS2 but can only be played on emulator due to what’s likely memory limitations with actual PS2 hardware.
@@MrFO1okay cool. I guess that makes sense on top of that I'd much prefer to be able to overclock the emulator and achieve a smoother frame rate than what's possible on actual hardware. I've only ever played the GameCube version so I'm not sure how performance on the PS2 is. I assume it's not that good lol.
@@cyclops8238 There’s been a lot of misinformation about the GameCube ports being better than PS2 ones but the truth is actually the opposite. The GameCube builds have dozens upon dozens of porting flaws and optimization issues (missing effects, missing SFX, missing textures, missing polygons, etc). I have several videos showing the version differences so the performance is negligible and it’s just faster loading times on GC which also comes with assets not loading properly lol.
@@MrFO1I never knew that the PS2 version was the original and that the GameCube was a port. I know the game had issues and was rushed but I never realized the extent of how bad it was. The fact that this video is almost an hour long and still doesn't show everything is insane. I never knew that you could do mods to this extent on emulators.
@@cyclops8238 Oh yeah, this video definitely does not show all the changes in this mod. There are hundreds of small and large changes not here and there’s still more being worked on. A lot of polish and consistency was added where possible.
The only area that would apply to is Luau Island’s drum minigame as it uses an early version of Jurassic Jungle’s track - yet I was never able to decide what song fits it best as it would just be me making a guess instead of the intention of Check Six.
Will it be possible to add the superflame underwater? One of my pet peeves is that it doesn't work underwater in Cloud 9 and Luau Island like it does in Sunny Beach in Spyro 2 for example
@@aarondoesyt3194 That would likely require the full source code of the game to add considering most of the data for Super Flame is controlled internally, I wouldn’t be able to edit that.
It’s built on the PS2 version of the game not the GameCube version. The GameCube builds have many more issues than the PS2 ones and their file formats are much less understood than what’s been reverse engineered for the PS2 side of things.
@@MrFO1 if this raises any capitol (prob through donations) would you consider continuing working on it for GC versions? or just want to move onto other things? (which is fine too)
@@Joe-ug2mb I suppose I’d consider porting some of the changes to the GameCube version but not everything would be possible yet like all the audio related changes, everything else is relatively easy though it still wouldn’t be everything.
@@jeroenboth167 I originally planned for it to be played on actual hardware just like emulator but it freezes when on actual hardware. Which is likely due to memory issues considering everuthing I’ve added, so it’ll have to be played on an emulator which is free and can run on pretty much any computer.
Amazing how an extremely dissapointing game ruined to Universal wanting to rush before a christmas day, now being made 100 times better with delicate touch, attention to detail, careful modding/programming, and actually making our childhood memories sound more real than the mess it was. If I may add, if you want more interaction between spyro and npcs, you can try to integrate AI voice between characters, add more text with memes or anything else that makes the game memorable.~ Thank you for the dedication on making this mess of a game more playable!
Had Enter the Dragonfly been given more time then Enchanted Forest would have been a bonus world like Gnasty's Loot, Dragon Shores and Super Bonus Round in the trilogy.
@@RetroMediaMan96 Hmm… referring to all Dragon Rune abilities? If so there’s a debug cheat that does just that which is accessible to any player if they use the combo I’ve added.
@@adamxt5966 You’re right, they don’t display properly. Newer builds of PCSX2 fix that but also have numerous new issues with the game that are far more severe & bizarre - just gotta deal with it for now.
@@kirtheweaselWhy would Toys for Bob and Sanzaru Games cancel a free mod for a trilogy they recreated? It uses the same assets. The ROTD mod is not breaking any copyright laws. 🤨
@@samuelsoto5855 Unfortunately, custom textures on PS2 aren’t yet possible at this point in time. We haven’t figured out how to convert images to the format the game uses for images.
What biggest problem for me about this game is the ugly graphics. If only they were just using the simplier and less advanced graphics of PS1 perhaps I could play it. Change the moves is not enough. We have to give them different colourings and lightings. The game looks are just gloomy and eerie, everything look like polished plastics. Maybe we should make it just how Minecraft graphics mods work, make everything look cleaner and alive.
@@gircakes2 Absolutely, the graphics aren't too bad it's the NPC character models that aren't rendered properly because Equinoxe weren't given the right tools and there was language barriers between them and Check Six
Here's a compilation of all FIVE episodes of the Mod Showcase series seamlessly put together into one video. This mod will be releasing before the end of the year so if anyone has any wanted features or suggestions of any kind leave them below!
I have some suggestions and features.
Riptocs with the metal shields can be defeated with Electric Breath
Sparx's unused extra hit point restored (Purple Color references that)
Inventory made to be fully functional (PlayStation 2 example: Hold R1 and press the Left or Right Directional buttons to cycle through key items)
Super Flame explosions have an area of effect to defeat foes and destroy objects (like in the original Spyro 2 & 3)
Super Flame fireballs can perforate and penetrate through multiple vases and baskets, can still break them (like in the original Spyro 2 & 3)
For Platform Pandemonium, Thiefy Fu's advice changed: "Use your Lightning Breath and to zap all the electric triggers, the first set will carry you to the next set of platforms way over there, and once you've lowered the Wizard's platform, use your Wing Shield to reflect his magic bolts back into him, and I bet it'll take bouncing two of his own magic bolts back into him to beat him! Watch your health bar at the top left corner!"
For Platform Panic, Farmer John's advice updated with the added line: "Mind your health bar when you're confronting the Space Riptoc as he'll fight back with his laser."
Supercharge can defeat large enemies (including the T-Rex 1000s as they're abnormally strong giant metal enemies), except for Wizard Riptocs.
Honey Tank challenge's time limit extended to 4 minutes
Moneybags selling challenge-related key items to Spyro for small modest reasonable prices; Tank Key (to operate the tank), Spitfire Key (to operate the Spitfire), Speedway License (permit to participate in Speedways), Slide License (permit to participate in Slide challenges), Platform Puzzle License (permit to participate in Platform Puzzles), Special Challenge License (permit to enter challenge areas unique to specific worlds - UFO cow rescue, Drum Song, Manta Ray catching, & Tower of Terror).
I don't know if you'll be able too but I would love to buy this on Steam. If that's possible.
I'm screeing with joy. perhaps more moneybags involvement if at all possible? not necessarily him in person but just to make his presence more apparent in the world?
Thank you for literally doing gods work I legitimately can't wait to play this mod and finally play this game properly!
The one and only fix request I have if it's in any way possible to fix the sudden camera jerks when Spyro jumps or switches the animation from jump to glide as seen on 45:45 (unless this was already somewhat fixed like it appears on 49:25)
That was always my major reason why I couldn't play the game as it made me sick XD
@@KyuubiCoreUnfortunately that would be a issue with the internal code which is something I don’t have complete access to and therefore cannot edit. If we had the complete final source code of the game and engine a lot of mechanical tweaks like that would be looked into - maybe one day if those things show up. Hundreds upon hundreds of fixes and additions not shown in this video have been done but there’s still a level of jank and inconsistency to aspects of the game we cannot modify - I still see it as the definitive version of the game for sure
This is incredible. I always wondered if anyone could go in and fix the game and what it would look like the way it was intended.
This jewel is getting more and more shiny Mr. FO1
Agreed 💯 ❤
I had no idea this was in the making, this is so awesome! Seeing the game function properly and polished is surreal. Great work!
everytime is better, thanks for this updates man great job
Wow mr f01, this is amazing showing the entire mod showcase of fixes tweaks, improvements, changes, restore cut contents, and adding back missing stuffs. I'm very proud of you.♥️😄👍
@@samuelsoto5855 Thank you :) there’s many changes not shown off in these videos that will have to be seen by players when it releases, many things were overhauled in big or small parts.
@@MrFO1You're a God amongst men sir
Such a cool project, one of my most nostalgic games. Will defo play this.
Jesus, you basically rebuilt the game. Great work!
I hope Mr. FO1 restores the cut content also (not the levels but Bianca in Cloud 9 and Moneybags giving you your gems back, that kinda stuff that exists in the game's code)
Edit: Mr FO1 said Bianca isn't possible but we got Moneybags's restored dialogue 🎊🎊🎊🎉
Beautiful work!! You really brought this game to life with even all the smallest details you’ve fixed, some I didn’t even notice!! Amazing!
I'm glad you started the video with the most important fix, those intangible topiaries made the game literally unplayable 🙏
One of my favourite games back in the day and I never realised how many problems it had. Hoping it gets the reignited treatment.
It won't. Neither Microsoft nor Activision care.
Ive always wanted to see the game remade into what it was supposed to be
It is great to see more features about this upcoming mod, which fixes many bugs of the original game too.
Considering the mod will be released before the end of the year and it is still on development, would it be possible to add brand new enemies, bosses and a new map in this mod?
@@Tormer Currently, there’s a lot of things that are possible that weren’t just a couple of months ago - such as taking a minigame enemy and adding it to a level or taking any asset and moving it to a level it never appears in normally. New levels will be possible but in a very limited capacity I’m sure. But creating brand new assets is not possible yet and probably won’t be as these file types were custom made and have a lot of very specific data and nodes to get just one asset working.
@@MrFO1 ok, thanks for your response! Adding a minigame enemy to another level is cool by the way 😊
I had to stop watching... bc I am totally going to try this mod later & I don't recognize tons of stuff. But this seems very noteworthy, good job
@@MrFO1 So Enchanted Forest could be possible to recreate?
@@YouMissed2025 No, unfortunately not - that would take months and months of reverse engineering and it would all need to be done from scratch.
This is awesome! You may have fixed this already, but on the topic of tweaking SFX timing like at 46:35, I remember the riptoc wizard's SFXs used to continue playing for a few seconds after it dies and the model disappears.
@@Spruntaecklepleag Sadly, that’s more of a sound system problem than one I can fix. Audio in the game continues playing regardless if character’s animations end or they die, there’s no function to stop a sound from playing so unfortunately that’s not fixable unless I tweak their aim SFX file significantly.
@@MrFO1 Ah that makes sense. What you’ve been able to mod is incredible though! Looking forward to the release!
Im so so so excited for this. ETD was my favorite Spyro game by far
I always wanted someone to tend to Spyro Enter the Dragonfly. The game has so much potential. Awesome work!
You are doing tremendous work, it is greatly appreciated
The fact that the video is 52 minutes long really show's just how broken the game was
You did such a great job! 🤩
Insane work bro!
Maybe it's just me but i always thought the misplaced voices were hilarious, like there's a texan or southern accent then suddenly "ok! Come back any time!" In a rather posh voice
@@jamesmann3867 That is only a issue in the PS2 and GameCube PAL builds, those lines have no audio in the NTSC versions because they seemingly never recorded those actors saying them.
@@MrFO1Does this mod work for all versions? I prefer to use the PS2 NTSC version for 60fps, does it affect that version also or just PAL?
@@YouMissed2025 It’s built on the NTSC PS2 version.
@@MrFO1Awesome 🎉🎊
When are you releasing this? I feel like playing it like this will let me play it "how I remember" rather than be disappointed
Before the end of the year ;) there will be a trailer announcing the release date when ready.
@@MrFO1 looking forward to it!
Great work as always
So glad this is happening!
I had a revelation at one point that the credits scene is literally a still frame taken from the start screen when booting up the game and I thought perhaps spyro and sparx aren't meant to be there (sparx especially considering the game logo is covered by him).
@@RealPisces I think the Credits screen is more so a last minute addition instead of them making something unique for it. I could remove Spyro & Sparx from it but they were definitely intentionally put there in that specific frame of animation. Besides that, I’ve updated the credits with many uncredited staff names and fixed various inconsistencies with the text & even restored unused font colors for the 100% Credits ending (yes there’s 2 versions).
And, Platform Panic’s revised music has already been added - 30:26. & all other music files have been replaced with their master disc versions (which are identical but lack conversion bugs and various issues).
@@MrFO1I saw that right as I added that. Great work as always!
@@RealPisces Thank you :) Keep in mind there’s hundreds upon hundreds of small and large tweaks and additions not shown in these videos, hoping there’s surprises people notice when playing.
Ooh! Does that mean you fixed Banzai Speedway’s music loop? Or the fact that if you leave Spyro in the dialogue box in Dragonfly Dojo and Platform Peril, he clips through the ground after several hours? (It was the only way I could have the music on in tinge background without the game crashing and it was hysterical seeing Spyro clipped halfway through the floor like it was made of quicksand 😂)
Ramble aside, I’m excited!
@@DoofenSpyroDragon16 I don’t recall an issue with Banzai Speedway’s music looping but the silence at the start and ends of tracks have been made consistent as some had large pauses.
As for Spyro clipping through the ground in conversations I’ve never had that occur as I’ve never sat there for hours but I’m unsure what would even cause that and it probably wouldn’t be fixable.
Underrated, bro!!!
Considering that this will be based on the ps2 version, will boosting PCSX2’s emulated cpu boost the FPS aswell like on Dolphin?
Yep, PCSX2 allows players to play this at a steady and consistent 60 FPS.
@@MrFO1 Ah okay thanks!
@@MrFO1how?
25:06 the sound effects added to passing through the underwater arches seem very unfitting for something that looks "old". It'd be fine for a futuristic-looking switch, but not for ancient arches. The sound is also quiet and unnoticeable. Unsure how much control you have over what sound is played, but I think the player needs even more feedback when most players will pass through those on accident, or unintentionally, in order to clue them that the arch is the reason for the sound.
The sound used is the same sound used for the buttons in Luau Island so it’s familiar to the player for activating an object. Each area in the game has just over 1 MB total sound size limit. Adding new sounds has been done when needed and possible, as there’s a very strict limit that the game nearly hits by default in multiple levels. If I had free rein what sounds I could add and update, I’d be able to add many high quality versions of SFX back into the game but it isn’t possible.
Yeah the audio bandwidth is very thin, so it's very limiting on what can be done (some levels are essentially at the limit by default). I was ready to rebuild and implement a bunch of the sfx in HQ but those hopes were quickly dashed.
something I would like in the mod, put an animation of spyro spitting the superflame's fireball, the same one of him spitting fire, and it also works underwater
@@FreezyTD I’ve wanted there to be a animation for Super Flame though I don’t think adding the standard breath animation is possible without having the source code.
46:52 🎸
I'm guessing this fixes mod won't be made available for the Game Cube version of the game as well?
@@MikeDragon Probably not. It’s not a simple porting process and the GameCube version has a different file layout and different un-researched file types. Not to mention the GameCube ports have well over 100 optimization bugs or changes that weren’t supposed to happen in the porting process.
@@MrFO1 I understand. :( Thank you for answering!
This is incredible. Can't wait to play it once it releases. By the way what platform is the mod for?
@@cyclops8238 Thanks! It’ll release very shortly in the coming months. It’s for NTSC PS2 but can only be played on emulator due to what’s likely memory limitations with actual PS2 hardware.
@@MrFO1okay cool. I guess that makes sense on top of that I'd much prefer to be able to overclock the emulator and achieve a smoother frame rate than what's possible on actual hardware. I've only ever played the GameCube version so I'm not sure how performance on the PS2 is. I assume it's not that good lol.
@@cyclops8238 There’s been a lot of misinformation about the GameCube ports being better than PS2 ones but the truth is actually the opposite. The GameCube builds have dozens upon dozens of porting flaws and optimization issues (missing effects, missing SFX, missing textures, missing polygons, etc). I have several videos showing the version differences so the performance is negligible and it’s just faster loading times on GC which also comes with assets not loading properly lol.
@@MrFO1I never knew that the PS2 version was the original and that the GameCube was a port. I know the game had issues and was rushed but I never realized the extent of how bad it was. The fact that this video is almost an hour long and still doesn't show everything is insane. I never knew that you could do mods to this extent on emulators.
@@cyclops8238 Oh yeah, this video definitely does not show all the changes in this mod. There are hundreds of small and large changes not here and there’s still more being worked on. A lot of polish and consistency was added where possible.
Any chance of adding in some of the music that didnt make it into game. In cases were 1 song plays in 2 or more areas of the game?
The only area that would apply to is Luau Island’s drum minigame as it uses an early version of Jurassic Jungle’s track - yet I was never able to decide what song fits it best as it would just be me making a guess instead of the intention of Check Six.
@@MrFO1I hope we get an unofficial PC port of Enter the Dragonfly for the cut content mods
Will it be possible to add the superflame underwater? One of my pet peeves is that it doesn't work underwater in Cloud 9 and Luau Island like it does in Sunny Beach in Spyro 2 for example
@@aarondoesyt3194 That would likely require the full source code of the game to add considering most of the data for Super Flame is controlled internally, I wouldn’t be able to edit that.
Shame this mod isn't playable on modded wii/wii u :(
It’s built on the PS2 version of the game not the GameCube version. The GameCube builds have many more issues than the PS2 ones and their file formats are much less understood than what’s been reverse engineered for the PS2 side of things.
@@MrFO1 if this raises any capitol (prob through donations) would you consider continuing working on it for GC versions? or just want to move onto other things? (which is fine too)
@@MrFO1I love that it’s build on the PS2 version as I have a PS2, am I allowed to ask if the final mod version will work on physical PS2 hardware? 🙂
@@Joe-ug2mb I suppose I’d consider porting some of the changes to the GameCube version but not everything would be possible yet like all the audio related changes, everything else is relatively easy though it still wouldn’t be everything.
@@jeroenboth167 I originally planned for it to be played on actual hardware just like emulator but it freezes when on actual hardware. Which is likely due to memory issues considering everuthing I’ve added, so it’ll have to be played on an emulator which is free and can run on pretty much any computer.
Amazing how an extremely dissapointing game ruined to Universal wanting to rush before a christmas day, now being made 100 times better with delicate touch, attention to detail, careful modding/programming, and actually making our childhood memories sound more real than the mess it was.
If I may add, if you want more interaction between spyro and npcs, you can try to integrate AI voice between characters, add more text with memes or anything else that makes the game memorable.~
Thank you for the dedication on making this mess of a game more playable!
Had Enter the Dragonfly been given more time then Enchanted Forest would have been a bonus world like Gnasty's Loot, Dragon Shores and Super Bonus Round in the trilogy.
Any news regarding the release date?
@@jaccblacc8424 November. If everything goes as planned.
Looking good! Though Ripto appears to be having a seizure...
@@JavertRA Lol, that’s because he has no talking animation - so I had to improvise as he just constantly idles in the default game.
@MrFO1 It all looks excellent though!
How about a new game plus, where it unlocks all abilities at the start.
@@RetroMediaMan96 Hmm… referring to all Dragon Rune abilities? If so there’s a debug cheat that does just that which is accessible to any player if they use the combo I’ve added.
Kinda like the all abilities cheat in Spyro 2 (still bummed that was removed from Reignited 😢)
@@DoofenSpyroDragon16You can get an All Abilities mod for the PC version
The ps2 emulator doesn't seem to display gems properly they look dull for some reason. Is there going to be a fix for that?
@@adamxt5966 You’re right, they don’t display properly. Newer builds of PCSX2 fix that but also have numerous new issues with the game that are far more severe & bizarre - just gotta deal with it for now.
@@MrFO1PCSX2 Nightly is a god damn legend
Now we don't need Spyro 4 from Toys for Bob 😂
We're getting Return of the Dragonfly Reignited mod on PC anyway lol 😂
@@YouMissed2025
It easily can be cancelled by the devs though
@@kirtheweaselWhy would Toys for Bob and Sanzaru Games cancel a free mod for a trilogy they recreated? It uses the same assets. The ROTD mod is not breaking any copyright laws. 🤨
@@YouMissed2025
I mean the devs of the mod
They can easily cancel it
@@kirtheweaselWell they haven't so far
Hey mr f01, it would be awesome like add graphics mod to improve the overall graphics.
@@samuelsoto5855 Unfortunately, custom textures on PS2 aren’t yet possible at this point in time. We haven’t figured out how to convert images to the format the game uses for images.
spyrp's charge still looks slow. is it just me?
@@beatles123 The speed increase is less visibly noticeable and more so noticeable by playing the game.
Where do I download this mod?
@@YouMissed2025 Not released yet, will make a video in a couple months releasing it with a download link.
@@MrFO1Will download it ASAP
What biggest problem for me about this game is the ugly graphics. If only they were just using the simplier and less advanced graphics of PS1 perhaps I could play it.
Change the moves is not enough. We have to give them different colourings and lightings. The game looks are just gloomy and eerie, everything look like polished plastics.
Maybe we should make it just how Minecraft graphics mods work, make everything look cleaner and alive.
I disagree. I think the spyro model in this game is the best one in the entire series.
@@gircakes2 Absolutely, the graphics aren't too bad it's the NPC character models that aren't rendered properly because Equinoxe weren't given the right tools and there was language barriers between them and Check Six
We just need a texture mod to fix the game's art style
@@YouMissed2025 yup lol