About This File
This is an unofficial patch for "Croc: Legend of the Gobbos". It allows for:
- Select between PSX, PC and DEMO soundtracks in the settings.
- More Audio and Display options than the original game.
- A number of controllers are now natively supported.
This patch was created by: crocguy0688
From the maker of the patch:
# Croc: Legend of the Gobbos!
This has been a passion project of mine for several months. I loved the original Croc as a kid, and have always wanted to see it restored to its former glory. This is my attempt to make that happen. I hope you enjoy it.
### System Requirements
At the very least, Croc requires a graphics card that supports the __OpenGL 3.2 Core Specification__ and a processor that supports __SSE2__. Any video card since 2010 and any processor that supports Windows 8 is likely to work.
In order to run the game at 4K UHD (3840x2160), at least an Nvidia GTX970 (or its AMD equivalent) is recommended.
* Help, the game crashes on startup.
- Read the system requirements.
* The game runs slowly in caves or in areas with lots of lights.
- Changing the lighting to "Medium Lighting FX".
- See the known issues section for more information.
* Where are my saved games and configuration files stored?
- This is most likely ```C:\Users\USER\Saved Games\Croc```
* Where's my 64-bit build?
- Sorry, not happening anytime soon. Some core parts of the engine rely on the system being 32-bit, and would need a disproportionate amount of work to decouple it.
* Why no Linux port?
- The work required to port to Linux overlaps significantly with that required to do a 64-bit build. Only after that is done, will I consider a Linux port.
* Can I use my own ```OpenAL.dll``` or the one provided by my system?
- Yes, but Croc requires the ```AL_SOFT_loop_points``` extension. Without it, music and sound won't function properly.
### Known Issues
* On lesser machines, the game runs slowy/chugs along in areas with lots of lights.
- This is because the game uses forward rendering, which doesn't scale well with
increasing numbers of lights. In big O notation, this is ```O(num_fragments * num_lights)```. The engine is hard-coded to support a maximum of 48 light sources.
- Areas such as caves have a large amount of point lights, and when "Super Lighting FX" is enabled, each sparkle also has a light attached to it.
- Lower the resolution. Compared to rendering at 1024x768, rendering at 1920x1080 is 2.6x more-pixels, and 3840x2160 is 10.5x more pixels.
- Change lighting to "Medium Lighting FX". This caps the maximum number of lights at 4.
This version of Croc: Legend of the Gobbos! makes heavy use of several third-party projects.
I would like to thank the authors for their hard work and effort.
* GLFW3 -- http://www.glfw.org -- git~9718675d86fe2013c7b5965ff394391f24df02ba
* SQLite -- https://www.sqlite.org -- 2017-08-24 16:21:36 8d3a7ea6c5690d6b7c3767558f4f01b511c55463e3f9e64506801fe9b74dce34
* OpenGL Mathematics (GLM) -- https://glm.g-truc.net -- git~tag/0.9.8.5
* OpenAL Soft -- http://kcat.strangesoft.net/openal.html -- git~tag/openal-soft-1.18.0
* AntTweakBar -- http://anttweakbar.sourceforge.net