S

SPYRO MOVEMENT LAB

ORIGINAL CODE. A NEW WORLD.

Opening the dragon’s world

Loading original routines and geometry…

01 / THE PLAYGROUND

Beyond the original worlds.

A public castle mesh, original Spyro movement.
Explore the grounds, then bring your own level.

Drop your model and textures hereGeometry becomes the collision world
CHOOSE YOUR WORLD

A different place to play.

CUSTOM LEVEL

Give Spyro a new world.

GLB, glTF, OBJ with MTL, PLY, or STL with a walkable surface. Choose resource files together, an entire model folder, or a ZIP containing the model and textures. The visible geometry is also the collision geometry. Files stay on this computer.

Paste OBJ text

Multiply the selected size by any positive scale. Native units retain the model’s dimensions before scaling. Maps are centred at the origin; GLB / glTF and OBJ + MTL retain their textures and materials.

UNDER THE HOOD

The original dragon,
a different engine room.

This app runs the original NTSC game’s MIPS movement, turning, jumping, gliding, camera, and animation routines. Spyro’s animated vertices are decoded by the original renderer and drawn with WebGL.

Fidelity boundary

The custom level uses a triangle BVH adapter for the original collision calls. PS1 collision quantisation, every GTE edge case, and frame-by-frame console equivalence are not yet proven. This is a playable port proof of concept, not a certified 1:1 recreation.

Gamepad: left stick / D-pad moves, A / Cross jumps, B / Circle flames, X / Square charges, Y / Triangle looks around or drops, bumpers roll, triggers or right stick orbit, Start pauses. Temporary testing shortcut: hold L1 + L2 + R1 + R2 + Cross (jump) to moonjump upward; release to resume normal gravity. On an Xbox-style pad, use both bumpers, both triggers and A. Press F to flame, X to drop out of a glide, Tab for live telemetry, or Esc to pause. Clicking a floor with Alt held places a new spawn.

Enemies, Sparx, gems, and their animations come from your ROM. Their original Artisans and Stone Hill update code runs with custom level paths. Gem colors use the original shaded renderer, and flame strips and triangle tips come from its original renderer. Wall slopes feed the original movement controller; no scripted height boost is added.

Castle by Alberto Cano, via raylib resources, CC BY-NC 4.0. Reverse engineering: TheMobyCollective / spyro-1. Game assets extracted locally from your supplied disc.