by glawks · v1.0.1 · 64 downloads
Pause gameplay while holding Quick Select in Ratchet & Clank 1, freezing Ratchet and enemy updates while keeping the weapon wheel responsive. Preserves water, glass, lava and other scenery, with optional animation freezing and adjustable background shading.
Version 1.0.0 — working release
A configurable weapon-wheel pause mod for OpenRAC's Ratchet & Clank 1 (RAC1). Holding Quick Select freezes Ratchet and ordinary world-object updates while keeping the weapon wheel responsive. The mod also preserves water, glass, lava, atmosphere and other scenery that would otherwise disappear when those updates are paused.
The visual fixes have been tested in-game on NTSC-U across the affected planets, including Quartu's electrified water. The manifest also supports PAL, but PAL and non-Windows gameplay have not been independently verified.
| Planet / area | Visual effects preserved during Quick Select |
|---|---|
| Novalis | Water and static water strips |
| Aridia | Mud/ocean surface |
| Nebula G34 | Transparent glass and textured quads |
| Blackwater City (Rilgar) | Rising water and ocean surface |
| Umbris | Water grids and ocean surface |
| Batalia | Main water and flowing textured water |
| Gaspar | Lava |
| Pokitaru | Ocean, water tiles and flowing surfaces |
| Hoven | Water and scrolling surfaces |
| Gemlik Base | Level-specific environmental effects |
| Oltanis | Scenery, fire/smoke, rain and lower liquid-like surface |
| Quartu | Regular water, electrified water and electrical arcs |
| Kalebo III | Glass, distant atmosphere and luminous conveyors |
| Multiple planets | Ship canopy/visor transparency |
| Setting | Default | Purpose |
|---|---|---|
| Freeze enemy animations | On | Hold paused moby animations in place |
| Keep water and scenery drawing | On | Preserve scenery and selected visual-effect callbacks |
| Freeze Hoven water scrolling | On | Keep Hoven's visible water texture from scrolling |
| Log pause diagnostics | On | Record moby class IDs and exempted classes when the wheel closes |
| Soften background during weapon selection | On | Shade the world behind Quick Select |
| Background softening strength | 30% | Adjust the shade from 10% to 60% |
Restart the game after changing settings.
This repository contains source code, not a precompiled mod.
To build the Windows x64 package:
main/master.A newly published GitHub Release will contain the installable mod ZIP directly, named pause-weapon-wheel-1.0.0-windows-x86_64.zip for version 1.0.0. Existing release assets using the previous ID are not renamed automatically.
For a local Windows build with MSVC, CMake, Ninja and the OpenRAC mod SDK 1.14.2 (or a newer SDK providing API 1.14+):
cmake -S . -B build-win -G Ninja -DCMAKE_BUILD_TYPE=Release -DOpenRACMod_DIR="C:/path/to/OpenRAC/sdk/cmake"
cmake --build build-win --parallel
The Windows workflow builds against the official OpenRAC mod SDK 1.14.2 tag (SDK API 1.14). The manifest still targets minimum runtime API 1.12, so the mod remains loadable on older compatible OpenRAC versions. At runtime, API 1.14+ uses the optional feathered overlay for background shading; API 1.12–1.13 falls back to RAC1's existing rectangle renderer. Both are tints rather than sampled blurs.
Mod ID change: The internal mod ID is now pause-weapon-wheel. Earlier releases used weapon-wheel-pause, and test builds used weapon-wheel-pause-test. OpenRAC treats these as separate mods, so uninstall older builds after installing a release with the new ID, and reapply any settings linked to the old ID.
src/mod.cpp contains the OpenRAC hooks and main pause loop. src/pause_policy.hpp holds the level-specific scenery rules; src/pause_legacy_shade.hpp and src/pause_veil.hpp contain the two background-shading paths.
Most water/scenery surfaces register a draw callback each frame from a moby update. Skipping every moby update freezes gameplay but also removes those surfaces. This mod keeps the required rendering controllers active, with a separate draw-only exception for Quartu's damaging electrical-water controller (class 655).
Quartu's electric-bolt callback uses the game's 32-bit code address, rather than a native function pointer: 0x002D8710 on NTSC-U and 0x002D9B00 on PAL. The normal electric-water update—which can damage Ratchet—remains blocked during Quick Select.
Source references: OpenRAC, RAC1 electric-water decompilation and ripple-strip renderer.
Tests: tests/policy_test.cpp, tests/veil_test.cpp, and tests/legacy_shade_test.cpp.
MIT — see LICENSE. Authored by glawks.
pause-weapon-wheelNothing: it works on its own.
Weapon Wheel Pause · v1.0.1 · ⚠
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