Crazy taxi mod... How?
- Jaseman
- Prince of Persia
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Crazy taxi mod... How?
Ok I am looking to do a few changes to Crazy taxi (either one or two) and I am wondering how the heck I am supposed to change the backround music, a few SFX and some textures... I would think Tux would be the best person to ask regarding this but any help from anybody would be nice.
- Bob Dobbs
- Sub Genius
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Re: Crazy taxi mod... How?
Wow, I've never would have thought to rid the game of the Offspring. It's an interesting idea, but you cannot use music by the Backstreet Boys or Maroon 5. Last time this was attempted, their Dreamcasts dies the death of DISCO!
Regards,
Bob Dobbs
Bob Dobbs
- Jaseman
- Prince of Persia
- Posts: 352
- Dreamcast Games you play Online: None yet!
- Location: Greenville, USA, Earth, Milky Way
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Re: Crazy taxi mod... How?
Actually I was thinking more of a Sonic theme... Like Bad Religion Supersonic (not exactly a sonic theme), I am (all of me, Escape from the city and the SA2 green hill zone theme as the soundtrack.
The braking sound for the taxis would be changed to the sonic stop sound in SA2.
Texture hacks would include GHZ like grass among others.
Any chance of anybody telling me how to do this
The braking sound for the taxis would be changed to the sonic stop sound in SA2.
Texture hacks would include GHZ like grass among others.
Any chance of anybody telling me how to do this

- Jaseman
- Prince of Persia
- Posts: 352
- Dreamcast Games you play Online: None yet!
- Location: Greenville, USA, Earth, Milky Way
- Contact:
Re: Crazy taxi mod... How?
Ok how about I start with changing the BG music... Ok so that would involve doing something to song01.adx or something... Tux? Could you please help me out here?
- modler2
- lithium
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Re: Crazy taxi mod... How?
you can get some of the programs that will help you chaneg the music on this site http://www.megagames.com/dc/dc_utils.shtml and i used to have the programs to pvm and pvr hack but i dont have them anymore and i forgot where i got them sorry 

"It's Still Thinking"


- Jaseman
- Prince of Persia
- Posts: 352
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- Contact:
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- noob
- Posts: 3
Re: Crazy taxi mod... How?
I have Crazy Taxi GDI, let me look at its data.
Okay just looked at it.
Well changing BGM is easy.
ADX is the audio format used in Crazy Taxi. They are packaged in AFS containers.
1.) Extraxt ADX from AFS
2.) You can convert ADX2WAV or listen to ADX in a player.
3.) Convert your music .wav format, then compress it to adx. Rename your new adx with the name of the track you wish to replace.
4.) Package ADX into new AFS file.
There are several tutorials, google is your friend.
As for textures, most games have textures packaged into containers.
File containers vary per game, but PVR is the standard texture format for DC.
BUT, Crazy Taxi is not using PVR textures ( as far as PVREXT can tell ).
So, it would require figuring out what texture format is used and how to manipulate them inside of the .bin files so good luck dude.
Okay just looked at it.
Well changing BGM is easy.
ADX is the audio format used in Crazy Taxi. They are packaged in AFS containers.
1.) Extraxt ADX from AFS
2.) You can convert ADX2WAV or listen to ADX in a player.
3.) Convert your music .wav format, then compress it to adx. Rename your new adx with the name of the track you wish to replace.
4.) Package ADX into new AFS file.
There are several tutorials, google is your friend.
As for textures, most games have textures packaged into containers.
File containers vary per game, but PVR is the standard texture format for DC.
BUT, Crazy Taxi is not using PVR textures ( as far as PVREXT can tell ).
So, it would require figuring out what texture format is used and how to manipulate them inside of the .bin files so good luck dude.
- bossbutch
- noob
- Posts: 1
Re: Crazy taxi mod... How?
Hello from the distant year of 2025! I do not play the dreamcast, but I am trying to make a crazy taxi music mod for some friends of mine.
I used GDIBuilder to dump SONG01.AFS, then adxutil to get the ADX files from the AFS. then i converted a .wav to .afs, replaced a song, and used GDIBuilder to bundle it all up again. When I test the game, the song is totally removed- so i've successfully edited the game, but something went wrong with the music track itself.
A reddit post from 6 years ago led me to a blog post from 19 years ago, which led me to an in-depth "custom mvc2" guide from who-knows-when... which says that adx files come in various versions. Most adx encoders export adx 4 and above, but Marvel on dreamcast uses adx 3, so presumably CT does too. After a bit of headache I'm certain I made a version 3 ADX (using VGAudio), but the track is still definitely muted in-game. I'm not sure where the problem lies. The song length, samples, and frequency are all identical to the original, and the adx plays fine in the adx playing programs i found, so I don't think it's a volume or loop point issue? And I tried a fairly wide selection of wav-to-adx converters.
If anyone can help me, surely it'd be you, Dreamcast-talk forum <3
I used GDIBuilder to dump SONG01.AFS, then adxutil to get the ADX files from the AFS. then i converted a .wav to .afs, replaced a song, and used GDIBuilder to bundle it all up again. When I test the game, the song is totally removed- so i've successfully edited the game, but something went wrong with the music track itself.
A reddit post from 6 years ago led me to a blog post from 19 years ago, which led me to an in-depth "custom mvc2" guide from who-knows-when... which says that adx files come in various versions. Most adx encoders export adx 4 and above, but Marvel on dreamcast uses adx 3, so presumably CT does too. After a bit of headache I'm certain I made a version 3 ADX (using VGAudio), but the track is still definitely muted in-game. I'm not sure where the problem lies. The song length, samples, and frequency are all identical to the original, and the adx plays fine in the adx playing programs i found, so I don't think it's a volume or loop point issue? And I tried a fairly wide selection of wav-to-adx converters.
If anyone can help me, surely it'd be you, Dreamcast-talk forum <3
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- noob
- Posts: 4
Re: Crazy taxi mod... How?
Yeah, I'm having this problem as well. I'm working on a Vaporwave soundtrack for Crazy Taxi, because why not? The menu music works for a little bit, only for the soundtrack to mute for the rest of the soundtrack.bossbutch wrote: ↑Thu Mar 20, 2025 7:40 pm Hello from the distant year of 2025! I do not play the dreamcast, but I am trying to make a crazy taxi music mod for some friends of mine.
I used GDIBuilder to dump SONG01.AFS, then adxutil to get the ADX files from the AFS. then i converted a .wav to .afs, replaced a song, and used GDIBuilder to bundle it all up again. When I test the game, the song is totally removed- so i've successfully edited the game, but something went wrong with the music track itself.
A reddit post from 6 years ago led me to a blog post from 19 years ago, which led me to an in-depth "custom mvc2" guide from who-knows-when... which says that adx files come in various versions. Most adx encoders export adx 4 and above, but Marvel on dreamcast uses adx 3, so presumably CT does too. After a bit of headache I'm certain I made a version 3 ADX (using VGAudio), but the track is still definitely muted in-game. I'm not sure where the problem lies. The song length, samples, and frequency are all identical to the original, and the adx plays fine in the adx playing programs i found, so I don't think it's a volume or loop point issue? And I tried a fairly wide selection of wav-to-adx converters.
If anyone can help me, surely it'd be you, Dreamcast-talk forum <3
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