Rayman 1

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Which version is your favourite?

Jaguar
8
4%
PC
48
23%
PlayStation
120
58%
Saturn
14
7%
Game Boy Colour
3
1%
Game Boy Advance
6
3%
DSi
7
3%
 
Total votes: 206

raymandesigner
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Re: Rayman 1

Post by raymandesigner »

Unknown Screen Shot Rayman Picture City
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Where Did You See I Wonder
But What Version Rayman 1. ???
RayCarrot
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Re: Rayman 1

Post by RayCarrot »

I've extracted the localization text from Rayman 1 on PC and added to my Rayman localization archive now. Sadly nothing interesting besides some PS1 leftovers and mentions of 6 save slots.
Hunchman801
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Re: Rayman 1

Post by Hunchman801 »

PS1 leftovers? Such as?
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RayCarrot
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Re: Rayman 1

Post by RayCarrot »

The memory card and password text
Hunchman801
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Re: Rayman 1

Post by Hunchman801 »

I see, nothing of interest then.
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RayCarrot
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Re: Rayman 1

Post by RayCarrot »

Since Ryemanni, Adsolution, Droolie and I have been working on a Rayman 1 editor/viewer we've found some interesting discoveries I thought I'd share here.

Unused Sprites/Animations (Rayman 1)
(There are also a lot of animations from the Jaguar version and its prototypes I did not include)

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Unused RayKit Background
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Palette oversight
In the first Band Land stage you can skip a palette swapper due to a developer oversight, causing this to happen:

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Here's how it's done:
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Other
- Rayman Classic is apparently a direct port of Rayman Ultimate (the Pocket PC version)
- Mr Dark's file name is "VIR", basically "virus"
- There's a leftover platform in Cake 3 you can't normally reach: https://twitter.com/RayCarrot/status/12 ... 0078819329

Edit: Here's a bonus from the files of Rayman Classic:
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Steo
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Re: Rayman 1

Post by Steo »

Nice. I'm still surprised about the controllers not functioning on Android when you can see controllers referenced many times in the game files.
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FC: 40210 | CF: 103059 | BOM: 94388 | LOTLD: 120486 | DOTK: 110450 | LS: 40810 | SBTC: 99693 | HH: 100028 | TOTL: 100563

TOTAL: 809687
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Re: Rayman 1

Post by RayCarrot »

It's cause they commented out the controller initialization code. I've been wanting to try and uncomment it, but I can't seem to edit the obb without it being redownloaded. The game probably checks the checksum for it.
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Re: Rayman 1

Post by PluMGMK »

They what? :boon: That's the best one yet…
Steo
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Re: Rayman 1

Post by Steo »

Ah I see, that's kind of unfortunate. If licensing could be disabled somehow I wonder would it work. I think it only downloads the obb when it uses Google licensing.
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FC: 40210 | CF: 103059 | BOM: 94388 | LOTLD: 120486 | DOTK: 110450 | LS: 40810 | SBTC: 99693 | HH: 100028 | TOTL: 100563

TOTAL: 809687
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Re: Rayman 1

Post by Hunchman801 »

We've known about that small livingstone on a plum for a while, but I'm still as curious as ever as to what they intended to use it for.
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Re: Rayman 1

Post by PluMGMK »

Yeah, quite a few of them were discovered many years ago by EVE.MLT hacking in Rayman Designer, but it's interesting to know that they were all in the original game too!
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Re: Rayman 1

Post by RayCarrot »

The majority of them are even in the oldest demo we have (from 1994). I tried enabling the small Lividstone on a plum, but it didn't work, which means it's not a default event state (i.e. that state is triggered through some hard-coded action, like a plum touching the lividstone for example).

I also had a look for fun to see exactly which event types are unused and these are the ones:

Code: Select all

TYPE_BALLE2 (15) - Bullet for Hunter 2? Seems to act like normal bullet.
TYPE_BTBPLAT (18) - ?
TYPE_INTERACTPLT (24) - ?
TYPE_BIG_BOING_PLAT (68) - Bouncing cloud with bigger bounce? It seems to insta-kill Rayman - does he get shot up in the air?
TYPE_NOTE (71) - ?
TYPE_BIGSTONE (80) - The unused big lava rock? Doesn't do anything except make it fall down to the ground.
TYPE_SPACE_MAMA (98) - Seems to act like normal Space Mama
TYPE_UNUSED_114 (114) - Probably a placeholder
TYPE_LIDOLPINK2 (144) - https://twitter.com/RayCarrot/status/1249335631853096960
TYPE_GRAP_BONUS (148) - Something with the rings you grab?
TYPE_CYMBAL1 (168) - Different cymbal attacks? Doesn't do much except makes the hitbox smaller...
TYPE_CYMBAL2 (169) - Different cymbal attacks? Creates a crazy vertical hitbox when enabled.
TYPE_BB13 (200) - Mr Stone attack?
TYPE_BB14 (201) - Mr Stone attack?
TYPE_PIRATE_GUETTEUR2 (239) - Pirate Bomber attack 2? Acts like normal pirate bomber.
TYPE_VITRAIL (247) - Broken glass in final boss? This is not used in Saturn as it's hard-coded there!
TYPE_SLOPEY_PLAT (254) - Platform which slopes?
TYPE_CB_BRIK (255) - Breakout brick?
Also I think I forgot to mention before, but the Saturn version has some unused maps (only the maps though, no level data like objects). Most of these are the beta version of existing maps (most of these appear in the JP PS1 version and the Jaguar version) while 1 is a completely unused bonus level in the Cave world. Sadly we can't get it to look correct due to it using an older tilemap. It does however use the slippery types which is interesting since it's in the Cave world.

Oh and one last thing, the code name for the Music world was originally "Skies", which matches the original (and French) name "Chromatic Skies".

And that's it for today's bit of Rayman 1 trivia :P

Edit: I'll leave a link to our export folder in case anyone wants to check out all the sprites, maps and such we've exported :) https://drive.google.com/open?id=1Ybcev ... dhak2xog-7
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Re: Rayman 1

Post by MasterHero »

Its really great to see your editor work & discoverys comming along :)
*big thumbs up*
Thanks for sharing the exports.

But can you also export a raw sprite file or something? Years ago, I found some sprites in the image world of rayman designer, which i don't find in your exports. I also only can access them through changing the hit points of object 235, which is very strange already...
pins.jpg
So maybe there is something more hidden in the files...
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Re: Rayman 1

Post by RayCarrot »

The sprites you showed in your screenshots are included in my RayKit export. They have the filename "PUN.DES". Here's the animation for it:
13 (PUN.DES) - 0.gif
13 (PUN.DES) - 0.gif (18.89 KiB) Viewed 4875 times
There are no more sprites or animations than what's included in the exports as I included everything from allfix, bigray and the world files, which has all this data.

Edit: However this made me realize they once again threw the consistency of their engine out the window and decided to use the hitpoints value to determine the frame to use for the sprite... Need to fix this in the editor :P
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Re: Rayman 1

Post by PluMGMK »

Likely because whatever engineer happened to be working on it couldn't make it work the "right" way. Like one of the behaviour scripts for the cage in Rayman 2 that apparently "should" have been a macro, named "Putain, c'est buggé les macros !" :fou:

EDIT: I think what MasterHero's getting at is that certain hitpoint values make it display multiple frames at once. Maybe it's doing something funny with the hitpoints value, like interpreting it as a bit string, with each bit telling it to display a certain frame?
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Re: Rayman 1

Post by RayCarrot »

Rayman 1 is full of inconsistencies. It's probably one of the more messy games out there tbh. You can tell a lot of early content in the game uses nice generalized systems, while the later things seem to ignore all that and simple hard-code everything, ignoring the generalized values. One funny example is the layer value each event has. This is a number between 1-7 and specifies in what order it's drawn (so like a z-index). This value is copied over to another spot in the event memory block and then... unused in favor of a hard-coded value :p

Regarding the hitpoints, it would be odd if it causes it to display several times, but not impossible I suppose. We still haven't fully figured out how it works. So many things are hard-coded and changes between the event types that it's really hard to work with it all :p
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Re: Rayman 1

Post by Hunchman801 »

It might even make sense to redevelop the whole engine then, though I can imagine this would represent a fair amount of work.
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Re: Rayman 1

Post by RayCarrot »

That's what we have Rayman Redemption for :D

There's still a lot of fun things we can do with R1 with an expanded editor. Here's a quick example of a mod Ryemanni made with our editor: https://twitter.com/Ryemanni/status/1249364944988094464
But yeah, it sure sucks most of the things are hard-coded :/ Another issue we have is a size issue. We've been wanting to add all the world sprites into allfix, so they're available in every world, but the game crashes then cause it only allocates a specific amount of memory for sprite data (which is like right above the max data used by any world...). We might be able to fix this by modding the exe though, not sure. Another issue is also the palette mess. Not a single version of R1 handles palettes in a nice way. At least on PS1 you can have multiple palettes at once (which is why that version uses more colors), while PC is limited to only ever having 1 at a time (which is why it uses palette-swappers mid-level).

Edit: Got the Livingstone on a plum state to work as intended in the game! https://twitter.com/RayCarrot/status/12 ... 9582055425

Edit 2: Here's the unused bonus map from Saturn:
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Edit 3: I had a look at those scenery pins and it turns out:
- They appear in every version of R1 in the files. However, in all PC versions of Rayman 1 except for 1.21 they are corrupt. They also do not appear in any levels in the PC version, not even in 1.21 where they were fixed.
- The hitpoints determines the frame to display. This is a method used for the falling pencils too. The hp value corresponds to the frame index in the current state animation. I don't know what happens if the value is larger than the amount of frames, which might have been the cause of the corruption showed above.

Edit 4: Unused plum swing: https://twitter.com/RayCarrot/status/12 ... 9952996353
Hunchman801
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Re: Rayman 1

Post by Hunchman801 »

RayCarrot wrote: Mon Apr 13, 2020 6:15 pm Edit: Got the Livingstone on a plum state to work as intended in the game! https://twitter.com/RayCarrot/status/12 ... 9582055425
Looks like they never bothered to take the terrain into account for this event. :mrgreen:
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