Rayman 1

For discussions about the Rayman series.

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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

Hunchman801
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Re: Rayman 1

Post by Hunchman801 »

PluMGMK wrote: Mon Oct 17, 2022 11:13 pm Better than NOMUS_GUI? :hap:
I should have thought about that! Maybe this is what Chacanger is trying to trigger... :bad:
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Chacanger
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Re: Rayman 1

Post by Chacanger »

Hunchman801 wrote: Tue Oct 18, 2022 7:39 am
PluMGMK wrote: Mon Oct 17, 2022 11:13 pm Better than NOMUS_GUI? :hap:
I should have thought about that! Maybe this is what Chacanger is trying to trigger... :bad:
Well I wasn't going to mention it but Mr Dark did start following me around the world map...

PluMGMK
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Re: Rayman 1

Post by PluMGMK »

Now that's something! :o Which event did you change that made this happen?
Chacanger
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Re: Rayman 1

Post by Chacanger »

PluMGMK wrote: Tue Oct 18, 2022 8:53 pm Now that's something! :o Which event did you change that made this happen?
Unfortunatley I can't remember what causes it, that video was made back in 2016 when I first started looking at level editing. It happened again recently but again I forgot what it was.

Something tells me it was related to using the wrong DES file with an ETA and I think it was one of the non-wld file ones like the PNG DES.
dr_st
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Re: Rayman 1

Post by dr_st »

This discussion reminds me...

Who can explain to me what is the WldDesc.dat file under PCMAP in Rayman Designer?
It is present on the Rayman Forever CD, and is different between the French and English versions.
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Re: Rayman 1

Post by PluMGMK »

Hmm, now that you mention it, I don't actually know… Well, it's an archive file and these are the contents:

Code: Select all

      943 CAK'F01
   43,352 CAK'F03
   79,497 CAV'F01
  144,592 CAV'F03
  219,331 FND00
  245,733 FNDTEXT
  250,256 IMG'F01
  293,361 IMG'F02
  325,833 IMG'F03
  386,100 IMG'F04
  422,987 JUN'F01
  513,746 JUN'F03
  567,860 LOGO
  577,037 MON'F02
  650,279 MON'F02E
  730,165 MON'F03
  860,224 MUS'F01E
  901,986 MUS'F04
  920,907 MUS'F04B
  939,203 MUS'F05
  975,640 MUS'F05B
1,012,225 NWORLD
1,072,044 PRES_01A
1,129,763 PRES_01B
1,187,482 RENDARK3
1,217,444 TITLE
1,250,880 VAC_CLOR
1,277,145 VAC_FEER
1,300,905 VAC_LUCR
1,316,181 VAC_MAR
1,334,807 VAC_MOSR
1,352,254 VAC_RAYR
1,374,189 VAC_SKOR
1,398,288 VAC_TOOR
1,420,450 VIGMUS
1,434,149 VIG_0P
1,452,151 VIG_CAK
1,475,347 VIG_CAV
1,498,430 VIG_CB
1,510,932 VIG_END
1,551,868 VIG_IMA
1,578,494 VIG_JOE
1,595,262 VIG_JUN
1,622,102 VIG_MON
1,648,796 VIG_MUS
1,666,958 VIG_PERF
1,712,198 VIG_RAP
1,731,312 VIG_TIM
        0 ENDFILE
(Sizes in bytes, and names)
RayCarrot
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Re: Rayman 1

Post by RayCarrot »

dr_st wrote: Tue Oct 18, 2022 9:43 pm This discussion reminds me...

Who can explain to me what is the WldDesc.dat file under PCMAP in Rayman Designer?
It is present on the Rayman Forever CD, and is different between the French and English versions.
It has the vignette files (they are .pcx images). You can open all the Designer archives in RCP. Most of the files aren't easily readable there though as they are binary versions of the scripts they had, but you can view the images and such. Ray1Map can serialize most of the binary scripts, but that's not very user-friendly to use.


Speaking of Designer, I recently noticed that it actually has leftover functionality to load their raw files which is quite interesting. So you can have text .des (for example DESIGN/RAY.DES) and .eta files and the game will read them if it can't find them normally. It wouldn't really make them that much easier to modify though as they're split up in multiple text (usually comma separated) and binary files (.obf for sprites, .spr for graphics buffer, .dat for animations etc.).
There are also a lot of unused functions from their editor (from which Designer was built). Most of them are for outputting the binary game files from what is loaded in the editor, but there is also an interesting one for creating a bitmap image of a level map and its objects (skipping any always objects based on their event names). I'm quite sure this is what they used for those level maps we used to have on RayWiki! I've always wondered how they made those! It also outputs "hit a key Mister DANIEL" after it finishes creating the bitmap :P
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Re: Rayman 1

Post by dr_st »

RayCarrot wrote: Wed Oct 19, 2022 12:14 pm It has the vignette files (they are .pcx images). You can open all the Designer archives in RCP. Most of the files aren't easily readable there though as they are binary versions of the scripts they had, but you can view the images and such. Ray1Map can serialize most of the binary scripts, but that's not very user-friendly to use.
Thanks! Now that's interesting - the WldDesc.dat from the US version (1,778,719 bytes) opens just fine in RCP. The one from the French release (56,623,100 bytes) fails with the "Index was outside the bounds of the array" exception. I wonder if it is a bug in RCP, or, more likely, a corrupted / unrecognized format archive.
RayCarrot
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Re: Rayman 1

Post by RayCarrot »

The one in the US release is an identical copy of the VIGNET.DAT file. Most other releases seem to not include it at all and the game doesn't use it as far as I know, so it's probably a mistake to have it there at all. The 50 mb one is odd though. It's definitely not an archive. In fact it seems to just contain garbage data without any sort of structure. Not sure how that happened.
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Re: Rayman 1

Post by Chacanger »

PluMGMK wrote: Sun Oct 16, 2022 7:04 pm
RayCarrot wrote: Sun Oct 16, 2022 3:48 pm It's probably one byte per pixel since it's all paletted 8-bit image data. That's quite interesting though as it means they had a very specific sprite in mind to be used with this type. Makes me curious which one it was. It must have been quite small as even the plum is 40x36 which would be 1440 bytes.
Yes, it's one byte indeed! I had missed a "sar ebx, 2" in the code… :oops2: And yes, now that you mention it, of course that means they must have had a specific sprite in mind. Maybe those little brown platforms cut from the Cave world?
Well, I edited the WLD file for the Caves of Skops so that you could use the unused brown platforms with the slopey platform object and this was the result...
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Re: Rayman 1

Post by PluMGMK »

That's this one though, which is 1568 pixels. Only the one I linked before is below 1200…
Chacanger
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Re: Rayman 1

Post by Chacanger »

PluMGMK wrote: Thu Oct 27, 2022 8:06 pm That's this one though, which is 1568 pixels. Only the one I linked before is below 1200…
Yeah I realised shortly after, the PC version dosen't seem to have the other 2 stone platforms so I couldn't experiment with those ones or more specificly that one.
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Re: Rayman 1

Post by PluMGMK »

Oh wow, I hadn't realized it even had that one, I thought they'd have to be ported from the PlayStation version.

The plot thickens…
Chacanger
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Re: Rayman 1

Post by Chacanger »

PluMGMK wrote: Thu Oct 27, 2022 8:17 pm Oh wow, I hadn't realized it even had that one, I thought they'd have to be ported from the PlayStation version.

The plot thickens…
Yes, it's in the CPL DES. In fact there are 2 identical sprites in the DES.
Squiz
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Re: Rayman 1

Post by Squiz »

Hey everyone, I'm searching for a youtube video from maybe 2008 or 2009, featuring gameplay of an old Rayman 1 reverse engineering project with some very interesting features like a yin-yang ball enemy throwing his head. The link was shared before by Ryemanni on his discord server but I can't find it anymore since. If anybody know what video I'm refering and could share the link I would be grateful.
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Chacanger
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Re: Rayman 1

Post by Chacanger »

Squiz wrote: Fri Dec 02, 2022 1:20 pm Hey everyone, I'm searching for a youtube video from maybe 2008 or 2009, featuring gameplay of an old Rayman 1 reverse engineering project with some very interesting features like a yin-yang ball enemy throwing his head. The link was shared before by Ryemanni on his discord server but I can't find it anymore since. If anybody know what video I'm refering and could share the link I would be grateful.
It was Terminapor who made that video, I downloaded the playable demo too.

It's not reverse engineering but rather a new engine he was creating which has been long abandonded.

I used to speak to him on the Betillas Garden forum been in my YouTube subscriptions before he made it and I was going to use it for a project back then...

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Re: Rayman 1

Post by Squiz »

Chacanger wrote: Fri Dec 02, 2022 1:56 pm It was Terminapor who made that video, I downloaded the playable demo too.

It's not reverse engineering but rather a new engine he was creating which has been long abandonded.

I used to speak to him on the Betillas Garden forum been in my YouTube subscriptions before he made it and I was going to use it for a project back then...

https://www.youtube.com/watch?v=y-x7pLeao18
Thanks a lot! It was really frustrating to not being able to find this video. This looks amazing, it's like the ancestor of ReDesigner.
Do you still have the demo? All the links I found that Terminapor shared are dead.
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Re: Rayman 1

Post by Chacanger »

Squiz wrote: Fri Dec 02, 2022 5:52 pm Thanks a lot! It was really frustrating to not being able to find this video. This looks amazing, it's like the ancestor of ReDesigner.
Do you still have the demo? All the links I found that Terminapor shared are dead.
I do, in fact I saw it on an old drive the other day; the only problem is finding a place to store the zip file. I did have Dropbox but I don't know if that account still exists.
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Re: Rayman 1

Post by Squiz »

Chacanger wrote: Fri Dec 02, 2022 11:15 pm I do, in fact I saw it on an old drive the other day; the only problem is finding a place to store the zip file. I did have Dropbox but I don't know if that account still exists.
Maybe we can use wetransfer
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Chacanger
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Re: Rayman 1

Post by Chacanger »

I think I've just made a new discovery about one of Rayman 1's unused objects (This was by pure accident when reviewing sprites for something else)...

There is a bottle cap in Candy Chateau that I've never seen anyone mention before...
BottleCap.png
BottleCap.png (439 Bytes) Viewed 1551 times
I'm wondering if there was meant to be cola bottles tiles that these sat on?

It seems to be the correct size sprite for the TYPE_SLOPEY_PLAT behaviour and it doesn't bug out the game either...

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