Jump to navigation Jump to search

Rayman Designer hacking

2,795 bytes added, 14:12, 4 July 2019
no edit summary
===Normal Platforms (Tiles)===
In every Worldworld-folder (for example "[[The Dream Forest|jungle]]" or "[[Band Land|music]]") of the game, there is a .PCX graphic file. It contains all the graphic tiles which are used by the Mapper. You can change or add stuffTiles may be changed and added, but you cannot editthe following should not be changed:
*The color palette used in the file; don't add . The addition of new colors (or colours causes the in-game graphics ingame will be messed up)to display incorrectly.*The first square tile on the top-left corner; it's , which is used to set the transparent color in the file.*The lowest row of tiles, which are reserved for the Mapper's "types mode".*The image size. If you do, otherwise the Mapper may will not loadwork.
Also note that all custom maps (except the ones which Ubisoft made) will use the new graphics if you the standard tiles are replaced. However, the 24 levels which come with the game have built-in graphics, and are not affected by PCX changes. The PCX files used in the educational games are expansions of the ones from ''Rayman Designer'', meaning that they can easily replace the standard ones in Designer without removing any existing tiles.
===Animated objects===
All animated spites sprites of the game (for example, [[Rayman ]] himself, and enemies etc) are stored in the .DES files, short for DESign. These files are packed in the .WLD files of the game, which are stored in the "pcmap" folder. It's totally unclear how is possible to see what DES files are contained in a WLD file by simply opening it in a text editor. It is possible to open extract sprites from these files, but when you opem the WLD little progress has been made on changing them. ETA files of RD , short for "''état''" (in the "pcmapstate" folder) with a texteditor, you can see which are stored in the WLD files in the same way. They appear to contain information about the animations of the spritesBefore it became possible to extract sprites from the game, the only way to explore the contents of the DES and .ETA files are packed in itwas experimentation with event codes. The names of the .ETA DES files do order the spitefiles also give a clue as to their contents. Most of them are in some wayFrench, but what they exctly do is unsure (it seems that they give the events some abilities)are English.For example:
To see whats in the *RAY.DES files, you must change some things = [[Rayman]]*SPI.DES = [[Spider]] ([[The Caves of an eventcode (see belowSkops|Cave]]) with a texteditor, save it, go in the game and see what happens *CLE.DES = Clef (it may crash cause not all coordinates work[[Band Land|Music]]). The names of the *MUS.DES files are also tell you whats in it = [[Musician]] (most of them are in French, but some are English.[[The Blue Mountains|Mountain]]) Examples:
*RAY.DES = Rayman*SPI.DES = Spider (Cave)*Some of these files, such as CLE.DES = Clef (Music)*MUS, contain only one object, while others contain very many different objects.DES = Musician (Mountain)
Some The names of these files contain only one object (like the CLE.DES) and others conatin very many different objects. Note also that you can't see which .DES files Rayman 1 or the RJ Games have. In these games the .WLD ETA files are packed / encrypted different. But cannot be seen in the .WLD files of the "Fanpack" and original game or the ''[[Rayman Junior]]'' games, but they are present in the .WLD files of "from ''[[Rayman Collector" you can see the filenamesBy His Fans]]''.
==[[Event (Rayman Designer)|Events]]=Events==== Editing events ===In every Worldworld-Folder folder of the game, there is a file called EVE.MLT. It contains all the codes of the events of the current world and can be modified any text editor. One has to scroll down to see the codes in question. It is unsure unclear which programming language the game is written in, but the events are coded in this way:
{| width="auto" align="center" style="border-style:dotted;border-width:1mm;border-color:green;text-align:left"
|œdef,eventname,CDES_FILE,some number(?),FILE.ETA.FILE,
specific event code
*œdef = define; this must come first
*eventname = name of the event, could be everythinganything; the events which come with the game all use codenames which start with "MS_" (so that they can be localized)*DES.FILE DES_FILE = name of the graphic file which should be used for the event(without the extension ".DES")
*some number = unsure; it seems to have no effect
*FILE.ETA.FILE = name of the ETA file which should be used; it gives the event some behaviours and orders the sprites in some way (it is unsure what it does exactly stand for)
*specific event code = not every event has it; it tells the event which way it should "walk" for example
*33,255 = unsure; All codes must have this line or the game will crash
*etat = spriteposition A (of a stored sprite in a .DES file)
*sub_etat = spriteposition B (of a stored sprite in a .DES file)
*Offset_BX = is the x coordinate of the point where rayman could on the sprite on which Rayman can stand on (if the sprite is a "plattformFollow_enabled"is 1)*Offset_BY = is the y1 coordinate of the point where rayman could on the sprite on which Rayman can stand on (if the sprite is a "plattformFollow_enabled"is 1) *Offset_HY = is the y2 coordinate of the point where rayman could on the sprite on which Rayman can stand on (if the sprite is a "plattformFollow_enabled"is 1)*Follow_enabled = if this is =whether or not (i.e. 1 than it rayman could or 0) Rayman can stand on the this event ("plattformfollow"its movement)*follow_sprite = belongs related to the "Follow_enabled". Tells the programm program how far from the Offset_BX coordinate rayman can stand ( this actually makes a exeact "Offset_BX coordinate unnecessary, because you can redirect the coordinate with this number" redundant).*hitpoints = for enemies like [[hunter]]s, how much "lifes" [[resistance]] the event has (enemies). But However, for a lot of many events this number has a different meaning.*obj_type = this number tells the programm program the MAIN main behaviours of the sprite like if ; essentially, what type of event it is a ting. An incomplete list of possible values, and their meanings, an enemy or only a background animationcan be found [ here].
*hit_sprite = unsure
*group = in which group the event can be found (like in the Events Editor. For example, the "Enemies" group is group 5 is for enemys etc.)
'''The Main Code'''
The main code of an event will repeat itself when it comes to the end. Not all codes work Most of these are effective only for all events (= certain "obj_type" values, i.e. behaviours).
This is all that is known about this part:
*0, x, -> sprite walks moves right (x= time in milliseconds , max. 254)*1, x, -> sprite walks moves left (x= time in milliseconds , max. 254)
*3, x, -> sprite walks moves up (x= time in milliseconds , max. 254)*4, x, -> sprite walks moves down (x= time in milliseconds , max. 254)*5, x -> change subetat (sprite poscoord. b ) to x
*6, x, -> skip all code lines until line x
*8, x, -> change etat (sprite poscoord. a) to x
*11, x, -> label x
*19, x, -> wait x seconds
*20, t, x, y,z, -> moving sprite x time moves for t milliseconds (in milliseconds max. 254) with velocity given by x and y. === Unused events ===A bunch of unused events have been discovered. They can be added to the game by adding their code to the EVE.MLT file. A lot of these events are taken from [[Rayman 1|the original game]], such as a fully functioning [[Tarayzan]] and an unstable version of [[Rayman]] riding [[Bzzit]]. A lot of other events are however not used in the original game, although many can still be found in its files. <gallery widths="316px" heights="200px" class="sprite">GiantLavaBall.png|A giant [[lava ball]], acting as scenery.BetaClouds.png|[[Cloud]]s with a face (known from the Atari Jaguar version). The ones to the right act like disappearing clouds.SmallLivingstonePlum.png|A [[small Livingstone]] on a bouncing [[plum]].Big rock.png|A giant [[rock]].Bouncing Mr. Sax obstacle.png|A [[wrong note]] from [[Mr Sax]]. Here it can be punched to move like a [[plum]].Clocks.png|The clocks from the [[continue]] screen, z direction & speed acting as scenery.Insta-kill events.png|Several red insta-kill events, previously seen in ''[[Rayman Junior]]''.Road signs.png|A bunch of colored road signs, acting as scenery.Tarayzan Designer.png|[[Tarayzan]] as a functioning event, except for the text not displaying when he gives [[Rayman]] the [[Magic seed|seed]].Music sign.png|An [[exit sign]] with a note.</gallery> == Map properties ==For each created map there's an configuration file, named MAP.INI with the basic map properties. Example: {| width="auto" align="center" style="border-style:dotted;border-width:1mm;border-color:green;text-align:left"|[Map]<br />World=<br />Title=<br />Author=<br />Comment=<br /> [Game]<br />Level=<br /> [Power]<br />Hanging=<br />Fist=<br />Helico=<br />SuperHelico=<br />Run=<br />Seed=<br /> [LevelBackGround]<br />Filename=<br /> [CD]<br />Track=<br />|}Most values here can simply be changed using the Mapper program. However, the Mapper program only gives two options for the background and music, while in fact there are usually several ones which can be used. Setting the track to 3 will play the [[Bonus level (Rayman 1)|bonus level]] music.
==The Extended ''Rayman Designer'' Editor==
This is an unoffical unofficial tool that makes ''[[Rayman Designer]]'' modding much easier. It also comes with a large content package which includes a great deal of content from ''[[Rayman 1|Rayman]]'' and ''[[Rayman Junior]]'' that was not availible available in ''Rayman Designer'', and also some new unofficial content.
Through some editing of the game, the following things have been discovered:
*There If events are some placed in groups beyond group 9, it is found that these groups have the same names as the game's levels. This reveals the names of six additional levels in the game that are not available. It seems that they have been cut from the final game (or never been finished): "The Gates of the Jungle " (jungle world[[The Dream Forest]]), "Diabolical Tunes " (music world[[Band Land]]), "The Fire Avalanche " (mountain world[[The Blue Mountains]]), "Miniature Madness " (image world[[Picture City]]), "Cloud of Doom " (cave world[[The Caves of Skops]]), and "Dessert Anyone? " (cake world[[Candy Château]]).
*A sprite from [[Rayman 2 (2D prototype)|the 2D version of ''Rayman 2'']] could be found in the sprite files (a small platform that looks like a teleporter).
*The spritefiles also contain a considerable amount of content from the ''[[Rayman Junior]]'' (such as the world map icons) and some never-before-seen sprites.
==Image gallery==
<td valign="top">[[Image:GiantLavaBall.png|frame|left|A giant [[lava ball]]]]</td>
<td valign="top">[[Image:BetaClouds.png|frame|left|[[Cloud]]s with a face (known from the Atari Jaguar Version)]]</td>
<td valign="top">[[Image:SmallLivingstonePlum.png|frame|left|A [[small Livingstone]] on a [[plum]]]]</td>

Navigation menu