Rayman Designer hacking
Rayman Designer hacking is the process of modifying the program files of the game in order to change the appearance and the behaviour of in-game events and sceneries.
In every World-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 which programming language the game is written in, but the events are coded in this way:
specific event code
Offset_BX, Offset_BY, Offset_HY,
Follow_enabled, follow_sprite, hitpoints,
obj_type , hit_sprite, group,
- œdef = define; this must come first
- eventname = name of the event, could be everything
- DES.FILE = name of the graphic file which should be used for the event
- some number = unsure; it seems to have no effect
- 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
- main_X_pos = main x coordinate of the event
- main_Y_pos = main y coordinate of the event
- 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 stand on (if the sprite is a "plattform")
- Offset_BY = is the y1 coordinate of the point where rayman could stand on (if the sprite is a "plattform")
- Offset_HY = is the y2 coordinate of the point where rayman could stand on (if the sprite is a "plattform")
- Follow_enabled = if this is =1 than it rayman could stand on the event ("plattform")
- follow_sprite = belongs to the "Follow_enabled". Tells the programm how far from the Offset_BX coordinate rayman can stand (well...it makes a exeact Offset_BX coordinate unnecessary, because you can redirect the coordinate with this number).
- hitpoints = how much "lifes" the event has (enemies). But for a lot of events this number has a different meaning.
- obj_type = this number tells the programm the MAIN behaviours of the sprite like if it is a ting, an enemy or only a background animation.
- hit_sprite = unsure
- group = in which group the event can be found (like group 5 is for enemys etc.)