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Re: TTQ Season 140 - lyndo64
Just guessing here. 100,000?

Re: Alex Builds His Farm & Laura's Happy Adventures Widescreen
lk19 wrote: Mon Jun 24, 2024 10:32 pm
AlphaYellow wrote: Mon Jun 24, 2024 2:13 pm Although I found the inventory menu seems to have its own FOV for the 3D objects that are selectable (including the backpack, which seems to be 3D as well):
... aaand you have found out where the FOV value 1.5 is used :D I've updated the fix once more :)

I made another interesting discovery. There seems to be one more floating point variable that is passed on to the function that handles the FOV value, and it also has a value of 1.5 (but it is not the same as the inventory FOV variable).

This "FOV-like" variable seems to determine the position of the savefile names in the savegame menu:
  • You can see the text position in the unpatched 4:3 game in the attached screenshot 4_3.png.
  • When you only change the aspect ratio to 16:9, this text now gets a little bigger and its vertical position seems a little off (it's not right on the line anymore). It's horizontal position with respect to the (now stretched) background seems correct. See picture 16_9_A.png.
  • If you change the aspect ratio to 16:9 AND scale the "FOV-like" variable with the aspect ratio in the same manner as the other FOV variables, then the text ends up in exactly the same position on screen as in the unpatched 4:3 game (although it still "looks" misplaced, because the background is stretched). See picture 16_9_B.png.
What is even more interesting is that in the "old" version of the game, this variable also seems to determine the positioning of the items on the inventory screen. If you don't scale the variable the items end up off-screen and are not visible at all!
For now, I have implemented the scaling of this variable into both the "old" and the "Pentium III" version of the fix, because even though it is not strictly necessary in the "Pentium III" version, it seems like the more "reasonable" solution and might fix problems in other areas of the game, too ;)

BTW: I wonder if such a variable exists in Hype: The Time Quest, too... and if it could be used to fix the text positioning for higher aspect ratios 8)
Good work so far! Finally now the inventory 3D items look right, but sadly the background images are still stretched... Also could something be done about the missing geometry in the main menu?

Missing geometry at 16:9
Laura 2024-06-24 23-26-22-419.png

In 48:9 it's hilarious, apart from the totally missing geometry in the sides, there are some 2D elements that are stretched, like the menu buttons:
Image


Also I think it would be best to unstretch all the background images in selection menus, loading screens and settings menus to center them at the 4:3 area and leaving black bars on the sides, better than the stretched look:
Laura 2024-06-25 00-34-54-82.png

The 3D items in the inventory now have the proper FOV, but the stretched image makes it look weird:
Laura 2024-06-25 00-35-29-331.png

Also the pause menu background is stretched, but at least the texts in all menus look correct:
Image

Last but not least, could you release the fix for the resolution limit ingame? Seems to be the same issue for all three Playmobil games :/

Rayman: DreamBound
I'm pleased to present my fangame: Rayman: DreamBound
a 2D platformer inspired by Rayman Redemption and ubiart games in a cartoon style, the game will take elements from phoenix interactive's cancelled Rayman 4 prototype and original elements with narration.
Development has just begun and I can't wait to show you more images and details of this project, which is very close to my heart.
for now, here's the game's logo and Rayman's design :D
and you can follow me on my twitter where I'll post updates: @OmarBouchikhi11

Re: Alex Builds His Farm & Laura's Happy Adventures Widescreen
AlphaYellow wrote: Mon Jun 24, 2024 2:13 pm Although I found the inventory menu seems to have its own FOV for the 3D objects that are selectable (including the backpack, which seems to be 3D as well):
... aaand you have found out where the FOV value 1.5 is used :D I've updated the fix once more :)

I made another interesting discovery. There seems to be one more floating point variable that is passed on to the function that handles the FOV value, and it also has a value of 1.5 (but it is not the same as the inventory FOV variable).

This "FOV-like" variable seems to determine the position of the savefile names in the savegame menu:
  • You can see the text position in the unpatched 4:3 game in the attached screenshot 4_3.png.
  • When you only change the aspect ratio to 16:9, this text now gets a little bigger and its vertical position seems a little off (it's not right on the line anymore). It's horizontal position with respect to the (now stretched) background seems correct. See picture 16_9_A.png.
  • If you change the aspect ratio to 16:9 AND scale the "FOV-like" variable with the aspect ratio in the same manner as the other FOV variables, then the text ends up in exactly the same position on screen as in the unpatched 4:3 game (although it still "looks" misplaced, because the background is stretched). See picture 16_9_B.png.
What is even more interesting is that in the "old" version of the game, this variable also seems to determine the positioning of the items on the inventory screen. If you don't scale the variable the items end up off-screen and are not visible at all!
For now, I have implemented the scaling of this variable into both the "old" and the "Pentium III" version of the fix, because even though it is not strictly necessary in the "Pentium III" version, it seems like the more "reasonable" solution and might fix problems in other areas of the game, too ;)

BTW: I wonder if such a variable exists in Hype: The Time Quest, too... and if it could be used to fix the text positioning for higher aspect ratios 8)

Re: Music you are listening to now! ***Please post track title (or RayTunes embed) – YouTube link/embed not mandatory***
A Lone Prayer - Persona


Re: How to make Rayman 3 have controller supports?
Thanks! Will try now and come back to see if anything works :D

Re: Alex Builds His Farm & Laura's Happy Adventures Widescreen
lk19 wrote: Mon Jun 24, 2024 11:22 am
AlphaYellow wrote: Sun Jun 23, 2024 9:56 pm Well, seems like this area of the game still has the same FOV, so the image is cut off at wider resolutions. Maybe it happens in other parts of the map too, haven't tested all yet.
Thanks for the bug report!

I took another look at the fix.sna and there are, indeed, three references to the value "1.4".
I also cross checked the scripts in RayMap and found the following piece of code in the script for the camera object ([Camera] StdCam | StdCamer):
RayMap_1.png
This function (Procedure_Camera_ChangeFocal) comes up a total number of three times in the scripts for the camera object, and the offsets displayed in RayMap coincide exactly with the positions of the three occurences of "1.4" in fix.sna. So with a bit of luck, we should have found ALL the relevant bytes in fix.sna ;)

What COULD theoretically happen, of course, is that there are map-specific scripts (e.g. cutscenes) that change the FOV. The sun-dial time travelling in Hype is an example of this. In this case, one would have to make adjustments to the individual <MapName>.sna files just like I did with Hype. If anyone stumbles across one of these situations - please let me know and I will try to fix it.

TLDR: I have made the necessary adjustments to the python scripts in the post above :)
Thanks for that, maybe there are defined FOV values for certain scripted moments, I'm not really sure :D. Although I found the inventory menu seems to have its own FOV for the 3D objects that are selectable (including the backpack, which seems to be 3D as well):

4:3:
Laura 2024-06-24 14-10-22-116.png

16:9:
Laura 2024-06-24 14-08-12-360.png


Re: Alex Builds His Farm & Laura's Happy Adventures Widescreen
AlphaYellow wrote: Sun Jun 23, 2024 9:56 pm Well, seems like this area of the game still has the same FOV, so the image is cut off at wider resolutions. Maybe it happens in other parts of the map too, haven't tested all yet.
Thanks for the bug report!

I took another look at the fix.sna and there are, indeed, three references to the value "1.4".
I also cross checked the scripts in RayMap and found the following piece of code in the script for the camera object ([Camera] StdCam | StdCamer):
RayMap_1.png
This function (Procedure_Camera_ChangeFocal) comes up a total number of three times in the scripts for the camera object, and the offsets displayed in RayMap coincide exactly with the positions of the three occurences of "1.4" in fix.sna. So with a bit of luck, we should have found ALL the relevant bytes in fix.sna ;)

What COULD theoretically happen, of course, is that there are map-specific scripts (e.g. cutscenes) that change the FOV. The sun-dial time travelling in Hype is an example of this. In this case, one would have to make adjustments to the individual <MapName>.sna files just like I did with Hype. If anyone stumbles across one of these situations - please let me know and I will try to fix it.

TLDR: I have made the necessary adjustments to the python scripts in the post above :)

Re: Rayman Origins speedrunning
A new run has just been validated on speedrun.com!

Any% in 01h 18m 34s by queso_azul4 - 27th place

Submitted: 24/06/2024
Platform: PC
Region: EUR / PAL
queso_azul4 wrote:will improve


Re: Rayman 3 speedrunning
A new run has just been validated on speedrun.com!

GCN Emu - Any% No Major Glitches in 02h 24m 03s by LogicalMacrochip - 20th place

Submitted: 16/06/2024
Platform: GameCube
Region: USA / NTSC
LogicalMacrochip wrote:Mod note: retimed to 2:24:03


Welcome to Pirate-Community, the largest Rayman community!


Check out the new website for Rayman 2 HD, an ambitious project to recreate Rayman 2 from scratch with the help of the Unreal Engine!
Discuss speedrunning news, techniques and events in our Rayman speedrunning section!
Come and participate in the 118th round of Manipulate the Image, which is now expanded to include non-Rayman images, starting with The Cat in the Hat!
Show your Rayman knowledge in the Teensies' Quiz Quest and receive a special avatar as well as bonus Tings.
A prototype for Rayman Raving Rabbids has been leaked! Follow the latest developments here.

Latest news


Tue Jun 04, 2024 9:08 pm:
 
Get ready for action, fellas! We're preparing the 19th Edition of Record Day, with the goal of posting as many messages as possible in 24 hours.

Members can choose one of the proposed dates between late July and early September. Let us know when will you be available!

We're sure you won't get disappointed with the experience, it will be a lot of fun :mrgreen:
by DaveRattlehead

Mon May 27, 2024 2:02 pm:
 
Interested in Rayman 2 HD, the ambitious project to recreate Rayman 2 from scratch using the Unreal Engine? Then be sure to check out their brand new Discord server here!
by Hunchman801

Wed May 22, 2024 7:26 pm:
 
A new speedrunning contest is out! This time, submit a 100% speedrun of Rayman for the DSi and win up to €300. The contest has slots for both beginners and seasoned speedrunners. Details on how to participate can be found here.
by Hunchman801

Wed May 08, 2024 10:28 pm:
 
The Java applet game Globber, which has been lost media for years, has recently been found. As there was no access to the game, there was no recorded gameplay until now.
by DaveRattlehead

Wed Apr 17, 2024 12:22 pm:
 
A Rayman-themed board game has just been announced. It is set for release in the third quarter of 2024.

Check out the official website here, and come discuss it with other fans here!

Image
by Hunchman801

Fri Mar 01, 2024 3:16 pm:
 
We announce SpeedRay 2024, the fourth edition of our yearly speedrunning contest. After celebrating the 20-year anniversary of Rayman 3 in 2023, we have decided to go for a Rayman 2-themed competition this time, and given the success of last year's edition, we are happy to propose a similar format. The winner will get a $100 gift card, so be sure to give it a try!
by Hunchman801

Sun Feb 18, 2024 12:19 pm:
 
An early build of Rayman 3 HD was published today. It features several changes to the final version, including a different logo and an extensive debug menu with various features.

It can be downloaded here.

Image
by Hunchman801

Tue Jan 02, 2024 9:38 pm:
 
Yesterday the Rayman community received its Christmas present. 68 different prototypes of Rayman 3 (GBA) were leaked, as well as documents related to the game's development. Click here to discuss the topic.

Image
by DaveRattlehead

Mon Jan 01, 2024 8:23 am:
 
Today marks the end of another year and the beginning of 2024. Even though 2023 is now in the past, lots of good things happened, not just for Rayman, but for the community as well!

Need to catch up on important events? Feel free to check the documentary here!

We look forward to seeing what comes next for Rayman, and we hope you guys stick around too to see what happens. Until then, check out the newest edition of the Favourite Rayman Games Survey!

You can check here for last year's results, or here to check out results from previous years.

Stay chill guys, and have a great happy new year!
by The Jonster

Mon Dec 25, 2023 12:20 pm:
 
And well, here we are on another December 25th... What a year, huh? It's been a really good year for our community and for Rayman fans. There has been a considerable increase in forum activity over the last few years, we have received new official Rayman content after a long time and, as was the case last year, we have been blown away by the creations shown in Rayman Alive.

We would like to thank you for your unconditional support and passion. None of this would be possible if it wasn't for the effort of all of you to keep this ship going.

And for the twenty-first time, Pirate-Community would like to wish you a Merry Christmas! 🎄 We hope you enjoy the season with your loved ones, tis' the season to be jolly after all! 🎅

PS: Remember to drink plum juice sensibly.
by Steo

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