Hunchman801
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I should have thought about that! Maybe this is what Chacanger is trying to trigger...Better than NOMUS_GUI?![]()
I should have thought about that! Maybe this is what Chacanger is trying to trigger...Better than NOMUS_GUI?![]()
I should have thought about that! Maybe this is what Chacanger is trying to trigger...Better than NOMUS_GUI?![]()
![]()
Now that's something!Which event did you change that made this happen?
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
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.
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.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.
Yes, it's one byte indeed! I had missed a "sar ebx, 2" in the code…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.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?
That's this one though, which is 1568 pixels. Only the one I linked before is below 1200…
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…
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...
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.