Rayman 3

Here you can see the part of the collision where you can go through the ground:
Unity_2020-08-11_21-08-07.png
 
I'd imagine the collisions belongs to the tiles in their editor, so they didn't bother checking it for every thing. This level had some layout changes from the prototype which was just dumped. I documented the differences, which has been posted here along with the rom, for anyone interested. One interesting thing is that the scaleman boss is named Clark here :P I guess it was originally going to be the Clark fight (it appears right after the Tomb of the Ancients too!).
 
I thought I'd share this here since it's pretty interesting. These are the 3D Mode7 stages from R3 GBA, but extracted from the rom. It gives a really interesting perspective on the levels!

Rayman3GBAEU_-_Jungle_35.png

Rayman3GBAEU_-_Jungle_04.png


They're also huge maps, 2048x2048 pixels! They however have much smaller tilemaps than other levels. The path you take is also done using collision types, so it'd be super easy to edit if anyone wants to make custom levels :P

I've also just started extracting some sprite data, but you can already see how the 3D animations are done:

Sprites_083B1908.png


I'll have more to share on R3 GBA soon. One more thing I can mention is that Ubisoft used this engine for a ton of games, so Droolie and I are adding support for them all. Here's Prince of Persia Sands of Time GBA for example:
PrinceOfPersiaGBAEU - Jungle 00.png
 
Oh wow, this is really cool!

The Magma Mayhem stage DOES look like it could come out of a Bowser's Castle track from Mario Kart. :o
 
That's interesting, the maps actually look a lot bigger than I thought they did in game.
 
No idea, but it's been a huge help for this project. It has a ton of log messages left in for error checks, including source file names, function names etc.
Once we start displaying objects properly I'll go ahead and make exports of all maps so we can compare the prototype to final. I already know some levels have major differences from my playthrough, like River of Fire.
 
No idea, but it's been a huge help for this project. It has a ton of log messages left in for error checks, including source file names, function names etc.
Once we start displaying objects properly I'll go ahead and make exports of all maps so we can compare the prototype to final. I already know some levels have major differences from my playthrough, like River of Fire.
Btw, do you know if the names of the enemies (like the Armoured Slapdash) can be found in the files?
 
Sadly very few object names and such are left there. I can see a few enemy names from their logs, but I have no clue which is which (except the last one):
Code:
BombeVolante
Mumu
CagoulardBouclier
CagoulardVolant
BombePiquante
SacPieux
Scaleman
 
I still think that enemy looks more like a Grim Keeper who uses a weapon from a slapdash, so I'm not sure why it's called an armoured slapdash.
 
Have you found any unused grafics while searching the Rom?

Not sure yet. It'll be more apparent once we export the animations (which I'll do soon). We just now got them to load at all:

unknown.png

unknown.png


Not sure why, but the Grolgoth is loaded into almost every level in the top-left corner :P I think he's an always object (yeah, R3 GBA has always objects, named exactly that :P)

Also, has anyone here played the multiplayer? See, it has this unique Globox sprite-set I've never seen before... Is it used?
unknown.png

unknown.png
 
Sadly very few object names and such are left there. I can see a few enemy names from their logs, but I have no clue which is which (except the last one):
Thanks for the info. I assume "CagoulardVolant" is referring to the Aerohood; "Bouclier" means shield in french so I assume "CagoulardBouclier" is referring to the Shielded Hoodboom. "BombeVolante" could be another name for the Helicopter bomb.

I still think that enemy looks more like a Grim Keeper who uses a weapon from a slapdash, so I'm not sure why it's called an armoured slapdash.
My guess is that it was called "Armoured Slapdash" because it doesn't use Grims to attack, uses the same weapon than the Slapdashes and is very weak (they can only take two punches). However I agree with you, it looks almost identical to the Grim Keeper.
 
I'll have more to share on R3 GBA soon. One more thing I can mention is that Ubisoft used this engine for a ton of games, so Droolie and I are adding support for them all. Here's Prince of Persia Sands of Time GBA for example:
PrinceOfPersiaGBAEU - Jungle 00.png
Hey, that's awesome. I love Sands of Time GBA!
 
One interesting thing is that the scaleman boss is named Clark here :P I guess it was originally going to be the Clark fight (it appears right after the Tomb of the Ancients too!).
I remember reading that the game was originally a Rayman 2 for the GBA but they turned it into a Rayman 3 instead? This would explain Clark being replaced with Scaleman and the small number of Hoodlums in the game.
 
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