Rayman 3

Not in the rom though. Only referenced data is in the rom. If there for some reason would be any unreferenced data we wouldn't be able to find it, but I highly doubt that exists.
 
Wow, the Mode 7 maps look really cool. I mean, I sucked at those levels, but still. :P

Any chance the ones in RRR GBA work the same, by the way?
 
Yeah, RRR was developed by Visual Impact, who made a bunch of random games for the GBA. RRR even has a ton of leftovers in the ROM from their game Kill Switch for some reason :P But it's not the same engine as that since that was in 3D.
 
I'm not surprised it's a different engine, mostly due to how the controls feel. Though of course this can also be customized within the same engine.
 
I feel like the magic fist was introduced as a result of technical limitations because the telescopic fist would have been too hard to implement.
 
Possibly?

i cant really find a good reason how,because going by n64, i dont think it would be impossible, looking at other games
 
Given how far away some certain things such as switches are needed to shoot at, it makes sense that they introduced the magic fist.
 
^^^ Indeed.

A limited-range fist works OK in a 2D platformer with a limited field of view, but not so much in a 3D environment, where the viewable distance is much higher.
 
I do think the shooting was cool though since it rebounded off walls.
 
Here I am back with yet another huge post :P This time for Rayman 3 GBA rather than Rayman 1. We've now finished reverse engineering that game, as well as all the games which use its engine. Here is a list for those curious:

Code:
• Batman Vengeance
• Sabrina the Teenage Witch: Potion Commotion
• Rayman 3
• Splinter Cell
• Prince of Persia: The Sands of Time
• Batman: Rise of Sin Tzu
• Splinter Cell: Pandora Tomorrow
• Star Wars Trilogy: Apprentice of the Force
• Star Wars Episode III: Revenge of the Sith
• King Kong
• Open Season
• TMNT
• Surf's Up

Now getting back to Rayman 3;

General
Just like Rayman 1 Ray1Map can load the maps with animations. Unlike Rayman 1 we can also load the backgrounds since they're just different map layers. Not all backgrounds scroll with the level though, so the size doesn't always match, but for the ones it does they look really good!
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Just like Rayman 1 there is a system to link objects (known as actors) in a level. Unlike Rayman 1 the links are one-way only, and one object can link to up to four other objects. This seems to be used for different things - here are some examples:

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There are sadly very few sprites/animations, but we did find this:
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This sprite is also unused:
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There are also HUD icons for other characters I'm not sure if they're unused or not... Maybe for the multiplayer?
0.png

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Also some random animations I think are unused:
0x0830C1D4_-_168_4.gif

0x0830C1D4_-_123_5.gif

0x0830C1D4_-_59_6.gif

0x0830C1D4_-_65_5.gif


GameCube Levels
The GameCube levels, which are stored on the GameCube disc, work as well :)

Rayman3GBAEU_-_8_00.png

Rayman3GBAEU_-_8_09.png


N-Gage version
As you may know the game was ported to the Nokia N-Gage. This version lacks the Mode7 maps and instead has some unique levels as replacement. What we didn't know was that it also has an all new multiplayer mode, "Capture the Flag". Not even RayWiki seems to mention this. Here are some of the levels for it:
Rayman3NGage_-_6_60.png

Rayman3NGage_-_6_64.png


What's interesting is that the way the data is stored in this engine makes it very easy to modify. It's all in one block at the end of the ROM with a nice system for referencing the data which is all relative to this block. The same applies for the N-Gage version, so it got me thinking, what if you used the N-Gage data on the GBA? Well after relocating some offsets and moving over the data it actually works!
unknown.png

Yes, this is indeed a GBA emulator running the first level from the N-Gage version using the N-Gage sprites and other data :mryellow: Sadly hub worlds crash, and some animations cause crashes too, but it's pretty cool this works at all.

Now for some unique sprites/animations:
0x007D8EBC_-_2_4.gif

0x0001CD90_-_0_4.gif

0x0001D270_-_0_4.gif

0x0001D2D8_-_10_4.gif

0x007DB1DC_-_2_4.gif

0x007DB1DC_-_0_4.gif

0x007DB1DC_-_1_4.gif

0x00027B58_-_35_4.gif

0x00028C2C_-_0_4.gif

0x00028CD8_-_0_4.gif

0x0079B9F0_-_15_3.gif

0x0085D01C_-_147_4.gif

0x0085D01C_-_149_4.gif

0x0085D01C_-_150_4.gif


Prototype
Recently an early prototype for the game was dumped, which has been of great help for this project as it includes some source file names, function names etc. for a crash handler. It has a lot of small changes I won't be showing here, but one of the bigger ones is River of Fire 2 & 3 which are almost entirely different:

Rayman3GBAUSPrototype_-_2_29.png


Some other changes:

Different colors
0x084DE2C0_-_2_4.gif


One of many unused menu animations
0x084EB208_-_13_5.gif


A very different design for the kart
0x08636DAC_-_0_3.gif


Different colors for this thing
0x08932DD4_-_2_4.gif


Different, much longer, animation for breaking cages
0x08559490_-_10_4.gif


Some palette swap version of the exit
0x08560144_-_0_5.gif


Hopefully I didn't miss anything now :P If anyone wants to see anything for those other games in the same engine just let me know. I'm not showing it here since it's not really relevant to Rayman, and I'm not familiar with any of those games at all :oops2: As mentioned before also, Rayman Raving Rabbids GBA sadly runs in a different engine, so nothing to show from that yet. There's also the DigiBlast version of R3 which we sadly haven't been able to add support for due to the ROM not being publicly available.
 
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