
Rayman 1 Level Editor/Viewer (Ray1Map)
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Re: Rayman 1 Level Editor/Viewer (Ray1Map)
Wow, this is great news! It works wonders, and I love being able to explore the levels freely (and most of all, the Pirate-Community theme
).
On a side note, what is the auto palette selector based on? I've noticed that the wooden platforms from Picture City in Rayman Junior only display correctly when I select the right palette manually.

On a side note, what is the auto palette selector based on? I've noticed that the wooden platforms from Picture City in Rayman Junior only display correctly when I select the right palette manually.

Re: Rayman 1 Level Editor/Viewer (Ray1Map)
In the PC versions of Rayman 1 each level has 3 possible palettes. Due to the full tileset needing to use colors from multiple palettes, and the game only being able to have one loaded at a time, the game uses special triggers in the levels to swap between the currently loaded one. These palette swapper triggers are shown like this as an example:
Since the majority of levels are linear in Rayman 1 we can use the placement of these triggers to approximate which tiles should use what palette based on their location in the level. This is what the "auto" setting does. This works in the vast majority of levels in Rayman 1. But since the educational games have a lot less linear stages, with you moving around both horizontally and vertically, this method more than not will miss some tiles. Sadly there's no accurate way to fix these since it all depends on the path the player takes when playing the level (which we can't know from just the map data).
This trigger changes from palette 1 to palette 2 as you walk to the right.Since the majority of levels are linear in Rayman 1 we can use the placement of these triggers to approximate which tiles should use what palette based on their location in the level. This is what the "auto" setting does. This works in the vast majority of levels in Rayman 1. But since the educational games have a lot less linear stages, with you moving around both horizontally and vertically, this method more than not will miss some tiles. Sadly there's no accurate way to fix these since it all depends on the path the player takes when playing the level (which we can't know from just the map data).
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Re: Rayman 1 Level Editor/Viewer (Ray1Map)
Thanks for the detailed explanation, makes perfect sense. It's already pretty cool that you bothered to implement this auto setting. 


Re: Rayman 1 Level Editor/Viewer (Ray1Map)
This is really nice to hear! Well done on this! 

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Re: Rayman 1 Level Editor/Viewer (Ray1Map)
One thing I really appeciate about this tool is getting to see all the animations from Rayman and it's spinoffs. Would it be possible to add a feature or make a separate tool for exporting the sprites as GIF files? It's been something I've been after for a very long time for Rayman sprite acessibility for fan games, sprite comics etc.
Re: Rayman 1 Level Editor/Viewer (Ray1Map)
This can be done in the Unity version. I sent you a pm with a link to all the exported animations using that. 
