Rayman Corruptions

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THEdragon
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Rayman Corruptions

Post by THEdragon »

For those who don't know, game corruption (When we're not talking about accidental data damage, which can happen on its own for a variety of reasons) is taking a ROM of a game as using a special corruption program to scramble its data, then playing the broken ROM and seeing the usually amusing results. Some channels like Vinesauce feature videos of game corruptions.
I've been doing these with Rayman Advance for a while now, and I decided that it'd be better to make my own topic for it than keep filling the Rayman 1 thread with my videos.





My earlier corruptions were done with the Erosion corruptor. This worked fine, but corrupting a file takes a considerable amount of time depending on how many bytes are corrupted. Also, it corrupts the file directly, and one must remember to restore the file after each corruption. Even then, however, if Erosion crashes during a corruption the file will remain corrupted and not be able to be restored.

It is VERY important to keep a backup of both the rom (in my case, a .gba file) and any save file that may accompany it. During my first round of Rayman Advance corruptions, the .save file actually became corrupted from playing a corrupted version of the .gba, since the .sav file updates automatically after playing whether anything was actually saved or not. I had to roll back the folder and its contents to recover my save files. Replace the .sav file with the fresh backup after each corruption for best results, and replace the .gba when necessary.

My latest round of corruptions was done using the Vinesauce ROM Corruptor, which took a little while to set up but was very worth it. Unlike Erosion, it creates the corrupt file instantly no matter how many bytes are corrupted. I found the only time it hangs or stops responding is when I try to use colour replacement, which I haven’t gotten to work anyway- I think it’s designed mainly for NES games. It also creates a new ROM rather than overwriting the original, so the original ROM is safe.

For this I’d recommend creating a copy of your save file and renaming it CorruptedROM and placing it in the same folder as the corrupted ROM output, so the corrupted rom reads from that save file rather than creating a new one. Also, keep a backup of that one and replace regularly, though I’ve found minor corruptions (like sprite/animation changes) shouldn’t affect it.

Eventually I came across some unused maps in Rayman Advance through corruption. I was pretty impressed with myself at first, but later I found out someone else had already found them about a year earlier. ;)

Vinesauce ROM Corruptor settings

Code: Select all

540000 - 550000 replace 3 with 6 = Blue Mountains renamed Candy Chateau, opens Band Land level.
6 can be switched for 1, 2, 4, or 5, each number corresponding to the respective world (1 = Forest, 2 = Band Land, etc) which the Blue Mountains will be renamed to. The level, when entered will be something different, usually unplayable. Entering mr Stones Peaks with a 1 value (Forest) enters the Bzzit battle, but will freeze before Bzzit appears. Replacing the second value with 0, or 7 or higher, renames the Blue Mountains to the save file name, with interesting results.
Since I recorded that information, however, I managed to narrow down the corruption range so the level switcher still takes effect, but without excess corruption that may make it unplayable (such as the wonky hitboxes in the first recording of the forest level). Unfortunately, however, I’ve forgotten what this narrower range is. I’ll test it again and update it when I do. The first value in the replacement can be a different value too and the respective world will be changed, but I used the Blue Mountains. The rest should work, but I found the Dream Forest usually doesn’t.

Later I decided that merely breaking things wasn’t enough, I had to go and play God, too.

Vinesauce ROM Corruptor settings (Using the queue feature)

Code: Select all

302995 – 304430 replace E with 2
302995 – 304430 replace F with 2
302995 – 304430 replace 10 with 2
302995 – 304430 replace 11 with 2
302995 – 304430 replace 12 with 2
302995 – 304430 replace 19 with 3
301A00 - 301FD5 replace 2 with E
301A00 - 301FD5 replace 3 with 19
And here are the values that correspond to each sprite. Note that I haven’t done the hands and feet of the mother or any of the baby’s sprites yet.

Code: Select all

 302995 - 304430 = The Musician's sprites
(values E, F, 10-12 = The Musician's faces)
(14 = Hand pointing)
(15 = Hand resting)
(16 = Hand palm up)
(17 = Hand neck guitar)
(18 = Hand strum guitar)
(19 = Body)
(1A = Feet)
301A00 - 301FD5 = The Musician's wife and Child's sprites (2 = The mother's head) (3 = The mother's body)
I’ve tried doing similarly with Tarayzan, but unfortunately I just couldn’t get it to work. Almost an entire day of trial and error, and all I could get was the sprites themselves becoming glitched messes, incorrect animations playing, and Tarayzan disappearing altogether. The best I could get was switching his pointing hand into his body and vice-versa, couldn’t seem to get any of his other sprites to switch properly. That night, however, I got something cooler to happen. I found a way to change Rayman’s walk cycle into any of his other animations, including ones unused in the GBA port! I don't have a video yet but I will have one soon. I change Rayman’s other animations this way too as long as I find the byte range for them.
Here are the VineSauce ROM Corruptor settings for some of the ones I found to be significant or interesting.

Code: Select all

32CE25 - 32CE26 = Rayman's walk cycle animation, add to byte for interesting results. 
(+16 = ????) 
(+21 = Handstand kick)
(+26 = Helicopter. Hover Rayman!)
(+28 = Run... like you're in a dream) 
(+29 = Ring swing that seems to do a full 180) 
(+30 = Vibrating eggs? I remember seeing this in a sprite rip folder actually) 
(+37 = Magic power gain sparkle, +38 = Magic power gain sparkle 2) 
(+45 = Runjump twirl) 
(+48 = Crawl) 
(+50 = Slide, +51 = Slide backwards) 
(+54 = Backwards crawl??) 
(+56 = slightly broken handstand kick) 
(+57 = Handstand idle, minus feet) 
(+58 = Handstand walk, minus feet) 
(+59 = The missing feet from the previous two...) 
(+62 = Pained walk from Game Over) 
(+67 = Cartwheels) 
(+76 = Falling to death) 
(+87 = 'Gun Dance' animation not used in the GBA port) 
(+89 = Different entrance animation?) 
(+90 = Non-GBA animation of Rayman being poked by a gun) 
(+91 = Angrier version of the previous) 
(+92 = Walk, stop, tap foot, +93 = the first half of that animation) 
(+96 = Invisible jetski/motorbike beginning, +97 = The middle, +98 = the end of it) 
(+99 = Game Over cough 'n' collapse) 
(+100 = Game Over tiptoe) (+101 = Victory!) 
(+102 to 105 = Idle/impatience animations) 
(-16 = Handstand splits) 
(-17 = Frightened handstand?) 
(-22 = Unbroken handstand walk!)
I’ll probably update this post as I find more things. Feel free to contribute your own experiences, videos, screenshots and the like!
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Re: Rayman Corruptions

Post by RayCarrot »

When looking at your Map Confusion video I see certain objects only used in Rayman Designer which is rather interesting and in another video you saw the gendoor magician thing from Rayman Designer as well. I'm starting to think they used Rayman Designer to create the GBA port instead of the original game and then totally remade the levels from scratch (which may be why there are some minor differences in some levels).
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Re: Rayman Corruptions

Post by THEdragon »

I can't imagine the entirety of the game's levels being remade from scratch for a GBA port, I'd assume the assets were just unused outside of Designer and some test maps. I think the minor level differences were to account for the GBA's smaller screen. Though I do recall someone saying they reckon the original level layouts were made with something similar to the Designer mapper, because of a tiling error in part of one level. The gendoor Magician thing would probably also lend to that theory, assuming Advance was ported from- I'm guessing- The PC version.

Also, infinite jumping! This one actually came up quite a lot in corruptions, but was usually very buggy. I managed to narrow it down to something useable, but Rayman keeps yelling "Aaah!" and I don't know why. I think he is afraid.
32CE80 - 32CEA0, Add 1 to every byte = Rayman has infinite jump but keeps screaming. To use the super helicopter power in Mr Stone's Peaks, punch then press the jump button.
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Re: Rayman Corruptions

Post by GOT4N »

THEdragon wrote:I can't imagine the entirety of the game's levels being remade from scratch for a GBA port, I'd assume the assets were just unused outside of Designer and some test maps. I think the minor level differences were to account for the GBA's smaller screen. Though I do recall someone saying they reckon the original level layouts were made with something similar to the Designer mapper, because of a tiling error in part of one level. The gendoor Magician thing would probably also lend to that theory, assuming Advance was ported from- I'm guessing- The PC version.

Also, infinite jumping! This one actually came up quite a lot in corruptions, but was usually very buggy. I managed to narrow it down to something useable, but Rayman keeps yelling "Aaah!" and I don't know why. I think he is afraid.
32CE80 - 32CEA0, Add 1 to every byte = Rayman has infinite jump but keeps screaming. To use the super helicopter power in Mr Stone's Peaks, punch then press the jump button.
Yeah, I was the one who found the unused maps

Also, there are even more and I uploaded those before:
https://www.youtube.com/watch?v=4QK1mTfCbuw
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Re: Rayman Corruptions

Post by THEdragon »

Yep, it was indeed you who found them first! I hadn't realised until a while after I found them too.

Anyway, here are some walk cycle swaps and one or two other corruptions.
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Re: Rayman Corruptions

Post by Eren »

Ahah nice, the Sega Saturn animations are also in the game.
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Re: Rayman Corruptions

Post by GOT4N »

THEdragon wrote:Yep, it was indeed you who found them first! I hadn't realised until a while after I found them too.

Anyway, here are some walk cycle swaps and one or two other corruptions.
Yeah, surprising we only found those after 10+ years :oops2:
Also, nice corruptions you got there :D
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Re: Rayman Corruptions

Post by THEdragon »

Sega Saturn? Huh, you're right. I'd assumed they were from the PC version. Now that brings back the question of which version the GBA port was ported from. I suppose the Sega Saturn animation could've still been hidden in the PC version, and then that was ported to GBA... Heh, I'm really not sure.

Also, does anyone know what that last animation in the video is from? I actually don't recognise it at all. I'm guessing it's one of those animations that played for a split second between other animations, but it seems to be a looping one.

Anyway, I think I'll give swapping Tarayzan's sprites another go. Not sure why I was finding it so hard, when it was so easy to do with the characters at Mr Stone's Peaks.
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Re: Rayman Corruptions

Post by Eren »

THEdragon wrote:Sega Saturn? Huh, you're right. I'd assumed they were from the PC version. Now that brings back the question of which version the GBA port was ported from. I suppose the Sega Saturn animation could've still been hidden in the PC version, and then that was ported to GBA... Heh, I'm really not sure.

Also, does anyone know what that last animation in the video is from? I actually don't recognise it at all. I'm guessing it's one of those animations that played for a split second between other animations, but it seems to be a looping one.

Anyway, I think I'll give swapping Tarayzan's sprites another go. Not sure why I was finding it so hard, when it was so easy to do with the characters at Mr Stone's Peaks.
Do you think it could be possible to change rayman in another character?
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Re: Rayman Corruptions

Post by THEdragon »

Probably not. The best I could probably do is swap his sprites around with another's but it probably wouldn't looks so good, since none of the other characters have the same range of sprites as Rayman.
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Re: Rayman Corruptions

Post by GOT4N »

THEdragon wrote:Probably not. The best I could probably do is swap his sprites around with another's but it probably wouldn't looks so good, since none of the other characters have the same range of sprites as Rayman.
Except Dark Rayman, but you just have to change palettes :P
Also, I think the last animation might be a split of the animation when you stop running with rayman :P
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Re: Rayman Corruptions

Post by THEdragon »

Oh yeah, the Vinesauce ROM Corrupter has a pallette swap feature, but I haven't gotten it to work with Rayman Advance. I think it mainly works with NES ROMs. :P
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Re: Rayman Corruptions

Post by Eren »

THEdragon wrote:The best I could probably do is swap his sprites around with another's
That's what I was thinking of, I wonder what the results could be :P
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Re: Rayman Corruptions

Post by THEdragon »

I could give it a go, I suppose, but seeing as Rayman has SO MANY SPRITES it'd take a long time, heh. I'd probably leave his hands since most characters share the same white gloves.
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Re: Rayman Corruptions

Post by Eren »

Ah nice, also in the video 2:37 reminds me quite a lot of your creepypasta :P
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Re: Rayman Corruptions

Post by THEdragon »

Yep, I recorded that bit in Candy Chateau for that very reason. ;)
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Re: Rayman Corruptions

Post by Eeeebray »

Question. Does someone tried to corrupt Rayman 2 for N64? Could be fun as hell.
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Re: Rayman Corruptions

Post by THEdragon »

Not as far as I know. Someone with a R2 rom and a N64 emulator should get on that!
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Re: Rayman Corruptions

Post by bunnieblaster »

Miss-Cerasus wrote:Question. Does someone tried to corrupt Rayman 2 for N64? Could be fun as hell.
Yeah I did, I can send you some corruptions if you want me to.
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Re: Rayman Corruptions

Post by THEdragon »

Awesome! Do you have any videos or screenshots? Instructions for particular corruptions? Post 'em here! Heck, even if you wanna just describe what happened I'd love to hear it!

Also, this morning I tried finding the means of swapping Rayman's sprites. Not difficult, but swapping values within the range also affects the position of sprites at certain points in the animation. I could swap Rayman's resting face, but his face kept popping downwards every so often.
Rayman's sprites with respective bytes values
Rayman's sprites with respective bytes values
Here's a sheet of which byte is which sprite, with the range written somewhere on the image. There was some confusion around the sparkles, and some sprites seemed to have two byte values, but I don't think it's an issue.
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