Rayman 3

For discussions about the Rayman series.
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PluMGMK
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Re: Rayman 3

Post by PluMGMK »

Really? That's never happened me before! :o
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Re: Rayman 3

Post by Steo »

I'll try do it again and get it on record but I bet it won't happen again now :lol:
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Re: Rayman 3

Post by The Jonster »

I'm kinda curious to see that, that's never happened to me either! :)
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Re: Rayman 3

Post by Steo »

I did it properly on Xbox and got it on video. Feck you Knaaren :lol:
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Re: Rayman 3

Post by The Jonster »

Nice! I have to try it myself sometime on PS2. :)
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Re: Rayman 3

Post by Steo »

Just make sure to go right of him like that to have more change of making it. Sometimes you're literally over him but the games physics will still knock you back even though you're past him. He's probably just got weird programming since you're not expected to pass him or maybe that was their attempt to try stop people passing him. It didn't work though :lol:

If you try copy the timing in the video you'll make it on PS2 ;)
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Re: Rayman 3

Post by The Jonster »

It didn't work on GC for me, it will probably work in other systems, so I'll try them out later on.
Strange how physics work in different versions of this game though.
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Re: Rayman 3

Post by Steo »

Yeah it's kind of strange. It's to do with the actual hardware running the game I think that makes it different. Was it the NTSC version of the GC yeah?
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Re: Rayman 3

Post by The Jonster »

Yup. I actually tested the PAL version on the jump in the FC part 2 also but that didn't work either. Hmmm....maybe the angle was off? Maybe I should change Dolphin's region, but I don't think that would work either, if it could be done.
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Re: Rayman 3

Post by Steo »

I can test it on my real GC but I don't have an NTSC save for Dolphin and it's so much effort to clear 4 levels just to test one thing :lol:
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Re: Rayman 3

Post by The Jonster »

True, unless you know how to SJ through entire levels quickly :lol: :lol:
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Re: Rayman 3

Post by Steo »

Or a PAL save would work :lol:
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Re: Rayman 3

Post by The Jonster »

Yes that might work too :lol:
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Re: Rayman 3

Post by Steo »

I'll find a save file online or something. It's only to try that one thing anyway :P
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Re: Rayman 3

Post by The Jonster »

Alright, whichever works for you :wink:

I can't start right now on the third save file or the PS2 version. I didn't realize one of my videos had been deleted. I have to do that part all over again....sigh :?
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Re: Rayman 3

Post by Steo »

So after fixing the widescreen issue on Xbox after I found out how to make the game widescreen I noticed something interesting. The GameCube has the exact same issue I faced on Xbox where the sides don't render properly in widescreen.

Video from actual GameCube console: Why is this? Well it's very simple actually, the PS2 isn't actually true 16:9 and there's less visible on screen than the other versions.

PS2:
R3 PS2 Wide.png
GC:
R3 GC Wide.png
Notice how you can see a lot more on both edges of the screen on GameCube? This is with a capture card and no overscan hence the black borders so you can literally see everything that is being rendered.

I find that interesting now actually, I wonder if the PS2 developers noticed the issue and that was their "quick" fix for it.

EDIT: I had the same picture twice accidentally, fixed it ;)
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Re: Rayman 3

Post by PluMGMK »

Wow, the GC version actually shows raindrops on the "camera"? Nice touch!
This is interesting. If this is actually the case in all versions, then I wonder if your hex edit just disables culling altogether, rather than widening the angle beyond which it occurs…
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Re: Rayman 3

Post by Steo »

I'm thinking it widens the angle because it's the same value as the screen port width, but I guess I can do some testing with it just set higher than 00 but lower than 1C then we'll know if it still happens but further out :)

EDIT: The rain on the camera is cool though :P
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Re: Rayman 3

Post by Aaron »

Steo wrote:EDIT: The rain on the camera is cool though :P
Yeah, it looks pretty cool, though it's still not as cool as the blur effect in my opinion. :P
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Re: Rayman 3

Post by Steo »

OK so I done a test and the cutting does widen as I change the code, however by the time it hits 12 (which is 10 less than 1C in hex) It's already happening outside the screen so maybe setting this to 12 will be less strenuous on the Xbox :)

The HMF blur looks cool on PS2 though yeah :)
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