Rayman 2

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Which version is your favourite?

PC
115
37%
Nintendo 64
20
6%
Dreamcast
51
16%
PlayStation 1
22
7%
Revolution (PlayStation 2)
94
30%
Forever (GBC)
3
1%
DS
2
1%
iOS
1
0%
3DS
4
1%
 
Total votes: 312

Droolie
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Re: Rayman 2

Post by Droolie »

PluMGMK wrote: Sat Mar 07, 2020 5:52 pmUPDATE: Looking at Raymap, there should be a continuous path along which Rayman can run. Also, I don't see any waypoints, so I'm not actually sure how that works.
In game view/in the web version, press G to display graphs/waypoints :)
Image

There's another shortcut in the Hall that was also scrapped, it seems:
Image
PluMGMK
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Re: Rayman 2

Post by PluMGMK »

Makes sense from a navigational convenience point of view, but a connection between Whale Bay and the Sanctuary of Rock and Lava wouldn't really fit. Unless the Bayou was originally there – then Whale Bay would've been right before the Sanctuary of Water and Ice, like in the PS version! :idea:
ElZboub
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Re: Rayman 2

Post by ElZboub »

I don't know on what topic I should ask this but, I'm using Raymap and I'm looking for the Ryaman 2 files on PS1, the Rayman 2 files on Dreamcast in Japanese version and the Rayman Rush files. Does anyone have them please?
Droolie
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Re: Rayman 2

Post by Droolie »

ElZboub wrote: Tue Mar 10, 2020 10:26 am I don't know on what topic I should ask this but, I'm using Raymap and I'm looking for the Ryaman 2 files on PS1, the Rayman 2 files on Dreamcast in Japanese version and the Rayman Rush files. Does anyone have them please?
For Raymap I wouldn't bother with the PS1 files - those versions aren't supported yet despite there being an entry for them. For the other games we're considering if we should make a raymap "data pack" available, since some games/versions can be hard to come by. We just have to figure out how to do this with minimal risk of these downloads getting flagged somehow.
ElZboub
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Re: Rayman 2

Post by ElZboub »

All right, if you need help with the files, I can help because I have all the other versions of Rayman or Playmobil games.
Hunchman801
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Re: Rayman 2

Post by Hunchman801 »

PluMGMK wrote: Sat Mar 07, 2020 5:52 pm Looking at Raymap, there should be a continuous path along which Rayman can run. Also, I don't see any waypoints, so I'm not actually sure how that works.
My guess is that there's a non-zero probability of Rayman crossing the sector boundary in the map before the camera's in a position to make the game decide to activate the correct sector. This must mean that there are some optimizations in there (either at map or engine level) that post-date the scrappage of that path.

EDIT: See the attached picture. The sector boundary is highlighted in light blue.
I'm guessing that if they did break it at map level, it happened on the Fairy Glade side, because the failure always occurs when he's running from that side. Also, there's still a clear path under the trees for the connection between the spiral doors on the Echoing Caves side (bottom of the picture) but on the other side you can't see any (the connection just comes out of a rock).

I wonder why they cut it. It doesn't take anything away from the game, and it does improve the convenience of navigation (as I mentioned). Maybe they felt the link should only activate when you find the connection inside the level, and couldn't find a good way to program that.
Interesting analysis! As for why they cut it in the first place, maybe they just didn't want to change the optimization?
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Re: Rayman 2

Post by RayCarrot »

It turns out the power to create platforms with your fist still exists in the prototype. This was mentioned in some magazines.
Image
Infomaniac95
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Re: Rayman 2

Post by Infomaniac95 »

Pardon me if I am posting this in the wrong area, but im having issues with the PC version of the game.

I've been able to install the game, and other nice things using Rayman Control Panel, and get the game running at 60fps, thanks to nGlide, however, the game is outputting no sound at all, and im not sure how to fix it.

I was able to get sound working, using the games incomplete 3D Sound Capabilities, but sounds would sometimes cut out, and play weirdly, so im thinking thats not the proper long term solution.

Anyone got some advice? Playing on Windows 10, if that means anything, I suppose.
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Re: Rayman 2

Post by RayCarrot »

Are you using the disc or GOG version? The disc version has some compatibility issues on Windows 10, with the sound issues being a common one of them. I'm sadly not sure how to fix it.
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Re: Rayman 2

Post by Infomaniac95 »

I'm using the Disc version, yeah. I guess the GoG version would have a more likely chance of working properly?
RayCarrot
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Re: Rayman 2

Post by RayCarrot »

Yeah, the GOG version works pretty well, and if you have issues with it there are some common fixes.
PluMGMK
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Re: Rayman 2

Post by PluMGMK »

RayCarrot wrote: Thu Apr 02, 2020 4:45 pm It turns out the power to create platforms with your fist still exists in the prototype. This was mentioned in some magazines.
Image
Interesting… How did you discover that?
RayCarrot
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Re: Rayman 2

Post by RayCarrot »

A user of the name SolidSnake11 had discovered the addresses to some values in the game. I noticed that the power-up one seemed to be two bytes where each bit acted like a flag. So I set it to 0xFFFF to enable all powers. This gave me all powers from the original game (seeds, super helicopter, running) as well as this cool new one.
I'd imagine it uses a placeholder graphic, but it's still pretty cool it's in the game!

Edit: I should also note Ryemanni, Droolie and I are adding support for the R2 prototype to Ray1Map, so soon you can view unused animations and such :) Here's a map as an example:
Rayman2PS1Demo - Jungle 02.png
StelzenBomber
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Re: Rayman 2

Post by StelzenBomber »

This is super cool!
PluMGMK
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Re: Rayman 2

Post by PluMGMK »

Does the seed power actually do anything? :o
RayCarrot
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Re: Rayman 2

Post by RayCarrot »

No, the object type for the platforms you plant aren't in the level. In Rayman 1 for any object to spawn (like the bullets the Hunter fires) it needs to be placed somewhere (usually off-screen). Fun fact: these are referred to as "always" objects, something which appears in Rayman 2/3 as well.
PluMGMK
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Re: Rayman 2

Post by PluMGMK »

Yep, I'm familiar with always objects. In Rayman Designer, they forgot to include the always object for small Rayman in the Caves of Skops, so the reducer elves wouldn't work unless you manually added it to your EVE.MLT or to your level.
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Re: Rayman 2

Post by RayCarrot »

Haha, nice! I didn't know that. In our editor we'll make the always objects automatically be added with their respective object. In the original game they most likely had a template they used for all their levels, cause many levels have unused always events outside the level.
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Re: Rayman 2

Post by PluMGMK »

Yeah, the way Rayman Designer's editor works, any time a writable map is opened, it automatically inserts all the always objects it finds in the EVE.MLT for that world (if they're not there already). Some of the always objects have "if" directives in the MLT file, which tells it to insert them only if it finds a certain other type of object – for example, a hunter bullet is inserted only if the map contains at least one hunter. This means that you have to close and re-open the map to get a hunter to shoot when you first place one. :boon:
Nve
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Re: Rayman 2

Post by Nve »

Rayman 2 digital press kit has been put up for auction with other items. Shipping from US. 2 days left. Link
Rayman 2 digital press kit.jpg
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