Rayman 1

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Which version is your favourite?

Jaguar
10
4%
PC
56
23%
PlayStation
143
59%
Saturn
15
6%
Game Boy Colour
4
2%
Game Boy Advance
6
2%
DSi
9
4%
 
Total votes: 243

PluMGMK
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Re: Rayman 1

Post by PluMGMK »

Wow, I missed all those interesting edits!

I guess that Livingstone-on-plum idea was scrapped before they got around to working on anything fancy like collision detection. :mrgreen:
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Re: Rayman 1

Post by Hunchman801 »

At least they didn't give up the idea of dropping them on the heads of tall livingstones. :mrgreen:
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Re: Rayman 1

Post by PluMGMK »

They probably came up with that idea second and realized it was funnier!
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Re: Rayman 1

Post by RayCarrot »

We've just ripped all the sound from the PC versions of R1: https://drive.google.com/open?id=1uUsEu ... jxJr8lGLv9
There are 3 voice clips which are unused:

- VIG_1 (Rayman 1): Some developer placeholder for the final boss...?
- VIG_0 (Rayman 1): This is an unedited version of the VIG_3 clip and doesn't have the actor's breath cut out.
- SMP_ESSAI (Designer): Also a placeholder...?
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Re: Rayman 1

Post by PluMGMK »

Ah, VIG_1. I remember Jaxx discovered that one years ago and freaked everyone out with it…
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Re: Rayman 1

Post by Hunchman801 »

I didn't know about it until now, and I'm quite happy it didn't make it to the final game. :lol:
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Re: Rayman 1

Post by RayCarrot »

Here's a compilation of some random edits :)
#Rubber mark#
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Re: Rayman 1

Post by #Rubber mark# »

I'd love to play the whole game in Bzzit mode. Bad Rayman mode, not no sure. 😅
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Re: Rayman 1

Post by Hunchman801 »

Yeah, sounds rather stressful. Kinda like Forest mode in Resident Evil, but worse.
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Re: Rayman 1

Post by MasterHero »

PluMGMK wrote: Mon Apr 13, 2020 11:41 am EDIT: I think what MasterHero's getting at is that certain hitpoint values make it display multiple frames at once. Maybe it's doing something funny with the hitpoints value, like interpreting it as a bit string, with each bit telling it to display a certain frame?
Yeah something like that seems to happen, thanks for clearing that up :)

@RayCarrot:
I have some suggestions/questions to investigate for ;-)

- What happend to gendoors/killdoors between Rayman 1 und RD? Did they store (hardcode) the appearing sound in the behaviour ?
- How are sounds organised in PC vs PS versions? Would it be possible to use the PS sounds in the PC versions (e.g. tings)?
- Do the butterflies in jungle of the jaguar/saturn versions use the same event as the PC/PS blue ones? Any guess why we just have blue ones in the end?
- I think i saw once that the tilemaps of the ps versions are stored in each level...? How about the other versions?
- Does the cave bonus map (saturn version) work with mountain tilesets? I think I read somewhere that these worlds were just one world at some point...
- Can you already check these jagur prototypes? Would like to know whats up with the big cloud and if there is more "lost" content.
- Where to get version 1.20? Where was it sold? I didn't find any more info on that version (gameplay videos etc.)
- Can you bundle the "lost" maps for a mod :-)?

I hope at some point we finally find the source of the stone head :mrgreen:
s-l1600.jpg
s-l1600.jpg (38.96 KiB) Viewed 3311 times
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Re: Rayman 1

Post by RayCarrot »

MasterHero wrote: Sat May 02, 2020 12:35 pm - What happend to gendoors/killdoors between Rayman 1 und RD? Did they store (hardcode) the appearing sound in the behaviour ?
- How are sounds organised in PC vs PS versions? Would it be possible to use the PS sounds in the PC versions (e.g. tings)?
- Do the butterflies in jungle of the jaguar/saturn versions use the same event as the PC/PS blue ones? Any guess why we just have blue ones in the end?
- I think i saw once that the tilemaps of the ps versions are stored in each level...? How about the other versions?
- Does the cave bonus map (saturn version) work with mountain tilesets? I think I read somewhere that these worlds were just one world at some point...
- Can you already check these jagur prototypes? Would like to know whats up with the big cloud and if there is more "lost" content.
- Where to get version 1.20? Where was it sold? I didn't find any more info on that version (gameplay videos etc.)
- Can you bundle the "lost" maps for a mod :-)?

I hope at some point we finally find the source of the stone head :mrgreen:
s-l1600.jpg
- In Rayman 1 there's a single sound table which event states can reference a sound index from. In Designer they added a second one with all the new sounds. I believe it's hard-coded to use them, but not entirely sure.
- In the PC version the sounds are encrypted into two files, one for normal sound effects and one for cutscene sounds. On PS1 they're in a standard PS1 format (.vb). While it'd technically be possible replacing the PC sound effects, it would require editing the executable as the file offsets are hard-coded. This isn't an issue for Designer however where they're not hard-coded.
- The event types are the same for the butterflies (TYPE_NEUTRAL) as well as their states. The difference is that the different animations use different palette offsets to get the different colors (fun fact, this is how the colored plums in the Breakout minigame works on Jaguar). While this was indeed removed for the PC and PS1 releases, it can still be seen in an early PS1 demo. This somewhat returned in Designer too where you could change colors of certain events (which also works by shifting the palette offset).
- On PC each level is indeed bundles with its tiles. On PS1/Saturn the tiles are stored in the world file. For the 2D R2 demo the tiles are stored for each map (so each of the 4 layers, including the 2 backgrounds). I don't know how it works for the rom games yet (Jaguar, GBA and DSi). I'd imagine all tiles are grouped together somewhere there and references through pointers.
- Sadly it doesn't. I've tried every tileset in the game, including some of the Jaguar ones, and none of them work. Ryemanni is going to check some time if he can figure out the original tileset layout based on the indexes. Regarding the Cave and Mountain being the same world, that's indeed seems to be the case. It's even more apparent in the PC version where the Cave world's World file contains a ton of leftovers from the Mountain world.
- I'm really excited to eventually get to the Jaguar prototypes, but that will be quite difficult. There's no file structure to go by and no emulator with debugging support. Eventually we'll get to it, but it might take a while sadly.
- There are multiple PC versions; 1.00, 1.10, 1.12, 1.20 and 1.21. The most common one is 1.21 which comes with Rayman Forever. The 1.12 and 1.20 releases are the ones you'll commonly find in releases with just Rayman 1.
- Which lost maps are you referring to?
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Re: Rayman 1

Post by MasterHero »

Much thanks for the inside looks :-)
RayCarrot wrote: Sat May 02, 2020 1:06 pm - Which lost maps are you referring to?
I mainly mean the maps from the RD demo as well as the ones from the earliest ps demo.

Could be something like a "lost levels" pack for pc, which could also include the first band land map from the ps version.
Later the jaguar exclusive/prototype maps could be added, if possible.
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Re: Rayman 1

Post by RayCarrot »

The Designer demo maps can't be added since they use Designer specific events (like the colored tings). But the rest should in theory be possible, yeah. Only problem is we'd need to replace an existing map for each then since it's not possible adding new ones. We could probably convert them to Mapper maps eventually though so you can add them there.
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Re: Rayman 1

Post by MasterHero »

The mapper solution sounds good.
Or like they did it with the 60 additional levels: Bundle some designer maps to a standalone build...
So these "lost" maps could probably added to or exchanged from the "60 levels" release.

edit: Just checked, you can't add maps to "60 levels", the number of maps seem to be hardcoded somewhere.
(But you can exchange maps between "fanpack" and "60 levels").
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Re: Rayman 1

Post by Hunchman801 »

MasterHero wrote: Sat May 02, 2020 12:35 pm I hope at some point we finally find the source of the stone head :mrgreen:
And that black guy smoking a cigar. And those green carnivorous plants. And those tiny enemies that look like early versions of antitoons.

Well, it's probably all gone. :mrgreen:
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Re: Rayman 1

Post by MasterHero »

Hunchman801 wrote: Sun May 03, 2020 3:24 pm And that black guy smoking a cigar. And those green carnivorous plants. And those tiny enemies that look like early versions of antitoons.

Well, it's probably all gone. :mrgreen:
Sure, especially the guy smoking a cigar. I think most of these stuff was nerver really in the game, they did just some tests or collages. I just have a small hope that the stone head was at least in a little bit more advanced game state. The screenshot with the stone head looks a little bit like a collage (same for the small living stone riding a spider), but it is almost embedded in the moutain tileset, so there is a small glimpse of hope that this piece of art still exists somewhere in some gamecode :fou2: :fou2:
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Re: Rayman 1

Post by RayCarrot »

I can't really tell if it's part of the tilemap or if it's an object. Either way it's not in any of the versions we have reverse engineered. While these images are mock-ups, it wouldn't surprise me if they implemented it in some form to the game at one point. It'll be interesting to see what hidden in the Jaguar versions, as well as the GBA version (which we already know has some unused multiplayer maps and such, some of which Got4n found).
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Re: Rayman 1

Post by RayCarrot »

After having extracted the PS1 animations I thought I'd share some of the interesting ones:

Moskito chasing you with the correct color. Nothing special really since he's just a palette swap, but still nice seeing it like this.
Jungle16 - 0 - 20 (3).gif
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So while Bad Rayman is a copy of Rayman with another palette they never did the sprite for when he's scared. On PC this animation is completely broken since the sprite itself is missing, while on PS1 it switches back to Rayman's palette colors.
Cake2 - 0 - 110 (4).gif
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Some unused death animation. This was removed from the PC release.
2 - 108 (2).gif
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And some stuff from the Japanese demos:

Red plum swing:
Jungle - 0 - 1 (1).gif
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Broken yellow 360 plum swing;
Jungle - 0 - 6 (15).gif
Jungle - 0 - 6 (15).gif (135.83 KiB) Viewed 3101 times
(and now I reached my upload limit so I'll continue in the next post...)
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Re: Rayman 1

Post by RayCarrot »

(continuing from above post...)

Unused road sign:
Jungle - 3 - 13 (1[]).gif
Jungle - 3 - 13 (1[]).gif (610 Bytes) Viewed 3098 times
Unused animations from when The Magician gave you a scroll (can be seen in early Jaguar footage):
Jungle - 4 - 7 (4).gif
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Jungle - 4 - 8 (4).gif
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And finally the Rayman 2 prototype:

Unused fist platform power (can be enabled by editing the game memory):
0 - 6 (3).gif
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Wall climbing:
27 - 120 (11).gif
27 - 120 (11).gif (23.14 KiB) Viewed 3098 times
The speed is wrong on some of these. The Rayman 1 animation system is very annoying as the speed is never stored with the animation itself.
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Re: Rayman 1

Post by PluMGMK »

Ah, so the "correct-colour Moskito" fruit chase sprite wasn't exclusive to the Jaguar version! :o I had always assumed that there was some limitation of the PS and Saturn versions that prevented the correct colour scheme from being used, even if that never really made sense… I think this invites another decade of ink-spilling on the Bzitt/Moskito situation. :mrgreen:

I remember seeing the broken scared animation years ago when Jaxx used Cheat Engine to make the player character use the Bad Rayman sprites in the final boss fight. Jaxx's name keeps coming up – I wonder how much he might have discovered but didn't share…

I wonder what the idea was with the scrolls. That feels like a concept that was recycled for the educational games.
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