Rayman Raving Rabbids - Prototype Restoration Mod

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MasterHero
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by MasterHero »

Amazing job guys!

What is so special about the GOG/Stream Version of RRR?
I still have a retail one and as expected, the patches are not working/applied.

Now we have a pretty good image what RRR would have been like. I think many people wouldn't have liked it that much, myself included. But yeah it would still be much better than what we got. Beating up rabbids is cool, but I'm not sure if that is enough for a full game (this could have been a minigame too btw). Not sure how the fighting would have turned out in the end exactly, but I guess the combat system in R3 might be better/more balanced. And I think this open world concept does not really support much platforming. But the worlds from the trailer still look very cool.

I think I would have prefered the Phoenix version of Rayman 4 :mrgreen:
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by Hunchman801 »

Droolie wrote: Fri Aug 27, 2021 12:33 pm Anyway, I still want to list some things I found in the game's code (and in the files of Horsez 2) but couldn't activate, either because the objects aren't present in the game or because too much of the code was removed.

[...]
Thanks for sharing all this Droolie, this is truly fascinating! I'm still not too convinced by some of the mechanics, notably the dance-offs, but the variety of mounts and their use by both Rayman and the Rabbids would have made for a very interesting feature in an open-world game.

Now I guess the next step will be to update the gameplay section of the Rayman Raving Rabbids (cancelled prototype) article on RayWiki with all this new information. If anyone reading this feels like helping, please go ahead and do so! I'd love to myself, but I doubt I'll find the time before a while. :oops2:
PluMGMK wrote: Fri Aug 27, 2021 11:38 pm Well, marshalling all of that potential into a coherent experience would probably have taken an awful lot of development effort, and it would appear to have failed the first time (hence the party-game). I don't think management would have been willing to sanction that effort, especially after discovering how easy it was to milk the party games for cash. So it's not that surprising that it was all just left to rot… :(
Yeah, I would tend to think that it was cancelled, or at least repurposed, for a good reason. Surely, I can see a lot of potential in all the stuff uncovered by Droolie here, but it feels as though they were not able to make it all into a wholly coherent, truly enjoyable experience, and they ended up recycling some bits into a party game instead. They were smart enough to identify the Rabbids as a major selling point, and ended up developing them into a very lucrative franchise.
MasterHero wrote: Sat Aug 28, 2021 9:42 am What is so special about the GOG/Stream Version of RRR?
I still have a retail one and as expected, the patches are not working/applied.
I don't have the answer to that, but the game is currently on sale for 1.49€ on GOG, so you might want to jump at the chance.
MasterHero wrote: Sat Aug 28, 2021 9:42 am I think I would have prefered the Phoenix version of Rayman 4 :mrgreen:
I agree, though I'm not sure it ever went past the stage of concept art and a bunch of debug rooms.
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by hoodlumsworld »

ChronicTraitor wrote: Sat Aug 28, 2021 12:34 am I didn't expect there to be so much collision where you weren't allowed to go, it was fun just wandering around, or no clipping in space to see things from a different angle. The anatomy mini-game is probably one of the creepiest, there's something about the minimalism of the blank gray horizon with a single light/shadow source on a small wallpaper square floating in space that's surprisingly unsettling...
This surprised me too, they must have decided that removing those was a waste of time. I'm thankful they thought so! ☺️
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by paulnewman2001 »

After seeing these unused animations, I also don't know if I'd have liked this version of the game that much if it ever came out, the combat doesn't look all that fun up close IMO, the trailer made everything look more spectacular, though it could just be because it isn't suited to current Rabbids as opposed to the prototype ones and due to fact that some of the code is missing.
Last edited by paulnewman2001 on Sun Aug 29, 2021 11:23 am, edited 4 times in total.
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by ChronicTraitor »

Ironically I wasn't too shabby at the unused combat stuff, but given the scope of enemy swarms in the prototype, there would've been tons of button mashing either way. I'm much better at regular bunny hunts anywho, I find the plunger gun much more unwieldy outside of a locked camera. :oops2:

I also really liked the ring hook, I think it's called Rope. Wished they had kept it, a chain never made much sense to me. Now if the hook had changed type depending on the location, like if it had used the chain hook for the gothic/graveyard levels, that would've made a little more sense.
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by Droolie »

Thanks for trying it out everyone! :D
MasterHero wrote: Sat Aug 28, 2021 9:42 amWhat is so special about the GOG/Stream Version of RRR?
I still have a retail one and as expected, the patches are not working/applied.
Well, all the patches are different for every version. I was testing this on the GOG version, but Got4n could only get the Steam version to work. In order to add support for Steam I already had to create every patch twice. I figured GOG & Steam would be the most common versions -- if it was easier I would have added support for all of them!
MasterHero wrote: Sat Aug 28, 2021 9:42 amNow we have a pretty good image what RRR would have been like. I think many people wouldn't have liked it that much, myself included. But yeah it would still be much better than what we got. Beating up rabbids is cool, but I'm not sure if that is enough for a full game (this could have been a minigame too btw). Not sure how the fighting would have turned out in the end exactly, but I guess the combat system in R3 might be better/more balanced. And I think this open world concept does not really support much platforming. But the worlds from the trailer still look very cool.

I think I would have prefered the Phoenix version of Rayman 4 :mrgreen:
Haha, but you do not know anything about the gameplay of Phoenix's Rayman 4. ;) From what I have been told it was not very fun...

The combat in Rayman Raving Rabbids was more than button mashing -- what is shown off here is only a fraction of what was possible. It was different from Rayman 3, sure -- as shown in the trailer it wasn't focused on one-to-one fights like with the Hoodlums, but on fights with huge crowds of rabbids. You could use your hook to grab them and swing them around to hit other rabbids to clear large areas (seen in the trailer, sadly not working in the mod). You could ground pound to do that as well, or run and use your sliding dash to clear a line in front of you.
It isn't shown off here, but rabbids could (and some can still) dodge or block your more simple attacks. If you tried to grab the rabbids with your hook, some stronger rabbids could even use it against you and swing you around (code for this exists but does not work anymore)! Some could blow you away, or suck you in and then hit you (this can be enabled in the mod, but frankly this option is a bit annoying - this definitely needed more polish). They could burrow underground and hit you from underneath. Rayman has a dodge roll for a reason.

In any case, the combat isn't what I like most about this prototype. It just feels fantastic to control Rayman in larger areas. I advise people to try out "Bunnies can only fall downwards". Normally this minigame uses a fake Rayman behavior, but you'll be surprised to see that even prototype Rayman has this freefalling mechanic, and it controls and feels better than the minigame's... :p When he lands, he rolls and breaks into a run, keeping the momentum from his fall. It feels extremely smooth, almost exactly like an early 3D version of UbiArt Rayman, versus the slower and more grounded Rayman 2 and 3.
I personally love this and I should probably make a video showcasing how Rayman's movement options flow together rather than trying to explain it like this...
ChronicTraitor wrote: Sat Aug 28, 2021 12:34 amSome of the mini-games didn't seem to work in-terms of free roaming, like the carnival wheel one, I wonder why that was when some of the smallest of games put Rayman somewhere.
Yeah... I couldn't find how Rayman gets deactivated in the carnival wheel level and the 3 maze levels. Luckily the other minigames work fine. :)
PluMGMK wrote: Fri Aug 27, 2021 11:38 pmWell, marshalling all of that potential into a coherent experience would probably have taken an awful lot of development effort, and it would appear to have failed the first time (hence the party-game).
From what I've heard this lack of cohesion is indeed one of the reasons the original game got cancelled, the other being far darker:
There was no art direction because the art director of the game wanted Michel Ancel's role for himself and was apparently causing trouble during the whole development of the game. After the cancellation, Ancel left the project and the remaining people decided to create a party game. The art director got a directorial role on this party game, along with 3 other people. None of those 4 people ever worked with Ancel again -- they went on to work on non-Ancel Montpellier games such as Rabbids Go Home, ZombiU and Tintin.
When Ancel was accused of being a terrible boss, he made an extensive post detailing hate and jealousy that was directed at him 10 years ago by veterans who were involved with the Tintin project, saying that the slander against him after his departure at Ubisoft was a new attack by that same group. One name was blurred out in one of his pictures, but it's still readable and matches with one of RRR's directors...
Did I connect the dots well enough? :p
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by Ilyaman »

I have a suggestion for future and old modders:
1: Restore the trailer map level and even the other levels that shown in Prototype screenshots ( I know that it will be hard to do but still just suggest).
2: Prototype music and prototype ambient.
3: New models by fans for mounts, enemy rabbits, protagonist characters and new free roam maps environment.
4 I know what the will be uncommon in some ways but I also suggest to restore the rayman's girlfriend, ("pssst" I'll tell you the secret for anyone don't know, Ryman's girlfriend's name starts on letter S).
5: this is will be really weird but if you really want I also suggest voice acting.
6: Restore the Beta/Prototype menu of Rayman 4 Raving Rabbits Prototype like customisation feature for menu.
7: Raymap/level editor for Rayman Raving Rabbits in Rayman control panel.

Anyway good luck on continuing the work of restoring the Rayman 4 Raving Rabbits Prototype Droolie! 😉

P. S. Also I have a question did Cop/Police rabbits still remain in BF file code?
https://youtu.be/TNB4ZoFkj88?t=2229
Did I connect the dots well enough? :p

Moreso, and even I was shoked to know :shock:
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by Droolie »

Ilyaman wrote: Sat Aug 28, 2021 7:49 pm I have a suggestion for future and old modders:
1: Restore the trailer map level and even the other levels that shown in Prototype screenshots ( I know that it will be hard to do but still just suggest).
2: Prototype music and prototype ambient.
3: New models by fans for mounts, enemy rabbits, protagonist characters and new free roam maps environment.
4 I know what the will be uncommon in some ways but I also suggest to restore the rayman's girlfriend, ("pssst" I'll tell you the secret for anyone don't know, Ryman's girlfriend's name starts on letter S).
5: this is will be really weird but if you really want I also suggest voice acting.
6: Restore the Beta/Prototype menu of Rayman 4 Raving Rabbits Prototype like customisation feature for menu.
7: Raymap/level editor for Rayman Raving Rabbits in Rayman control panel.

Anyway good luck on continuing the work of restoring the Rayman 4 Raving Rabbits Prototype Droolie! 😉
Thanks! I don't think I will continue it though as I pretty much dug up everything there is to dig up... :p

For your suggestions, points 1-6 aren't possible as there are no leftovers for this (well, for 2 there are but just using that music somewhere isn't worth it).
Point 7 (a "raymap" for Jade engine games) is in development -- the work I did on it was what allowed this mod to happen in the first place. :)
Ilyaman wrote: Sat Aug 28, 2021 7:49 pm P. S. Also I have a question did Cop/Police rabbits still remain in BF file code?
https://youtu.be/TNB4ZoFkj88?t=2229
Sadly no, not even in Rayman Raving Rabbids 2 (The gross fat rabbid replaces the one seen in the pre-release screenshot).
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by Ilyaman »

Wow, thanks for answer and can't wait for Raymap for Jade engine games, also it's ok that inspector rabbit not remains in BF file code.

Edit: and I also forgot to ask, what about the Superman Rayman/Super rayman power up code that was shown in PokGOT4N's old discoveries RRR video?
https://youtu.be/k3ueAKqHwRY?t=183
Is it still in BF file's code, can you restore it?
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by Droolie »

Ilyaman wrote: Sun Aug 29, 2021 9:20 pmEdit: and I also forgot to ask, what about the Superman Rayman/Super rayman power up code that was shown in PokGOT4N's old discoveries RRR video?
https://youtu.be/k3ueAKqHwRY?t=183
Is it still in BF file's code, can you restore it?
Yes, that's Rayman aerial attack in boost mode. You can access it by enabling the boost button in the mod. If you run really fast, then jump and then attack, Rayman will briefly use that animation and punch rabbids in front of him.
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by Ilyaman »

Cool, didn't know about that though, but thanks for answer.

Another edit: hello, what kind of map viewer did you use when you was creating the restoration mod (if you have actually) and will you restore this early title screen like BF mod patch (early title screen instead of language select or instead of another option)?
https://youtu.be/HVnOK9eT_2s

P. S. I also suggest plunges hit Rayman option in memory mods of bunny hunt and wii nunchak input option.
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by Droolie »

I don't think I wrote about this before, but part of what I got working with RRR is making the game very easily moddable.
Normally the game's files are packed together into one big compressed "binarized" file for each level, causing a ton of duplication but also decreasing load times on old machines. Of course that isn't necessary anymore. I managed to run the game with each struct extracted as a separate "unbinarized" file, with no more duplication, creating a ~500MB Rayman4.bf instead of a ~800MB Rayman4.bf.

Because my Jade code also supports other Jade games, I went ahead and ran my "unbinarized" export on King Kong today.
And of course, imported the result into RRR.

Well, King Kong spoilers ahead...
Jade_enr 2021-09-07 20-49-04-194.png
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Jade_enr 2021-09-07 19-39-10-329.png
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Nearly all maps work. Sadly, I had to disable any AI from King Kong completely since it's hardcoded into the executable, so you can't really interact with anything in the maps (unless I start putting Rabbids & mounts in them...).

Here are some videos (the sound is a bit annoying due to each map being merged with Bunnies Have a Poor Grasp of Anatomy...):
https://streamable.com/72hj85
https://streamable.com/e82keo
https://streamable.com/nvtox5

The streamable videos will disappear after a while but I'll probably make a proper video with all this later, once I've also tried this on the other Montpellier Jade Engine games: Beyond Good & Evil, RRR2, the Horsez games and Movie Games. Though since these have more format differences with RRR than King Kong, they might not work this well...

Ilyaman wrote: Tue Aug 31, 2021 8:33 pmAnother edit: hello, what kind of map viewer did you use when you was creating the restoration mod (if you have actually) and will you restore this early title screen like BF mod patch (early title screen instead of language select or instead of another option)?
https://youtu.be/HVnOK9eT_2s

P. S. I also suggest plunges hit Rayman option in memory mods of bunny hunt and wii nunchak input option.
For the map viewer, I used my WIP code mostly.
The title screen doesn't seem worth restoring as whatever it showed instead of the black screen is gone.
Plungers hurting Rayman is a good idea, I might look into it later. Wii input is probably not feasible though.
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by Ilyaman »

OMG, this is so cool, and I would like to play these maps besides New York city and King Kong forest kinda suits to Rayman 4 prototype. And also thanks for Reripping RRR sounds, it was cool to listen and discover prototype and even unused ones, but still some of them missing though for example like dialogue, some of the creatures's sounds, new level/dummy, some Rayman 4 old project prototype sound's missing too and E.T.C.
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by Showin »

Hey Droolie, is there anywhere I can keep up with the progress on the tools your making or possibly even download the wip versions for myself? I've been really interested in modding RRR for quite some time now and this proto restoration stuff has really got me interested. Even in their unfinished state I'd love to see what I could do with them.

I even think some of the FPS levels could work properly in this protomode (especially that mine one) with enough adjustments. (though it would probably be better to disable some of rayman's more unpolished mechanics) One idea I was thinking about is adding the timer from the bat minigame and making it add more time for each rabbid you defeat which would add some incentive to actually fight them. (along with a lot of object changes) Obviously I might have to do a bit of code injection to get it fully working but it seems like you could possibly make something pretty fun with whats already here.
Droolie wrote: Fri Aug 27, 2021 12:33 pm One last thing - even in the party game there was initially an FPS level themed after the war environment shown in the first trailer. However, this was cut very late in development and replaced with "Bunnies have a soft spot for plungers" (again it was probably deemed not family-friendly enough). This new level was designed in a hurry and they reused the environment of "Bunnies helped tame the wild west" for it. If you ever wondered why this level is so short and lame, this is why.
Out of curiosity, how did you find out about this? Was there something left in the game that implied it?
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by Hunchman801 »

Great stuff, Droolie! The King Kong jungle is a surprisingly fitting environment for Rayman. I think you might just be paving the way for a whole new array of fan games based on this prototype!
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by Droolie »

More progress:
Jade_enr 2021-09-12 02-34-40-900.png
Jade_enr 2021-09-12 02-34-40-900.png (981.95 KiB) Viewed 4007 times
Jade_enr 2021-09-12 01-59-55-965.png
Jade_enr 2021-09-12 01-59-55-965.png (797.59 KiB) Viewed 4007 times
Jade_enr 2021-09-12 01-34-44-937.png
Jade_enr 2021-09-12 01-34-44-937.png (895.02 KiB) Viewed 4007 times
Yes, Rayman has now invaded Hillys!

More videos (there are still some issues -- mainly some textures have red & blue channels swapped, so Pearls show up as orange):
https://streamable.com/buhrvn
https://streamable.com/wv5or6
https://streamable.com/kx1g96
The following maps are the coolest, but they're quite spoilery so don't watch them unless you've played BG&E (if you haven't, go play it! It's Ancel's best):
https://streamable.com/60pnok
https://streamable.com/9l8mzh
I really need to get rid of that annoying sound...
Showin wrote: Thu Sep 09, 2021 1:14 am Hey Droolie, is there anywhere I can keep up with the progress on the tools your making or possibly even download the wip versions for myself? I've been really interested in modding RRR for quite some time now and this proto restoration stuff has really got me interested. Even in their unfinished state I'd love to see what I could do with them.

I even think some of the FPS levels could work properly in this protomode (especially that mine one) with enough adjustments. (though it would probably be better to disable some of rayman's more unpolished mechanics) One idea I was thinking about is adding the timer from the bat minigame and making it add more time for each rabbid you defeat which would add some incentive to actually fight them. (along with a lot of object changes) Obviously I might have to do a bit of code injection to get it fully working but it seems like you could possibly make something pretty fun with whats already here.
Hey Showin! It's cool that you're interested in modding this game, but sadly the tools I'm using aren't ready to be used yet. I'll make sure to keep updating this thread though so you can keep up with any progress here. :)
Showin wrote: Thu Sep 09, 2021 1:14 amOut of curiosity, how did you find out about this? Was there something left in the game that implied it?
The PC version of Horsez 2, which is a Jade engine game based on RRR, contains fully unbinarized data, i.e. what the developers used in the Jade engine editor. Source files are included for every AI script in that game, including ones from RRR that they never removed. The scripts from RRR are from a slightly-before-final version of RRR. One of the things you can find in it is a list of constants for internal level names -- here are the ones for FPS levels:

Code: Select all

#define Ci_MG_FPS_Beach0_Score				0
#define Ci_MG_FPS_Beach1_Score				1
#define Ci_MG_FPS_VilleWestern_Score		2
#define Ci_MG_FPS_GuerreDMondes_Score	3
#define Ci_MG_FPS_CanyonDesert_Score		4
#define Ci_MG_FPS_TrainWestern_Score		5
#define Ci_MG_FPS_ChariotMine_Score			6
#define Ci_MG_FPS_Doom_Score					7
#define Ci_MG_FPS_CimetiereMort_Score		8
#define Ci_MG_FPS_CourseMort_Score			9
All except one match the final internal level names. "GuerreDMondes" is removed in the final version and replaced with "Tutorial" (which is the name for Bunnies Have a Soft Spot for Plungers). If you extract Rayman4.bf from RRR correctly, you will also get a few other mentions of this "Guerre des mondes" name, making it clear that it is not the same level. :)
Hunchman801 wrote: Fri Sep 10, 2021 10:17 am Great stuff, Droolie! The King Kong jungle is a surprisingly fitting environment for Rayman. I think you might just be paving the way for a whole new array of fan games based on this prototype!
Haha thanks! And I hope so! More fangames is always nice and it means more activity in the Rayman community, which might hopefully get Ubisoft to work on more official Rayman games... :P
By the way, can I request a feature for this forum? Allowing users to resize their images (or making them smaller by default) would be great -- unless there's already a way we can do this? The three screenshots at the top of this post are quite big...
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by PluMGMK »

Woohoo! :D Now that you've found the "right" way to do this, I should probably find a new tongue-in-cheek "location" for my profile! :hap: For the record (in case anyone reads this after I change it), my current "location" is "Jade_enr.exe /B /TX sally_clean.bf", representing a "wrong" way of doing this, at least with unmodified files. As a "location", it's modelled on Fifo's "rm -rf /*" as a destructive command, since my "method" actually corrupts your BG&E file!

This confirms my suspicion that Rayman is actually about the same size as an Alpha Section soldier. He's such an unwieldy protagonist! EDIT: Actually no, he's not. Not when I look more carefully at the second picture. :oops2: I once had a dream about those guys guarding a room in the Tower of the Leptys (I don't know why), but if such a thing happened in the actual game I guess they'd be no match for our limbless hero!

One question: do those "elevators" in the DomZ base actually work on Rayman, or did you sneakily use noclip? :P
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by paulnewman2001 »

Looks really cool!, question, would it be possible to port R2 or 3 maps into RR?
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by PluMGMK »

By the way, I decided to reread the RRR and Origins chapters of L'histoire de Rayman to see if there was any reference to the similarity in player mechanics between Rayman 4 and Origins. It wasn't mentioned, but I did see that this Rayman 4 project was apparently codenamed "Rayman Adventures" at one point! :idea:

Still, I can see a scenario whereby they wanted to try again with the concepts they had for Rayman 4, but slimmed down to improve the chances of completing it. They slimmed it down so much that it basically lost a dimension! :P I also noticed some parallels in the storyline – Michel said at one point that the Rabbids represented industrialization, packaging up magical creatures for profit. It was also said at the time of release that they'd been there in the background since the first game. In Origins, Ales likewise tried to industrialize the Glade, and he "supposedly" represents the same character as the original Magician, who was quite literally there in the background in the first game…
paulnewman2001 wrote: Sun Sep 12, 2021 5:12 pm Looks really cool!, question, would it be possible to port R2 or 3 maps into RR?
I'll let Droolie answer on whether or not it's possible at all, but for sure it'd be way more complicated since R2 and R3 use a completely different engine (OpenSpace) and map format…
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Re: Rayman Raving Rabbids - Prototype Restoration Mod

Post by Showin »

Droolie wrote: Sun Sep 12, 2021 1:46 pm
Hey Showin! It's cool that you're interested in modding this game, but sadly the tools I'm using aren't ready to be used yet. I'll make sure to keep updating this thread though so you can keep up with any progress here. :)
Alright. I'll keep an eye out. Out of curiosity are the JADE engine games similar enough to the LYN engine games that the tools could eventually be made to support those as well? They seem to be very similar from what I've looked into and getting a deeper look into Rabbids Go Home would also be something I'd love to do eventually.
Droolie wrote: Sun Sep 12, 2021 1:46 pm The PC version of Horsez 2, which is a Jade engine game based on RRR, contains fully unbinarized data, i.e. what the developers used in the Jade engine editor. Source files are included for every AI script in that game, including ones from RRR that they never removed. The scripts from RRR are from a slightly-before-final version of RRR. One of the things you can find in it is a list of constants for internal level names -- here are the ones for FPS levels:

Code: Select all

#define Ci_MG_FPS_Beach0_Score				0
#define Ci_MG_FPS_Beach1_Score				1
#define Ci_MG_FPS_VilleWestern_Score		2
#define Ci_MG_FPS_GuerreDMondes_Score	3
#define Ci_MG_FPS_CanyonDesert_Score		4
#define Ci_MG_FPS_TrainWestern_Score		5
#define Ci_MG_FPS_ChariotMine_Score			6
#define Ci_MG_FPS_Doom_Score					7
#define Ci_MG_FPS_CimetiereMort_Score		8
#define Ci_MG_FPS_CourseMort_Score			9
All except one match the final internal level names. "GuerreDMondes" is removed in the final version and replaced with "Tutorial" (which is the name for Bunnies Have a Soft Spot for Plungers). If you extract Rayman4.bf from RRR correctly, you will also get a few other mentions of this "Guerre des mondes" name, making it clear that it is not the same level. :)
Wow. I think I actually saw that before when looking into the bf. With a name like that I always assumed it had something to do with the prototype. Turns it it might had actually been for the party version after all.
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