Mortamon Saturn wrote: Sat Aug 24, 2024 6:24 pm
Could there be something different about Advance in that 10th Anniversary cartridge, like is it a limitation due to having less space or did they use a different build of the game?
Interesting… I don't really know anything about how the music works in the GBA version, but now I kinda wanna find out
If you're interested in checking it out then I would recommend checking out Droolie's code for parsing it (it uses the MusyX engine) in Ray1Map and the GBA audio BinarySerializer library. Although I'm guessing the music issue has more to do with how the actual engine code processes it. Maybe some issue with memory not being initialized to 0 when starting due to the 10th Anniversary title screen? Just a guess though, I have no clue
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Btw, while on the topic of Joe, there's a funny glitch there. So normally when you first enter Eat at Joe's the sign isn't lit up, which is why you go into the caves to turn the power on. Then in the last section, with the beach, the sign is now lit up. Now apparently the developers forgot to reset the flag for if the sign should light up or not. So if you decide to start a new game after you finish Eat at Joe's and then the sign will be lit up at the very start! This can be seen here. Credit to fuerchter for discovering it!
RayCarrot wrote: Sat Aug 24, 2024 9:15 pm
If you're interested in checking it out then I would recommend checking out Droolie's code for parsing it (it uses the MusyX engine) in Ray1Map and the GBA audio BinarySerializer library. Although I'm guessing the music issue has more to do with how the actual engine code processes it. Maybe some issue with memory not being initialized to 0 when starting due to the 10th Anniversary title screen? Just a guess though, I have no clue
Thanks! Yes, that sounds plausible about the memory not being initialized to zero indeed. Why the seventh loop though?
RayCarrot wrote: Sat Aug 24, 2024 9:15 pm
Btw, while on the topic of Joe, there's a funny glitch there. So normally when you first enter Eat at Joe's the sign isn't lit up, which is why you go into the caves to turn the power on. Then in the last section, with the beach, the sign is now lit up. Now apparently the developers forgot to reset the flag for if the sign should light up or not. So if you decide to start a new game after you finish Eat at Joe's and then the sign will be lit up at the very start! This can be seen here. Credit to fuerchter for discovering it!
Aha, and then it's not linked to whether or not the plug is plugged in. Good thing too, or that would have invalidated that speedrun
Tangentially related, I realized the other night that technically the map where you actually plug it in could really be non-revisitable, like a boss or Betilla level, since it has no cages, and the plug doesn't need to be inserted again. But I guess they reckoned it would be too weird to reach the exit sign in part 3 and then immediately reappear in the same location in map 5!
RibShark wrote: Sat Aug 24, 2024 6:03 pm
I believe so; if you look in my playthrough you will see that I start a new file with 20.
RayCarrot wrote: Sat Aug 24, 2024 7:47 pm
I had a look in the code and yeah it always sets it to 20, never to 12. I assume the misconception came from the promo screenshots showing either 12 or 20 hp.
Thanks guys, I have fixed the article in question.
RayCarrot wrote: Sat Aug 24, 2024 7:47 pm
No, it also exists in Allegro Presto part 3. This map exists on PC too, but in all versions after 1.00 they removed the drum and replaced it with more platforms and clouds.
1.0.png
1.1.png
It's quite interesting comparing the maps like this as it becomes apparent how they tried making the levels easier than they originally were on PS1.
Btw, I should also mention the drum appears on Sega Saturn since I see you didn't include that on the wiki. The Saturn version is usually the same as the PS1 version.
Very clear, all that should be reflected in the article too. The Sega Saturn version just wasn't mentioned in the French article I translated, but now it is in both.
Mortamon Saturn wrote: Sat Aug 24, 2024 6:24 pmFinally, the "Thank You For Playing Rayman" creepypasta is on its way to becoming canon
I have a question about the mobile port of rayman 1. On the wiki it states that it is a port of rayman ultimate for the pocket pc, however this is stated nowhere else, and it constantly contradicts itself in the article stating that it is a port of the DOS release. Does anyone know if this is a mistake or not? Thanks
I was the one who originally added that because when reverse engineering the files for Ray1Map there were a few similarities between this port and the Pocket PC version in terms of how the level files were formatted. But I don't think it's totally accurate to say it's a port of the Pocket PC version since it doesn't have any of the code changes from that version. The game basically remains the same as the original MS-DOS version. Judging by the archive headers it might even be a port of the 1.10 version, but I think we'd need to check the level maps to verify that, since there were minor changes between versions.
SilverLum wrote: Thu Sep 12, 2024 6:55 pm
What do you guys think is the best Rayman 1 track? Like one you could listen to endlessly? For me, my favorite is The Magician's Challenge.
Although Harmony is my overall favorite track and was even my ringtone a few years ago, I'd say Flight of the Mosquito is the one I'd prefer to listen to "endlessly". It sounds so magical and somehow makes me nostalgic for a decade I didn't even exist in...? I dunno lol. Also, both songs have some nice extended remakes by Adsolution that make them even more loopable! Would highly recommend y'all give them a listen if you haven't, they can be found pretty easily on YouTube.
Funny you should bring up Ad's extensions to Rayman 1 tracks, I remember particularly liking her extension of the Suspense track, which is I think the one I could actually listen to endlessly. It's probably not the most conventional choice given it's meant to evoke an imposing ambience, but in isolation it's kinda...relaxing in a sense.
Master wrote: Tue Sep 17, 2024 8:35 pm
Funny you should bring up Ad's extensions to Rayman 1 tracks, I remember particularly liking her extension of the Suspense track, which is I think the one I could actually listen to endlessly. It's probably not the most conventional choice given it's meant to evoke an imposing ambience, but in isolation it's kinda...relaxing in a sense.
Adsolution and I actually became friends through her music for that very reason. She's so talented that you can really hear the passion in each piece, whether it be her new arrangements of Rayman 1 songs or her original RotD soundtrack. Such a talented woman and a blessing for the fandom, really
Oh yeah without a doubt, she has had a hand in a lot of projects in the community, be it in fanart, fangames, or modding. it's been a genuine privilege to see all her work.
Master wrote: Wed Sep 18, 2024 6:03 am
Oh yeah without a doubt, she has had a hand in a lot of projects in the community, be it in fanart, fangames, or modding. it's been a genuine privilege to see all her work.
It's honestly inspiring how humble she is about everything as well despite doing so much for the community. She is very down to earth.
To return the conversation back to Rayman 1, would you guys want to see a return of the original game's art style for a hypothetical future installment in the series? I feel like it would feel so nostalgic. I'd also love to see some canon interpretations of later characters with the first game's artwork. I have seen some lovely fan interpretations of Ly and Globox, but I also want to see characters like the Teensies, Clark, Ssssam and Murfy.
The loss of Phoenix's Rayman 4 was such a hard pill to swallow. I adored the look of Picture City in their concept art, and much preferred their concepts to the Rabbid one that went further in development. There is a lot of mulling over what could have been when it comes to Rayman, because the series has *such* potential, but always seemed to be squandered even at its best by time constraints and lack of care from Ubisoft higher ups. I think a minigame with fresh, new pixel art while maintaining the R1 style is a great idea!
I would have definitely been conflicted even if it was released as intended. I liked some concepts and the fact the Rabbids were meant to represent urbanization to drive home Rayman's very nature-positive message as he defends the Glade, but the concepts all seemed so mismatched and muddied. I was confused by the spy theming, the dancing mechanic, and hyper-realistic animals all in one game, as well as bringing more limbless back when there was a very clear message since Rayman 2 that Rayman is the only limbless. At least there would have been a story and a return of some fun dialogue between characters compared to just a gross-out minigame pack, though.
Honestly the RRR prototype fascinates me, cause I'm in the same boat. From what I've seen of the prototypes, there might have been some nugget of potential in there, but do I honestly see something that could stand alongside the other 3D games? I can't really say I do, I know there's a fan project to expand on the prototype and give something more complete, and I'll be happy to be proven wrong but at present I don't see something that would've made it any better than 2 or 3.
What I do find interesting though is...don't some of the ideas, or at least the basic gameplay mechanics...feel very UbiArt? I mean I know we've got the whole Rayomz was actually an idea far longer than he actually showed up, but I'm thinking more the general faster paced movement, the larger amount of combat moves and the fact there's more emphasis on getting up close to perform attacks, as opposed to the telescopic fist/power fist of 2 and 3. I think part of me wonders if this serves as a sort-of evolutionary in-between that might have informed some aspects of the UbiArt titles.
To get back to the original question of seeing Rayman 1's aesthetic again. Yeah I'd love to, though I think it works better in 2D than 3D. At least for the character designs, given the "bug-eyed" looks. If they did do it in 3D, environments-wise it'd translate well, but I imagine some character designs might need some tweaks.