R4 Prototype music and sounds discovered!

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Droolie
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Re: [PROOF] Ubisoft is lazy! [MORE R4 PROTOTYPE DETAILS!]

Post by Droolie »

Yeah, indeed. =D

I discovered that there are quite a few variables in the list of the prototype.
All variables from the minigame version have "MG" in the filename ( MiniGame :P ).
All variables from the R4 prototype have "RM" in the filename ( RayMan ^^ ).
And most ( if not all ) of the other variables are from King Kong. XD

Here are some interesting variables from the prototype: "i_RM_Current_Weapon_ID": The current "weapon" is probably the current power-up. Of course, there's also "i_RM_powerUP", "f_RM_Life", "f_RM_Mana" ( Mana? ), "i_RM_Mana_Nb_Bonus", "i_RM_RideMontureID", "i_RM_Current_Key_ID" and "i_RM_Life_Nb_Bonus". ;)
And here's the most interesting one so far: "i_RM_Lums": "Nbr de lums récupérés": "Amount of lums collected". Yes, R4 was going to have... LUMS! ^^
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Re: [PROOF] Ubisoft is lazy! [MORE R4 PROTOTYPE DETAILS!]

Post by spiraldoor »

Maybe you could post the entire text file here? :P
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Re: [PROOF] Ubisoft is lazy! [MORE R4 PROTOTYPE DETAILS!]

Post by Fat_Mario »

Lums? Very clever idea Ubisoft!

My friend has one teory about Rabbids with Rayman! Rayman would rides them like in the one figure Bunnygonzalez! It would be beta figure (Rayman rides Bunny and he has the gothic costume with jeans, because he's costume has jeans on one artwork with Disco and Granny, because he haven't jeans in final game).

He also make the petition about Rayman 4 - http://www.petitiononline.com/R2YM2N/petition.html

Please sign petition! :)
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Re: [PROOF] Ubisoft is lazy! [MORE R4 PROTOTYPE DETAILS!]

Post by spiraldoor »

If there were going to be lums in R4, doesn't that mean that the Rabbids were going to shatter the Heart again? If so, cool. 8)
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Re: [PROOF] Ubisoft is lazy! [MORE R4 PROTOTYPE DETAILS!]

Post by Holy Crap »

They might have just been lums.
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Re: [PROOF] Ubisoft is lazy! [MORE R4 PROTOTYPE DETAILS!]

Post by Zay-el »

spiraldoor wrote:If there were going to be lums in R4, doesn't that mean that the Rabbids were going to shatter the Heart again? If so, cool. 8)
Remember spiral, there are many other Lum types, than just yellow ones. ;)
Last edited by Zay-el on Sun Mar 15, 2009 1:18 am, edited 1 time in total.
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Re: [PROOF] Ubisoft is lazy! [MORE R4 PROTOTYPE DETAILS!]

Post by spiraldoor »

Drolpiraat wrote:"Amount of lums collected"
I don't think it would say that about red lums :?
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Re: [PROOF] Ubisoft is stupid and lazy!

Post by Lijik »

I wonder what the S would stand for.
Lijik wrote:
Drolpiraat wrote: [*]Rayman with a bunny ( Rayman_Lapin.wol )
Ancel mentioned in an interview that you could take control of rabbids by dancing for them in order to explore high security areas or burrows that Rayman couldn't get to. Thats what this is probably for.
Found the interview I was talking about
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Re: [PROOF] Ubisoft is lazy! [MORE R4 PROTOTYPE DETAILS!]

Post by Droolie »

spiraldoor wrote:Maybe you could post the entire text file here? :P
Of course. It's a messy list of variables, so I'll clean it up first. It'll be done in half an hour ( it's a long list )... I'll edit my post once it's done.

And yeah, for once, I agree with spiral ( about the lums being yellow ).

EDIT -> Here is the list! I've put it in code tags so this page doesn't get too long...

Code: Select all

RRR VARIABLE LIST
MG = Minigame version of RRR
RM = R4 Prototype
Some Others = King Kong or sometimes even Beyond Good & Evil ( the planet & inventory variables, for example )

load_world_= Variable qui definit s'il y a un chargement ou pas
world_ID_OLD
WORLD_Key_Map_Menu
Marins_ai_Index = index des marins
STATS_f_MortJoueur
i_objenmain_param = paramètres de l'objet en main
Weapon_af_range = range de chacune des armes
MENU_f_LifeBar_JackState
MENU_NZ
PROG_i_MapFromExtra
PROG_i_FirstPlay
MG_PlaytestMode
MG_JustWonID = Indique l'ID du dernier MG joué
i_cheat_all_unlocked = Tout est unlocked !
i_cheat_day_refresh = Demande un reflesh de l'arene
WORLD_Key_Map_MG_Journey
i_frame_nbr = numéro de frame courante
f_RM_Mana = Quantité de MANA
i_shape_current
Enemy_af_Height
i_weapon_paf_type
VID_gi_DisplayMode
CAM_SensHoriz
MENU_i_ShowInterface
MENU_ProfileIndex
MENUDEMO_Map
PROG_ai_MapHayesArme
PROG_i_FinAlternative
MG_objectif_type = Definition des MGAMES (Type de MGAMES)
MG_story_jour = Nombre de jour en mode story... Indice de l'arene
MG_Mode_WC = Indique qu'on est en mode WC et donc qu'on doit revenir dans le menu du cachot.
FPS_Mode = Mode dans lequel doit se lancer le FPS
world_ID = Indice du World a charger
i_Menu_Request
WORLD_Key_Map_ID
Humains_ActionType
STATS_WorldID
STATS_f_Time
i_jack_has_levier
SND_gaf_GroupVolumePattern = volume pattern
CAM_Rotation
MENU_PlayWithoutSaving_LastMa
MENUDEMO_BeforeTransition
MENUDEMO_QuitTimer
PROG_i_XtraUnlocked_Old
PROG_ai_XtraUnlocked
MG_story_mode = Mode Story ou pas ?
MG_multi_simuBackup = Sauvegarde la valeur de la variable précedente avant lancement d'un MG (valeur change selon cas spé Dance et FPS)
MG_ultimate_score = Score cummulé actuel
WORLD_Key_Map_MG_id
i_shape_corps = Indice du shape du CORPS
Humains_LastPafTime = Indique a quel moment a eu lieu le dernier PAF sur ce perso.
STATS_f_TempsTotal
i_weapon_ID_second = id de le 2e arme possédée par chaque perso
SND_gai_GroupVolumePatternNew = volume pattern
SND_SKMM_mi_CurrentLine
CAM_SensVert
MENU_i_ShowInventory
MENU_Playtest
PROG_ai_MapTexte
PROG_Score
Planetes_CurDay
LIFE_HumainEtat
SND_gaf_UsrGroupVolume = group volume (static part)
Texte_Menu
PROG_ai_MapId
MG_player_score = Score de chaque joueurs pendant un mingigame multi
MG_JustWon = Indique que le dernier MiniGame viens d'etre Gagné pour le premiere fois...
MG_currentID = Indice MENU du dernier MG selectionné.
i_cheat_walkthrough = Indique si le cheat valider les minigame dans l'arene marche ou pas...
WORLD_Key_Map_IsPlaytest
i_weapon_change = changement d'arme demandé (pour le perso principal)
Weapon_ai_clipsize = nombre max de munitions dans un chargeur
Weapon_SFX_ON
SND_gaf_GroupVolume = group volume (volatile part)
SND_gaf_GroupVolRq = group vol rq
PAD_Vibration
MENUDEMO_TransitionN
PROG_ai_MapJackArme
PROG_i_MapReplayExit
PROG_GameCumul_JackKll
MG_record_pn = HI SCORE: Nom des joueurs pour les N minigames
MG_player_shapes = Les tenues de chaque joueur
MG_epreuves = Quels sont les 10 épreuves [CHALLENGE]
MG_Reward_Costume = Indique quel reward Costume est debloqué
f_RM_Life
i_interface_control = Indique si l'interface a le Controle
world_cur_ID = current loaded world ID
WORLD_Key_Map_Entry
i_jack = Jack
i_RM_Current_Key_ID = Indice de la Clef/Pritezetre courant
ai_HumainIsHere = Presente les ids d'humains qui sont présents actuellement
i_weapon_ammunition_reserve = inventaire munitions dans le sac
Humains_BlaBlaFreq
MENUDEMO_NbMap
MENUDEMO_Trans
MENUDEMO_DyeMap
MENUDEMO_DyeNumber
PROG_i_Map
PROG_ai_MapJackMunition
MG_player_nb = Nbr de Joueur.
i_RM_Life_Nb_Bonus = Géré par des items au autre mais en attendant
world_entrance_ID = Indice de l'entrée du world a utiliser.
i_weapon_ID = id de l'arme possédé par chaque perso
o_ramasse_objet_who
i_lance_cpt_plug
Weapon_af_pointblankrange = range "bout portant" des armes
Weapon_ai_slottaken = nombre de slot pris par une arme
SND_SKMM_mi_CurrentActiveTrig
ORGANIZE_SwampCrawler
MENU_f_LifeBar_Appear
MENUDEMO_QuitWhenAllDone
PROG_ai_MapVignette
STATS_f_Mort
SND_gi_MusicType
SND_gi_AmbiencePhase
SND_gi_AmbienceArea
MENU_i_ProgressiveMode
PROG_ai_MapES
PROG_i_MapReplayIndex
MG_player_pad = Quels sont les 4 pads associé aux Joueurs
MG_Replay_CurrentGameSel = Indice du jeux sélectionné dans le menu Replay
ILIA_player_to_pad = function track2 = "name"
i_force_newgame_reinit = mette à 1 pour forcer le reinit des var univers lors d'un load
Enemy_av_GrabTransporte_Offse
f_ramasse_objet_param
Weapon_SFX
SND_gi_ShowSubtitle
MENU_f_LockedDuring
MENU_f_LifeBar_State
MG_score_max = Definition des MGAMES (Score MAX pour la conversion des scores)
MG_Reward_Score = Indique quel reward est debloqué (Reward ultimate score only)
MG_Reward_Zic = Indique quel reward ZIC est debloqué
world_key = Key of the activated world
i_cheat_page = page de cheat
i_shape_tete = Indice du shape de la TETE
i_shape_lunette = Indice du shape des LUNETTES
Humains_PafTimer = si le timer est à 0 l'humain peut etre attaqué sinon non
Enemy_af_ReaDist
i_weapon_ammunition = inventaire munitions chargées dans l'arme
SND_gaf_GroupVolumeFinal
i_death_shield
MENU_f_LifeBar_CurState
PROG_i_MapCur
PROG_ES_0to1
PROG_GameCumul_KongKill
PROG_GameCumul_KongTime
MG_player_etoiles
MG_JukeBox_CurrentMusic = Indique quelle est la Zic du JukeBox dans le cachot.
IsShapeModified = Indique qu'on revient du menu Tenu pour MAJ du SHAPE
WII_vibration_time = LAst vibration
Marins_i_Number = nombre de marins
STATS_f_TempsDeJeu
i_ramasse_nbr
Planetes_CurRotation
MG_DejaJoue = Indique que l on a deja vu la manip de ce jeu
Cheat_i_ModeNeuneuExploit = gère le mode neuneu, exploit ...
i_RM_powerUP = Bit par Power UP de RM
STATS
Weapon_af_middlerange = range "bout portant" des armes
VID_gi_InvertHoriz
VID_gi_ModeOldMovie
i_deathplayer_counter
MENUDEMO_Transition
PROG_GameCumul_JackBullet
Planetes_CurHour
MG_player_name = Nom des Joueurs courants (4 joueurs / 3 caracteres)
MG_record = HI SCORE: Valeur des scores pour les N minigames
MG_objectif = Definition des MGAMES (Objectif a battre en mode STORY)
i_RM_Mana_Nb_Bonus = Géré par des items ou autre mais ne attendant.
i_cheat_activated = Est ce que les cheat Finaux sont activés
i_FPS_Baby_Mode
MG_rewards = nombre de points necessaire pour chopper le next reward
world_entrance_ID_OLD
Cheat_i_Flags = Flag de Cheat
Vector_speciaux_sauve = y acceder avec SF_MinByVal		200 = 200 val
ai_disguise = Bit Partie de Deguisement + Bit Slip + 
LIFE_HumainPeau = shape peau
Enemy_af_Poids
i_weapon_ammunition_max = max munitions dans le sac
i_ramasse_objet
i_ramasse_objet_param
f_last_extra_ball
SND_gi_RenderMode = console settings by default
SND_gi_GlobalCommand = set when a new command appears
i_death_exploit
MENU_PlayWithoutSaving
MENUDEMO_ES
MENUDEMO_DyeES
PROG_ai_MapHayesMunition
PROG_Save_Progression
MG_multi_simultane = Peut on jouer en simultanée (Test PAD vs Nbr JOUEUR)
MG_epreuve_courante = Indice du MG dans la CHALLENGE
i_FinalCheat_Unlocked = Chaque Bit correspond a un unclock
MG_IDsimultane = Permet de connaitre les jeux simultane coop en fonction de leur id
world_loaded_id = ID of the activated world
WORLD_Key_Map_Name
WORLD_Key_Map_Nbr
Flag_speciaux_sauve = y acceder avec SF_MinById	 	200 = 6400 valeurs
i_RM_Current_Weapon_ID = Indice de l'arme courante
i_RM_Lums = Nbr de lums récupérés
Enemy_af_Radius
Enemy_af_Danger
Weapon_af_Damage = damage des armes
SND_gaf_GroupVolumeDuration
SND_go_MicroRef = gao to locate the new micro pos
SND_gi_MusicPhase
i_death_counter
MENUDEMO_QuitWhenDying
MENU_LangVost
Texte_InGame
PROG_i_MapReplay
PROG_i_XtraUnlocked
Planetes_CurHourOld
MG_player_actuel = Indice du Joueur Courant
MG_player_scoreTrial = Score courant du Trial
MG_Replay_CurrentDay = Quelle journée est sélectionnée dans le menu Replay
i_cheat_raster = Indique si le cheat raster est en marche ou pas...
WORLD_Key_Map_Key
WORLD_Key_Map_MG_Door
i_RM_RideMontureID = Indice de la monture courante
i_shape_pied = Indice du shape du PIED
PROG_i_EndOfGameReached
PROG_GameCumul_JackMort
MG_GameType = 0 FPS --- 1 TRIALS --- 2 RACES --- 3 DANCES
MG_WardRobeShape = Permet de recuperer le costume courant de Ray parmi les costume delocké
i_FPS_Death_cpt
Float_speciaux_sauve = y acceder avec SF_MinByVal		200 = 200 val
ao_AllHumains = Les humains s'enregistrent dans cette table
i_weapon_ID_Save = id de l'arme possédé par chaque perso
SND_gi_GameMode = playing by default
CAM_Viseur
MENU_i_ShowLifeBar
MENU_i_ShowAmmoLeft
MENUDEMO_Chain
MENUDEMO_Loaded
PROG_i_ES
PROG_i_MapNumber
PROG_GameCumul_KongMort
MG_BrokeRecord = Sert a faire clignoter les records.
MG_BrokeID = ID du MG du dernier record break
I also found where the maps are loaded. I can change the maps it loads to other maps, but of course, it's still easier just to overwrite one of the loaded minigames' data with R4 prototype data. :)
Problem is, I'll still have to build the BF. :(

EDIT -> Okay, I'm going to try something now. I'm going to edit the data inside the bf file. I don't expect that it will work, but it's worth trying.
I also found a hidden minigame! With all 4 files necessary for a minigame.
The files are:
- MG26_Fight_arene.wol
- MG26_Fight_arene_CINE.wol
- MG26_Fight_arene_GRAPH.wol
- MG26_Fight_arene_Variante.wol
A fight in the arena! I remember it was one of the minigames mentioned in a Dutch gaming magazine, but it didn't appear in the game later.
Hah, the intro to the fight even has MUSIC ( *.wam files are music files ).
- Cine_intro_fight_arene.wam
- Cine_intro_fight_arene_variante.wam
Nice. Hopefully, I'll be able to play this...
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Re: [PROOF] Ubisoft is lazy! [MORE R4 PROTOTYPE DETAILS!]

Post by Fat_Mario »

It must be this minigame! - http://www.rayman-fanpage.de/rayman4/gr ... art_48.jpg

If you play it, please make a video ok?
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Re: [PROOF] Ubisoft is lazy! [MORE R4 PROTOTYPE DETAILS!]

Post by Droolie »

Fat_Mario wrote:It must be this minigame! - http://www.rayman-fanpage.de/rayman4/gr ... art_48.jpg

If you play it, please make a video ok?
Of course, but I don't think I'll be able to play it. :(
I wonder why that minigame the only thing that isn't in the game but does get loaded at the start of the game.

Also, I discovered that the world where you would have to control a flying saucer is not the Magic Forest, but the world they call "FPP".
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Re: [PROOF] Ubisoft is lazy! [MORE R4 PROTOTYPE DETAILS!]

Post by stan423321 »

FPP? French Pistol Plain?
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Re: [PROOF] Ubisoft is lazy! [MORE R4 PROTOTYPE DETAILS!]

Post by Fat_Mario »

First Person Perspective! I have idea about war levels. In these levels we must defeat all Rabbids on the Arena
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Re: [PROOF] Ubisoft is lazy! [MORE R4 PROTOTYPE DETAILS!]

Post by stan423321 »

You mean FPView? Like shooters and Mirror's Edge?

And I personally think it's shortcut from French thingy that I'd never guess.
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Re: [PROOF] Ubisoft is lazy! [MORE R4 PROTOTYPE DETAILS!]

Post by Rsandee »

UBISOFT I BAN YOU TO DAH BURNING FLAMES OF HELL!!!
Why? BECAUSE THEY DINDNT FINISH R4!!!!!!! :evil:
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Re: [PROOF] Ubisoft is lazy! [MORE R4 PROTOTYPE DETAILS!]

Post by Droolie »

Of course, editing the BF file itself didn't work. But I'm sure that extracting and rebuilding the BF file will work.
Problem is, there is no rebuilding program for the PC version of RRR/King Kong ( they use the same file system ), but there IS an unpacking/packing tool for the Xbox 360 BF files, AND for the bin files inside them :x .
So I'll have to ask the creator of the PC BF unpacker for a packing program. :(

EDIT -> I managed to convert the music in the RRR PC version. The music for the "arena fight" is actually "Bunnies have natural rhythm". But still, LOL @ Ubisoft calling that a fight. -_-

EDIT -> I PM'ed the creator of the BF extractor.
Hello there!

I saw that you posted a Rayman Raving Rabbids ( PC ) *.BF unpacker here 2 years ago, and I wonder... do you know if a *.BF rebuilder exists for that game ( the PC version ), and if not, if you would like to make one? I'm asking you this because in the *.BF file, there seem to be many remains of the Rayman 4 prototype ( which would have been a lot better than the final game if it wasn't scrapped :( ) inside the *.BF file. That's why I'm trying to rebuild as much of the prototype as possible, just by replacing some files ( files that tell the game which data to load ) of the minigame version of RRR with files from the prototype.

I and the whole Rayman fanbase would be very grateful if you helped me with this. :)

Thanks in advance,
Droolie.
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Re: [PROOF] Ubisoft is lazy! [MORE R4 PROTOTYPE DETAILS!]

Post by Fat_Mario »

Bunnies have natural rhythm and fight? What the heck? And our dreams of a new minigame crushed :tssk:
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Re: [PROOF] Ubisoft is lazy! [MORE R4 PROTOTYPE DETAILS!]

Post by spiraldoor »

If you actually manage to rebuild this beta, that will elevate you to the status of...some kind of...god.
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Re: [PROOF] Ubisoft is lazy! [MORE R4 PROTOTYPE DETAILS!]

Post by Cairnie »

That, and owning Ubisoft right in the face. They basically leaked these prototype files themselves, silly disc manufacture people.
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Re: [PROOF] Ubisoft is lazy! [MORE R4 PROTOTYPE DETAILS!]

Post by stan423321 »

spiraldoor wrote:If you actually manage to rebuild this beta, that will elevate you to the status of...some kind of...god.
Actually, a super-hacker, but you're right, sending Ubi clip of this with subtitle "WHY HAVE YOU SCREW UP THIS?" would be autumn. Because awesome is not enough.
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