Project: UnLockRay ( ULR / REL )

Tehrunescape455 said:
Behaviors alone won't get the boss in perfect working form.
Of course. But, before we start making jumps into the future, we still have to find out how to transfer sprites between R1 and Designer. If we do, I think we would be able to transfer MLTs as well. :wink:
 
we still have to find out how to transfer sprites between R1 and Designer

*sigh*

ripping is the answer (screenshots or psx savestates). But you know that, maybe you mean to copy the graphics sets (which are hiden). But there is no need for it 'cause we have already ripped all stuff from R1 (including bandland hills etc.) :P

Also i would say forget the bosses. R1 isn't made with the Rayman Designer tools. R1(also the learningcenter) is made with tools which are like Rayman Designer but not exactly the same. There a serveral proves: - the colorsets between R1 and Designer are not exactly the same and so on.

I think you couldn't get the sprites out of R1. Forget it.

Also....have you even tried the behaviour tool? You will notice that all above 300 will freeze or crash the game. I think a lot of behaviours art removed....but they forgot to remove others like moskito.

...so calm down. not everything is possible.
 
MasterHero said:
Also....have you even tried the behaviour tool? You will notice that all above 300 will freeze or crash the game.
Hmm, I tried. That didn't happen. But there are remnants of R1 in EVE.MLTs. Plus, I think R1 sprites are differently stored.

R1 WLD Contains:
-EVE.MLT
-Names
-ETAs and DESs
-Backgrounds

Designer WLD Contains:
-ETAs and DESs
-Backgrounds

So it doesn't need as much compression so we can read parts of it. Then again, being a Geography student has probably clouded my view. :lol:
 
MasterHero said:
R1 isn't made with the Rayman Designer tools. R1(also the learningcenter) is made with tools which are like Rayman Designer but not exactly the same.
I disagree.
MasterHero said:
Also....have you even tried the behaviour tool? You will notice that all above 300 will freeze or crash the game. I think a lot of behaviours art removed....but they forgot to remove others like moskito.
Forget to remove? If there aren't over 300 different TYPES of events, I don't see how that's hard to believe. ;)

before we start making jumps into the future, we still have to find out how to transfer sprites between R1 and Designer.
Duck your head back down out of the clouds.
not everything is possible.
I agree.
 
Guys, I maybe know what is used for packing textures in Rayman 3! I found the word Huffman in the disassemble code of Rayman 3 exe.


The only problem is that I don't understand it.. :?
 
CheatCat said:
Guys, I maybe know what is used for packing textures in Rayman 3! I found the word Huffman in the disassemble code of Rayman 3 exe.


The only problem is that I don't understand it.. :?
I but companies do that just to make themselves look smart. :pfff:
 
RayFan9876 said:
CheatCat said:
Guys, I maybe know what is used for packing textures in Rayman 3! I found the word Huffman in the disassemble code of Rayman 3 exe.


The only problem is that I don't understand it.. :?
I but companies do that just to make themselves look smart. :pfff:
I think so too.
 
I found some interesting things in a pgb file in the Ski_60 directory of Rayman 2, reads:

Code:
; SCR 552

; Scripts Parser Version 5.5.2

; (c) Ubi Simulations 1997



{Vignette:

	LoadLevelVignette("Random<VigLoadSki,1,1,VigLoadMisc,1,6>")

	InitBarOutlineColor(255,255,255,128)

	InitBarInsideColor(0,0,96,196)

	InitBarColor(255,0,0,64,255,255,0,64,255,0,128,196,255,255,128,196)

	CreateBar(20,430,620,445)

	MaxValueBar(30)

	AddBar

	DisplayVignette

}

Now you maybe wounder "What is the point? It looks like the one in the Raycap folder and nothing happens if you edit the file or delete it!".
To refresh your mind I show you the Raycap file:
CheatCat said:
Code:
; SCR 552
; Scripts Parser Version 5.5.2
; (c) Ubi Simulations 1997

{Vignette:
	LoadLevelVignette("Rayman.bmp")
	InitBarOutlineColor(255,255,255,128)
	InitBarInsideColor(0,0,96,196)
	InitBarColor(255,0,0,64,255,255,0,64,255,0,128,196,255,255,128,196)
	CreateBar(20,430,620,445)
	MaxValueBar(30)
	AddBar
	DisplayVignette
}

Notice the difference? In Ski_60 there is Random<VigLoadSki,1,1,VigLoadMisc,1,6> instead of Rayman.bmp inte the LoadLevelVignette "function". It tell us the arguments for a function that probably is very important. It look like Random in this case is used for decrypt a sort of image. And in Rayman 3 some of the lvl files begin with Random<loadingb_,1,8> and that is because I think Random is important.

Discuss.
 
Yep, it doesn't work. I think the file is not used or the program use the files on the CD instead.
 
There is more than 2 pgb files in the levels sub-directories. And I haven't tried to edit to other files yet.
 
Because it isn't a sticky. (and that was the first time i came up with that)
And this is an important project.
 
CheatCat said:
The only problem is that I don't understand it.. :?
It's just a lossless data compression encoding. The main problem is to find what is Huffman-encoded.
 
Hunchman801 said:
It's just a lossless data compression encoding. The main problem is to find what is Huffman-encoded.
Now that's the smartest answer on this topic since a long time. ;)

No seriously, I wanted to say the same thing. Good job :)
 
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