Rayman Deluxe

For discussions about the Rayman series.
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Do you think this looks good so far?

Yes
28
78%
No
0
No votes
I don't know
3
8%
There aren't enough there to convince me
2
6%
No more remakes, make original games please
3
8%
 
Total votes: 36

Betaman
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Rayman Deluxe

Post by Betaman »

I thought that the community might like to see this, as it's a bit interesting.
As we all know, the original Rayman was ported from Jaguar to PC to PS1 to Sega Saturn, and each port had something unique about it that the others did not.
This remake of Rayman 1 aims to add in every exclusive bit that didn't appear in every version.
  • It will contain the following things you'll like:
  • An entirely redone intro that combines the Jaguar and Pc version's intros with a new voice actor for the magician.(Plus region switching for those who don't like the magician in NA. Yes, all of the magician's voices are re-done so no matter what version you liked originally it doesn't matter anymore.
  • The better sound effects from the PSX version, mixed with some of the cooler Atari Jaguar sounds.
  • Re-orchestrated music with added parts from the Atari Jaguar version that was omitted from every other release.
  • The infamous gift box on the map will have a function. What that is will be kept secret though.
  • Levels that were changed in other versions are now included. Exclusive areas that only showed up in one or two different ports will be mixed with the regular area.
  • The breakout minigame is back, featuring levels from both the Atari Jaguar AND PC, making it the biggest version of the Breakout game.
  • For the first time ever, you can play through Rayman without fear of getting a forced game over! That's right, infinite continues means you can play the game without being paranoid over that last continue in the Cave of Skops or candy chateau.(Pending, may replace with collectable continues, something not seen in any version.)
  • By using the same sprites and sounds the game was meant to be used with, Neogeom games can recreate Rayman as accurately as possible so that long time fans can still recognize the sights and sounds of this classic while casual games can be drawn in by the many colourful backgrounds and characters and be mesmerized by the beautiful sound track.
Please note!!! Some sprites will be changed from their original form. They do not change from the style of the game, and are only changed to correct some issues that were found by fans of the original game.
Now then, screenshot time!!
Attachments
This is a test level showing off the dream forest environment. I have not overhauled Rayman's graphics to fit the Playstation version yet, although some objects have this graphical style.
This is a test level showing off the dream forest environment. I have not overhauled Rayman's graphics to fit the Playstation version yet, although some objects have this graphical style.
buildersith
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Re: Rayman Deluxe

Post by buildersith »

Hmm, sounds intersting so far, and actually quite promising. Tbh I'm not to bothered about being able change the magicians voice, but I think you should include an option to have the voices for the original magicians (North America and europe.) The gift in the sky sounds interesting aswell, instead of just being a decoration in the background it's actually being put to good use.

As far as continues are concerned I'd actually like to have the choice of either having infinite contiues or being able to choose the amount of continues I want when I start a new game.
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Re: Rayman Deluxe

Post by CheatCat »

If you have infinite continues, what is the point of having lives at all? Instead a simple "try again" screen as in Rayman 2 would be a nice replacement. But some people might like the challenge to have lives.
spiraldoor
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Re: Rayman Deluxe

Post by spiraldoor »

I don’t think you should add infinite continues; that would damage the game for the people who enjoy it for its challenges. When you have three continues or less in the PS1 version, you can input a cheat code which brings your continues up to 10; this is plenty of help for the people who struggle with the game’s difficulty.

One thing I don’t understand is your decision to replace the Magician’s voice. Could you explain your reasoning for us? I like the one I’ve been hearing for a decade.
Betaman
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Re: Rayman Deluxe

Post by Betaman »

The decision to change was brought about by people getting into arguments on various videos of Rayman that contained the intro video. Don't worry folks, there'll be the original voice bits WITH the enhanced music and instructions on how to replace the new files with the old ones.

As for the continues, there are limited continues. However, there are continues that you can get by finding an alarm clock in some levels; sometimes, bonus levels give out alarm clocks.(Only after you collect extra lives) There is an option to change this however so that you can change the amout of continues you have. You can have up to 10 continues in the configuration files, but anything over that will be changed to 10. All things that can be changed are in a configuration file that comes with the game.

One thing that is specifically changed graphically in this remake is the magician and his animations. He is changed from his blue and yellow design back to his purple and light blue design from the intro, and the sprites for him being paid are changed from being pink (They are actually electooons.) to light blue so that they match the tings. Other things include spiky fruits to the PS1's multi colour format and Moskito so that he's dark purple rather than the same colour as Bzzzit.

I appreciate the feedback and I'm still working hard. I'll release a demo REAL soon. This will look alot like the Jaguar demo of the game, so it's pretty basic at the moment.
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Re: Rayman Deluxe

Post by Wiiola »

Wow, this sounds really interesting!
I'm going to look forward to it!
Kisha Dragon
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Re: Rayman Deluxe

Post by Kisha Dragon »

Wait so who is creating this? Ubisoft, or a fan?

It wasn't clearly stated in the first post and I'm wondering if this game will actually be released and what platform it will be on...hopefully the PC

Also...please dont change Mosquito's colours...I liked the PC version..he looked sooo much better in pink.

Image
...See!
Isn't he cute?!!
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Re: Rayman Deluxe

Post by PowerPatrick »

Kisha Dragon wrote:Wait so who is creating this? Ubisoft, or a fan?
A fan. He clearly states "remake", even if this is more of a "clone" (at least for the engine, most of the content and the "style" as he mentioned).
Kisha Dragon wrote:I'm wondering if this game will actually be released and what platform it will be on...hopefully the PC
Betaman wrote:I'll release a demo REAL soon. This will look alot like the Jaguar demo of the game, so it's pretty basic at the moment.
I think it obviously will be on the Windows platform. The question is more on how he made it. I would like to see more non-GameMaker clones that could be natively compiled across the platforms. But I will still welcome all kind of solutions.
Last edited by PowerPatrick on Sun Apr 10, 2011 11:54 am, edited 3 times in total.
Kisha Dragon
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Re: Rayman Deluxe

Post by Kisha Dragon »

PowerPatrick wrote:
Kisha Dragon wrote:Wait so who is creating this? Ubisoft, or a fan?
A fan. He clearly states "remake", even if this is more of a "clone".
I'm sorry I didn't know... =(
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Re: Rayman Deluxe

Post by spiraldoor »

Kisha Dragon wrote:...See!
Isn't he cute?!!
That’s not Moskito; that’s Bzzit. Bzzit is the pink one you fight and befriend in Anguish Lagoon. Moskito is the one you fight in Moskito’s Nest, and whom was meant to be purple. Technical limitations forced the developers to make him pink and identical to Bzzit in the later versions; confusion and silliness ensued.
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Re: Rayman Deluxe

Post by Betaman »

To make things a bit more clear:
Yes, it will be released on PC. Sorry, it is made with Game Maker, but it's a pretty good imitation of the Jaguar Rayman.

The mosquito that you showed in that picture is NOT Moskito, that's Bzzzit, a mosquito that you befriend in Anguish Lagoon.(He also receives an upgrade)
Moskito is supposed to be an evil purple colour with red and darker pink and purple hues for his proboscis and hands.

Yes, I am a fan. Sadly, I only grew up with the crappy Rayman Advance port.(They got a WHOLE bunch of things wrong from the PC version.) I have seen videos of the Playstation version and I'm looking for a Jaguar JUST to play Rayman.(My emulators will not play the game no matter what I do.)

Once again, I appreciate the feedback. I read every one of your comments when I get on and I think that you guys are amazing for liking this project.
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Re: Rayman Deluxe

Post by spiraldoor »

Betaman wrote:I have seen videos of the Playstation version and I'm looking for a Jaguar JUST to play Rayman.(My emulators will not play the game no matter what I do.)
Have you tried changing the extension of your ROM file? They can be ‘.jag’, ‘.j64’, ‘.rom’ or ‘.bin’ – trying out some different ones got the game working for me.
Betaman
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Re: Rayman Deluxe

Post by Betaman »

Every time I try to load any rom in my Jaguar emulator, it comes up with a prompt that says search address and download address. What do I do with that?

Plus, I'm looking for a real copy because we still cannot emulate the sound on Jaguar Rayman at the moment, and the music is key in re-orchestrating the tracks to include those parts.
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Re: Rayman Deluxe

Post by Chilly Willy »

I'm not sure how much this helps, but the music in the Jaguar version is an EXTREMELY simplified tracker format using standard MIDI instruments (except for two). What I know so far...

The table of tracks is at offset $1210F0 in the rom. Each entry is 4 LONG values (in big endian format... everything in the Jaguar is big endian). The first LONG is a track global volume as a WORD, followed by a flag (either FFFF or FF05); the second is a pointer to the compressed track score (AND with $3FFFFF to get the offset in the rom); the third is a bitmask of envelops used by the track, and the fourth is a bitmask of waveforms used by the track. A bit set for an envelope without a corresponding waveform bit set indicates an FM instrument as opposed to a wavetable instrument. A track score pointer of 0 indicates the end of the table.

Track scores are compressed using Rob Northen Compression mode 2. They consist of a number of pairs of LONG values. The first LONG is the time you should wait for before processing the second LONG in the pair. The time is incremented by timer 2 at the tempo rate of the song. It's not a relative delay, it's an absolute time. The second LONG is the score event. One field is the voice number - if the voice is currently off, the event is always a note on event with the following form:

b31-29 = unused
b28-26 = voice #
b25-21 = patch # (instrument to play on this voice)
b20-07 = pitch
b06-00 = volume (0 to 127)

There are only 29 instruments used by Rayman; they are in order: acoustic bass, clarinet, kick drum 2, open hihat, electric snare 2, fretless bass, electric piano 1, closed hihat 2, percussive organ, acoustic nylon guitar, rock organ, a custom fm instrument, kalimba, contrabass, synth pad 2, harmonica, oboe, pizzicato strings, distortion guitar, synth brass 1, acoustic grand piano, vibraphone (or is it a vibra slap?), cello, soprano sax, percussive conga (not sure about this?), sitar, xylophone, melodic toms, and some instrument called a hulotte (no idea - but it's French for a tufted owl). No bits are set in the bitmasks for bit 29 to 31, so those are unused.

If a voice is on, the event has a different form:

b31-29 = event, 0 = note off, 1 = pitch change, 2 = change controller, 3 = jump, 4 = pitch change, 5 to 7 unused

For everything but jump, the following fields are defined:

b28-26 = voice
b25-21 = patch #
b20 = flag, 1 = modify value in patch table, 0 = modify value in voice
b19-15 = controller # (for change controller, defined controls are 7 = volume, 9 = pitch bend, 10 = pan)
b14-00 = value (volume, pitch, or pan depending on the event)

Note that there are three ways defined to set the pitch... they all do the same thing. So far that I've seen, the way the pitch is set is using event 4.

For jump, the following fields are defined:

b28-08 = signed offset of jump divided by 8; multiply value by 8 and add to current pointer to get the jump address
b07-00 = count; if b7 is set, ignore the count and always jump; if b7 is not set, skip jump if 0, otherwise decrement b6-0 and do jump

The time is reset to the time for the target address of the jump (the first long).

Note that the count isn't very useful as you'd have to reload the count when replaying the music. None of the tracks I've examined so far use the count - they set b7 so that it always jumps... in fact, it's always the last event in the score - jump back to the very beginning of the score.

As you can see, it's really damn simple. No tremolo, no vibrato, no porta, no slides, no NOTHING but setting note on/off, volume, pan, or pitch by hand using events. I'm currently doing some code to dump the tracks in MUS format.
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Re: Rayman Deluxe

Post by spiraldoor »

Betaman wrote:Every time I try to load any rom in my Jaguar emulator, it comes up with a prompt that says search address and download address. What do I do with that?
Sorry, I get the same problem with some games but I have no idea how you can fix it.
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Re: Rayman Deluxe

Post by Haruka »

Betaman wrote:Every time I try to load any rom in my Jaguar emulator, it comes up with a prompt that says search address and download address. What do I do with that?
I think that only happens when running the emulator in Windows Vista and Seven. In XP that doesn't happen.
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Re: Rayman Deluxe

Post by Wiiola »

It does happen to me, in XP, but only for the beta version (or demo, can't remember).
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Re: Rayman Deluxe

Post by Betaman »

It's a shame that they haven't updated those emulators to work with 7.
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Re: Rayman Deluxe

Post by Haruka »

We don't know when Virtual Jaguar goes to the next version. Perhaps in the new version it would be possible to run 100% Rayman 1.
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Re: Rayman Deluxe

Post by Betaman »

I've finally gotten Rayman to work with my PS1 emulator. There are still many problems that make the game unplayable in some of the areas. The music fades out after a few seconds to the next part, which does the same, the videos are horizontally off (Think NES SMB3's screen sides.) and I cannot make Rayman crawl.
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