Project: UnLockRay ( ULR / REL )

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stan423321
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Re: Project: UnLockRay ( ULR / REL )

Post by stan423321 »

Beebop wrote:If you wanted to edit or modify Rayman games, you would need a very experienced Programmer and you would need to get the Source code from Ubisoft (for a price, of course).
Well, there is another way. Called... assembly x86.

I know that sounds horrible. But I looked at Pascal (that isn't hard, however many more of graphics libraries are for C++, what makes P only learning tool). Then I looked at C. And C++. Horrible.

Then I looked at assembly 68k. It is not easy like Pascal, however it is definitely easier for me. And assemblies are similar.

So we don't need source code. That not means it isn't useful. It can be useful, however we don't know what language UbiSoft used for each game. Maybe something completely forgotten? Without compilers?

Or maybe assembly?


EDIT: I have found interesting site.
https://tapatalk.com/groups/Tehrunescap ... um.php?f=1
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Re: Project: UnLockRay ( ULR / REL )

Post by LunaVorax »

Good news everyone !

Recently, I discovered that the HackMii team who 's doing his best to hack the Wii, use a decompiler called IDA Pro to decompile the Wii's Firmware. There's actually (kind of) two version of IDA Pro : The 4.9 Free with less features version, and the 5.2 OMG ROXOR $$$ version.
So I tried to uncompile the Rayman 1 and 2 exe with the free version (I'll see one day if I can get the $$$ version from a friend or something) and apparently, it works pretty well.
Of course, this is not that "click and see" easy ; the program gives you his first opinion, and then, experimented programmer use their knowledge to make it working correctly.
But it can be a pretty good start !... we just need a good programmer...

So I'm asking, who voluntary ? :D
Attachments
ray2_disassembly.png
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Re: Project: UnLockRay ( ULR / REL )

Post by Hunchman801 »

I'm quite busy but interested too, so I'll download it as soon as I can :)
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Re: Project: UnLockRay ( ULR / REL )

Post by stan423321 »

Looking good... but I have found some info that proclaim R1 is programmed in Visual Basic.
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Re: Project: UnLockRay ( ULR / REL )

Post by Hunchman801 »

I have great news for anyone who would like to modify Rayman 1: I haven't read it all yet, and I know it's for Rayman Designer, and they've apparently managed to change the behaviour of clouds and the health points and damage caused by enemies... I'm pretty sure it's possible to do the same thing in Rayman 1 :) They've even changed the sprites of the levels :)
MasterRay wrote:.PCX -> Grafik-Datei der Welt (lässt sich mit jedem guten Grafikprogramm öffnen)
.MLT -> Enthält informationen über die Events des Eventeditors
:idea2:
Moskito,PNG, 7 ,
/Moskito bataille/
PNG.ETA,
33 , 255,
1,1,
5 , 24 ,
0,0,0,
0,0,200,
50 , 254 , 9 ,
We must find such things and edit them apparently :)
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Re: Project: UnLockRay ( ULR / REL )

Post by LunaVorax »

stan423321 wrote:Looking good... but I have found some info that proclaim R1 is programmed in Visual Basic.
Visual Basic !!!? Rayman 1 is a DOS program, I don't think Visual Basic can work under DOS. I would think in a more classical way... like C++.
The only thing which could be done in Visual Basic is the little 32bit Autorun in the CD, with the two buttons "INSTALL" and "PLAY"...

But I may be wrong !
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Re: Project: UnLockRay ( ULR / REL )

Post by Hunchman801 »

Is that me or I have reasons to feel ignored? :mrgreen:
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Re: Project: UnLockRay ( ULR / REL )

Post by stan423321 »

Hunch, I've ignored you because you stole MY link! Look at bottom of page. And on this site, somebody called some of these things Visual Basic scripts.
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Re: Project: UnLockRay ( ULR / REL )

Post by Hunchman801 »

stan423321 wrote:Hunch, I've ignored you because you stole MY link! Look at bottom of page. And on this site, somebody called some of these things Visual Basic scripts.
Weird coincidence, but yeah, you posted it first!
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Re: Project: UnLockRay ( ULR / REL )

Post by stan423321 »

If you thank I was sure you saw this, you were not right.

Yes, this page is really interesting - but I have no Designer. Gotcha! Why didn't UbiSoft talk with LEM earlier?!
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Re: Project: UnLockRay ( ULR / REL )

Post by spiraldoor »

Hmm...I know that the creators of the games Quake and Doom both released the Source Codes for those games, allowing players to create modifications and stuff...why won't Ubi do the same? Even giving us the Source Code for R1 would be pretty awesome...

p.s. I, spiraldoor, from RZ, am now on PC! :D
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Re: Project: UnLockRay ( ULR / REL )

Post by Holy Crap »

spiraldoor wrote:p.s. I, spiraldoor, from RZ, am now on PC! :D
great. :roll:
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Re: Project: UnLockRay ( ULR / REL )

Post by Hunchman801 »

Welcome to Pirate-Community, spiraldoor ;) You can introduce yourself here :)
Even if I doubt Ubi will even bother giving us the Rayman 1 source code, I guess it's worth asking.
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Re: Project: UnLockRay ( ULR / REL )

Post by spiraldoor »

I can't see why they wouldn't give us the code. It's not as if it would cost them money or anything...would it? It might increase R1's popularity slightly.

And is all this hacking and unlocking stuff only for the PC version? Can this kind of hacking be done on the PS1 version?
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Re: Project: UnLockRay ( ULR / REL )

Post by Acarr »

I don't see how anything could increase R1's popularity- the game's 13 years old..
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Re: Project: UnLockRay ( ULR / REL )

Post by spiraldoor »

If you could hack it and do awesome stuff, that could increase its popularity.

And R1 is still available, you can download it from PlayStation Network.
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Re: Project: UnLockRay ( ULR / REL )

Post by Droolie »

Hello again, guys and girls!

I was looking at this topic and I was quite surprised when I saw that I didn't post anything about some things yet...

1. The Textures

In the PC versions of Rayman 2, Rayman M/Arena and Rayman 3, the textures are compressed in *.cnt files.
Since I asked the creator of Game Extractor, a game archive extractor, the *.cnt files are supported by that program. This means that you can easily extract all the textures without even running the game once, but there is one problem. You can't open the *.gf files compressed within the *.cnt files. If we could manage to make the *.gf files supported by Game Imager, a game image opener and editor, made by the same creator as Game Extractor, we would be able to rip and change the textures in Rayman 2, 3 and M/Arena.

2. Cheat Engine
I know our goal is to make the Rayman games open source, which means decompiling them and not modifying their memory, but Cheat Engine is an excellent tool to do different things like modifying variables in the games, debugging, etc. You can also do some things with DirectX.
I'm sure that more experienced Cheat Engine users can do awesome things. Sadly, I'm not experienced enough.

3. The Music, Sound Effects and Dialogues

In the French topic, they already know how to get the voices in Rayman 2.
If you use Nova Extractor though, you can extract Rayman 3's sound effects from the *.hxc files found in the Rayman 3 directory\Gamedatabin\World\Sound\.
If you try to open the huge *.hst archive though, you will see a list of dialogues and music. It will seem normal at first, but there is one problem I never solved. I don't know if you can extract the dialogues ( I never tried it ), but the music is in ADPCM format, which means that you can't play it at all. If you see some PCM *.wav files in there, please tell me, because you can play PCM *.wav files.

4. The Level Files

Sadly, I know almost nothing about how the level files are made, especially the ones from Rayman 2 ( all I know is that they're made of *.dsb, *.gpt, *.ptx, *.sna, and *.snd, but if you're interested in this, I bet you already know that XD ), but the level files from Rayman M/Arena and Rayman 3 are almost/completely the same. They're made of *.lvl and *.ptr files.
In the beginning of the *.lvl files, the necessary texture files probably get loaded into memory ( strangely, they're in *.tga format ). Here's a screenshot of one of the level files viewed with WordPad: Click here to view it.
The level files in Rayman 3 are more complex though. They also have *.dbg files and "transit" files, but I have no idea what they're for.
All I know is that there are more "readable" things in the Rayman 3 level files.


5. The Mystery of the Rayman Arena Online Mode

I know a lot of people here would like to play Rayman online, without using Hamachi ( you can use it to simulate a LAN connection ).
So is this feature in Rayman Arena or not? I don't know. But IF it has been removed completely, there are remains of it...
\z160:Player 1: \z160:Player 2: \z160:Player 3: \z160:Player 4: Waiting for Connection ... Loading ... \c255:100:100:Not connected ! Ready to play \jc\z160:There are not enough connected\lplayers to play \jc\z160:Some players could not\ljoin the Game!. Do you want\lto continue without them? \z160:Status: \z160:Rank: Map: Mode: \z160:Players: Reading Game parameters \jc\z160:Waiting for Server response \jc\z160:Ping
... and if it hasn't been removed, how can we activate it? =D

That's what I know about the PC versions...

EDIT -> Edited with the hidden Rayman Arena online mode.
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Re: Project: UnLockRay ( ULR / REL )

Post by spiraldoor »

We're all talking about extracting and unlocking files and hidden modes in the PC versions of the Rayman games.

Can we do any of this stuff with the console versions?
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Re: Project: UnLockRay ( ULR / REL )

Post by Droolie »

Yes, but that'd require using things like codebreaker/swap magic ( for ps2 ) AND, if we would want to mod the game itself, we'd have to use backups, and not everybody knows how to use backups from console games.
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Re: Project: UnLockRay ( ULR / REL )

Post by spiraldoor »

If there was some way to...copy the games to a console's hard disk...and then find a way to access the code itself...and screw around with it...

R1 for PS1 can be downloaded to PS3 hard disk, but of course you can't do anything with the code...
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