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Re: Project: UnLockRay ( ULR / REL )

Posted: Tue Sep 01, 2009 10:35 am
by PluMGMK
Editing EVE.MLTs requires only basic computing knowledge and, of course, a copy of Rayman Designer. I am younger than you and have found many interesting things.
The Ferocious Little Livingstone can be altered in this way:
Original Ferocious Little Livingstone wrote: œdef,MS_pti2,LIV, 4 ,
/pti pseudo-intelligent/
LIVPTI.ETA,
11 , 0 ,
8 , 0 ,
5 , 7 ,
19 , 1,
6 , 4,
11 , 5 ,
8 , 1 ,
5 , 13 ,
11 , 2 ,
0 , 100,
2 , 1,
8 , 0 ,
5 , 0 ,
19 , 1,
0 , 100,
6 , 4,
11 , 4 ,
8 , 0 ,
5 , 14 ,
19 , 1,
12 , 2 ,

11 , 1 ,
8 , 0 ,
5 , 7 ,
19 , 1,
6 , 4,
11 , 6 ,
8 , 1 ,
5 , 13 ,
11 , 3 ,
1 , 100,
2 , 1,
8 , 0 ,
5 , 0 ,
19 , 1,
1 , 100,
6 , 4,
11 , 4 , /label local/
8 , 0 ,
5 , 14 ,
19 , 1,
12 , 3 ,

33 , 255,
300,80,
0 , 0 ,
80,95,50,
0,3,2,
165 , 255 , 5 ,
Modified Ferocious Little Livingstone wrote: œdef,MS_mst,LIV, 4 ,
/pti pseudo-intelligent/
LIVPTI.ETA,
11 , 0 ,
8 , 0 ,
5 , 7 ,
19 , 1,
6 , 4,
11 , 5 ,
8 , 1 ,
5 , 13 ,
11 , 2 ,
0 , 100,
2 , 1,
8 , 0 ,
5 , 0 ,
19 , 1,
0 , 100,
6 , 4,
11 , 4 ,
8 , 0 ,
5 , 14 ,
19 , 1,
12 , 2 ,

11 , 1 ,
8 , 0 ,
5 , 7 ,
19 , 1,
6 , 4,
11 , 6 ,
8 , 1 ,
5 , 13 ,
11 , 3 ,
1 , 100,
2 , 1,
8 , 0 ,
5 , 0 ,
19 , 1,
1 , 100,
6 , 4,
11 , 4 , /label local/
8 , 0 ,
5 , 14 ,
19 , 1,
12 , 3 ,

33 , 255,
300,80,
0 , 0 ,
80,95,50,
0,3,2,
50 , 255 , 5 ,
I changed the behaviour to 50 so now it acts very like one of the Moskitos. If you're lucky, you'll also see Angus at the end of the fight and Rayman comforting him. If you change the second-last line from "0,3,2," to "0,3,5," his hitpoints will be 5.

Re: Project: UnLockRay ( ULR / REL )

Posted: Tue Sep 01, 2009 12:53 pm
by Tehrunescape455
need my speed wrote:Someone should open those boss levels, to check what has been done to create the bosses and such.
Well the problem is in Rayman 1 it isn't in the same format as the open text file you get in Rayman Designer.. (for the record, the EVE in EVE.MLT stands for Event, just incase anybody didn't know)

If someone wants to find that little file it's in your Rayman Designer folder (found in your Ubisoft folder) in any one of the world folders. (Jungle Mountain Cave Picture Cake)

There is also a file called mon.pcx or jun.pcx or ima.pcx depending on which world folder you picked, it's the template for the world. When you press F1 in Mapper you go to a template, but that template uses the pcx's template. The pcx has a limited pallete so you can't add new colors to it, but you can add pretty much anything else to it, and when you do that it requires further editing to even get your new template into Mapper (because the spaces you put the new images were never referenced in the template, because they were just blank spots, so you have to edit that one too..)

If you are confused, congratulations. We can help you with that. Betilla's Gardens.

Re: Project: UnLockRay ( ULR / REL )

Posted: Tue Sep 01, 2009 3:29 pm
by PluMGMK
Yes, please come. As the fifth most active member, I really want to see more joining and actually posting.
BTW, Drolpiraat, why aren't you coming there anymore?

Re: Project: UnLockRay ( ULR / REL )

Posted: Tue Sep 01, 2009 8:36 pm
by Droolie
PluMGMK wrote:Drolpiraat, why aren't you coming there anymore?
Because I reinstalled my computer and my Rayman Designer installation is gone. I'm also too lazy to reinstall it. Plus, I'm working on other things, like my game.

Re: Project: UnLockRay ( ULR / REL )

Posted: Tue Sep 01, 2009 9:28 pm
by LunaVorax
CheatCat wrote:The answer is.. Reverse-engineering! That is hard and require ASM knowledge. If Rayman is written in BASIC I think it is not too hard to reverse it. But if it is written in C++ it will become very hard.
Hahaha, Basic...
I really think it's unthinkable that Rayman could have been written in Basic. More probably in C or C++.

Re: Project: UnLockRay ( ULR / REL )

Posted: Tue Sep 01, 2009 9:35 pm
by PluMGMK
I don't think there was a compiler for C++ ever made for DOS. It's much more likely that it was written in C.

Re: Project: UnLockRay ( ULR / REL )

Posted: Tue Sep 01, 2009 9:46 pm
by LunaVorax
Wrong.

MS-DOS was created in 1982 and C++ appeared in 1983.
Turbo C++ and Borland C++ were both two C++ compiler initially made for MS-DOS.

Therefore : as Goblins Quest 3 (made in 1993) was built in C++, there's a lot chance that Rayman (made in 1995) was also built in C++.

Re: Project: UnLockRay ( ULR / REL )

Posted: Tue Sep 01, 2009 9:51 pm
by PluMGMK
Oh, how horrible! :cry:

Re: Project: UnLockRay ( ULR / REL )

Posted: Thu Sep 10, 2009 6:44 pm
by CheatCat
Yep, I think Rayman is made in C or c++ but the mapper is made in BASIC.

Re: Project: UnLockRay ( ULR / REL )

Posted: Thu Sep 10, 2009 7:13 pm
by PluMGMK
Drolpiraat wrote:
PluMGMK wrote:Drolpiraat, why aren't you coming there anymore?
Because I reinstalled my computer and my Rayman Designer installation is gone. I'm also too lazy to reinstall it.
Ah flip, that's everyone's excuse! :tssk:

Re: Project: UnLockRay ( ULR / REL )

Posted: Thu Sep 10, 2009 7:39 pm
by CheatCat
People have lots to do. Accept that.

Re: Project: UnLockRay ( ULR / REL )

Posted: Thu Sep 10, 2009 7:49 pm
by PluMGMK
CheatCat wrote:the mapper is made in BASIC.
What kind of Basic?

Re: Project: UnLockRay ( ULR / REL )

Posted: Thu Sep 10, 2009 7:54 pm
by CheatCat
I don't know. Probably Visual Basic..

Re: Project: UnLockRay ( ULR / REL )

Posted: Fri Sep 18, 2009 4:51 pm
by PluMGMK
What makes you think that?

BTW, this topic NEEDS to stay bumped!

Re: Project: UnLockRay ( ULR / REL )

Posted: Fri Sep 18, 2009 5:42 pm
by CheatCat
Nope, it was C++, I checked with IDA Pro. But the EVE.MLTs looks like they was made in BASIC.

Re: Project: UnLockRay ( ULR / REL )

Posted: Sun Sep 20, 2009 1:34 pm
by PluMGMK
I just had a weird thought. If we hacked the sprites, not only could we get the bosses back, but we could get Mr. Stone in Cave. :lestfou:

Re: Project: UnLockRay ( ULR / REL )

Posted: Sun Sep 20, 2009 5:55 pm
by CheatCat
AND Mr Skops at the same time! :D

Re: Project: UnLockRay ( ULR / REL )

Posted: Sun Sep 20, 2009 9:42 pm
by PluMGMK
Heh. I should put two Mothkitos at the same time and see what happens.

Re: Project: UnLockRay ( ULR / REL )

Posted: Sat Sep 26, 2009 12:29 am
by Tehrunescape455
PluMGMK wrote:I just had a weird thought. If we hacked the sprites, not only could we get the bosses back, but we could get Mr. Stone in Cave. :lestfou:
Errr, we would have to know the exact things of the bosses, though. If it were possible to hack the sprites, that would be the easy part.

Random guesswork is not fun.

Re: Project: UnLockRay ( ULR / REL )

Posted: Sat Sep 26, 2009 12:36 am
by PluMGMK
We have eliminated behaviours 0-300. My guess is that there could only be 512 in all. That leaves 212 behaviours left to search.