Rayman 3

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RaymanTheLegend
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Re: Rayman 3

Post by RaymanTheLegend »

I purchased R3HD on my xbox, it worked fine, completed it in ... 4 hours, i think? I just love rayman so i finished it quickly, lol. I Guess the PS3 version wasn't as patched as the xbox version? No crashes on mine.
Adsolution
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Re: Rayman 3

Post by Adsolution »

Indeed, the X360 version isn't nearly as buggy. However, I did encounter the glitch where all the levels were spontaneously unlocked after completing the Desert. I never beat the HD version though, so I don't know if that would have caused me to end up not being able to get into the Tower of the Leptys.
Robotic Teensie
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Re: Rayman 3

Post by Robotic Teensie »

Hi guys! Long time no see! I think it's been like half a year since I last posted here. Yeah, I've been quite busy :o

A while ago I made maps of the two 2D-platforming Rayman 3 minigames (2D Madness and 2D Nightmare), and I finally uploaded them:
http://imgur.com/a/QcUU8

Be sure to click "View full resolution", else it's really hard to see all the details.
The images I uploaded are the low-res versions... I have the ultra-res versions (.1 gigapixel!) on my hard drive, but they're too large to upload :(
Maybe these maps would be nice to include on the RayWiki?

I also messed around in Cheat Engine in Rayman 2 and 3 a bit. Most guides on the internet tell you to search for high values such as 67108864 or 33554432 to get power-ups in Rayman 3, but I found that in the latest version of Cheat Engine (6.2) that doesn't work. The current version of Cheat Engine reverses the values you need to look for.

First, convert the old values into hexadecimal notation - you'll get 1000000, 2000000 etc.
Then, flip them! 0000001, 0000002 etc. In other words, 1, 2 etc.
Because values like 1, 2 and 3 are much easier and more natural to use than 67108864 or 33554432, I think these are the 'true' values and old versions of Cheat Engine accidentally reversed them (a bug).

Here is the list:
0 = Vortex
1 = Throttle Copter
2 = Lockjaw
3 = Shock Rocket
4 = Heavy Metal Fist
5 = no powerup

I also made an awesome multi-level-pointer cheat table that ALWAYS gets the right power-up address in Rayman 3 :D. In other words, I can now start up Rayman 3, load up the cheat table and it'll work (normally you'd have to start the scanning process all over again every time you restarted the game).

In Rayman 2 (which unfortunately has a tendency to crash when using CE) I found that to use Ly's super-helicopter power (from Beneath the Sanctuary of Rock and Lava), scan for 1 when the helicopter is normal, and 257 when it's supercharged. I read somewhere to "scan for values higher than 255" but I figured the exact values would be helpful to get the right memory address a bit faster.

I used a tool called PEiD to find out Rayman 2 was written in Microsoft Visual C++ 5.0, and Rayman 3 in Microsoft Visual C++ 6.0.

Finally, I managed to decompile Rayman 2. I know that has been something some of you (including me) have been dreaming about for years :).
Unfortunately, it's not as good as it sounds. The decompiler merely produces a very rough approximation of the source code. The names of functions and variables are not present, making it pretty much impossible to tell what a particular piece of code does. There is A LOT of assembly thrown in... clearly the decompiler didn't really know what to do (I should point out the decompiler is still under development).
Shrooblord
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Re: Rayman 3

Post by Shrooblord »

Robotic Teensie wrote:Hi guys! Long time no see! I think it's been like half a year since I last posted here. Yeah, I've been quite busy :o
You hath returned to us! Welcome back, my teensoid friend!
Robotic Teensie wrote:I also made an awesome multi-level-pointer cheat table that ALWAYS gets the right power-up address in Rayman 3 :D. In other words, I can now start up Rayman 3, load up the cheat table and it'll work (normally you'd have to start the scanning process all over again every time you restarted the game).
Excellent!
Robotic Teensie wrote:I figured the exact values would be helpful to get the right memory address a bit faster.
Indeed so. Thanks.
Robotic Teensie wrote:I used a tool called PEiD to find out Rayman 2 was written in Microsoft Visual C++ 5.0, and Rayman 3 in Microsoft Visual C++ 6.0.
That's all very useful information! The community of hackers widens with you in its crow's nest and Droolie at its rudder.
Robotic Teensie wrote:Finally, I managed to decompile Rayman 2. I know that has been something some of you (including me) have been dreaming about for years :).
ohmahgawd you rly are a robot

I think a +100 Tings bonus is in order here. Transaction complete!
Master
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Re: Rayman 3

Post by Master »

OH MY!
Robotic Teensie, you've made the greatest return I've ever seen from any member.
Spectacular indeed, good fellow, have 100 tings on me.
Robotic Teensie
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Re: Rayman 3

Post by Robotic Teensie »

Wow thanks guys!

Does anyone have good quality Rayman 3 sprites/textures? They could be used to make higher quality maps than the screenshot-based ones I made.
Should I upload the current maps to the wiki?

Also, here's a snippet of decompiled code - as you can see it's pretty much impossible to understand:

Code: Select all

    __edi = _a8;
    _t12 =  *(__edi + 4);
    __esi = _t12 - 1;
    __esp = __esp + 8;
    _t15 = 0;
    if(__esi <= 0) {
    } else {
        _t19 =  *((intOrPtr*)(__edi + 8)) + 4;
        while(1) {
            asm("fcomp dword [esp+0x14]");
            asm("fnstsw ax");
            if((_t12 & 65) == 0) {
                goto L4;
            }
            _t15 = _t15 + 1;
            _t19 = _t19 + 4;
            if(_t15 < __esi) {
                continue;
            }
            goto L4;
        }
    }
Adsolution
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Re: Rayman 3

Post by Adsolution »

Excellent work, Robotic Teensie!

It's almost considerably better to just rip all the level's geometry and render it out however you see best fit for a map.
Robotic Teensie
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Re: Rayman 3

Post by Robotic Teensie »

Ripping the level's geometry? Do you mean extracting a complete map from the game files? That would be really difficult :O

I was thinking more along the lines of using sprites from the game...

Take for instance those bouncy cloud platforms. If I had access to the picture file that the game itself uses (it might be called cloud01.png or something), then I could make a new map with a blank background and place clouds in the correct positions. The screenshot-map would serve as a guide to get the positioning right. With the screenshot-map finished, the vast majority of work is actually already done and I could assemble a much better looking map quickly.

However... I need those sprites (e.g. "cloud01.png"), and they're stored in really odd file formats. I know people have been messing around with textures before, and I was wondering whether anyone has succeeded in extracting the 2D Madness/2D Nightmare sprites?
Adsolution
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Re: Rayman 3

Post by Adsolution »

Robotic Teensie wrote:Ripping the level's geometry? Do you mean extracting a complete map from the game files? That would be really difficult :
Actually no, it's incredibly easy, all you need is 3D Ripper DX. Interestingly, Rayman 3 is one of the few games that works absolutely flawlessly with it.
Robotic Teensie
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Re: Rayman 3

Post by Robotic Teensie »

Adsolution wrote:
Robotic Teensie wrote:Ripping the level's geometry? Do you mean extracting a complete map from the game files? That would be really difficult :
Actually no, it's incredibly easy, all you need is 3D Ripper DX. Interestingly, Rayman 3 is one of the few games that works absolutely flawlessly with it.
That's interesting. I'll try it. I had just installed an old version of Cheat Engine to use the Direct X-mess function to extract the sprites, and I managed to extract them. I'd like to be able to get a complete map though, so I'll try 3D Ripper DX.

By the way... one of the textures Cheat Engine extracted is this:

Image

What is it? It seems to be some kind of fairy-esque being... but it doesn't ring a bell for me.

EDIT: The 3D Ripper DX site says "Import plugin should work with 3DS Max versions 5.0-9.0, 2009 and 2011." - where can I download one of those versions? The official site only shows me the 2013 version...
darkkitty
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Re: Rayman 3

Post by darkkitty »

you know i,m not gone i just took a break also i,m doing well i,m pretty shure you all hate me i left to self reflect a bit i have done some things wrong but some of you are also to blame you have over reacted a few times and just were thinking you should hate me
Master
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Re: Rayman 3

Post by Master »

That texture doesn't look familiar to me either, unused content, perhaps?
The plot thickens...
darkkitty
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Re: Rayman 3

Post by darkkitty »

wait whats happening here :?
Rulez
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Re: Rayman 3

Post by Rulez »

I'm curious too.

I have no idea what those textures could belong to.
GNineify
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Re: Rayman 3

Post by GNineify »

Ooh, that one has probably not been discovered earlier? It looks like a butterfly creature to me.
Haruka
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Re: Rayman 3

Post by Haruka »

I think it belongs to the R3 Popolopoï you find in the Fairy Council.
Master
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Re: Rayman 3

Post by Master »

Possibly, but what about that face?
Cairnie
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Re: Rayman 3

Post by Cairnie »

What's the filename of this, if you can find it? It looks similar to the butchered "dark Ly" design...
Adsolution
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Re: Rayman 3

Post by Adsolution »

Robotic Teensie wrote:EDIT: The 3D Ripper DX site says "Import plugin should work with 3DS Max versions 5.0-9.0, 2009 and 2011." - where can I download one of those versions? The official site only shows me the 2013 version...
Thepiratebay?
Robotic Teensie
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Re: Rayman 3

Post by Robotic Teensie »

Adsolution wrote:
Robotic Teensie wrote:EDIT: The 3D Ripper DX site says "Import plugin should work with 3DS Max versions 5.0-9.0, 2009 and 2011." - where can I download one of those versions? The official site only shows me the 2013 version...
Thepiratebay?
Yeah, I guess I'll have to torrent it. I'll do it a little bit later; right now I'm going to analyze those textures.
Cairnie wrote:What's the filename of this, if you can find it? It looks similar to the butchered "dark Ly" design...
Well, they were extracted by Cheat Engine, and it gives the files a new name... this one was caled CETEX149.bmp, but that is not its true name. Related files seem to be stored near each other in memory; for example, most of the the 2D Madness sprites were CETEX114.bmp through CETEX131.bmp. This one was surrounded by 148 and 150:

Image (148) and Image (150).

I think that may mean we have a light (or multiple lights) that flicker(s) on and off (148 and 150 would be alternately used) in the vicinity of this strange fairy.

I'm going to do this for ALL areas in the game (I only did 2D Madness before). These are strange things I found in Fairy Council, pt. 1:

Image

and

Image

and

Image

Also, I found this in the 2D Madness batch:

Image

That's good news - this is clearly meant for a demo version and it's in the full game. Apparently they did not remove all unused textures... I wonder what else lies hidden in the game?
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