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Re: Rayman 3

Posted: Sat Aug 15, 2020 8:08 pm
by RayCarrot
Not in the rom though. Only referenced data is in the rom. If there for some reason would be any unreferenced data we wouldn't be able to find it, but I highly doubt that exists.

Re: Rayman 3

Posted: Sat Aug 15, 2020 8:29 pm
by Hunchman801
Wow, the Mode 7 maps look really cool. I mean, I sucked at those levels, but still. :P

Any chance the ones in RRR GBA work the same, by the way?

Re: Rayman 3

Posted: Sun Aug 16, 2020 7:39 am
by RayCarrot
We're not sure yet. RRR oddly seems to be using a different engine from all these other Ubisoft GBA games.

Re: Rayman 3

Posted: Sun Aug 16, 2020 10:03 am
by Hunchman801
I wonder why that might be. Was the development outsourced?

Re: Rayman 3

Posted: Sun Aug 16, 2020 11:59 am
by RayCarrot
Yeah, RRR was developed by Visual Impact, who made a bunch of random games for the GBA. RRR even has a ton of leftovers in the ROM from their game Kill Switch for some reason :P But it's not the same engine as that since that was in 3D.

Re: Rayman 3

Posted: Sun Aug 16, 2020 4:11 pm
by StelzenBomber
Interesting

Always thought RRR GBA use the same engine

Re: Rayman 3

Posted: Sun Aug 16, 2020 10:28 pm
by Hunchman801
I'm not surprised it's a different engine, mostly due to how the controls feel. Though of course this can also be customized within the same engine.

Re: Rayman 3

Posted: Tue Aug 18, 2020 3:36 pm
by Gordswitch
I read on Tv Tropes that Rayman 3 never saw a release in Japan. Is that true?

Re: Rayman 3

Posted: Tue Aug 18, 2020 7:50 pm
by StelzenBomber
It didnt as far as i know

Re: Rayman 3

Posted: Sat Aug 22, 2020 1:14 pm
by The Jonster
This topic is making me wonder what the magic fist would look like in R3.

viewtopic.php?t=731

Re: Rayman 3

Posted: Sat Aug 22, 2020 1:16 pm
by StelzenBomber
I think the combat wouldnt be as good with it

Re: Rayman 3

Posted: Mon Aug 24, 2020 3:23 am
by Steo
I still think the telescopic fists make a lot more sense.

Re: Rayman 3

Posted: Tue Aug 25, 2020 2:38 pm
by Hunchman801
I feel like the magic fist was introduced as a result of technical limitations because the telescopic fist would have been too hard to implement.

Re: Rayman 3

Posted: Tue Aug 25, 2020 2:41 pm
by StelzenBomber
Possibly?

i cant really find a good reason how,because going by n64, i dont think it would be impossible, looking at other games

Re: Rayman 3

Posted: Tue Aug 25, 2020 7:39 pm
by The Jonster
Given how far away some certain things such as switches are needed to shoot at, it makes sense that they introduced the magic fist.

Re: Rayman 3

Posted: Tue Aug 25, 2020 8:22 pm
by dr_st
^^^ Indeed.

A limited-range fist works OK in a 2D platformer with a limited field of view, but not so much in a 3D environment, where the viewable distance is much higher.

Re: Rayman 3

Posted: Tue Aug 25, 2020 8:56 pm
by StelzenBomber
Im 100% sure the fist came first, and then the far range puzzles

Re: Rayman 3

Posted: Thu Aug 27, 2020 2:11 am
by Steo
I do think the shooting was cool though since it rebounded off walls.

Re: Rayman 3

Posted: Thu Aug 27, 2020 2:59 pm
by Hunchman801
How they switched back to the telescopic fist in Rayman 3 may also explain this.

Re: Rayman 3

Posted: Thu Aug 27, 2020 4:19 pm
by RayCarrot
Here I am back with yet another huge post :P This time for Rayman 3 GBA rather than Rayman 1. We've now finished reverse engineering that game, as well as all the games which use its engine. Here is a list for those curious:

Code: Select all

• Batman Vengeance
• Sabrina the Teenage Witch: Potion Commotion
• Rayman 3
• Splinter Cell
• Prince of Persia: The Sands of Time
• Batman: Rise of Sin Tzu
• Splinter Cell: Pandora Tomorrow
• Star Wars Trilogy: Apprentice of the Force
• Star Wars Episode III: Revenge of the Sith
• King Kong
• Open Season
• TMNT
• Surf's Up
Now getting back to Rayman 3;

General
Just like Rayman 1 Ray1Map can load the maps with animations. Unlike Rayman 1 we can also load the backgrounds since they're just different map layers. Not all backgrounds scroll with the level though, so the size doesn't always match, but for the ones it does they look really good!
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Just like Rayman 1 there is a system to link objects (known as actors) in a level. Unlike Rayman 1 the links are one-way only, and one object can link to up to four other objects. This seems to be used for different things - here are some examples:

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There are sadly very few sprites/animations, but we did find this:
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This sprite is also unused:
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There are also HUD icons for other characters I'm not sure if they're unused or not... Maybe for the multiplayer?
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Also some random animations I think are unused:
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GameCube Levels
The GameCube levels, which are stored on the GameCube disc, work as well :)

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N-Gage version
As you may know the game was ported to the Nokia N-Gage. This version lacks the Mode7 maps and instead has some unique levels as replacement. What we didn't know was that it also has an all new multiplayer mode, "Capture the Flag". Not even RayWiki seems to mention this. Here are some of the levels for it:
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What's interesting is that the way the data is stored in this engine makes it very easy to modify. It's all in one block at the end of the ROM with a nice system for referencing the data which is all relative to this block. The same applies for the N-Gage version, so it got me thinking, what if you used the N-Gage data on the GBA? Well after relocating some offsets and moving over the data it actually works!
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Yes, this is indeed a GBA emulator running the first level from the N-Gage version using the N-Gage sprites and other data :mryellow: Sadly hub worlds crash, and some animations cause crashes too, but it's pretty cool this works at all.

Now for some unique sprites/animations:
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Prototype
Recently an early prototype for the game was dumped, which has been of great help for this project as it includes some source file names, function names etc. for a crash handler. It has a lot of small changes I won't be showing here, but one of the bigger ones is River of Fire 2 & 3 which are almost entirely different:

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Some other changes:

Different colors
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One of many unused menu animations
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A very different design for the kart
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Different colors for this thing
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Different, much longer, animation for breaking cages
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Some palette swap version of the exit
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Hopefully I didn't miss anything now :P If anyone wants to see anything for those other games in the same engine just let me know. I'm not showing it here since it's not really relevant to Rayman, and I'm not familiar with any of those games at all :oops2: As mentioned before also, Rayman Raving Rabbids GBA sadly runs in a different engine, so nothing to show from that yet. There's also the DigiBlast version of R3 which we sadly haven't been able to add support for due to the ROM not being publicly available.