Rayman 1
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StelzenBomber

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Re: Rayman 1
Well...ouch
Guess its just a leftover then
Guess its just a leftover then
Re: Rayman 1
I believe they probably planned for it to be included at some point. There would be no reason otherwise to convert the map data to the GBA/DSi format since they never did so on GBA.
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StelzenBomber

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Re: Rayman 1
possibly, maybe it was just a testing stage
I honestly wish it was included
I honestly wish it was included
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Hunchman801

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Re: Rayman 1
Great finds, as usual! The blocky sprites such as Mr Sax made it kinda obvious that there was some upscaling involved, but I had no idea about the new palettes and the increase in brightness (like I said last night, I thought this was just some basic compression).
The capture the flag mode may not be fully playable, it's still pretty cool so see the maps and the HUD. Too bad they gave up on the idea!
The capture the flag mode may not be fully playable, it's still pretty cool so see the maps and the HUD. Too bad they gave up on the idea!
Re: Rayman 1
I made a video showing the unused multiplayer mode in more detail 
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StelzenBomber

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Re: Rayman 1
Great as usual
Kind if a shame it wasnt used, it seems like a cool idea
The audio sounds a bit off though...
Kind if a shame it wasnt used, it seems like a cool idea
The audio sounds a bit off though...
Re: Rayman 1
Oh nice, I never actually knew about this. 
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PluMGMK

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Re: Rayman 1
Yeah, that extra game-mode would definitely have made the GBA version a lot more interesting than the difficulty-nerfed colour-saturated port it ended up being! Is there any indication of how the second player would have connected?
Re: Rayman 1
Now that you mention that, the colours are not my cup of tea when you compare it to the original. As for the connection, hardware wise I assume those link leads would be needed. This would have made the game pretty interesting.
Re: Rayman 1
I tried setting up the game to use the GBA's link cable functionality in an emulator, but it didn't seem to change anything. It's hard to tell exactly how much of the mode is still intact since it's sort of built on top of the original game (so like the flag and HUD are not in the same DES format as other sprites). Because of this none of that data has been extracted.
Re: Rayman 1
Also a result of our work on Ray1map was that I extracted the music sequences from the Jaguar version. Like most stuff on Jaguar it's a completely unknown format, so it was a fun little side project to convert these into MIDI. The samples are mostly software-based synth, so instead of creating a soundfont I tried to map the instruments to General Midi instruments. The results, well... judge for yourself :p
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StelzenBomber

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Re: Rayman 1
Zhis is the good stuff right there
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#Rubber mark#

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Re: Rayman 1
As long as it's not her butt, we're still PG-13.Steo wrote: Tue May 12, 2020 12:25 am Yeah this is really cool to be honest. I wonder if this has anything to do with Jade's lips being green.![]()
Re: Rayman 1
I don't want to know who has a green ass. 
EDIT: Shrek I guess, but you get the idea.
EDIT: Shrek I guess, but you get the idea.
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Hunchman801

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Re: Rayman 1
Nice, I like how you were able to get the flags to work. By the way, are the Designer tiles in the same format as the flags or as the other sprites?RayCarrot wrote: Sat Jun 06, 2020 10:02 pm I made a video showing the unused multiplayer mode in more detail
https://www.youtube.com/watch?v=GP2M8CgeJNI
Also, how come the backgrounds don't correspond the the actual worlds? One even has a plain pink background.
Interesting, though I probably won't listen to it on a daily basis.Droolie wrote: Mon Jun 08, 2020 4:21 am Also a result of our work on Ray1map was that I extracted the music sequences from the Jaguar version. Like most stuff on Jaguar it's a completely unknown format, so it was a fun little side project to convert these into MIDI. The samples are mostly software-based synth, so instead of creating a soundfont I tried to map the instruments to General Midi instruments. The results, well... judge for yourself :p
r1_jag_mid.zip
Re: Rayman 1
The tiles are in a separate format from the sprites. Since the GBA port is based on a later build of Rayman 1 it includes the Designer tileset. They're however only used in these multiplayer maps.Hunchman801 wrote: Wed Jun 10, 2020 2:02 pmNice, I like how you were able to get the flags to work. By the way, are the Designer tiles in the same format as the flags or as the other sprites?RayCarrot wrote: Sat Jun 06, 2020 10:02 pm I made a video showing the unused multiplayer mode in more detail
https://www.youtube.com/watch?v=GP2M8CgeJNI
Also, how come the backgrounds don't correspond the the actual worlds? One even has a plain pink background.![]()
Regarding backgrounds, I'm not sure. You can see in the mountain map that the background sort of corrected itself after the multiplayer reset, so it's probably getting glitched out due to how I'm modifying the game variables to change the loaded map.
Re: Rayman 1
Before I make an info dump on stuff from the Jaguar version, I thought I'd share the palettes from all the Rayman 1 versions as that's kinda interesting (and I just made an export of it through Ray1Map) 
PC: PS1: Jaguar: GBA: DSi: As you can see the Jaguar and PS1 versions have the most sprite colors. The PC palettes all include colors for the tiles and backgrounds, so fewer are available for sprites. On PS1 the tile palettes are separate (they appear at the bottom). GBA has the fewest overall, with them also using lighter colors.
PC: PS1: Jaguar: GBA: DSi: As you can see the Jaguar and PS1 versions have the most sprite colors. The PC palettes all include colors for the tiles and backgrounds, so fewer are available for sprites. On PS1 the tile palettes are separate (they appear at the bottom). GBA has the fewest overall, with them also using lighter colors.
Re: Rayman 1
Interesting, I would have imagined that the PC version would have more colours than the Jaguar one.
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PluMGMK

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Re: Rayman 1
Is there any significance to the way they're arranged?
Re: Rayman 1
On PC it's split into 3 sections: allfix, tiles and vignette.
On all platforms the allfix area is usually split into sub-palettes of 16-color palettes. These sub-palettes have similar colors, so sprites can just change which sub-palette to use to give it a different color (Breakout plums, butterflies and Moskito use this).
On all platforms the allfix area is usually split into sub-palettes of 16-color palettes. These sub-palettes have similar colors, so sprites can just change which sub-palette to use to give it a different color (Breakout plums, butterflies and Moskito use this).


