Rayman 1
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PluMGMK

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Re: Rayman 1
Ah, OK, that makes sense! It also answers a question which bugged me sometimes, which was "how does the demo save the RNG state?" – from what you just said, it doesn't, it just hardcodes events that are usually random! 
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RaymanRabbidsfanatic

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Re: Rayman 1
Hi there ! I just have a question for the game in particular, if you like pop the game disc into like a normal CD player, will the game have like a voice ( like for example the magician from the opening intro cutscene ) do like a warning like telling you ' this is a playstation game disc, track number 1 has game data on it so please don't play it. ) I'm curious if that even exist in the game itself? If someone can upload like a video of it here, that would be nice to see it! ( cause a few weeks ago, I have been thinking about like whether Rayman 1 for PSX would have like a game disc warning when you pop the game into a normal cd player or anything that plays cd music in particular ) Thanks !
Re: Rayman 1
I know that if you play the PC/MS DOS version, you can put any disk in and it'll start playing whatever tracks exist on that CD. I put the Rayman Junior disk in and the theme music gets replaced with the cutscene movie sound (The Magician keeps saying all is well in Rayman's world, the birds are signing...).RaymanRabbidsfanatic wrote: Wed Mar 29, 2023 4:22 pm Hi there ! I just have a question for the game in particular, if you like pop the game disc into like a normal CD player, will the game have like a voice ( like for example the magician from the opening intro cutscene ) do like a warning like telling you ' this is a playstation game disc, track number 1 has game data on it so please don't play it. ) I'm curious if that even exist in the game itself? If someone can upload like a video of it here, that would be nice to see it! ( cause a few weeks ago, I have been thinking about like whether Rayman 1 for PSX would have like a game disc warning when you pop the game into a normal cd player or anything that plays cd music in particular ) Thanks !
Re: Rayman 1
Provided that you are using the "unprotected" version (US 1.12) or applied a proper CD crack. Otherwise it will reject the CD upon startup, and some versions even incorporate additional checks mid-game.Chacanger wrote: Wed Mar 29, 2023 4:54 pmI know that if you play the PC/MS DOS version, you can put any disk in and it'll start playing whatever tracks exist on that CD.
Re: Rayman 1
Mine's the US 1.20 version that was pacakged in the big box back in 1995/96 but I don't seem to get those checks. Not sure about the unprotected version though, is that supposed to flash up when you start it in DOS?dr_st wrote: Wed Mar 29, 2023 8:34 pmProvided that you are using the "unprotected" version (US 1.12) or applied a proper CD crack. Otherwise it will reject the CD upon startup, and some versions even incorporate additional checks mid-game.Chacanger wrote: Wed Mar 29, 2023 4:54 pmI know that if you play the PC/MS DOS version, you can put any disk in and it'll start playing whatever tracks exist on that CD.
Thinking about it I think it might be because of the DOSBox setup I have.
I know that you can get limited version when you don't have a disk in that removes the backgrounds and can't play music.
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PluMGMK

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Re: Rayman 1
There isn't anything like that, the PSX game disc just has one data track and fifty audio tracks, which are used in the game. The first track you hear when you put it in a CD player (assuming it's wise enough to skip the data track) will be the Ubi Soft logo.RaymanRabbidsfanatic wrote: Wed Mar 29, 2023 4:22 pm Hi there ! I just have a question for the game in particular, if you like pop the game disc into like a normal CD player, will the game have like a voice ( like for example the magician from the opening intro cutscene ) do like a warning like telling you ' this is a playstation game disc, track number 1 has game data on it so please don't play it. ) I'm curious if that even exist in the game itself? If someone can upload like a video of it here, that would be nice to see it! ( cause a few weeks ago, I have been thinking about like whether Rayman 1 for PSX would have like a game disc warning when you pop the game into a normal cd player or anything that plays cd music in particular ) Thanks !
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Hunchman801

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Re: Rayman 1
My money is on that they're actually a pack of wild broom dogs from Alice in Wonderland and they simply walked away in search of another path to clear.dr_st wrote: Sat Mar 25, 2023 8:57 pm It's time to start crazy theories about WHO TOOK THOSE BROOMS???
Re: Rayman 1
Nice! I never saw US 1.20, and all my US copies of Rayman 1 have 1.12. Could you share your copy of RAYMAN.EXE? You can zip it up and attach to a post. I can examine it and compare to other versions I've tested during my no-CD effort.Chacanger wrote: Wed Mar 29, 2023 10:05 pm Mine's the US 1.20 version that was pacakged in the big box back in 1995/96 but I don't seem to get those checks. Not sure about the unprotected version though, is that supposed to flash up when you start it in DOS?
That eerie scene in the dark forest has always been my favorite in the film.Hunchman801 wrote: Wed Mar 29, 2023 11:18 pmMy money is on that they're actually a pack of wild broom dogs from Alice in Wonderland and they simply walked away in search of another path to clear.dr_st wrote: Sat Mar 25, 2023 8:57 pm It's time to start crazy theories about WHO TOOK THOSE BROOMS???![]()
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Hunchman801

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Re: Rayman 1
Same for me! That's probably why it came to mind so quickly.dr_st wrote: Thu Mar 30, 2023 6:47 am That eerie scene in the dark forest has always been my favorite in the film.![]()
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raymandesigner

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Re: Rayman 1
RayCarrot wrote: Mon Mar 13, 2023 9:48 pm I'm back with some more unused Rayman 1 content, this time some unused levels I found recently!
I also haven't forgotten about updating the RayWiki article for Rayman 1's early production. Problem is I keep finding new thingsAs posted on my Twitter I recently also found unused worldmap data in a demo which I then recreated:
wld.png
This one is very interesting, going for a less linear approach! I like this quite a bit more than the final game if I'm being honest. It was always weird how the game started off non-linear and then have levels be played one after another. And then the weird drop from Mr Stone to Eraser Plains and the levels being in a weird zig-zag pattern from Picture City onwards etc.
There are other interesting things too, like the boss of Picture City appearing to be Pirate Mama judging by the map. Maybe Eat at Joe's was also split between multiple levels here? There's code in the final game which suggest Joe's quest was originally several levels and the final beach screen was where you'd return to once you turned on the lights. As an example there's code in the final game for not spawning Joe in the beach if you haven't turned on the lights, which is obviously not possible...
And then there's the mysterious present, now level 7-1! All evidence leads to this being the Breakout minigame.
There are also other random things I found such as seeds would originally be limited, having you pick up a seed to then allow you to plant 3 plants with it. These demos were also further along than we thought, with a lot of object types having been implemented. There's even code for an early Space Mama boss fight where she doesn't have her washing machine. I wonder how that looked?
Did you use the same or similar looking sprites in those Rayman screenshots? 1994 magazine screenshot early jaguar rayman.
Re: Rayman 1
I made a discovery on how the unused TYPE_CYMBAL1 and TYPE_CYMBAL2 objects work, unlike the normal cymbal where it follows your horizontal movement, these cymbals are set to move in specific directions and crush you at certain points.
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PluMGMK

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Re: Rayman 1
Cool!
How are they linked together again?
Re: Rayman 1
TYPE_CYMBAL1 is the top cymbal, it's set to State 0-12 (Animation 5).
TYPE_CYMBAL2 is the bottom cymbal, it's set to State 0-13 (Animation 8 ).
They also need to be aligned properly (aka if one is set at X: 238 and Y: 386, then the other has to be as well) otherwise you get weird results.
They use reactionary types to make them smash together or move.
One link is used to bind them, then there is a long list of commands that they use which I have attached.
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- Cymbal1and2.rtf
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PluMGMK

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Re: Rayman 1
Great stuff! I probably should know this, but how did you work out the commands? I guess they're custom to the path you chose for the map?
Re: Rayman 1
Nope, not a custom pattern.PluMGMK wrote: Mon Apr 03, 2023 10:11 pm Great stuff! I probably should know this, but how did you work out the commands? I guess they're custom to the path you chose for the map?
There's a Cymbal1 outside the bounds of Music Map 26 in Rayman Junior Level 3 GB that had those commands. It took me a while to notice that the substate listed was the same sprite that the object used by default, I then came to the conclusion that the same can be done with Cymbal2 if I swapped the substate.
Edit: Also the pattern loops again afterwards so it can go on longer if desired.
Essentially the pattern is this, but the lengths of each bit varies depending on where the reactionary types are placed.
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PluMGMK

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Re: Rayman 1
Oh wow, that's amazing! I wonder how it got there, and if they were planning on using it at some point!Chacanger wrote: Mon Apr 03, 2023 10:27 pm There's a Cymbal1 outside the bounds of Music Map 26 in Rayman Junior Level 3 GB that had those commands. It took me a while to notice that the substate listed was the same sprite that the object used by default, I then came to the conclusion that the same can be done with Cymbal2 if I swapped the substate.
Re: Rayman 1
Oddly several levels have objects outside the maps. My theory is that they got left behind when they resized the maps to make them smaller. That'd be the only thing that'd make sense to me since the event editor doesn't allow you to place or reach objects out of bounds.
Like I mentioned elsewhere, great find Chacanger
Like I mentioned elsewhere, great find Chacanger
Re: Rayman 1
If I had to guess I'd say the plan would have been to make a level like the Cave one where you have to duck or jump over odd or even numbers or move to the correct side but using the cymbal instead. Maybe the cymbal crashing was a bit to quick for players to respond or something as you'll notice it crashes a lot quicker than the normal cymbals.PluMGMK wrote: Mon Apr 03, 2023 11:33 pmOh wow, that's amazing! I wonder how it got there, and if they were planning on using it at some point!Chacanger wrote: Mon Apr 03, 2023 10:27 pm There's a Cymbal1 outside the bounds of Music Map 26 in Rayman Junior Level 3 GB that had those commands. It took me a while to notice that the substate listed was the same sprite that the object used by default, I then came to the conclusion that the same can be done with Cymbal2 if I swapped the substate.
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PluMGMK

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Re: Rayman 1
That makes a lot of sense actually!
I don't get why they need two linked events though, surely one would have sufficed (like the conventional cymbals)
I don't get why they need two linked events though, surely one would have sufficed (like the conventional cymbals)
Re: Rayman 1
I must admit both objects are quite buggy, I'm trying to design a proper level around them and I come across the following bugs...PluMGMK wrote: Tue Apr 04, 2023 3:43 pm That makes a lot of sense actually!
I don't get why they need two linked events though, surely one would have sufficed (like the conventional cymbals)
- If you only have the bottom one, Rayman's jump breaks and he ends up clipping through the bottom of the screen and dies.
- Depending on where the top cymbal is placed, it can make them go out of sync and go opposing directions after the Cymbals frantically crash about 4 times in a row.
- They don't respawn unless you are really far away.
- When the cymbals move down, jumping causes Rayman to clip though them.
- Edit: Also if they move upwards, continuous jupming can make Rayman die by clipping outside the top of the screen.

