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Rayman 3 Modding?
Posted: Tue Dec 24, 2013 3:04 pm
by GOT4N
Okay, so I've been searching in my ISO of Gamecube Rayman 3 then found a folder named Testmap. I would like to put it,; but need your help, when trying to run the modded, it freezes after pressing start of title screen
Re: Rayman 3 Modding?
Posted: Tue Dec 24, 2013 3:08 pm
by RibShark
I also found this recently (named test). I have been trying to hack it into a savefile, but to no avail. It would be interesting to see what this contains.
Re: Rayman 3 Modding?
Posted: Tue Dec 24, 2013 3:46 pm
by GOT4N
yeah :/
Re: Rayman 3 Modding?
Posted: Tue Dec 24, 2013 7:23 pm
by Droolie
Whoa. Even though I should be studying at the moment, you just made me experiment with changing the level it's loading and I think I've done it. I've never made AR codes before, but I made AR codes for both the PAL and NTSC versions. The "test" room seems corrupt. It seems to try to read from that folder (nonexistent level names crash the game completely) but the game can't load it.
Instead, I can load pretty much every other level. For example, load a save file with this code active to go to the indicated place:
NTSC (2D Nightmare)
Code: Select all
044737EC 746F7564
044737F0 695F3130
PAL (Bonus menu, get out of the menu to go to a small, preloaded room)
Code: Select all
04472D0C 426F6E75
04472D10 73545854
Loading other rooms is easy: just use
ASCII to Hex converter to convert the names like "toudi_10" for 2D Nightmare to their hexadecimal counterparts ( 746F7564695F3130 for 2D Nightmare ). The first four bytes (=8 characters) should be the second half of the first line, the four bytes after that should be the second half of the second line - and the rest should be filled up with zeroes. As an example, to try out "test" in the NTSC version, you would normally use this code:
Code: Select all
044737EC 74657374
044737F0 00000000
Sadly, that room is corrupt.
Too bad you can't just load the map and walk around as Rayman in them. Playing Commando as Rayman would be great, don't you think?
Oh, and let me know if it works for any of you - the addresses might depend on the size of the save file, in which case I'll probably upload mine so you can use the codes.
Re: Rayman 3 Modding?
Posted: Tue Dec 24, 2013 8:15 pm
by RibShark
Wow! I so need to try this now! I have been trying to get Rayman 3 to load the rooms I want for ages! I never thought to search for the ASCII code!
EDIT: Plus a better 2D Nightmare code!
Re: Rayman 3 Modding?
Posted: Tue Dec 24, 2013 8:26 pm
by Master
Hm, I'm not versed into this whole thing to appreciate it, but, erm, does this hold any real significance in the long run?
Re: Rayman 3 Modding?
Posted: Tue Dec 24, 2013 8:35 pm
by RibShark
The codes do work for me. The room in the bonus menu is strange, with Rayman being completely black and the floor being completely white.
Re: Rayman 3 Modding?
Posted: Tue Dec 24, 2013 9:15 pm
by GOT4N
Sadly, I would like to try things, like roadrun_4 but hex one is too long...
edit: found! just ignore what can't be used!
Re: Rayman 3 Modding?
Posted: Tue Dec 24, 2013 10:19 pm
by Droolie
Master wrote:Hm, I'm not versed into this whole thing to appreciate it, but, erm, does this hold any real significance in the long run?
It's just a cheat code that allows you to load any level without really having a save file for it. It also allows you to load minigames without having them unlocked. Any level in the game, really. You can even start from right in the middle of the final boss.

If there were any debug rooms, we would be able to explore them this way, but so far it looks like the only debug room is broken.
RibShark wrote:The codes do work for me. The room in the bonus menu is strange, with Rayman being completely black and the floor being completely white.
Awesome!

I feared it wouldn't work for others. The odd colours in the bonus menu room are probably due to the fact that there's no lighting at all.
WeshKanapesh wrote:Sadly, I would like to try things, like roadrun_4 but hex one is too long...
edit: found! just ignore what can't be used!
Hmm, unless the game knows what "roadrun_" is, you should probably do it like this (I haven't tested it but in theory it should work):
NTSC
Code: Select all
044737EC 726F6164
044737F0 72756E5F
044737F4 34000000
PAL
Code: Select all
04472D0C 726F6164
04472D10 72756E5F
04472D14 34000000
Re: Rayman 3 Modding?
Posted: Tue Dec 24, 2013 11:11 pm
by GOT4N
Nah, real code is
04472D0C 726F6164
04472D10 72756E5F
Now it works

Re: Rayman 3 Modding?
Posted: Tue Dec 24, 2013 11:23 pm
by Droolie
WeshKanapesh wrote:Nah, real code is
04472D0C 726F6164
04472D10 72756E5F
Now it works

It doesn't work for me at all if I don't add that third line. It makes no sense either, as you wrote "roadrun_" and not "roadrun_4", it's impossible for the game to recognize that. It's possible that your save file already contains a 4 at that position though. That would explain why it works for you.
EDIT -> It seems "test" is just a test room for Mad Trax/Wheelis (the textures in test_Lvl.tpl are the same). The necessary GBA connection is probably why we can't load it.
Re: Rayman 3 Modding?
Posted: Wed Dec 25, 2013 11:34 am
by GOT4N
oh ok :p. For "test" that means we could get to it with a cheat (gba connection)
Re: Rayman 3 Modding?
Posted: Wed Dec 25, 2013 12:06 pm
by RibShark
Hmm. Mad Trax and Wheelis load fine without a connection...
Re: Rayman 3 Modding?
Posted: Wed Dec 25, 2013 12:56 pm
by GOT4N
My PC isn't powerful enough to support Dolphin + GBA connection with connection... sadly.
TRY MY SON, TRY AND DO THE TEST LEVEL!
(Okay.... XD)
Re: Rayman 3 Modding?
Posted: Wed Dec 25, 2013 1:06 pm
by GOT4N
My hypotesis is he tries to load elements from ALL level but he cant. When watching test.lvl in hex editor:
he try to load: lande\lan_effetour02.tg and some leptys & concile level.
Also bad folders: GAMEDATA\World\Levels\test\test
GAMEDATA don't exist, they should add GAMEDATABIN instead of GAMEDATA
Re: Rayman 3 Modding?
Posted: Wed Dec 25, 2013 1:08 pm
by Droolie
WeshKanapesh wrote:My hypotesis is he tries to load elements from ALL level but he cant. When watching test.lvl in hex editor:
he try to load: lande\lan_effetour02.tg and some leptys & concile level.
Also bad folders: GAMEDATA\World\Levels\test\test
GAMEDATA don't exist, they should add GAMEDATABIN instead of GAMEDATA
Both of these things happen in all level files though...
Re: Rayman 3 Modding?
Posted: Wed Dec 25, 2013 1:19 pm
by GOT4N
oh? (Droolpirat I added you in Skype btw.)
Re: Rayman 3 Modding?
Posted: Wed Dec 25, 2013 2:17 pm
by Droolie
Yeah, there are references to old folders in all of the level files. It's there in all the versions too, so it seems that's not why the test level isn't loading.
I checked the assembly and it looks like the game somehow gets stuck in an infinite loop (which the game never reaches if "test" isn't loaded), so it's not about the GBA connection at all - just bad programming (or a bad ISO). I've tried to force the loop to end but that just makes Dolphin crash.

Well, at least
I got Mad Trax working.
I'll stop this Rayman 3 hacking for today and instead focus on my studies which I should've done from the start. I'll add you on Skype tonight, WeshKanapesh

Re: Rayman 3 Modding?
Posted: Tue Feb 18, 2014 5:18 pm
by GOT4N
So, we did looked into text files. And here what we found.
(Only stayed into the french language)
There was a removed character named Snorty:
.snorty : pfffffff ... pas possible de piquer une ptite sieste par ici !\
Also, looking in text files shows that the PS2 Game was directly ported into GC Game. (we can still see some messages about PS2 Memory card)
Also, you may know that there was supposed to remain a Xomar minigame but was scrapped.
Re: Rayman 3 Modding?
Posted: Tue Feb 18, 2014 5:38 pm
by GOT4N
Was checking if debug mode stayed in text file.
on_CamDebugAction_CamDbgMoveLeft
Action_CamDbgIncrease
×rayman\YLT_RaymanModel\YLT_RaymanModel.rul^CreateIntelligence^CreateComport:YAM_C_HelicoDebug
CheatShootAction_DebugAction_FreezeAction_SuivantCheatMurfy
OMG!
ReinitTheMap and many option.
Fuck yea. Maybe they kept it now!