Page 23 of 59
Re: Project: UnLockRay ( ULR / REL )
Posted: Mon May 19, 2014 11:18 am
by GOT4N
Shrooblord wrote:Humm, the Umber Swamp. I would've loved to have seen what that would've entailed. Perhaps a re-encounter of the stout statue?
Maybe? I wished we had a proto of game

Re: Project: UnLockRay ( ULR / REL )
Posted: Mon May 19, 2014 11:20 am
by PluMGMK
Is there a French version of the name "The Umber Swamp"?
Re: Project: UnLockRay ( ULR / REL )
Posted: Mon May 19, 2014 4:22 pm
by Master
Hmm, the Umber Swamp is just a Beta name for the Bog of Murk, I'm not really sure how it'd differ.
Re: Project: UnLockRay ( ULR / REL )
Posted: Tue May 20, 2014 2:22 pm
by GOT4N
Dunno.
Re: Project: UnLockRay ( ULR / REL )
Posted: Sun Jun 15, 2014 12:57 pm
by PluMGMK
In the absence of a French name that mentions "Oumbr", I'm inclined to think that the "Umber" in the name might refer to the colour, rather than the Rayman 2 character.
BUMP:
Right, there's some new info now. Apparently Fix.sna contains all the text of Rayman 2, but in a compressed format to fit on an N64 cartridge. Whereas in Rayman 3, all the text is contained, uncompressed, in fix.lvl, since Rayman 3 never had to fit on such a cartridge. So what is this "Fix"? "Fix" in both games appears to be of a similar format to the map files, but it is in the main data folder, and seems to contain global data. The models for Rayman 2 are probably contained in one of the Fix files, since there doesn't appear to be any other place that they could be. Likewise for Rayman 3. As for the name, it could be that they wanted to kludge something in, then the scope of the file grew and grew as the engine developed. Or it could just mean "fixed", as in "always there".
Now that there is at least some insight into the compression method in the sna file, it becomes more likely that Rayman 2's incomprehensible files can be cracked. The format of decompressed DSB, GPT, SND and SNA files may resemble that of a Rayman 3 LVL file. PTX looks more like it might be related to the PTR file in Rayman 3. Does anyone have any idea what these extensions might stand for?
Re: Project: UnLockRay ( ULR / REL )
Posted: Mon Jun 16, 2014 3:43 am
by Shrooblord
I'd haphazard the guess that SND files are audio-related data. Perhaps we need to think in a French mindset though, seeing as the game was developed by French artists and programmers.
Coincidentally, your 'fixed' theory may be correct, but not because FIX references fixed, but because it references fixe, a French word with many of the same meanings you described in your theory.
Re: Project: UnLockRay ( ULR / REL )
Posted: Mon Jun 16, 2014 1:29 pm
by PluMGMK
Yes indeed, I was trying to think in French, so that helped a bit. Still, it's not like three is the maximum length of a filename, I wonder why they did that…
Re: Project: UnLockRay ( ULR / REL )
Posted: Mon Jun 16, 2014 2:42 pm
by Droolie
PluMGMK wrote:Or it could just mean "fixed", as in "always there".
This is correct.
PluMGMK wrote:Now that there is at least some insight into the compression method in the sna file, it becomes more likely that Rayman 2's incomprehensible files can be cracked. The format of decompressed DSB, GPT, SND and SNA files may resemble that of a Rayman 3 LVL file. PTX looks more like it might be related to the PTR file in Rayman 3. Does anyone have any idea what these extensions might stand for?
Judging from Tonic Trouble's files, SND files likely contain pointers to sounds as Shroob suggested.
DSB files are likely compressed versions of the DSC script files found in Tonic Trouble, like this game.dsc (similar to game.dsb):
Code: Select all
; SCR 201
; Scripts Parser Version 2.0.1
; (c) Ubi Simulations 1997
;***************************************************************************
;*** This section contain all data's directories classed by type of file ***
;*** it can be used to overload one or more files without destroy ***
;*** old files ***
;***************************************************************************
{DirectoriesDescription:
;*** Texture's directory ***
DirectoryOfEngineDLL("DLL")
;*** Texture's directory ***
DirectoryOfTexture("GameData\World\Graphics\Textures")
DirectoryOfFixTexture("GameData\FixTex")
;*** Texts directory ***
DirectoryOfTexts("GameData\Texts")
;*** GameData directories ***
DirectoryOfGameData("GameData")
;*** World directories ***
DirectoryOfWorld("GameData\World")
;*** Levels directories ***
DirectoryOfLevels("GameData\World\Levels")
;*** Families directories ***
DirectoryOfFamilies("GameData\World\Levels\_Common\Families")
;*** Characters directories ***
DirectoryOfCharacters("GameData\World\Levels")
;*** Animations directories ***
DirectoryOfAnimations("GameData\World\Graphics\Anims")
;*** Graphic Objects directories ***
DirectoryOfGraphicsClasses("GameData\World\Graphics\Objects\Classes")
DirectoryOfGraphicsBanks("GameData\World\Graphics\Objects\Banks")
;*** Mechanics directories ***
DirectoryOfMechanics("GameData\World\Libraries\Mechanics")
;*** SoundData directories ***
DirectoryOfSound("GameData\World\Sound")
;*** Material directories ***
DirectoryOfVisuals("GameData\World\Graphics\Visuals")
DirectoryOfMaterials("GameData\World\Libraries\Materials")
;*** Environment directories ***
DirectoryOfEnvironment("GameData\World\Libraries\Environment")
;*** SaveGame directories ***
DirectoryOfSaveGame("GameData\SaveGame")
;*** Extras directories ***
DirectoryOfExtras("GameData\Extras")
;*** Vignettes directories ***
DirectoryOfVignettes("GameData\Vignette")
;*** Options directory ***
DirectoryOfOptions("GameData\Options")
;*** Options directory ***
DirectoryOfZdx("GameData\World\Levels")
;*** Options directory ***
DirectoryOfLipsSync("GameData\World\SyncLips\Spanish")
;*** Effects Directory ***
DirectoryOfEffects("GameData\World\Effects")
;*** Inventors Directory ***
DirectoryOfInventory("GameData\Inventor")
}
;********************
;*** Concat files ***
;********************
{BigFiles:
Vignettes("GameData\Vignette.cnt")
Textures("GameData\Textures.cnt")
}
{Vignette:
LoadVignette("UbiSoft.bmp")
DisplayVignette
}
;******************************************
;*** Input devices manager descriptions ***
;******************************************
{InputDeviceManagerDescription:
InitInputDeviceManager(40000,16)
AddInputDeviceFile("KeyDef.ipt")
AddInputDeviceFile("Device.ipt")
AddInputDeviceFile("OptBut.ipt")
AddInputDeviceFile("Game.ipt")
AddInputDeviceFile("EdAction.ipt")
AddInputDeviceFile("Camera.ipt")
AddInputDeviceFile("Sound.ipt")
AddInputDeviceFile("Debug.ipt")
AddInputDeviceFile("Cheat.ipt")
AddInputDeviceFile("Menu.ipt")
AddInputDeviceFile("Commands.ipt")
AddInputDeviceFile("Inventor.ipt")
AddInputDeviceFile("Link.ipt")
}
;*******************
;*** Text loader ***
;*******************
{Texts:
AddFontFile("Fonts\Font1.vmt")
AddFontFile("Fonts\Fix.vmt")
AddStringsFile("Menus.txt")
AddStringsFile("Game.txt")
AddStringsFile("CdtStd.txt")
AddStringsFile("CdtNme.txt")
; AddStringsFile("Credits.txt")
AddStringsFile("SaveName.txt")
}
;***********************************
;*** Random manager descriptions ***
;***********************************
{RandomManagerDescription:
InitRandomManager("Game.rnd")
}
;********************
;*** Game Options ***
;********************
{GameOptionsFile:
DefaultFile("Default.cfg")
CurrentFile("Current.cfg")
; SkipMainMenu
CreditsLevelName(outro)
}
;****************************************************************************************
;*** Binary Use ***
;*** UseA3b : 0=Use A3B, 1=Don't use A3B, 2=Force generate A3B ***
;*** UseBinaryMod : 0=Don't use binary MOD 1=Use binary MOD ***
;*** UseBinaryData : 0=Don't use binary data 1=Use binary data 2=Generate binary data ***
;****************************************************************************************
{BinaryUse:
UseA3b(3)
UseBinaryMod(0)
UseBinaryData(0)
}
{FirstLevelDescription:
LevelName(totalski)
}
or cavedoc.dsc (similar to the dsb files that come with each of the levels):
Code: Select all
; SCR 201
; Scripts Parser Version 2.0.1
; (c) Ubi Simulations 1997
;**************************
;* Description of a level *
;**************************
{LevelSoundBanks:
LoadMap("ed_main.lcb^SndMapE:Cavedoc")
}
{LevelDescription:
NumberOfAlways(20)
LoadSoundEvent("GrotAmb1.csb^SndEventM:0")
BeginMapSoundEvent("GrotTM.csb^SndEventM:1")
}
SNA files seem to contain level-specific geometry and code.
I think GPT files contain pointers to geometry that is in fix.sna, but that's just a theory.
A game theory.
PluMGMK wrote:Yes indeed, I was trying to think in French, so that helped a bit. Still, it's not like three is the maximum length of a filename, I wonder why they did that…
In Rayman 3's sound files, they have a similar archive for general sounds (like fix.lvl is for general, non level-specific objects) which is called "fixe" instead of "fix". I guess they couldn't make up their minds.

Re: Project: UnLockRay ( ULR / REL )
Posted: Mon Jun 16, 2014 3:01 pm
by PluMGMK
Hmm, I see the words "event" and "always", which are similar to the (quite baffling) terminology used in Rayman Designer. I guess old habits die hard!
Re: Project: UnLockRay ( ULR / REL )
Posted: Sat Jun 21, 2014 10:30 am
by Lightoon
Hi, people. ^.^ I've been told that you guys in here can program pretty good. I'm new at this forum, but I've been looking for so long for real good programmers, because I actually do have a question. As for myself, I really can't program, not a single bit. I haven't read all the 23 pages in this topic, so please excuse me if my question is already in this topic.
I'm really interested in experementing with areas in Rayman 2, 3 and ...Raving Rabbids. But first listen. With 'experementing' I mean just exploring parts of areas that you actually can't explore if playing normally. But with moonjump, etc. you can. I've got the PC version of Rayman Raving Rabbids and I'm really sure that there are some beta elements of the cancelled Raving Rabbids, like unseen areas, etc. People could explore this by using cheats like walk through walls or a cheat that allows you to walk in the air, since Rayman can't jump or use Helicopter in this game. I tried to use Cheat Engine on this game, but it seems like the game is blocking every hacking/cheating device. So I thought that the only people who may manage to do those hacks are programmers. So that's my question, is it possible to do so in the PC version of Rayman Raving Rabbids, to hack it somewhow so that you can walk through walls, etc. or is it going to be a dream which is impossible to reach? I would love if someone of you would reply to me. ^.^
Re: Project: UnLockRay ( ULR / REL )
Posted: Sat Jun 21, 2014 10:57 am
by GOT4N
Probably impossible.
I hope someone would manage to even run the game because I can't <.<
Re: Project: UnLockRay ( ULR / REL )
Posted: Sat Jun 21, 2014 11:49 am
by Lightoon
Really? Impossible? :/ ...oh, that's sad... :/ ...but thanks a lot for answering.

Re: Project: UnLockRay ( ULR / REL )
Posted: Sat Jun 21, 2014 12:51 pm
by PluMGMK
Cheat Engine can be used with RRR, it just takes a lot of luck. The Jade engine "cheatbusts" by having dummy variables which crash the game when changed. (At least, I think that's what was said here before.)
There was a lot of hope that unused stuff could be unlocked, but working on it led to disappointment after disappointment, and I don't think they left anything in the game in a usable format.

Re: Project: UnLockRay ( ULR / REL )
Posted: Sat Jun 21, 2014 1:30 pm
by Droolie
After looking around in the game's files a lot, I found that even in the Xbox 360 version (which has the old prototype's sounds), the prototype maps are unavailable. Since geometry is included in the map files, models are out of the question as well. At best, we would be able to extract some textures. :/
By the way, this is a technical video about Rayman Legends level editing which might interest some people here:
https://www.youtube.com/watch?v=r1CLjMhoKVM
This made me interested in R2 and R3 level editing again. I just tried out a few things on the R2 files and I'm now 100% sure that the GPT files contain geometry. I might try to dissect that format a little further after my exams...

Re: Project: UnLockRay ( ULR / REL )
Posted: Sat Jun 21, 2014 1:33 pm
by PluMGMK
Oh yes, that was something I wanted to do after my exams too. Does anyone have an idea as to why there are so many counting patterns in the files? (If I were more experienced, I'd probably know the answer, but I'm not, so I'm asking.)
Re: Project: UnLockRay ( ULR / REL )
Posted: Sat Jun 21, 2014 1:41 pm
by Master
Oooh, sounds interesting, but for now best of luck on your exams, Droolie and Plum!
Re: Project: UnLockRay ( ULR / REL )
Posted: Sat Jun 21, 2014 1:48 pm
by PluMGMK
Nah, my exams are over, but I ended up spending time on playing Rayman Origins and working on a new release of a mod I made for Portal 2. I'd like to work more on R2 maps, but I don't really know where to start.
Re: Project: UnLockRay ( ULR / REL )
Posted: Sat Jun 21, 2014 4:03 pm
by GOT4N
I'll try too. Vacation been some days ago, so I'll wait Droolie and Plum to be ready.
Re: Project: UnLockRay ( ULR / REL )
Posted: Sat Jun 21, 2014 4:05 pm
by Master
Ah, alright then. I wish you all the best of luck.
Re: Project: UnLockRay ( ULR / REL )
Posted: Sat Jun 21, 2014 4:46 pm
by Lightoon
How did all of you got to be such professional programmers? Like, where did you started? Was your start by learning a programming language like C or did you got to an Programmer another way? Because, it's just interesting for me to know all that, because... only by looking at someone programming something, it looks like a lot of fun, but to learn all this stuff.... kinda seems unreachable for people who don't know much about programming. ^^