Rayman Designer, the cool stuff
Posted: Tue Sep 01, 2009 9:35 pm
Rayman Designer is a rayman game that is pretty much just a level editor/maker, with a few extra bonus stages for it.
Either last year or two years ago (forgive me for not being specific, I can't remember if it was before or after my IPB forum was created) I, with a friend (internet friend) found out that there is a neat little file controlling all the objects you place in "editor mode" in your custom levels, and we figured out how to edit it.
I'm not sure exactly what we were thinking at the time of discovery, I believe we were trying to decompile the files, like the .wld files and such, I was opening them up in notepad for some reason
and I noticed the EVE.MLT, and its infamous wall of nothing. I realised that it was stuff that was originally in Rayman Designer but was taken out, I'm pretty sure I didn't realise it at the time but I believe now that Rayman Designer was used for both Rayman 1 and Rayman Learning Center (Rayman Junior as called here, Amazing Learning Games With Rayman as called by most of my forum members, I however have Rayman Learning Center) "Dude, you're crazy." you might point out,
, but it became apparent when we found it was possible..Well, I'll tell you about that later in this post.
Figuring how to edit it exactly took a long amount of time, we still don't really completely understand it. We started by figuring out what we called a "Behavior", generally there is a behavior per type of object, like an antitoon or a cloud. The "behavior" of an object is found at the end of their general segment of text, the first number you would see. We also found out that they are in "groups" changable in the EVE.MLT, found at the same line but the last number, for instance Rayman is in group 1, and enemys is group five. (I believe, I'm not looking at it at this moment)
Later we figured out that you can change their hp in the eve.mlt, found on the line obove last, last number in that line. We started changing the hp on things like Hunters, Flash Eyes, and I even tryed it on an antitoon.
This was good. Changing the antitoon's health to higher, for some reason made it an instant killing invincible antitoon, like those found in "Rayman Junior", this made it apparent that Rayman Designer was used for that game, because there would be apsolutely no reason to put that into Rayman Designer, since it is never used. It also rationalized the giant wall of blank text.
Later a bright member of our forum figured out how to make them red. You see, objects in Rayman Designer have a group of images, not just subimg and image but they are all a part of some groups of images, like antitoons are BLK, rayman is RAY and etc. Well he figured out changing BLK to BLR (I'm guessing it's a pun?) makes it red. This also works for prickly balls, who also use the HP trick to become instant killing. (Though, the BLK or RAY or PNG or whatever group of images it is in appears twice, IE: BLK then BLK.eta appears in the eve.mlt, only the first one should be edited, don't ask why, we don't know.)
We also found out where the images and subimages are stored on the segment of text that each object possesses, and we changed some and found some very interesting things. (If you count the image groups, that would mean they all have an image, sub image and sub sub image...If you think in subs)
On our forum we have posted some codes we have found, but if you can't try them for yourself, I have a few videos for you to watch, firstly; the ones in my signature.
Secondly, some of my members' videos, like http://www.youtube.com/watch?v=lErDWxgpZEA ... Actually they don't really make videos all too often, I could upload some more videos later.
HEY KIDS, WASN'T THAT INTERESTING?
Well good, but it's not over yet!
That was only a small part of just one half of the awesome things we have found in Rayman Designer that can be edited.
The second part is on a "PCX", which is the file extension to the template of mapper, the program you make the levels in.
Generally, when you're in mapper, you press F1 to go to a giant template of things you can add to your level..That template, and everything else mapper related uses a much much smaller template, using everything only one time for smaller spaces, that it takes the stuff from. the PCX files are those things.
PCX files can't be opened in conventional methods (Well, they can't be opened up in Paint, that's what I'm saying) so you need something a little more high-end like Photoshop or something.
When you edit a PCX file, if you edit in a blank spot (never edit in the first spot, it is the blank spot used for well blank spots in general in mapper) you have to edit the template in mapper to use it. Why? Because they never referenced any random blank spots out of the template in their template you get to by pressing F1.
You have to go into rayman itself, and go into the event editor, press M and right click and put the new blocks in there yourself. But wait, I'm jumping ahead, you need to know what the template used is itself, don't you? Well, it's a .MAP file, MAP meaning mapper I'm guessing, it's found where the eve.mlt and the PCX files are found, in one of the six world folders in your Rayman Designer folder (in your Ubisoft folder), you see, there is a folder for every world and it contains those files and the files of the levels you have created, they are named Image Cake Jungle Mountain Cave and Music.
To edit that file, you have to rename it EVENT.MAP and place it in a folder of one of your levels, and then you will beable to edit it where your level was (Hint: Don't use an actual level, create one with nothing in it) and then you will have to rename it and put it back once you're done manually editing it in game. (A video on opening it here: http://www.youtube.com/watch?v=ZfaAUOCoM9w )
That's the end of this topic. I'm not sure what this will be used to discuss, perhaps eve.mlts, perhaps pcxs, maybe both. You could discuss on what I said generally, or try and find other cool things in it, I'm not sure. Please watch the videos posted here.
Either last year or two years ago (forgive me for not being specific, I can't remember if it was before or after my IPB forum was created) I, with a friend (internet friend) found out that there is a neat little file controlling all the objects you place in "editor mode" in your custom levels, and we figured out how to edit it.
I'm not sure exactly what we were thinking at the time of discovery, I believe we were trying to decompile the files, like the .wld files and such, I was opening them up in notepad for some reason
Figuring how to edit it exactly took a long amount of time, we still don't really completely understand it. We started by figuring out what we called a "Behavior", generally there is a behavior per type of object, like an antitoon or a cloud. The "behavior" of an object is found at the end of their general segment of text, the first number you would see. We also found out that they are in "groups" changable in the EVE.MLT, found at the same line but the last number, for instance Rayman is in group 1, and enemys is group five. (I believe, I'm not looking at it at this moment)
Later we figured out that you can change their hp in the eve.mlt, found on the line obove last, last number in that line. We started changing the hp on things like Hunters, Flash Eyes, and I even tryed it on an antitoon.
This was good. Changing the antitoon's health to higher, for some reason made it an instant killing invincible antitoon, like those found in "Rayman Junior", this made it apparent that Rayman Designer was used for that game, because there would be apsolutely no reason to put that into Rayman Designer, since it is never used. It also rationalized the giant wall of blank text.
Later a bright member of our forum figured out how to make them red. You see, objects in Rayman Designer have a group of images, not just subimg and image but they are all a part of some groups of images, like antitoons are BLK, rayman is RAY and etc. Well he figured out changing BLK to BLR (I'm guessing it's a pun?) makes it red. This also works for prickly balls, who also use the HP trick to become instant killing. (Though, the BLK or RAY or PNG or whatever group of images it is in appears twice, IE: BLK then BLK.eta appears in the eve.mlt, only the first one should be edited, don't ask why, we don't know.)
We also found out where the images and subimages are stored on the segment of text that each object possesses, and we changed some and found some very interesting things. (If you count the image groups, that would mean they all have an image, sub image and sub sub image...If you think in subs)
On our forum we have posted some codes we have found, but if you can't try them for yourself, I have a few videos for you to watch, firstly; the ones in my signature.
Secondly, some of my members' videos, like http://www.youtube.com/watch?v=lErDWxgpZEA ... Actually they don't really make videos all too often, I could upload some more videos later.
HEY KIDS, WASN'T THAT INTERESTING?
That was only a small part of just one half of the awesome things we have found in Rayman Designer that can be edited.
The second part is on a "PCX", which is the file extension to the template of mapper, the program you make the levels in.
Generally, when you're in mapper, you press F1 to go to a giant template of things you can add to your level..That template, and everything else mapper related uses a much much smaller template, using everything only one time for smaller spaces, that it takes the stuff from. the PCX files are those things.
PCX files can't be opened in conventional methods (Well, they can't be opened up in Paint, that's what I'm saying) so you need something a little more high-end like Photoshop or something.
When you edit a PCX file, if you edit in a blank spot (never edit in the first spot, it is the blank spot used for well blank spots in general in mapper) you have to edit the template in mapper to use it. Why? Because they never referenced any random blank spots out of the template in their template you get to by pressing F1.
You have to go into rayman itself, and go into the event editor, press M and right click and put the new blocks in there yourself. But wait, I'm jumping ahead, you need to know what the template used is itself, don't you? Well, it's a .MAP file, MAP meaning mapper I'm guessing, it's found where the eve.mlt and the PCX files are found, in one of the six world folders in your Rayman Designer folder (in your Ubisoft folder), you see, there is a folder for every world and it contains those files and the files of the levels you have created, they are named Image Cake Jungle Mountain Cave and Music.
To edit that file, you have to rename it EVENT.MAP and place it in a folder of one of your levels, and then you will beable to edit it where your level was (Hint: Don't use an actual level, create one with nothing in it) and then you will have to rename it and put it back once you're done manually editing it in game. (A video on opening it here: http://www.youtube.com/watch?v=ZfaAUOCoM9w )
That's the end of this topic. I'm not sure what this will be used to discuss, perhaps eve.mlts, perhaps pcxs, maybe both. You could discuss on what I said generally, or try and find other cool things in it, I'm not sure. Please watch the videos posted here.