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Rayman Raving Rabbids (GBA) Oddities
Posted: Wed Nov 02, 2022 5:51 am
by ScrapBody00
First Post i make on this website and i wanted to share with you some peculiar things i've found in the gba version of Rayman Raving Rabbids... First i am going to start this off showing something i don't think anyone else besides me has ever discovered (Well atleast i THINK i am the only one to know this since i couldn't find anything about it anywhere else...) I'll show you the hidden glitch level from this game:
https://www.youtube.com/watch?v=CVslDj_ ... =BronzeNet
Re: Rayman Raving Rabbids (GBA) Oddities
Posted: Wed Nov 02, 2022 4:56 pm
by RayCarrot
These levels are very odd yeah! I believe the glitch you used has been discovered before, but it's not very well known. You can also view these levels over on
ray1map here (they're the ones marked as unused). There's basically one for each spot where one of the race levels appear. It appears these are leftovers from when a different tileset was used. Could even be from a different game as the GBA version of RRR has a bunch of leftover files, including graphics, text etc., from the developer's previous games.
Speaking of world map glitches (which there appears to be plenty of

), there's also an interesting one recently discovered which let's you change worlds:
https://youtu.be/UMUk7Ed-FGE. This all happens because the hub world (The Village) is treated as world 5, which is then incorrectly used as an index in a list where it determines the first level of each world.
Re: Rayman Raving Rabbids (GBA) Oddities
Posted: Thu Nov 03, 2022 8:56 pm
by ScrapBody00
Yeah i guess wasn't the first one to know about it after all... though it still felt very discovering it accidentally. But anyway here is something you likely already know of:
https://www.youtube.com/watch?v=9Em1oPI ... =BronzeNet
As said in the description, this glitch has covered before but i felt like showing more of it and how it affects the rest of the level as most people would've just restarted level afterwards...
Its also worth noting 3 things:
1) This was done on VisualBoyAdvanced-M 2.1.4
2) There are 3 of these Robots in the entirety of the Level and the first one seems to stand out from the other 2 as in he doesn't make the level almost invisible immediately like the last 2 robots do for some reason...
3) The effects kinda seem to vary from some people as i saw videos where the level became all grey/brownish instead of the pitch black show in this video and i could've sworn reading somewhere that sometimes it just straight up crashed the game for some people...
Re: Rayman Raving Rabbids (GBA) Oddities
Posted: Fri Nov 04, 2022 10:22 am
by RayCarrot
Yeah, I believe it only happens on the us version? I'm not totally sure, but I've only played the eu one and I've never had this happen myself. I'm surprised this wasn't discovered during playtesting! At least not in time to fix it on all versions.
Re: Rayman Raving Rabbids (GBA) Oddities
Posted: Sun Nov 06, 2022 2:30 pm
by hoodlumsworld
A Brand new discovery i've made while i was playing through time trial mod (Atleast i think i am the first one to discover this since i haven't been able to find anything about this on Youtube, Google or any of the Rayman related websites). As far as i am aware to access this level go to any world that has a Racing level, move rayman to whatever level is right next to the racing one, then as soon as you select the level move Rayman to the racing level quickly before the screen fully fades to black and then you will be able to access this glitchy Level.
Do we know why this happens? Does Rayman's new location on the map overwrite some level index?
RayCarrot wrote: Wed Nov 02, 2022 4:56 pm
Speaking of world map glitches (which there appears to be plenty of

), there's also an interesting one recently discovered which let's you change worlds:
https://youtu.be/UMUk7Ed-FGE. This all happens because the hub world (The Village) is treated as world 5, which is then incorrectly used as an index in a list where it determines the first level of each world.
Play the game normally until you beat World 3. Then enter any world, and press A+B on the first level. If you're lucky (~20% chance), you'll get teleported to level 4-4. If you're unlucky, the game will crash. Restart the game if it crashes, and try until you get the warp.
I'm a bit confused: why does it only work after beating the Organic Cave, why does it require A+B and why can it crash?

Re: Rayman Raving Rabbids (GBA) Oddities
Posted: Sun Nov 06, 2022 4:25 pm
by RayCarrot
hoodlumsworld wrote: Sun Nov 06, 2022 2:30 pm
I'm a bit confused: why does it only work after beating the Organic Cave, why does it require A+B and why can it crash?
I'm pretty sure you don't need to beat Organic Cave. That's probably just for the speedrun so you have the required costumes.
As for why this works, it has to do with the order the game processes the button presses. If you press A and B at the same time the game will first handle the B press which sends you back to the hub. This in turn sets the world index to 5. Internally the worlds are indexed 0-4 and the hub is 5.
Then the A press is handled. Since this code started running before you entered the hub the game is still running the code for when you're in a world map, so an A button press here is handled as a level being selected.
The way the game determines which level to load is by first getting the index of the first level in the world you're in and then adding the index of the world map icon you're on. The table for the first level in each world looks like this:
The thing is that the world index is now 5, so it reads out of bounds of this array. And it so happens that the next byte is 29. If you check ray1map you can see that this is the shooting range. Now this is actually the shooting range in the Child world, but the game has some check which determines you're not in that Child world level and then assumes you're in the Sweet world and uses that shooting range (level 31). Then after loading level 31 it exits out immediately into the actual Sweet world level it would normally have been accessed from (probably because the shooting range wasn't loaded correctly and the time is 0, so it thinks you ran out of time).
It's also worth noting the result here will differ depending on which level icon on the world map you were on. Remember that the game chooses the level by adding that index to the starting index, so if you're on icon 3 it will do 29+3 and attempt to load level 32. That will crash the game though since that level doesn't exist. However loading 29+1=30 will work since that's the title screen.
Re: Rayman Raving Rabbids (GBA) Oddities
Posted: Mon Nov 07, 2022 4:42 pm
by hoodlumsworld
Thanks for the explanation, much clearer now!

Re: Rayman Raving Rabbids (GBA) Oddities
Posted: Wed Nov 09, 2022 5:03 am
by ScrapBody00
The "Pause Strategy"... apparently whenever you pause the game some objects kinda cease to exist for what i can only assume to be performance related reasons... However this quirk ended up backfiring...
https://www.youtube.com/watch?v=TtrB9Rm ... =BronzeNet
Re: Rayman Raving Rabbids (GBA) Oddities
Posted: Fri Nov 11, 2022 12:43 am
by Hunchman801
That's the level where you have to deactivate all three doors, right? Certainly much easier this way!