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Re: TTQ Season 140 - lyndo64
Just guessing here. 100,000?

Re: Alex Builds His Farm & Laura's Happy Adventures Widescreen
lk19 wrote: Mon Jun 24, 2024 10:32 pm
AlphaYellow wrote: Mon Jun 24, 2024 2:13 pm Although I found the inventory menu seems to have its own FOV for the 3D objects that are selectable (including the backpack, which seems to be 3D as well):
... aaand you have found out where the FOV value 1.5 is used :D I've updated the fix once more :)

I made another interesting discovery. There seems to be one more floating point variable that is passed on to the function that handles the FOV value, and it also has a value of 1.5 (but it is not the same as the inventory FOV variable).

This "FOV-like" variable seems to determine the position of the savefile names in the savegame menu:
  • You can see the text position in the unpatched 4:3 game in the attached screenshot 4_3.png.
  • When you only change the aspect ratio to 16:9, this text now gets a little bigger and its vertical position seems a little off (it's not right on the line anymore). It's horizontal position with respect to the (now stretched) background seems correct. See picture 16_9_A.png.
  • If you change the aspect ratio to 16:9 AND scale the "FOV-like" variable with the aspect ratio in the same manner as the other FOV variables, then the text ends up in exactly the same position on screen as in the unpatched 4:3 game (although it still "looks" misplaced, because the background is stretched). See picture 16_9_B.png.
What is even more interesting is that in the "old" version of the game, this variable also seems to determine the positioning of the items on the inventory screen. If you don't scale the variable the items end up off-screen and are not visible at all!
For now, I have implemented the scaling of this variable into both the "old" and the "Pentium III" version of the fix, because even though it is not strictly necessary in the "Pentium III" version, it seems like the more "reasonable" solution and might fix problems in other areas of the game, too ;)

BTW: I wonder if such a variable exists in Hype: The Time Quest, too... and if it could be used to fix the text positioning for higher aspect ratios 8)
Good work so far! Finally now the inventory 3D items look right, but sadly the background images are still stretched... Also could something be done about the missing geometry in the main menu?

Missing geometry at 16:9
Laura 2024-06-24 23-26-22-419.png

In 48:9 it's hilarious, apart from the totally missing geometry in the sides, there are some 2D elements that are stretched, like the menu buttons:
Image


Also I think it would be best to unstretch all the background images in selection menus, loading screens and settings menus to center them at the 4:3 area and leaving black bars on the sides, better than the stretched look:
Laura 2024-06-25 00-34-54-82.png

The 3D items in the inventory now have the proper FOV, but the stretched image makes it look weird:
Laura 2024-06-25 00-35-29-331.png

Also the pause menu background is stretched, but at least the texts in all menus look correct:
Image

Last but not least, could you release the fix for the resolution limit ingame? Seems to be the same issue for all three Playmobil games :/

Rayman: DreamBound
I'm pleased to present my fangame: Rayman: DreamBound
a 2D platformer inspired by Rayman Redemption and ubiart games in a cartoon style, the game will take elements from phoenix interactive's cancelled Rayman 4 prototype and original elements with narration.
Development has just begun and I can't wait to show you more images and details of this project, which is very close to my heart.
for now, here's the game's logo and Rayman's design :D
and you can follow me on my twitter where I'll post updates: @OmarBouchikhi11

Re: Alex Builds His Farm & Laura's Happy Adventures Widescreen
AlphaYellow wrote: Mon Jun 24, 2024 2:13 pm Although I found the inventory menu seems to have its own FOV for the 3D objects that are selectable (including the backpack, which seems to be 3D as well):
... aaand you have found out where the FOV value 1.5 is used :D I've updated the fix once more :)

I made another interesting discovery. There seems to be one more floating point variable that is passed on to the function that handles the FOV value, and it also has a value of 1.5 (but it is not the same as the inventory FOV variable).

This "FOV-like" variable seems to determine the position of the savefile names in the savegame menu:
  • You can see the text position in the unpatched 4:3 game in the attached screenshot 4_3.png.
  • When you only change the aspect ratio to 16:9, this text now gets a little bigger and its vertical position seems a little off (it's not right on the line anymore). It's horizontal position with respect to the (now stretched) background seems correct. See picture 16_9_A.png.
  • If you change the aspect ratio to 16:9 AND scale the "FOV-like" variable with the aspect ratio in the same manner as the other FOV variables, then the text ends up in exactly the same position on screen as in the unpatched 4:3 game (although it still "looks" misplaced, because the background is stretched). See picture 16_9_B.png.
What is even more interesting is that in the "old" version of the game, this variable also seems to determine the positioning of the items on the inventory screen. If you don't scale the variable the items end up off-screen and are not visible at all!
For now, I have implemented the scaling of this variable into both the "old" and the "Pentium III" version of the fix, because even though it is not strictly necessary in the "Pentium III" version, it seems like the more "reasonable" solution and might fix problems in other areas of the game, too ;)

BTW: I wonder if such a variable exists in Hype: The Time Quest, too... and if it could be used to fix the text positioning for higher aspect ratios 8)

Re: Music you are listening to now! ***Please post track title (or RayTunes embed) – YouTube link/embed not mandatory***
A Lone Prayer - Persona


Re: How to make Rayman 3 have controller supports?
Thanks! Will try now and come back to see if anything works :D

Re: Alex Builds His Farm & Laura's Happy Adventures Widescreen
lk19 wrote: Mon Jun 24, 2024 11:22 am
AlphaYellow wrote: Sun Jun 23, 2024 9:56 pm Well, seems like this area of the game still has the same FOV, so the image is cut off at wider resolutions. Maybe it happens in other parts of the map too, haven't tested all yet.
Thanks for the bug report!

I took another look at the fix.sna and there are, indeed, three references to the value "1.4".
I also cross checked the scripts in RayMap and found the following piece of code in the script for the camera object ([Camera] StdCam | StdCamer):
RayMap_1.png
This function (Procedure_Camera_ChangeFocal) comes up a total number of three times in the scripts for the camera object, and the offsets displayed in RayMap coincide exactly with the positions of the three occurences of "1.4" in fix.sna. So with a bit of luck, we should have found ALL the relevant bytes in fix.sna ;)

What COULD theoretically happen, of course, is that there are map-specific scripts (e.g. cutscenes) that change the FOV. The sun-dial time travelling in Hype is an example of this. In this case, one would have to make adjustments to the individual <MapName>.sna files just like I did with Hype. If anyone stumbles across one of these situations - please let me know and I will try to fix it.

TLDR: I have made the necessary adjustments to the python scripts in the post above :)
Thanks for that, maybe there are defined FOV values for certain scripted moments, I'm not really sure :D. Although I found the inventory menu seems to have its own FOV for the 3D objects that are selectable (including the backpack, which seems to be 3D as well):

4:3:
Laura 2024-06-24 14-10-22-116.png

16:9:
Laura 2024-06-24 14-08-12-360.png


Re: Alex Builds His Farm & Laura's Happy Adventures Widescreen
AlphaYellow wrote: Sun Jun 23, 2024 9:56 pm Well, seems like this area of the game still has the same FOV, so the image is cut off at wider resolutions. Maybe it happens in other parts of the map too, haven't tested all yet.
Thanks for the bug report!

I took another look at the fix.sna and there are, indeed, three references to the value "1.4".
I also cross checked the scripts in RayMap and found the following piece of code in the script for the camera object ([Camera] StdCam | StdCamer):
RayMap_1.png
This function (Procedure_Camera_ChangeFocal) comes up a total number of three times in the scripts for the camera object, and the offsets displayed in RayMap coincide exactly with the positions of the three occurences of "1.4" in fix.sna. So with a bit of luck, we should have found ALL the relevant bytes in fix.sna ;)

What COULD theoretically happen, of course, is that there are map-specific scripts (e.g. cutscenes) that change the FOV. The sun-dial time travelling in Hype is an example of this. In this case, one would have to make adjustments to the individual <MapName>.sna files just like I did with Hype. If anyone stumbles across one of these situations - please let me know and I will try to fix it.

TLDR: I have made the necessary adjustments to the python scripts in the post above :)

Re: Rayman Origins speedrunning
A new run has just been validated on speedrun.com!

Any% in 01h 18m 34s by queso_azul4 - 27th place

Submitted: 24/06/2024
Platform: PC
Region: EUR / PAL
queso_azul4 wrote:will improve


Re: Rayman 3 speedrunning
A new run has just been validated on speedrun.com!

GCN Emu - Any% No Major Glitches in 02h 24m 03s by LogicalMacrochip - 20th place

Submitted: 16/06/2024
Platform: GameCube
Region: USA / NTSC
LogicalMacrochip wrote:Mod note: retimed to 2:24:03


Here is the new ranking of Rayman 3 players worldwide.
Anyone that has finished the game can enter their code below to add their score to the list.
Please log in to enter your Rayman 3 code.
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Rank Username Score Cages Platform
#1 Maz 918395 60 PC
#2 Cut 911288 60 PC
#3 1234 902954 60 PC
#4 MandM81 900056 60 Xbox
#5 Xenon 850283 60 PS2
#6 Mountain Goat 848122 24 PC
#7 Jona 840572 60 PC
#8 fzeroman 828246 60 GC
#9 Douzaine 824032 60 PC
#10 Nikkoss 820848 60 GC
#11 Ray502 819556 60 PS2
#12 Danone 815620 60 PC
#13 Steo 809687 60 Xbox
#14 thomscube 809152 60 PC
#15 #Toilet Paper# 807670 60 PC
#16 magicglobox 805763 60 PC
#17 Wini0 804148 60 PC
#18 Block 798697 60 GC
#19 babyromu 796153 60 GC
#20 Speekey 790813 60 Xbox
#21 Tiger_5 787934 60 GC
#22 raymanrules77 778189 60 PC
#23 Dark_Shadow 771960 60 PC
#24 Pawlogates 761709 60 PC
#25 Brainless` 751608 60 PC
#26 Harpic fraîcheur 750498 60 PC
#27 andarara 734616 60 PC
#28 Toxine 734602 60 PC
#29 Rai 723488 60 PS2
#30 Sajiki 714605 60 PC
#31 StillYetAnother 706610 60 PC
#32 Rayrobi 701789 60 PC
#33 The Jonster 701046 60 PC
#34 ReignOwner 692468 60 PC
#35 Slurpy 689431 60 PC
#36 Eparcyl 679798 60 GC
#37 Newray 663132 60 GC
#38 Ambidextroid 655729 60 PC
#39 Hunchman801 654952 60 PC
#40 DaveRattlehead 654713 59 PS2
#41 jeje78 652988 60 PC
#42 Fosti 648721 60 PS2
#43 Peter.Parker 644178 60 PC
#44 StreenBu 642597 60 PC
#45 vitamin227 641485 60 PC
#46 Lysol 641347 60 PC
#47 MaGiiKiLL 621427 60 Xbox
#48 Adsolution 620950 60 GC
#49 Da Holy raywiz ! 616666 60 PC
#50 M3T30R0 610741 60 PC
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Special thanks to PluMGMK and Steo for helping out with the new Hall of Fame.

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