Rayman Designer hacking: Difference between revisions

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===Animated objects===
===Animated objects===
All animated spites of the game (Rayman himself, enemies etc) are stored in .DES files. These files are packed in the .WLD files of the game. It's totally unclear how to open these files, but when you opem the WLD files of RD (in the "pcmap" folder) with a texteditor, you can see which .DES and .ETA files are packed in it. The .ETA files do order the spitefiles in some way, but what they exctly do is unsure (it seems that they give the events some abilities).
All animated spites of the game (Rayman himself, enemies etc) are stored in .DES files. These files are packed in the .WLD files of the game. It's totally unclear how to open these files, but when you open the WLD files of RD (in the "pcmap" folder) with a texteditor, you can see which .DES and .ETA files are packed in it. The .ETA files do order the spitefiles in some way, but what they exctly do is unsure (it seems that they give the events some abilities).


To see whats in the .DES files, you must change some things of an eventcode (see below) with a texteditor, save it, go in the game and see what happens (it may crash cause not all coordinates work). The names of the .DES files are also tell you whats in it (most of them are in French, but some are English.) Examples:
To see whats in the .DES files, you must change some things of an eventcode (see below) with a texteditor, save it, go in the game and see what happens (it may crash cause not all coordinates work). The names of the .DES files are also tell you whats in it (most of them are in French, but some are English.) Examples:
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*Offset_HY = is the y2 coordinate of the point where rayman could stand on (if the sprite is a "plattform")
*Offset_HY = is the y2 coordinate of the point where rayman could stand on (if the sprite is a "plattform")
*Follow_enabled = if this is =1 than it rayman could stand on the event ("plattform")
*Follow_enabled = if this is =1 than it rayman could stand on the event ("plattform")
*follow_sprite = belongs to the "Follow_enabled". Tells the programm how far from the Offset_BX coordinate rayman can stand (well...it makes a exeact Offset_BX coordinate unnecessary, because you can redirect the coordinate with this number).
*follow_sprite = belongs to the "Follow_enabled". Tells the program how far from the Offset_BX coordinate rayman can stand (well...it makes a exeact Offset_BX coordinate unnecessary, because you can redirect the coordinate with this number).
*hitpoints = how much "lifes" the event has (enemies). But for a lot of events this number has a different meaning.
*hitpoints = how much "lifes" the event has (enemies). But for a lot of events this number has a different meaning.
*obj_type = this number tells the programm the MAIN behaviours of the sprite like if it is a ting, an enemy or only a background animation.
*obj_type = this number tells the program the MAIN behaviours of the sprite like if it is a ting, an enemy or only a background animation.
*hit_sprite = unsure
*hit_sprite = unsure
*group = in which group the event can be found (like group 5 is for enemys etc.)
*group = in which group the event can be found (like group 5 is for enemys etc.)