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File structure
NOTE: This information is outdated!
The game uses simple xor byte encryption. The key varies depending on the file and sometimes game release.
Rayman Designer and the educational games have a lot more data block encrypted than Rayman 1. Those games also have a 12-byte long header in every file, split into two values read as strings (5 bytes each) and a third unknown 16-bit value.
- Map properties
- Palettes
- Tiles
- Tile textures
- Events
The allfix.dat file (contains font, HUD, map data etc.) is the fixed memory file (i.e. is always loaded in memory when running the game). The .wld files (contain world specific sprites) are loaded depending on the current world in the game. bray.dat contains the intro sequence. The data order varies between the files.
- ?
- Sprite groups (contains images, animation data etc.)
- Eta
- Backgrounds (encrypted .pcx)
- Localization (encrypted language blocks)
These files are engine files which contain a list of event definitions. These are used in the level editor tool. The end of the file contain the always events, with the events they're connected to.
These files contain the event names and descriptions as they appear in the level editor tool.
- Event names
The majority of the files use the .xxx format, which usually means it's a file containing several data blocks, with their offsets being specified in the header. The block types vary between files.
- Background info
- Events
- Map properties
- Tiles
- Textures (?)
- (empty block)
- ?
- (empty block)
- ?
- ?
- Tiles (tile index table)
- Palettes
- Palette index table
On NTSC-J the textures are stored as raw 1555 colors rather than being paletted.
- ?
- ?
- ?
- ?
- ?
- ?
The level files here contain similar data structure to the PS1 files, but being split into multiple files.
- Events
- Event sprites
(...)