RayCarrot
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raycarrot.bsky.social
RayCarrot
@raycarrot.bsky.social
Creator of the Rayman Control Panel. I enjoy a variety of games, including Rayman, Crash, Spyro, Persona, Psychonauts and more. He/Him.

🎥 YouTube: https://www.youtube.com/@RayCarrot
🎮 Ray1Map/RCP: https://raym.app
📄 GitHub: https://github.com/RayCarrot
Absolutely!
November 8, 2025 at 5:43 PM
Original post before it was deleted:
November 4, 2025 at 4:17 PM
Apparently Rayman 2 wasn't a 3D game. Maybe this was the Rayman 2 all along? 😅
November 4, 2025 at 4:08 PM
Today at Paris Games Week they had a Rayman cake! (video from Ubisoft's Instagram)

#rayman
November 1, 2025 at 5:50 PM
The current brand producer on the Rayman franchise just shared an encouraging LinkedIn post about the franchise!

He's also been doing media interviews now during Paris Games Week, mentioning that announcements for upcoming games (plural!) will come in the "short to medium" future! 👀

#rayman
November 1, 2025 at 10:03 AM
I looked up some of the new Ubisoft credits and they seem to be from Ubisoft Montpellier, such as this person who's currently the brand producer for Rayman (after escaping from being stuck on BG&E2 for 6+ years 😅)
October 30, 2025 at 2:06 PM
They also added a new logo splash screen when you start the game. However this is not in the original game's engine, so probably some standard code from the company which they inject into their games.
October 30, 2025 at 1:44 PM
Now when it comes to the changed music, the original music is no longer in the ROM.

Some tracks are fully removed and have been replaced by the text "SKIP".

Others have been replaced with new tracks, which are in the hUGEDriver format: github.com/SuperDisk/hU...
October 30, 2025 at 1:44 PM
🧵 Thread on differences in the new release of Rayman 1 GBC

Having analyzed the ROM now it has become apparent that it was recompiled. All data and functions are relocated. The majority is still the same, but there are some changes which I will go over here.

First, some vignette changes:

#rayman
October 30, 2025 at 1:44 PM
Miles also looked into the 3DS Virtual Console version of the game and interestingly enough they included a patch to the ROM there. It's named "UBI Key Fix", but all it actually does is patch out the functionality altogether so the IR checks don't run and the level can never be played...
October 28, 2025 at 12:22 PM
The GBC version of Rayma 1 has this functionality called "Ubi Key" where you could unlock bonus levels in games by linking GBC systems together using the IR sensor.

A few days ago I made a patch which makes the level accessible without this connectivity.

#rayman
October 28, 2025 at 12:22 PM
Finally it validates that the final level has been unlocked under the correct conditions.
October 27, 2025 at 11:48 AM
Then it checks so Twilight Gulch hasn't been completed before defeating Moskito, since you need the grab power for that level.
October 27, 2025 at 11:48 AM
Next it checks that cages aren't collected in levels which haven't yet been unlocked.
October 27, 2025 at 11:48 AM
Then it checks that the branches are unlocked under the correct conditions.
October 27, 2025 at 11:48 AM
Next it checks so you haven't beaten bosses before unlocking their respective levels. It also checks the same for the flag for helping the musician.
October 27, 2025 at 11:48 AM
Next the range of the lives and continues are checked. Lives have to be between 0-99 and continues between 0-9. However, you can actually get 10 continues through a cheat code, making you password invalid!
October 27, 2025 at 11:48 AM
First we check so the level index isn't set to any of the branched levels, since those have separate flags, and that it's not out of bounds.
October 27, 2025 at 11:48 AM
Finally we read the lives (7 bits) and continues (4 bits). And that's it! Now let's do the final step and validate it.
October 27, 2025 at 11:48 AM
Next we read 4 bits for bosses (Moskito, Sax, Skops and Mr. Dark) you've defeated and then 1 bit for if you've helped the musician to get the super-helico potion.

The remaining bosses are automatically determined as being defeated if you've finished their levels, so no need for that in the password
October 27, 2025 at 11:48 AM
Because of this we also need 1 bit for each branched path to indicate if the last level there has been unlocked (Moskito and Sax levels). So 2 more bits, meaning we've read 24 out of 40 bits. 16 bits remaining.
October 27, 2025 at 11:48 AM
Next we get the level index. This is 5 bits. But if you've played Rayman 1 you'll know it's not a linear game. There are two branches, so an index alone won't be enough!
October 27, 2025 at 11:48 AM
First we get 1 bit for each level, indicating if all cages have been collected there. This is a total of 17 bits.
October 27, 2025 at 11:48 AM
The decompiled code for reading the save data from the password is really hard to read, but all it's really doing is reading specific bits for the different data. I'll go over what all this data is, and show the re-written code in RCP as that's easier to read!
October 27, 2025 at 11:48 AM
The decompiled code is kinda hard to read here, but it's basically just getting the first bit from each byte and then combining them into a new value.

If this value matches the hash then the password is probably valid, but the game checks so the save data "makes sense" as well!
October 27, 2025 at 11:48 AM