Announcement

Collapse
No announcement yet.

Resident Evil 1.5 WIP Spoiler Thread (Post your screenshots, findings, observations)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • 90s Gamer
    replied
    Did you guys know that the Vanilla Build (at least) loads savegames with header/ID SLPS-00222 (which is the same ID as BioHazard)?



    Maybe it'll be possible to create working savegames with this...
    Last edited by 90s Gamer; 10-28-2013, 06:52 PM.

    Leave a comment:


  • 90s Gamer
    replied
    Finally found the code for rapid fire for most directions:

    Rapid fire
    D00AC758 0088
    800ACA5A 0001
    D00AC758 1088
    800ACA5A 0001
    D00AC758 2088
    800ACA5A 0001
    D00AC758 4088
    800ACA5A 0001
    D00AC758 8088
    800ACA5A 0001

    Works with both characters.
    Last edited by 90s Gamer; 10-28-2013, 01:34 PM.

    Leave a comment:


  • Guest
    Guest replied
    Originally posted by 90s Gamer View Post


    This watch is to be found in ROOM209. The "alligator room"...



    Card-reader from ROOM506, the P4 Lab.
    And @ upa, Very cool

    Leave a comment:


  • Dark Biohazard
    replied
    Thanks for the codes!!

    Leave a comment:


  • Upaluppa
    replied
    Originally posted by Northman View Post
    I decided to try and see if I could replicate this behavior with RE2 beta2. I extracted the Beta 2's PSX.EXE from the ISO with CDmage, and searched for the "MONOSASHI" ASCII string, the name for one of the options in the debug menu. Now see the attached image, here's what I found:

    [ATTACH=CONFIG]9237[/ATTACH]

    Pay attention to the hex field highlighted in black, below MONOSASHI. From within this area you'll find 6 occurrences of the hex value "10 3B", and just one occurrence of the hex value "A4 36". If you replace all 6 occurrences of "10 3B" within the highlighted area with "A4 36", you will then have created the modification that makes all of the choices in the Beta 2's debug menu perform the room jump. Just hex edit the file, save it and import back in to the ISO with CDmage. Then launch the modded ISO.

    I believe this could also be done via GameShark codes, but I'll let somebody else figure that out.

    Maybe something else could be found (or not) if somebody can be bothered to try different values in place of "A4 36" and "10 3B".
    Not that anyone actually cares, but there you go:

    Biohazard 2 Beta 2 Debug Menu Modifiers:

    Debug Menu Option 1
    300105E8 00XX
    300105E9 00YY
    Debug Menu Option 2
    300105EC 00XX
    300105ED 00YY
    Debug Menu Option 3
    300105F0 00XX
    300105F1 00YY
    Debug Menu Option 4
    300105F4 00XX
    300105F5 00YY
    Debug Menu Option 5
    300105F8 00XX
    300105F9 00YY
    Debug Menu Option 6
    300105FC 00XX
    300105FD 00YY
    Debug Menu Option 7
    30010600 00XX
    30010601 00YY

    Replace XX/YY with:

    Nothing happens:
    XX = 10
    YY = 3B

    Not selectable, cursor jumps back:
    XX = 3B
    YY = 36

    Freeze without Menu:
    XX = A4
    YY = 35

    Teleport with Square and can choose rooms:
    XX = A4
    YY = 36

    Auto backwards scrolling through rooms:
    XX = A4
    YY = 37

    Only backwards scrolling through rooms:
    XX = A4
    YY = 38

    Enable gray option with Square:
    XX = A4
    YY = 39

    Teleport with Square but can't choose rooms:
    XX = A4
    YY = 3A

    Freeze with Menu:
    XX = A4
    YY = 3B

    Biohazard 2 Beta 2 Debug Menu Layout Modifier:

    Debug Menu Layout Modifier
    30010804 00XX
    30010805 00YY
    30010806 00ZZ

    Replace XX/YY/ZZ with:

    Normal:
    XX = 24
    YY = FD
    ZZ = 02

    Blue Letters:
    XX = 2C
    YY = FD
    ZZ = 02

    Crazy Numbers:
    XX = 1C
    YY = FD
    ZZ = 02

    Crazy Timer:
    XX = A8
    YY = FF
    ZZ = 02

    Crazy Numbers:
    XX = EC
    YY = FC
    ZZ = 02

    Hexadecimal Timer (Lower Case):
    XX = 38
    YY = FF
    ZZ = 02

    Hexadecimal Timer (Upper Case):
    XX = 40
    YY = FF
    ZZ = 02

    RPD PC Menu:
    XX = EC
    YY = 56
    ZZ = 02

    Standby (Black Screen):
    XX = D0
    YY = 55
    ZZ = 02

    Empty Debug Menu:
    XX = 84
    YY = 56
    ZZ = 02

    Empty Debug Menu:
    XX = B4
    YY = 56
    ZZ = 02

    Reload Current Room:
    XX = 4C
    YY = 53
    ZZ = 02


    Those codes are kinda useless, I know.
    I was hoping to find something more rewarding, but that's all I got.
    Last edited by Upaluppa; 10-27-2013, 08:35 AM.

    Leave a comment:


  • 90s Gamer
    replied


    This watch is to be found in ROOM209. The "alligator room"...



    Card-reader from ROOM506, the P4 Lab.
    Last edited by 90s Gamer; 10-26-2013, 09:39 AM.

    Leave a comment:


  • 90s Gamer
    replied
    I found the joker

    Elza walk through walls (L2/R2 = ON/OFF)
    D00AC758 0001
    800ACAD6 1501
    D00AC758 0002
    800ACAD6 1500

    Leon walk through walls (L2/R2 = ON/OFF)
    D00AC758 0001
    800ACAD6 1101
    D00AC758 0002
    800ACAD6 1100

    Leave a comment:


  • AJM Ruler
    replied
    Originally posted by Aleff View Post
    Were the debug options stripped out of the game code? We cannot access them, only room jump, just like every other beta available.
    My bad, that is what I meant to say, lol. Anyways, does anybody know where a list of rooms that work/don't work and weapons that do work. I am also still having trouble trying to make weapons and ammo appear. And what weapons work well and don't crash the game?

    Leave a comment:


  • Northman
    replied
    Originally posted by geluda View Post
    As far as I'm ware the functions don't actually exist in beta 2, only the ability to "press X" on a given menu option, which is why each option turns out as a duplicate of JUMP when you press it as that's the only function that exists. The same is very much likely in the case of the Playstation Museum build (although who knows, I certainly haven't took a deep look at the games code to find out).
    I decided to try and see if I could replicate this behavior with RE2 beta2. I extracted the Beta 2's PSX.EXE from the ISO with CDmage, and searched for the "MONOSASHI" ASCII string, the name for one of the options in the debug menu. Now see the attached image, here's what I found:

    Click image for larger version

Name:	Beta2_Debugscreen.PNG
Views:	1
Size:	43.7 KB
ID:	403391

    Pay attention to the hex field highlighted in black, below MONOSASHI. From within this area you'll find 6 occurrences of the hex value "10 3B", and just one occurrence of the hex value "A4 36". If you replace all 6 occurrences of "10 3B" within the highlighted area with "A4 36", you will then have created the modification that makes all of the choices in the Beta 2's debug menu perform the room jump. Just hex edit the file, save it and import back in to the ISO with CDmage. Then launch the modded ISO.

    I believe this could also be done via GameShark codes, but I'll let somebody else figure that out.

    Maybe something else could be found (or not) if somebody can be bothered to try different values in place of "A4 36" and "10 3B".

    Leave a comment:


  • 90s Gamer
    replied
    Here's a walk through walls code I found using CEP:

    Elza walk through walls
    800ACAD6 1501

    Leon walk through walls
    800ACAD6 1101

    Used the Air Jesus Bug to find it.

    Beware, objects and doors cannot be triggered using these codes. Also, the game crashes when you are using both codes simultaneously.

    Both codes can be made undone by changing the values to 1500 and 1100 respectively. It would be handy if a joker command could be found. I don't know how to do this, so...

    Shutter in Lobby Corridor is up
    800B101A 0C00

    Shutter in 2nd Basement is up
    800B101E 0800
    Last edited by 90s Gamer; 10-23-2013, 03:32 PM.

    Leave a comment:


  • Guest
    Guest replied
    Originally posted by VGBB View Post
    That sucks. Do you think there is a possible way to hack and restore the menu? I remember seeing someone hacked RE2 beta 2`s debug menu to allow more options but they never actually told anyone how the did it and never released the hack.
    As far as I'm ware the functions don't actually exist in beta 2, only the ability to "press X" on a given menu option, which is why each option turns out as a duplicate of JUMP when you press it as that's the only function that exists. The same is very much likely in the case of the Playstation Museum build (although who knows, I certainly haven't took a deep look at the games code to find out).
    Last edited by Guest; 10-22-2013, 10:37 PM.

    Leave a comment:


  • VGBB
    replied
    Originally posted by geluda View Post
    Left out by the original devs, the utility menu is likely only useful for development and debugging purposes, this build was intended for press so there's no need for them to have access to those sorts of tools. Room jump and weapon codes is about all they need to explore the games areas and get a look at its gameplay features.
    That sucks. Do you think there is a possible way to hack and restore the menu? I remember seeing someone hacked RE2 beta 2`s debug menu to allow more options but they never actually told anyone how the did it and never released the hack.

    Leave a comment:


  • Guest
    Guest replied
    Originally posted by Aleff View Post
    Were the debug options stripped out of the game code? We cannot access them, only room jump, just like every other beta available.
    Left out by the original devs, the utility menu is likely only useful for development and debugging purposes, this build was intended for press so there's no need for them to have access to those sorts of tools. Room jump and weapon codes is about all they need to explore the games areas and get a look at its gameplay features.

    Leave a comment:


  • Aleff
    replied
    Were the debug options stripped out of the game code? We cannot access them, only room jump, just like every other beta available.

    Leave a comment:


  • AJM Ruler
    replied
    Just chiming in it. Tried playing RE 1.5 again for the first time in a while. Tried it on the WiiSX emulator for the Wii and I was surprised on how well it ran. It did slow down a tiny bit when more zombies on the screen, but it ran pretty great. Nice playing on my big screen with my Wii instead of my tiny laptop.

    Still trying to figure out what areas work and what guns work without crashing. Can anyone chime in and tell me what areas don't work from the debug menu and what guns work good without crashing?

    Leave a comment:

Working...
X