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[Hidden-Palace]Biohazard Betas Released

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  • Guest
    Guest replied
    Breaker Pro works, Swap Magic CD-R does not. There's a trick, supposedly, involving the PS2 Browser in which loading a legic PSX disc and using a slide card to open the tray will allow you to boot a burned CD-R. Although I never tested it and if it does work it's probably only on certain models. It might even be fake lol, worth a try.
    Last edited by Guest; 04-18-2011, 12:15 AM.

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  • MeganGrass
    replied
    Originally posted by Zombie_X View Post
    For these a swap magic won't really work, you need a Xploder/PS-X-Change. Also depending on the system you use you might need a: spring adapter (PSX), guide key (PSONE), slide card (PS2 Fat), or magic key (PS2 Slim).
    I've used Breaker Pro with a spring adapter on a SCPH-1001, SCPH-5501 and a fat PS2 SCPH-50001 model using a slide card.

    They all booted the betas just fine.
    Last edited by MeganGrass; 04-18-2011, 12:07 AM.

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  • Guest
    Guest replied
    Does anyone have another link to this build? The purple cube doesn't exist any more...

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  • kevstah2004
    replied
    Here's the leftover keys from retail version, been mentioned before, posted for Upaluppa.

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  • Zombie_X
    replied
    For these a swap magic won't really work, you need a Xploder/PS-X-Change. Also depending on the system you use you might need a: spring adapter (PSX), guide key (PSONE), slide card (PS2 Fat), or magic key (PS2 Slim).

    Leave a comment:


  • VirusPunk
    replied
    Thank you so much for whoever released this. Now I just need to await the arrival of swap magic.

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  • Guest
    Guest replied
    Wow, he's using the knife while getting bit! Interesting, good find!

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  • kevstah2004
    replied
    1m:35s

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  • Guest
    Guest replied
    Originally posted by Upaluppa View Post
    In case some of you haven't seen this before, I just found a good quality scan of a Resident Evil magazine preview with pics of the coop build on my old hard drive:

    Unfortunately I don't remember where I got it from, so I can't give credit for the scan.
    Sorry about that...

    Edit:
    Say, would it be possible to replace Jill's model in the V-Jump build with her coop model?
    It's still on the disc.

    That way we could create our own coop build by setting an AI controlled Jill NPC to follow Chris around!
    The AI setup would be the same that is used for Barry in later builds where he follows Jill around in the Dining Room and in the Caves!
    Great idea! I don't see why not, although I'm not an expert. The builds look almost identical, if both the model and AI are there I don't see how the builds are all that different. I have to admit though, Jill's coop skin looks nice!

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  • Upaluppa
    replied
    In case some of you haven't seen this before, I just found a good quality scan of a Resident Evil magazine preview with pics of the coop build on my old hard drive:

    Unfortunately I don't remember where I got it from, so I can't give credit for the scan.
    Sorry about that...

    Edit:
    Say, would it be possible to replace Jill's model in the V-Jump build with her coop model?
    It's still on the disc.

    That way we could create our own coop build by setting an AI controlled Jill NPC to follow Chris around!
    The AI setup would be the same that is used for Barry in later builds where he follows Jill around in the Dining Room and in the Caves!
    Last edited by Upaluppa; 04-16-2011, 11:03 AM.

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  • Mr. Spencer
    replied
    I'll just say that I think you're all doing a magnificent job.

    Now show me more bubble spiders.
    Last edited by Mr. Spencer; 04-15-2011, 05:39 PM.

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  • Guest
    Guest replied
    Originally posted by kevstah2004 View Post
    Flag 127 of COMMON_FLG is the radio.

    STATUS_FLG's

    00 = Blured character rendering
    01 = Backgrounds
    02 = Rendering
    03 = ?
    04 = Inventory
    05 = Cutscene black bars
    06 = Door opening
    07 = You died
    --
    08 = ?
    09 = Options
    10 = ?
    11 = Camera switch
    12 = ?
    13 = STR player
    14 = ?
    15 = Add black bars
    --
    16 = Inventory / Debug Menu
    17 = Inventory
    18 = place/discard item
    19 = Item box
    20 = Recieve item last selected [optional]
    21 = Recieve item last selected [forced]
    22 = Recieve Map Update
    23 = Recieve Document
    --
    24 = Z / X axis movement
    25 = Play local animation
    26 = ?
    27 = ?
    28 = ?
    29 = Enables/Disables camera transitional cutscene
    30 = ?
    31 = Crashes ?
    --
    32 = Resets game
    33 = ?
    34 = ?
    35 = ?
    36 = Timer
    37 = ?
    38 = Shadows
    39 = ?
    --
    40 - 47 = ?
    --
    48 - 55 = ?
    --
    56 = ?
    57 = ?
    58 = ?
    59 = ?
    60 = ?
    61 = Stretch room texture
    62 = Bouldar wobble
    63 = Going through water

    Been a while since i've done a full playthrough of re1 but don't remember ever finding this blueprint file
    Just a few changes/corrections/aditions I've noticed.

    18 = Gets rid of an item from your inventory in such situations as placing the Shotgun on the trigger rack (also discards the last item you interacted with).

    20 = Gives you the last item you interacted with, for example if you pick up the gun off the floor in the hall, it will bring up the Inventory and give you the option to take the gun.

    21 = Same as above but it gives you no option, used in such situations as Jill recieving the Lockpick from Barry.

    25 = Plays the animation local to that spcific screen, for example if you're in the same screen as an object on the floor it will play that animation, if you're in the same screen as a movable object it will play that animation. Not sure how it decides when two types of animation are usable on one screen (such as the corridoor with the dogs), it probably prioratises the interactive animation as opposed to the selection based animation.

    29 = Used in places such as the Tea Room at the start of the game, which enables the screen transitional cutscene where the zombie is munching on Kenneth's body.

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  • Upaluppa
    replied
    Originally posted by kevstah2004 View Post
    There's no file .TIM's / .PIX's in that build only map .TIM's.
    That's a shame...
    I never looked into the disc's contents so I didn't know that.
    Last edited by Upaluppa; 04-15-2011, 03:56 PM.

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  • kevstah2004
    replied
    There's no file .TIM's / .PIX's in that build only map .TIM's.

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  • Upaluppa
    replied
    Originally posted by kevstah2004 View Post
    I didn't find it, I ported over someone elses code from the retail game.

    Have all files
    300C8711 00CF
    800C8712 FFFF

    Have all maps
    300C8704 003F
    800C870C 0FFF
    800C870E FFFF
    Oh, ok...
    I am quite sure it's the security manual tough!
    We should try porting the have all files code to the 10/04 build!

    The file menu is most likely already implemented albeit inaccessible since no files are found in that build normally.
    Last edited by Upaluppa; 04-15-2011, 03:57 PM.

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