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[Hidden-Palace]Biohazard Betas Released

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  • Originally posted by Upaluppa View Post

    @SonicBlue:
    But I have seen a prototype model of the Chimera not too long ago.

    There:


    I guess it must be from the 10/04 build then...
    In this case I'll concentrate on finding the coordinates first and we can look for the Chimera after porting the code to the 10/04 build!
    Yes, texture is in 10/4 named EM1009

    Comment


    • Originally posted by TheMortician View Post

      Don't know what you mean. The link to the early biohazard beta backgrounds are working Tested it few seconds ago.
      Yeah, it works now. I tried it twice before and got an error message "link doesn't exist" or something like that. Must be a glitch. Thanks, anyway :-)
      Bloodborne: my Facebook page and my Youtube page

      Comment


      • Originally posted by Upaluppa View Post
        But I have no clue how to change what they say...
        I am not sure we can change/create new scene, when they talk to each other. So "creating a new story" may be a too strong word.
        But we can definitively create some kind of Battle Mode/Mercenaries

        Of course, if we can change the items locations and the items description, then we can create new storylines, even without using voices/animations
        Bloodborne: my Facebook page and my Youtube page

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        • PSX game supports 8 enemies by default per room maybe there's enough RAM left over for a few more after that IDK, the most enemies appear in the water gate room 301, the leaches / snakes I can't remember what they where called.

          +18C spacing between each.

          [BioHazard - (31-01-1996) Debug Sample]

          1st Enemy AI + Model
          300C52A1 00??

          2nd Enemy AI + Model
          300C542D 00??

          3rd Enemy AI + Model
          300C55B9 00??

          4th Enemy AI + Model
          300C5745 00??

          5th Enemy AI + Model
          300C58D1 00??

          6th Enemy AI + Model
          300C5A5D 00??

          7th Enemy AI + Model
          300C5BE9 00??

          8th Enemy AI + Model
          300C5D75 00??
          Last edited by kevstah2004; 04-03-2011, 04:48 PM.
          If he had a brain, he'd be dangerous.

          sigpic

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          • Upa's Spawn Modifier Code

            Upon closer examination...

            Unfortunately this is not really a way to create new enemy spawns...
            I merely found out how to switch which spawns (out of the list of already existing ones) appear in which room.
            At least it's possible to make the same spawn appear in multiple rooms...

            A real spawn modifier would be much better tough...

            Here's a (rough) documentation of what I have found:
            (For the 08/04 - V-Jump Sample)


            0xE200 = Enemy Spawns?
            0x721E0 = Start of Item Spawn Pointers
            0x738E0 = Enemy Animations? (I messed with this and got different animations while being bitten by a Zombie)
            0x742CC = Start of Enemy Spawn Pointers
            0xA6288 = Enemy Sound Modifier?
            0xC7495 = Jill Spawn View Direction Modifier
            0xC74DD = Jill Spawn Animation Modifier
            0xDBEFF = Jill Spawn Text Modifier?

            Jill Spawn in Main Hall Modifier:

            Jill Spawn View Direction
            300C7495 00??
            (00 = 90° Right, 03 = Default Angle, 06 = 90° Left, 09 = 180° Facing Backwards)

            Jill Spawn Animation Modifier
            300C74DD 00??
            (00 = Idle, 01 = Taking Damage, 02 = Backing Up, 03 = Walking Backwards, 04 = Dieing, 05 = Frozen)

            Amount of Spawns
            300742DC 00XX
            (00 = No Enemies, 01 = 1 Enemy, 02 = 2 Enemies etc.)

            Spawn Type
            300742E1 00XX
            300742E3 00YY

            Complete Spawn List:
            (Amount, Type XX, Type YY)

            01 B0 40 = Hallway Hunter
            01 C4 40 = Dining Room Zombies
            02 C4 40 = Dining Room Glitched Zombie (Crashes game when you shoot it)
            01 E8 40 = Main Hall Jill
            02 20 41 = Art Storage Kenneth and Zombie
            01 20 41 = Art Storage Glitched Zombie (Crashes game when you shoot it)
            01 44 41 = Window Hallway Giant Spider
            01 58 41 = Outside Trap Room Barry
            01 6C 41 = Dark Hallway Lying Zombie
            01 80 41 = Hunter (Unused Enemy Spawn)
            00 80 41 = Nothing
            02 A4 41 = Globe Room Zombies
            01 C8 41 = Cerberus (Unused Enemy Spawn)
            01 DC 41 = Single Glitched Zombie (Unused? Crashes game when you shoot it)
            01 F0 41 = Trap Room Barry
            01 04 42 = Single Zombie (Unused? Spawns in lower left corner)
            06 18 42 = Picture Gallery Crows
            01 84 42 = Garden Passage Hunter
            01 98 42 = Storage Room Yawn (Giant Snake)

            For now, here are some experimental GameShark/Action Replay Codes which you guys can try for yourselves:

            Hallway Hunter
            300742DC 0001
            300742E0 00B0
            300742E1 0040

            Dining Room Zombies
            300742DC 0001
            300742E0 00C4
            300742E1 0040

            Dining Room Glitched Zombie (Crashes game when you shoot it)
            300742DC 0002
            300742E0 00C4
            300742E1 0040

            Main Hall Jill
            300742DC 0001
            300742E0 00E8
            300742E1 0040

            Art Storage Kenneth and Zombie
            300742DC 0002
            300742E0 0020
            300742E1 0041

            Art Storage Glitched Zombie (Crashes game when you shoot it)
            300742DC 0001
            300742E0 0020
            300742E1 0041

            Window Hallway Giant Spider
            300742DC 0001
            300742E0 0044
            300742E1 0041

            Outside Trap Room Barry
            300742DC 0001
            300742E0 0058
            300742E1 0041

            Dark Hallway Lying Zombie
            300742DC 0001
            300742E0 006C
            300742E1 0041

            Hunter (Unused Enemy Spawn)
            300742DC 0001
            300742E0 0080
            300742E1 0041

            Nothing
            300742DC 0000
            300742E0 0080
            300742E1 0041

            Globe Room Zombies
            300742DC 0002
            300742E0 00A4
            300742E1 0041

            Cerberus (Unused Enemy Spawn)
            300742DC 0001
            300742E0 00C8
            300742E1 0041

            Glitched Zombie (Unused? Crashes game when you shoot it)
            300742DC 0001
            300742E0 00DC
            300742E1 0041

            Trap Room Barry
            300742DC 0001
            300742E0 00F0
            300742E1 0041

            Single Zombie (Unused? Spawns in lower left corner)
            300742DC 0001
            300742E0 0004
            300742E1 0042

            Picture Gallery Crows
            300742DC 0006
            300742E0 0018
            300742E1 0042

            Garden Passage Hunter
            300742DC 0001
            300742E0 0084
            300742E1 0042

            Storage Room Yawn (Giant Snake)
            300742DC 0001
            300742E0 0098
            300742E1 0042

            All of them will replace the Jill Spawn in the Hall!
            Activate them before you select your character or else you will have to leave the Main Hall and reenter it in oder to activate the new spawns!

            Some random pictures:




            Edit:
            @kevstah2004:

            I did not see your post until now...

            These are the actual modifiers for the enemy spawns, right?
            What I found are only pointers which tell the game which enemies are loaded into which room...

            If we can port your discovery to the earlier samples, port my pointer mods to the debug sample and find a way to combine both hacks we have what we actually wanted! After that, only the item spawns are still missing before we can start creating our own Director's Cut type mods!
            Last edited by Upaluppa; 04-03-2011, 05:18 PM.

            Comment


            • @ Upaluppa: About Dominion, something I forgot to tell you. He said that when he managed to replace one type of monster by an other one (replacing zombies by dogs, for example), he couldn't replace the sound of the monster associated with the room.

              For example, he could replace the zombie (in the "Zombie eating Kenneth corridor") by a dog, but he couldn't replace the zombie's sounds; so the dog was making the zombie's sounds. That's why, I shown only screenshots and soundless videos of his RE1 mod, at the end of my video ;)

              Of course, this was years ago, so he may have found a way to change both sounds and types, now ;)
              Bloodborne: my Facebook page and my Youtube page

              Comment




              • Beta 10/4

                Comment


                • Originally posted by imacwesker View Post
                  @ Upaluppa: About Dominion, something I forgot to tell you. He said that when he managed to replace one type of monster by an other one (replacing zombies by dogs, for example), he couldn't replace the sound of the monster associated with the room.

                  For example, he could replace the zombie (in the "Zombie eating Kenneth corridor") by a dog, but he couldn't replace the zombie's sounds; so the dog was making the zombie's sounds. That's why, I shown only screenshots and soundless videos of his RE1 mod, at the end of my video ;)

                  Of course, this was years ago, so he may have found a way to change both sounds and types, now ;)
                  Now that you mention it...
                  The same thing happens with my hacks. The enemies make the sound of whatever it was that was originally in the room.

                  It should be possible to fix this but currently I don't know how.
                  Last edited by Upaluppa; 04-03-2011, 03:09 PM.

                  Comment


                  • Originally posted by SonicBlue View Post


                    Beta 10/4

                    Also in the beta/demo released only in Japan
                    Last edited by imacwesker; 04-03-2011, 03:07 PM.
                    Bloodborne: my Facebook page and my Youtube page

                    Comment


                    • Now that you mention it...
                      The same thing happens with my hacks. The enemies make the sound of whatever it was that was originally in the room.

                      It should be possible to fix this but currently I don't know how.
                      All I know on the subject is that the RDTs load in the specific sound files/packs, so it's probably going to be a pain to track down the specific byte code associated to each of them .

                      Comment


                      • Originally posted by Upaluppa View Post
                        Edit:
                        @kevstah2004:

                        I did not see your post until now...

                        These are the actual modifiers for the enemy spawns, right?
                        What I found are only pointers which tell the game which enemies are loaded into which room...

                        If we can port your discovery to the earlier samples, port my pointer mods to the debug sample and find a way to combine both hacks we have what we actually wanted!
                        After that, only the item spawns are still missing before we can start creating our own Director's Cut type mods!
                        Yes , works the same as my earlier pc experiment but actually loads the models properly as well unlike the flakey pc version where the memory jumps around like a bitch
                        imacwesker not sure about the sound wasn't taking notice.
                        Anyway the spawns use the name id as the EMD's, you can say hello to re1 online multiplayer via epsxe since the debug build accepts input from controller 2
                        If he had a brain, he'd be dangerous.

                        sigpic

                        Comment


                        • Beta 10/4





                          Sorry for the shitty UV Map

                          Comment


                          • Update: Audio works also both the zombie and the cerberus pacing about audio.

                            YouTube video:
                            If he had a brain, he'd be dangerous.

                            sigpic

                            Comment


                            • Originally posted by kevstah2004 View Post
                              Update: Audio works also both the zombie and the cerberus pacing about audio.

                              YouTube video:
                              Now that has to be the most acrobatic Zombie I have ever seen!
                              Nice video!

                              Comment


                              • Originally posted by kevstah2004 View Post
                                Update: Audio works also both the zombie and the cerberus pacing about audio.

                                YouTube video:
                                Ahahahahahhahahahahhahahahahhahahahah


                                Beta 31/01




                                ???

                                Green+Red+Blue

                                Is it possible?

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