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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
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 .
@ 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.
@ 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 ;)
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?
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!
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.
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
@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!
No, he didn't explain how he did it; I just assume that your way works the same as his way, that's all.
Also, I just remember that he said that he couldn't change the backgrounds in RE1 due to some technical problem/way of Capcom encoded them. But changing the amount of enemies or their location is good enough for me. This would allow us to create whole new stories
Oh, I guess it doesn't matter whether my method is different or not as long as it works, right?
(I am no Dominion and I'll never be but I'm always trying to do the best I can!)
Even NPC's can be spawned:
But I have no clue how to change what they say...
At the moment I am only changing their type, being able to change their spawn coordinates (the location where they appear in the room) is equally important!
I'll have to look for some float values near the enemy ID's, the coordinates should be there somewhere!
(Isn't here an option which displays the coordinates in the debug menu of the debug sample build? That would be a major help in finding them!)
@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!
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