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[Hidden-Palace]Biohazard Betas Released

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  • Upaluppa
    replied
    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!

    Leave a comment:


  • kevstah2004
    replied
    Update: Audio works also both the zombie and the cerberus pacing about audio.

    YouTube video:

    Leave a comment:


  • SonicBlue
    replied
    Beta 10/4





    Sorry for the shitty UV Map

    Leave a comment:


  • kevstah2004
    replied
    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

    Leave a comment:


  • Enrico Marini
    replied
    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 .

    Leave a comment:


  • imacwesker
    replied
    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.

    Leave a comment:


  • Upaluppa
    replied
    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.

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  • SonicBlue
    replied


    Beta 10/4

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  • imacwesker
    replied
    @ 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 ;)

    Leave a comment:


  • Upaluppa
    replied
    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.

    Leave a comment:


  • kevstah2004
    replied
    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.

    Leave a comment:


  • imacwesker
    replied
    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

    Leave a comment:


  • imacwesker
    replied
    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 :-)

    Leave a comment:


  • SonicBlue
    replied
    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

    Leave a comment:


  • Upaluppa
    replied
    Originally posted by imacwesker View Post
    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!
    Last edited by Upaluppa; 04-03-2011, 12:55 PM.

    Leave a comment:

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