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[RELEASE] Biohazard 1.5 Hacks
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Who's face is that? It doesn't look like it belongs to any of the zombies. At least not any that I can recall from memory. How odd.
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SolidSnake11 and I could found and fix the problem about MZD crashes, now it don't crash anymore, you can play it in PSP, POPS or real PSX console without problem!
I also fix a small bug in PVB, in ROOM20B! thanks to SolidSnake11 for report it!
Download the fixed Solid patchs here:
MediaFire is a simple to use free service that lets you put all your photos, documents, music, and video in a single place so you can access them anywhere and share them everywhere.
Enjoy!
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Originally posted by AleX_Red_07 View PostWell, not so simple as it should.
But I thought that might be the difference in file structures.
It is evident to me here that does not shine.
Thanks for the explanation Mark!
That is, except "hex" nothing I can do?
For a task of this magnitude, it's for the best to setup a tool chain and let it work the magic during ISO compilation; I did it for that old project that Upaluppa linked, in fact. Suffice to say, I do the same for the current iteration of the project.
It is at this point that you have the daunting task of developing the tool chain, which one would absolutely require some kind of skill in program development.
Really, there is no convenient way to go about it.
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Well, not so simple as it should.
But I thought that might be the difference in file structures.
It is evident to me here that does not shine.
Thanks for the explanation Mark!
That is, except "hex" nothing I can do?Last edited by AleX_Red_07; 10-10-2015, 03:03 PM.
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Originally posted by AleX_Red_07 View PostI just wanted to take assets from Bio2Trial and impose them on the Bio2Beta v2, but nothing leaves.
RDT data from the Trial version uses a completely different structure. In fact, it's closer to Bio1.5 than retail. Therefore, the RDTs from the Trial must be completely rebuilt for proper use in retail.
Some script opcode bytecode structures are different from retail and simply not compatible. In such cases, the incompatible script opcode bytecode from Trial runtime data must either be converted to retail standard or removed entirely.
The Bio2 beta and all retail builds utilize multiple file checksum routines; archive file containers (BSS, EMS, ITP and others) use special code and tables that can't be fixed by patching the "Cd_read()" function alone.
If you add/remove anything from any build of Bio/2/3, you must update the global "fpos" structure to reflect the changes, which include: File Size, File Sector and File Checksum. Otherwise, the game will enter into an infinite loop trying to read what it would consider to be corrupt data.
In addition to all of that, the BSS archive file containers use a unique file size table that must also be updated to reflect any changes. Any error will result in either one of two things: Black screen of death or visual corruption.
What you're trying to accomplish requires extensive hacking which is made especially easier with assembly hacking.
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Oh, I remember this test!
Thank Upaluppa!
Unfortunately, it did not help me.
I just wanted to take assets from Bio2Trial and impose them on the Bio2Beta v2, but nothing leaves.Last edited by AleX_Red_07; 10-10-2015, 02:21 PM.
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Originally posted by AleX_Red_07 View PostDear!
Thank you for your answer, but I know how to use CDmage fine.
However, the substitution in the BSS or RDT BIO 2 BETA v2 after replacement leads to possible inoperability of the different files sizes.
I went the other way, with the help of CDmage I pulled the files from the image, replacing the file (BSS RDT or PIX) after taking of the Trial
version, and again assembled a working drive with just a few tools.
Unfortunately this does not lead to any results. I even used the BSS Editor to replace that image at a location and
once it reaches the game hangs.
PIX file (the title of the screen image) is identical in size but does not start the game after the CAPCOM video.
With RDT exact same problem. Biohazard 2 Sourcenext takes RDT of PSX version and working.
Biohazard 2 beta v2 does not accept RDT from BIO 2 TRIAL and any other files. Why is that?
MarkGrass released a hack of Biohazard 2 Beta 2 which replaced the title screen with the one from 1.5 and imported rooms from that game.
I've reuploaded it, here:
http://www.mediafire.com/download/4s..._Bio15_Mix.zipLast edited by Upaluppa; 10-10-2015, 01:18 PM.
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Dear!
Thank you for your answer, but I know how to use CDmage fine.
However, the substitution in the BSS or RDT BIO 2 BETA v2 after replacement leads to possible inoperability of the different files sizes.
I went the other way, with the help of CDmage I pulled the files from the image, replacing the file (BSS RDT or PIX) after taking of the Trial
version, and again assembled a working drive with just a few tools.
Unfortunately this does not lead to any results. I even used the BSS Editor to replace that image at a location and
once it reaches the game hangs.
PIX file (the title of the screen image) is identical in size but does not start the game after the CAPCOM video.
With RDT exact same problem. Biohazard 2 Sourcenext takes RDT of PSX version and working.
Biohazard 2 beta v2 does not accept RDT from BIO 2 TRIAL and any other files. Why is that?Last edited by AleX_Red_07; 10-10-2015, 12:41 PM.
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SolidSnake11 just released a new patch which fixes the "killed Zombies getting up again" bug:
Apply the patch to a clean MZD/Vanilla image, it includes all of DB's changes as well!
Now all I need is a fix for the disappearing Zombies and I'll be satisfied till IGAS releases their project!
Edit:
Unfortunately this new patch breaks the Zombie AI...
It does fix the "not staying dead" problem, but Zombies will no longer actively pursue you when you use the patch.
They'll wander around aimlessly unless you are close to them.
@AleX_Red_07:
I'm not sure I understood your question correctly.
You can use CDMage to open an image file and replace the .RDT and .BSS files inside, if that's what you meant.
You can find CDMage here:
http://www.geocities.ws/cdmage/frames.htmlLast edited by Upaluppa; 10-10-2015, 12:58 PM.
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