Announcement

Collapse
No announcement yet.

[RELEASE] Biohazard 1.5 Hacks

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • AleX_Red_07
    replied
    Well done Martin!
    Thank you very much!
    Click image for larger version

Name:	elza1.gif
Views:	1
Size:	18.9 KB
ID:	404717

    Leave a comment:


  • Graco
    replied
    Thanks for the update!

    Leave a comment:


  • Dark Biohazard
    replied
    Hello people!

    This time I come to show you something I was finally able to fix completely! I mean the boundaries from this room (404), this is a room ported from BH2 Trial Edition:


    If you've played my patches know what I mean, this room I added time ago had no boundary data, since I was not able to decipher 1.5 boundary types (circles, triangles, rhombus, etc), until now!

    Thanks to Leo2236 for his new amazing tool RE2RDTE, that although it does not support 1.5 format, it help me a lot to decipher almost all 1.5 boundary types! So, big thanks you Leo! ;)

    Of course, this will be included in a future new patch that I'm planning to release soon. ;)

    Originally posted by Darkness View Post
    Martin any progress on shotgun SAP(assuming the sound format isnt different) or new PLW for magnum?
    With "shotgun SAP" you mean to the reloaded sound after shoot, right? if so, no.

    As about new model for the magnum, maybe I will add it in the next patch, too. ;)

    Greetings.
    Last edited by Dark Biohazard; 06-08-2015, 05:20 PM.

    Leave a comment:


  • Darkness
    replied
    Martin any progress on shotgun SAP(assuming the sound format isnt different) or new PLW for magnum?

    Leave a comment:


  • Dark Biohazard
    replied
    Thanks guys!

    Leave a comment:


  • Darkness
    replied
    good work

    Leave a comment:


  • Graco
    replied
    Glad you're back!

    Leave a comment:


  • Dark Biohazard
    replied
    Hello guys! I'm back (temporarily)!

    Since I had a little free time lately, I've put some work in this project again.

    From a couple of days ago, I have started to study more deeply how 1.5 scripts works, to be exact, how game memory works. I mean, how to get the game could detect when a cutscene is executed and could save it in his memory to not execute it again, again and again...

    Fortunately I made it! NO MORE REPEATED CUTSCENES! people who have ever played my patches before, know what I mean. ;)

    Here a video:


    So, I will probably release a new patch with all these improvements and more, soon! ;)

    Greetings to all and I hope you like this good news.

    Leave a comment:


  • Jesus Romero
    replied
    DB friend grace throughout your patch.
    sorry to leave the world of the mods
    DB friend good job.

    Leave a comment:


  • Mikhail
    replied
    Ok guys one for you to test, the left analogue stick has to be on full lock and analog has to be turned on of course.

    Replace digital left with analogue left.
    D0007574 007F
    80007572 FF7F
    D0007576 7F00
    80007572 FF7F

    Leave a comment:


  • Mikhail
    replied
    Can you fixup the SYSTEM.CNF
    to
    Code:
    BOOT = cdrom:\XXXX_XXX.XX;1
    - backslash is needed between cdrom and X.
    and rename the PSX.EXE to XXXX_XXX.XX
    it helps with emulator compatibility as some aren't able
    to load the PSX.EXE path properly, such as wiisx which bsods with it atm.
    I mentioned before that the SYSTEM.CNF shouldn't be used if the executable
    is named PSX.EXE as it's redundant on a real psone, but to mantain better compatibility with emulators it's best to use a fake unlicensed game id that follows the 8.3 standard.
    Last edited by Mikhail; 03-29-2015, 10:18 PM.

    Leave a comment:


  • Dark Biohazard
    replied
    Originally posted by Rocket View Post
    Dark Biohazard, how I can get access to SITE C location now (not for SITE C MARVIN)?
    Rooms 302 and 30C was replaced by new rooms.

    Leave a comment:


  • Rocket
    replied
    Dark Biohazard, how I can get access to SITE C location now (not for SITE C MARVIN)?

    Leave a comment:


  • Mikhail
    replied
    I'm testing out a play with left analog stick code atm just trying to figure out the analog stick address and it's min / max values for each direction, great update as always.

    Leave a comment:


  • Dark Biohazard
    replied
    Originally posted by Mikhail View Post
    It was me who made the character selection screen and pld swap codes
    Oh I see, so I will add your name in the credits for it. ;)

    Originally posted by Mikhail View Post
    The values contained in code are the adjusted lba address in the iso and
    pld filesize.
    Yeah, I understand that perfectly, every time I make a new patch, I should adjust those LBA values.

    Leave a comment:

Working...
X