2018/06/04
The source code to this project is now available.
MeganGrass/SLUS_007.48
2018/03/03
This is a modification of Resident Evil 2 Dual Shock [SLUS-00748], rebuilt to run game data from Bio1/RE1, Bio1.5, Bio2/RE2, Bio3/RE3 and in some cases, all games on a single disc (depending on which version/patch available) and made possible through an elaborate series of R3000A assembly hacks. There isn't any exact order in which various games are supported, only a chaos of various tests meant to push the boundaries of the original engine.
This modification is still pointless, really. It was amusing to see how easily (in some cases) the engine could be bent, stretched and ultimately modified to do much more than originally intended, in addition to how similar each engine is to one another and the gradual progression between each (from Bio1-Bio3).
Updated versions and patch notes can be found here.
Restructured CD file structure allowing for:
4 different games (Bio1, Bio1.5, Bio2 and/or Bio3)
7 stages per game
48 rooms per stage
16 cameras per room
48 Doors per game
48 MAIN BGM music files per game
48 SUB BGM music files per game
2 BGM music per room (1 MAIN, 1 SUB)
16 player characters per game
1 unique death sequence per player
18 weapons per player
79 enemies per game (rough estimate)
256 Items per game
24 Files per game
1 Opening per game, using code overlay
1 Ending per game, using code overlay
1 ExBattle per game
Convenient debug menu with many features (event test, message test, room jump, etc)
Quick-turn (from Bio3) was implemented
Dual Shock controller support
TODO:
Reimplement XA (Voice Acting) and STR (Video) support
Complete individual game runtime data conversion
2014/03/27 original post
This is a modification of the Bio2 beta, rebuilt to run room data from Bio1.5. So far, only 11 rooms are imported. I just started this small project a couple weeks ago, and results were better than I expected... so, I'm going to whore my results.
This modification is pointless, really. It's just a test to see what's possible and I'm not sure if I'm going to take it any further than this.
COMPLETE:
The game uses English font (Rdt->Msg)
Resident Evil 2 title screen and sound effect
Several Bio1.5 rooms imported (11 total)
All movie playback is disabled
All checksum routines are disabled
Debug Menu is updated to reflect the one from Bio1.5
'Add Ammo/Count' debug option was increased from 1 to 7, using Triangle in Status Menu
TODO:
Update and fix collision data (*.sca) for a few rooms
Update and fix floor data (*.flr)
Update the starting point
Remove the 'Player Select' screen
Minor Camera Sprite data (*.pri) adjustment for a few rooms
Import more Bio1.5 room data
Populate the rooms with entities and puzzles
Import and adjust EMD data and health/damage tables
Import music data (*.bgm) from Bio1.5
Update the 'ItemMix' tables for proper Bio1.5 support
Numerous updates to script data (*.scd)
Replace and update door data
The source code to this project is now available.
MeganGrass/SLUS_007.48
2018/03/03
This is a modification of Resident Evil 2 Dual Shock [SLUS-00748], rebuilt to run game data from Bio1/RE1, Bio1.5, Bio2/RE2, Bio3/RE3 and in some cases, all games on a single disc (depending on which version/patch available) and made possible through an elaborate series of R3000A assembly hacks. There isn't any exact order in which various games are supported, only a chaos of various tests meant to push the boundaries of the original engine.
This modification is still pointless, really. It was amusing to see how easily (in some cases) the engine could be bent, stretched and ultimately modified to do much more than originally intended, in addition to how similar each engine is to one another and the gradual progression between each (from Bio1-Bio3).
Updated versions and patch notes can be found here.
Restructured CD file structure allowing for:
4 different games (Bio1, Bio1.5, Bio2 and/or Bio3)
7 stages per game
48 rooms per stage
16 cameras per room
48 Doors per game
48 MAIN BGM music files per game
48 SUB BGM music files per game
2 BGM music per room (1 MAIN, 1 SUB)
16 player characters per game
1 unique death sequence per player
18 weapons per player
79 enemies per game (rough estimate)
256 Items per game
24 Files per game
1 Opening per game, using code overlay
1 Ending per game, using code overlay
1 ExBattle per game
Convenient debug menu with many features (event test, message test, room jump, etc)
Quick-turn (from Bio3) was implemented
Dual Shock controller support
TODO:
Reimplement XA (Voice Acting) and STR (Video) support
Complete individual game runtime data conversion
2014/03/27 original post
This is a modification of the Bio2 beta, rebuilt to run room data from Bio1.5. So far, only 11 rooms are imported. I just started this small project a couple weeks ago, and results were better than I expected... so, I'm going to whore my results.
This modification is pointless, really. It's just a test to see what's possible and I'm not sure if I'm going to take it any further than this.
COMPLETE:
The game uses English font (Rdt->Msg)
Resident Evil 2 title screen and sound effect
Several Bio1.5 rooms imported (11 total)
All movie playback is disabled
All checksum routines are disabled
Debug Menu is updated to reflect the one from Bio1.5
'Add Ammo/Count' debug option was increased from 1 to 7, using Triangle in Status Menu
TODO:
Update and fix collision data (*.sca) for a few rooms
Update and fix floor data (*.flr)
Update the starting point
Remove the 'Player Select' screen
Minor Camera Sprite data (*.pri) adjustment for a few rooms
Import more Bio1.5 room data
Populate the rooms with entities and puzzles
Import and adjust EMD data and health/damage tables
Import music data (*.bgm) from Bio1.5
Update the 'ItemMix' tables for proper Bio1.5 support
Numerous updates to script data (*.scd)
Replace and update door data
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