Now I've to figure out what is it
description:
after check:
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Last edited by SonicBlue; 04-01-2011 at 04:40 PM.
Nice! Wish I didn't have to go to bed soon.
So perhaps this was a build where someone in house evaluated the game as a whole from start to finish, where things like debug options actually functioning correctly weren't a necessity? Unless everyone in Capcom knew exactly what they were doing in regards to map warping (this build seems to require some pretty intricate knowledge of what does and doesn't work), it doesn't make sense that a basic function like this would be buggy; unless of course it was a reject build (that could always explain how it slipped under the radar).
Last edited by geluda; 04-01-2011 at 04:47 PM.
Uploading PSP version.
I teleported to the end of the game, watched the credits, then things got weird heh. Text not showing up and stuff not loading![]()
CUT MODE = Stops / starts the camera angle switch.
EVENT TEST = Press up / down on controller 1 to change event.
VOICE TEST = Press circle on controller 1 to play 00 to 85.
SOUND TEST = Controller 2 d-pad changes the X and Y values.
ADJUST LIGHTING = Use triangle / circle on controller 1 to increase / decrease values.
If he had a brain, he'd be dangerous.
They are also in the final game, so nothing new here...
Only the Director's Cut does not have the Dumdum Rounds, they were replaced with the alternate S.T.A.R.S. Handgun.
Or are you actually trying to say that they have a different effect when fired with the Colt in this build?
Now that would be too cool to be true...
Edit:
Does the ammo counter for the Colt Python change to an orange color when you load it with Dumdum Rounds?
I know that it does in the Trial Edition, but somehow I seem to remember that the counter stayed green in the final build, or am I mistaken?
Edit2:
I am stupid, your picture actually shows the orange number, so it's still in there.
Sorry for asking before checking the pictures...
Something else:
You actually found them in a room while playing, didn't you?
Now that's awesome, they obviously weren't available without hacking in any other build we have played so far!
Makes me wonder if the Magnum Rounds are also available or if you only get Dumdums in this build (again, without hacking)...
The Trial Edition only had the Magnum Rounds as pickups available in rooms, if I remember correctly.
Last edited by Upaluppa; 04-02-2011 at 03:45 AM.
There was blood in the kitchen, there was blood in the hall,
There was blood on the staircase where the lady did fall.
More on the Flag menu.
Go into debug menu and activate Flag View Mode, hold CIRCLE to move the green cursor with the d-pad, use L1 to switch menu. I'm not sure exactly what these are, but they appear to be milestones, maybe even potential "dip switches." They change with progess, these screens were taken after fifteen or so minutes play with Chris. You can see you have things like item flags which might indicate what items you have, or potentially can have. It'll be interesting to see how these change through the progress of the game and especially interesting if you can manipulate them your self.
R2 to change the values! Not sure why I didn't figure that out sooner. :/ Still not sure what it does though, if anything at all.
Last edited by geluda; 04-01-2011 at 05:28 PM.
eheheh, they kill the Hunters with one hit, and yes, there are also the standard one (green), and also yes, I've found them in the room 717 LIBRARY B, solve the puzzle, and here they are, you have then to jump to the room 715 STUFFED ROOM, solve the puzzle, descend the stairs (remember to do that) and then warp to the 6xx tiger room![]()
Last edited by SonicBlue; 04-01-2011 at 05:28 PM.
Good idea!
Comparing them could help us creating an all events done cheat with ease!
Something else, does saving on the memorycard actually work on epsxe?
I am asking, because on the PSP the game does not want to save my progress onto the virtual memorycard.
I can actually use the typewriter and create a file in any of the slots, but when I restart the game the slots will be empty again...
Using a cheatdevice to import .mcr files from the retail Biohazard which I played on epsxe long time ago works fine tough...
Edit:
Forget about the memorycard problem!
It looks like my virtual memorycard ran out of free blocks.
(I happen use one memcard file for ALL my PSX EBOOTS, wasn't a good idea, I guess)![]()
Last edited by Upaluppa; 04-01-2011 at 05:57 PM.
There was blood in the kitchen, there was blood in the hall,
There was blood on the staircase where the lady did fall.
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The Dumdum Rounds was already loaded when I've done the savestate, because the first time I've tried to empty the standard magazine into a Hunter the first died with 2 shots, and the second at the third shot made the emulator crash.
Save works as normal on epsxe, now I'll try to analyze the disc.
Last edited by SonicBlue; 04-01-2011 at 05:48 PM.
Thanks! They are most certainly milestones. I can confirm that item flags become checked (or unchecked perhaps) with every item you pick up, if you keep the menu open when you pick up an item off the field you can see exactly which item corresponds to which flag. For example, in your picture, all the zeros correspond to all the individual items you've picked up off the field...
For now I have to go to bed, but tomorrow I'll start a play through and try and pay close attention to each of the menus to see what corresponds to what. Some are pretty self expanatory, like scenario flag, but I'm curious to see what things like room flag or use flag actually represent.
I'm thinking now this menu might have been used for diagnostic purposes in case any errors were encountered they could see the exact conditions the game was in when the error occured, making it easier to locate and fix the problem...
Last edited by geluda; 04-01-2011 at 05:53 PM.
Right, since there seems to have been no enemy swap codes yet (and I lack the time to traul through memory finding the codes), I took the 0804 Cerberus and the 1004 Chimera and ported them to the PC version (obviously using the original PCs animation sets).
oh yeah to get them to work, just dump the files into the RESIDENT EVIL\USA\Enemy folder. If you want them for Jill, just rename them to EM11**.
Would be interesting to see if they actually have AI in their respective builds.
Last edited by Enrico Marini; 04-01-2011 at 06:01 PM.
Enemy swaps seem to only work via RDT edits, I tried enemy swaps on the fly before but it only effects the AI not the loaded enemy model, i'll give it another bash though.
If he had a brain, he'd be dangerous.
New stuff?
Last edited by SonicBlue; 04-01-2011 at 06:23 PM.
Find the enemy code in memory whilst in the room and use Cheat Engine or what ever to freeze that byte, leave and re-enter the room. Hopefully, well most times I've done this, the game won't crash and apon reentering a room it should load in the correct model.
Don't remember seeing that before. Looks like the los illuminados symbol on the front. xDIs this new?
Last edited by Enrico Marini; 04-01-2011 at 06:22 PM.
PSP Version, confirmed working with 6.20 on the PSPgo using TN-D. Make sure your PSP can play custom games.
Download : http://www.megaupload.com/?d=RS29JS1S
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