Found something else!
In Room 309 ("Dark Passage") you can actually find a Fuel Cannister for the Flamethrower near the Generator Puzzle!
Also with R2 and L2 on the 1st controller you can freeze the game and use a frame by frame advance function!
Found something else!
In Room 309 ("Dark Passage") you can actually find a Fuel Cannister for the Flamethrower near the Generator Puzzle!
Also with R2 and L2 on the 1st controller you can freeze the game and use a frame by frame advance function!
Last edited by Upaluppa; 04-02-2011 at 04:43 AM.
There was blood in the kitchen, there was blood in the hall,
There was blood on the staircase where the lady did fall.
Now, i can play Chris like Hulk... :'D
LOL
I'm looking for Resident Evil 3.5 (BioHazard 4 "Progenitor" and "Hallucination"-"Hookman" Version) or scans, articles! Resident Evil 1.5 release info = http://www.bioflames.com/forum/viewtopic.php?t=3328
Wasn't there an ink ribbon in that hole? Nice to see the fuel canister location popping up too. In RE1 and 2 there's quite a bunch of unused ammo items.
But more importantly, how/why did the naked zombie get in the hole? Trying to shield himself from other zombies while still in the process of mutating? How was the hole created?
I mean in the retail disc as leftover, not used in the retail as background
Check my post, http://www.the-horror.com/forums/sho...&postcount=161
It was refer to that exact scene
Status Flag (continue)
Forth Row First Column
10000000 (simulates ladder, if you press square the character descend them, can broke the backgrounds)
00000100 (with that you can see the third bit change to 1 when the background changes, then return to 0 when it's loaded)
01000000 (in some rooms make the character "crazy", no way to disable) + it's the "move object" bit, if you try to push something it switch to 1, if you do it manually in a room where there is something to move the character starts the animation then it sets itself to 0
00000010 (3D and layer objects start to shake, tried in the dining room 2nd floor)
00000100 (stretch the background, tried in the dining room 2nd floor)
First Row Second Column
00010000 (soft reset, restarts from the Capcom logo)
00001000 (timer, with seconds and cent counted backward)
00000010 (disables the layers on the backgrounds)
before:after:
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Last edited by SonicBlue; 04-02-2011 at 07:44 AM.
The beta freezes everytime I pick up an item. Anyone knows how to fix it?
Last edited by aris13; 04-02-2011 at 07:34 AM.
I'm sorry, I didn't want to steal your show...
I was so busy posting my discoveries that I didn't really check the previous posts if the hole was mentioned already.
Anyways, the flag display debug seems to be a really powerful tool!
I'm sure there's many a good thing to discover thanks to that!
I also think that someone should compare the memory of the Trial Edition with the memory of this build!
That way it might be possible to find differences which refer to the debug menu and which pointers and byte flags have to be set in order to access it in other builds! (Assuming that the debug menu is actually included in the Trial Edition, but that can be checked easily by searching the memory for the debug menu text)
I am doing a bit of comparing with the psxrel debugger right now!
I'll keep you guys updated if I find something!
Edit:
Debug menu control seems to be located next to where the actual menu text is stored!
If you set B1F41 to 0A you'll make the normal menu appear, other menus appear when you mess with the 0A's at this address and next to it...
I bet we can access different menus by editing this somehow, but currently I just get a weird message in Kanji which is probably an error report...
B1F41 = Current Debug Menu
B9CD4 = Debug Menu On/Off (Thanks to kevstah2004)
BC738 = Value for Event Test
Oh look, Chris is walking on the edge of the screen:
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Last edited by Upaluppa; 04-02-2011 at 10:06 AM.
There was blood in the kitchen, there was blood in the hall,
There was blood on the staircase where the lady did fall.
It sets the last row from 11111111 to 00000000 when you read something.
And this when you move something and pick stuffs
To stop the enemies 11111011, to stop the character 11111110 in the last row of the Stop Flag
For now I've not found what flag sets that you have already pick that object in a room
Edit (sorry for all those edits lol)
The Enemy Flag and the Item Flag (the ones I'm testing right now) works only if you leave and reenter the room that you are modifying the values.
Last edited by SonicBlue; 04-02-2011 at 09:14 AM.
I was just playing around with the scenario flags and common flags (great fun reminds me of xenogears mappara stuff). Are the zombies in this room in any of the final versions? Don't remember ever fighting anything in here.
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Good work guys! Got some messing aroud to do!
I wonder if we will see yet another debug build of Biohazard anytime soon...
To my knowledge there is another near final build in circulation which has not been released yet...
There was blood in the kitchen, there was blood in the hall,
There was blood on the staircase where the lady did fall.
Is there a way to fix the textures popping in and out on epsxe? I've seen footage, I'm guessing is direct capture from a PSX and this doesn't happen...
Scream, yep, Jerome found that out ;) If you light the fireplace to reveal the map then come back into the room later, they are there.
The 3 PDEMO?.DAT files are for Chris only and show him battling on the staircase landing, the AI script of the 2nd one is awful he's shooting into spacethe 3rd one he get's killed walking backwards into a zombie, I think the zombie acid killed him instantly.
Last edited by kevstah2004; 04-02-2011 at 10:42 AM.
If he had a brain, he'd be dangerous.
Scream, I made a video about these zombies a few years ago:
http://www.youtube.com/watch?v=CZtO5ItAqhw
To see the 2 zombies in the chimney room, here is what you basically need to do:
- grab the lighter, light up the wood inside the chimney
- exit the room
- enter several other rooms or go downstairs and enter one room
- come back in the chimney room
- fight with the 2 zombies
There will be only 2 zombies, and only once.
This trick work with both Chris and Jill.
Last edited by imacwesker; 04-02-2011 at 10:43 AM.
To get the Event Test working select an option and press circle, I just got the key out from behind the grand clock in the dining room by activating the event.![]()
Cool!
I already thought event test would not work at all, but I was just pressing the wrong button it seems...
There are so many events in Resident Evil that I bet I still haven't seen all of them, even tough I must have finished the game a hundred times by now...
I guess the event test could be useful in finding some of them which I have no clue how to trigger in a normal playthrough!
(The two zombies in the lighter fireplace room, for example)
Last edited by Upaluppa; 04-02-2011 at 10:49 AM.
There was blood in the kitchen, there was blood in the hall,
There was blood on the staircase where the lady did fall.
Ah ok - thanks Dot/Jerome! I thought it looked vaguely familiar!
Something I found is that if you activate the first common flag on the second row of the first column, and then select some of the room flags on the first row of the last column (towards the end) you'll get some interesting menus and camera changes. I think for some of them it just scrolls through all the text in the room, it crashes a lot though (for example I think it tries to load the blood on the wall) - here's some I did:
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Last edited by Scream; 04-02-2011 at 10:52 AM.
This build really is quite a treat to be playing, buggy as hell but it's fun to play around with the fully unlocked debug menu, makes me wonder what BH2v1 is like (but that's for another day)...
Ah, it seems to be a texture/memory viewer of some sort.
Is this a function of the debug menu? (haven't tested all the options yet) or something else?
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