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  1. #41
    #37 El Gigante geluda's Avatar
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    You know, I don't think it's too complicated, the biggest hurdle would probably be learning the actual programming language necessary to make changes to the game. But, the Biohazard 1996/01/31 build will prove to be a very useful tool in understanding how early Biohazard games work I think. You can use it to look at memory in real time without having to be hooked up to anything, as cutscenes are playing out for example you can see what's being accessed in memory through the flag menu, if you studied it long enough you would be able to see paterns and would have areas of memory in RDTs for you to take interest in and understand what they're doing, how the game is put together piece by piece, what is causing the scenes to play out in the way they do, etc. If that flag menu could be ported to the PC version that would be a massive step in the right direction, if it could somehow be ported to Biohazard 2 that would be even more insane. The flag menu is like god mode, you get to look at the guts of the game as you play it, knowing how Biohazard 1 is put together gives you a good idea of how Biohazard 2 is put together and so on, the skills are very much transferable despite changes within the game code.
    Last edited by geluda; 05-18-2012 at 09:45 PM.

  2. #42
    #32 Birkin Type 4 AsteroidBlues's Avatar
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    Quote Originally Posted by Darkmoon View Post
    Ditto. Although, since I keep Enrico locked in my basement, I do have ways to make it happen...
    Darkmoon is not bluffing. I've seen it in person.... "It puts the lotion on it's skin, or it gets the hose again!".... I was scarred for life after handing the hose back. T_T

    Quote Originally Posted by geluda View Post
    You know, I don't think it's too complicated, the biggest hurdle would probably be learning the actual programming language necessary to make changes to the game. But, the Biohazard 1996/01/31 build will prove to be a very useful tool in understanding how early Biohazard games work I think. You can use it to look at memory in real time without having to be hooked up to anything, as cutscenes are playing out for example you can see what's being accessed in memory through the flag menu, if you studied it long enough you would be able to see paterns and would have areas of memory in RDTs for you to take interest in and understand what they're doing, how the game is put together piece by piece, what is causing the scenes to play out in the way they do, etc. If that flag menu could be ported to the PC version that would be a massive step in the right direction, if it could somehow be ported to Biohazard 2 that would be even more insane. The flag menu is like god mode, you get to look at the guts of the game as you play it, knowing how Biohazard 1 is put together gives you a good idea of how Biohazard 2 is put together and so on, the skills are very much transferable despite changes within the game code.
    Possibly the most on topic, intelligent addition to the topic so far, kudos to you for making me feel dumb in the presence of your logic. XD

  3. #43
    #31 Birkin Type 3 alinhoalisson's Avatar
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    With the Unreal Engine? Almost impossible.
    Now, if you create an engine that mimics the Unreal Engine features, it's very possible. But it would take alot of work.

  4. #44
    #30 Birkin Type 2 Rick Hunter's Avatar
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    Excuse me? Impossible? Have you seen the number of games/mods that have been created with the unreal engine? Nothing's easier.

  5. #45
    #32 Birkin Type 4 AsteroidBlues's Avatar
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    Quote Originally Posted by alinhoalisson View Post
    With the Unreal Engine? Almost impossible.
    Now, if you create an engine that mimics the Unreal Engine features, it's very possible. But it would take a lot of work.
    Quote Originally Posted by Rick Hunter View Post
    Excuse me? Impossible? Have you seen the number of games/mods that have been created with the unreal engine? Nothing's easier.
    Well, to be honest, there are plenty of things that are easier. xD I agree with you that it would be quite possible with the unreal engine, but alinhoalisson is right in saying it would probably take quite a bit of work. Making a full fledged video game damn near from scratch is always a lot of work.

  6. #46
    #30 Birkin Type 2 Rick Hunter's Avatar
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    Of course it would require a lot of work, as far as I know we haven't invented magic yet.

  7. #47
    #37 El Gigante geluda's Avatar
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    Quote Originally Posted by AsteroidBlues View Post
    Possibly the most on topic, intelligent addition to the topic so far, kudos to you for making me feel dumb in the presence of your logic. XD
    Thanks for the compliment, although I'm no hacker. I've just spent a lot of time with the Biohazard beta. But I can deffinately see where it can be useful, for example, an exploit which is used in the Biohazard 2 Trial Edition to allow you to move during cutscenes and advance further in the demo is possible in the Biohazard beta simply by fiddling with a couple of flags. What had to be figured out by looking at hex code in one game could easilly be figured out just by playing with the other. The flag menu lets you see what is going on as the game progresses, when you interact with objects, when you solve puzzles, when you watch cutscenes, every single tiny action is controlled by it and we can watch it happen in real time, even control it our selves within reason of course. Even though BH1, BH1.5, BH2 etc are all different I would bet the same design principles were used in the making of the game to handle object interaction, puzzle solving, cutscene advancement, etc. While the games are different, I'll bet that to a competent hacker/programmer knowledge gained from studying the Biohazard beta would teach them where to look and give them a far greater idea on what's actually going on as they look at the code in Bhiohazard 2/3, perhaps to the extent of being able to write their own script and change the nature of puzzles or rewrite cutscenes in the PC games.

  8. #48
    #32 Birkin Type 4 AsteroidBlues's Avatar
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    Quote Originally Posted by Rick Hunter View Post
    Of course it would require a lot of work, as far as I know we haven't invented magic yet.
    pfft, magic! Ha, what a silly notion... magic... <_< *hides copyright submission forms for the magic I invented* No such thing.

    Quote Originally Posted by geluda View Post
    Thanks for the compliment, although I'm no hacker. I've just spent a lot of time with the Biohazard beta. But I can deffinately see where it can be useful, for example, an exploit which is used in the Biohazard 2 Trial Edition to allow you to move during cutscenes and advance further in the demo is possible in the Biohazard beta simply by fiddling with a couple of flags. What had to be figured out by looking at hex code in one game could easilly be figured out just by playing with the other. The flag menu lets you see what is going on as the game progresses, when you interact with objects, when you solve puzzles, when you watch cutscenes, every single tiny action is controlled by it and we can watch it happen in real time, even control it our selves within reason of course. Even though BH1, BH1.5, BH2 etc are all different I would bet the same design principles were used in the making of the game to handle object interaction, puzzle solving, cutscene advancement, etc. While the games are different, I'll bet that to a competent hacker/programmer knowledge gained from studying the Biohazard beta would teach them where to look and give them a far greater idea on what's actually going on as they look at the code in Bhiohazard 2/3, perhaps to the extent of being able to write their own script and change the nature of puzzles or rewrite cutscenes in the PC games.
    Seems completely feasible, but finding said programmer would be the most difficult thing of all unfortunately. Nine times out of ten, programmers at that skill level are off getting paid sixty dollars an hour and have little interest in hacking games from the late nineties. :S

  9. #49
    #37 El Gigante geluda's Avatar
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    Quote Originally Posted by AsteroidBlues View Post
    pfft, magic! Ha, what a silly notion... magic... <_< *hides copyright submission forms for the magic I invented* No such thing.



    Seems completely feasible, but finding said programmer would be the most difficult thing of all unfortunately. Nine times out of ten, programmers at that skill level are off getting paid sixty dollars an hour and have little interest in hacking games from the late nineties. :S
    Yup, that's the sad reality of it! Even the best of the best like Dominion haven't got the spare time to continue with their projects, the work involved must be truely time consuming and not worth the efforts.
    Last edited by geluda; 05-19-2012 at 05:30 PM.

  10. #50
    #31 Birkin Type 3 alinhoalisson's Avatar
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    Quote Originally Posted by Rick Hunter View Post
    Excuse me? Impossible? Have you seen the number of games/mods that have been created with the unreal engine? Nothing's easier.
    You mean those rooms edited to fit pre-rendered backgrounds?
    Or even the new skins?
    LOL, That is easy as hell.

    What is hard is the characters animation & programming.
    That guy from Dark Biohazard just made things larger/smaller/changed skins and etc.
    I've never seen a MOD where there was a real change, like new enemies or things like that.
    I would cut my head if someone even could create the spider-man animation and attacks.
    That would take ages.

  11. #51
    #28 Super Tyrant
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    Making RE 1.5 is not that hard, but not with old engines, take advantage of new engines such as Unreal Engine 3 and the process would be much easier.

  12. #52
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    I've kinda said this before, but I'll say it again: To be honest, regarding the RE community and mods, I've always felt that it's not exactly been streets ahead with its stuff and progress. Rather the complete opposite.

    If I wanted someone to solve a technical riddle for me; chances are I'd open my eyes and look at what people are doing in other communities and more or less build my own little dream team.

    ASSEMBLE!

  13. #53
    #32 Birkin Type 4 AsteroidBlues's Avatar
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    Quote Originally Posted by Carnivol View Post
    I've kinda said this before, but I'll say it again: To be honest, regarding the RE community and mods, I've always felt that it's not exactly been streets ahead with its stuff and progress. Rather the complete opposite.

    If I wanted someone to solve a technical riddle for me; chances are I'd open my eyes and look at what people are doing in other communities and more or less build my own little dream team.

    ASSEMBLE!
    *Has assembled* Let's do this shit.... whatever it is. <_<

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