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.