Part 3: Hacking the Trials
-Resident Evil 4 Trial Edition-
Title Screen Debug (Various Settings)
EM_LIST - 1st-1, 1st-2, 2st-1, 2st-2, 2st-3, 3st-1
This options presumably allows you to change what character sets will inhabit
the map. The trial edition only has Enemy Stage 1 (villagers) present, so anything
else will crash the game. In theory you can have Krauser's Mercenaries inside
the village however, that's being saved for another feature at a later date.
The current options are 1st-1, 1st-2, 2st-1, 2st-2, 2st-3, 3st-1. Since choosing
anything else but the default option crashes the game this option remains a
mystery for now.
PAGE - 0-21
The page settings shows some statistics which are overlayed over the screen.
There are various settings, from 0 to 21 however I will only list the ones which
actually display something. A great majority of them are either not programmed
or do not show anything at all.
Page 5 displays some controller information, specifically
the max distance you can push your C Stick and such.
Page 6 displays some RAM information, but we arent sure
what (Thanks to rsteinke).
Page 9 appears to be displaying RAM which is set aside
for items that are picked up (Thanks to rsteinke).
Page 10 appears to be showing RAM which is used for
maps and other various items (Thanks to rsteinke).
Page 21 is also a mystery at this point.
Page 0 removed the debug menu giving you an unobstructed
ENEMY SET - ON/OFF
As it sounds, this turns enemies on or off depending on the setting. It removed
all enemies giving you an easy way through the trial.
ETC SET - ON/OFF
This turns off glass, doors and other objects Leon can react to. With this option
off, Leon has no doors to worry about or windows that need breaking through.
SOUND MODE - MONO, STEREO, DPL2
As you may guess, this is the sound option. It allows you to set Mono (One speaker),
Stereo (Two speakers), or DPL2 (Dolby Pro Logic 2).
BRIGHTNESS - 0-128
Adjusts the brightness level of the game.
SCENARIO - ON/OFF
One of the most interesting options, this allows you to turn various enemies,
cut scenes as well as other objects in the map OFF, making them disappear. This
also as you'll see later in this feature allows us access to some beta maps.
USE DBMEM - ON/OFF
We aren't very sure what this option does, but it most likely stands for Debug
Memory. Again, the details of what this does is unknown.
SHOOT MODE - OFF, PHOTO, VIDEO
This option sounds like it would be used in conjunction with a debug kit, however
it seems that's not the case. When you change the setting to Photo or Video
you are given a whole host of beta items and weapons in your inventory.
PL COSTUME - 0-3
Presumably this would change your costume/model to a special one. It is interesting
to note that there are a total of four options here. Could it be that the first
two adjust Leon's and the last two govern Ashley's? Or perhaps Capcom planned
on making more than two costumes available for Leon? Unfortunately selecting
anything other than 0 leads to a crash since there is only the default model
on the disc.
AIM REVERSE - ON/OFF
Reverses the aiming system. An option which is also accessible in the main menu.
WIDE MODE - ON/OFF
Loads the game in Widescreen mode depending on the setting. I believe this option
is not programmed for this trial.
LANGUAGE - JPN, USA, ENG, GER, FRA, ESP, ITA, KOR
An option to change the language, however the options do nothing in this trial.
E3_VER - ON/OFF
Essentially, a flag to disable or enable the debug menu. If you turn this off
the game will not load any debug menu features until you reset the game. This
also re-enforces my opinion that this demo is based off the E3 Version which
was playable at E3 2004.
After documenting all the features of the debug menu, I will now go in game
and test out various functions from this menu on the next few pages. Please
be aware that the documentation of these settings on the last few pages are
subject to change, as once you are in game you can get a better idea of what
they do to the game itself. Being able to actually get in the game and try these
settings out is thanks in part to Mark, who figured a method for getting the
game to actually load into a map once the debug menu active. Without his help,
this is where this feature would have ended.