The SPAS 12 works fine with me, I killed a zombie, hit a Gorilla, even Birkin.
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Resident Evil 1.5 WIP Spoiler Thread (Post your screenshots, findings, observations)
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Originally posted by MarkGrass View PostI asked in another thread, and I'll ask here:
Has anyone figured out how to extract data from the ISO, yet? Using save states is an awful way to go about it...
Sector 690 is a good place to start. Appears to be file names for all the game data. Even if you just opening up the *.BIN with a hex editor, you should be able to spot them (search for "DUMMY" or offset 1623862).
However, the only way to get everything properly would be to identify how the program accesses these files. Appears to be some kinda alternate table of contents that only the program is aware of that the team most likely implemented themselves. Probably to prevent tampering/modding, which is understandable considering what game it is and the circumstances leading up to this release.
Another method to get some data extracted would be to search the .BIN for known format headers and guess at file size. However, I've never attempted to extract raw data from a disc before.
Data may not be continuous since each sector might have some bytes reserved depending on mode and what not (which would explain why the file list has breaks in it). If the layout of each sector is the same, can just calculate what portion(s) of the sector is junk to know when to disregard data.
(Just some random thoughts... Might sound silly to people who are actually knowledgeable/experienced in this kinda stuff. )
Edit: Well, extracting data manually worked at least. Now if only there was some kinda .BS to .BMP command line tool out there...Last edited by Orin; 02-18-2013, 07:47 PM.
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Alright so forgive me if this was already asked but how are people getting certain rooms to pop up on the debug menu? I'm quite new at this stuff. I also can't for the life of me find Birkin. What room is he in?
EDIT: nevermind, figured it out! Silly me.Last edited by Spera01; 02-18-2013, 07:36 PM.
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After playing the WIP (and what I presume to be the PSM build with some minor changes), I'd like to present some feedback. What I'll post is my opinion only, but given that we were shared this gift by the teamᵀᴹ, I feel the least we can do is try to contribute something from our experience. Not to say that this will necessarily affect or change what's in motion, but an honest perspective of the flaws I have noticed with the build.
I'll refrain from approaching anything related to the storyline, the progression, or the bugs and glitches we have all came across at some point or another. My focus will be exclusively on the gameplay, because that seems to be where the teamᵀᴹ might have more freedom to come up with their own ideas and shape it as they see fitting.
I'll start by addressing the weapons. The handgun (and the burst version) seem to be well rounded up, but there are two issues I can see with it already. The firing speed and the stopping power. The firing speed is not a problem per se, especially since it is designed to deal with the zombies and dobermans whom are fast and numerous. But this problem manifests against bosses. It's so fast that it can dish out insane amount of damage to them in little time, without being openly exposed to their attacks. It completely screws whatever balance it might have. Worse yet, bosses seem to go down with 1 to 2 clips, so the ammo quantity will need to be rationalized to make sure it's not abused. The stopping power is another complication. It works fine against lesser enemies but it completely impedes the bosses from advancing at an alarming rate, which should not be expected out of an handgun. For example, the male baboon can eat up to 5 bullets before advancing on you. That's not good. Bosses should be more resilient against weaker weapons. I got nothing to point out about the shotgun, except that it's too powerful against the male baboons, since they can be taken down with 4 shots of it, and the weapon spreads its shells hitting them both, without giving them a chance to react (yes, you can defeat them without them moving an inch). The magnum seem to be fine for the Japanese vers. However, remember, most of your public is American and European, so if this is fanbase you are trying to cater, enemies will need to be more resistant against it. Hunters were defeated by one magnum round in JP BioHazard, but they took up to 2 or 3 magnum rounds to bite the dust in the NA and EU BioHazard. Mutant Lickers were defeated by 2 magnum rounds (un-modified Magnum) in JP BioHazard 2 but could withstand up to 3 or 4 shots in NA or EU BioHazard 2.
The next thing I'd like to speak about is enemy design. There's no problem with zombies or dobermans. They are bullet sponges, and it's a good idea it's this way because it forces the player to think of ways to get across them without necessarily cleaning every single last one of them. My biggest issue are the male and female baboons. For some odd reason, these enemies seem to have a lousy hit detection ratio when they attack (sometimes, it looks like the player seems to get hit by it but takes no damage) and a terrible AI. They seem to get stuck very easily, and don't coordinate their attacks properly (thus negating the whole purpose of being at a disadvantage when fighting them in numbers). It's more of a tweaking thing than a complete overhaul, but it should be considered given that these enemies are representative of the Hunter or Licker designs of the respective games.
Another thing that crossed my mind while playing it is how the idea of puzzles blend in with the gameplay. Since zombies eat so many bullets and take so much time to go down, and are, most of the times, faced in large numbers, the pace doesn't seem to be focused on action, but rather strategy. Allow to elaborate. Fighting off 5 zombies can consume as much as 75 bullets. Unless the game is throwing you ammo, the intended course of action is to come up with a way to get past them instead of fighting them until they are dead. You need to be careful of their positions and the way they are advancing towards you and come up with a strategy that allows you to: get unscratched through the horde; waste as little ammo as possible. The fact they go down after 2 or 3 handguns bullets seems to imply that you're meant to take them out one by one and advance always keeping in mind the space between you and the next one. This an idea the teamᵀᴹ could exploit when deciding the enemy placement of the game.
For now, that's pretty much all the feedback I can provide. I encourage you all to do the same. It might be for naught, but, remember, it's a sign of respect and consideration for the team and the project they are doing for our community.
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Originally posted by Orin View Post(Just some random thoughts... Might sound silly to people who are actually knowledgeable/experienced in this kinda stuff. )
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Man im loving this game but I feel happy and sad at the same time lol
Happy because im playing 1.5 , Sad because I miss the days when games looked and played like this , it just reminds me of my childhood and looking through all the egm magazines for 1.5 screenshots . I miss those days simple and fun
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Originally posted by Kegluneq View PostAfter playing the WIP (and what I presume to be the PSM build with some minor changes), I'd like to present some feedback. What I'll post is my opinion only, but given that we were shared this gift by the teamᵀᴹ, I feel the least we can do is try to contribute something from our experience. Not to say that this will necessarily affect or change what's in motion, but an honest perspective of the flaws I have noticed with the build.
I'll refrain from approaching anything related to the storyline, the progression, or the bugs and glitches we have all came across at some point or another. My focus will be exclusively on the gameplay, because that seems to be where the teamᵀᴹ might have more freedom to come up with their own ideas and shape it as they see fitting.
I'll start by addressing the weapons. The handgun (and the burst version) seem to be well rounded up, but there are two issues I can see with it already. The firing speed and the stopping power. The firing speed is not a problem per se, especially since it is designed to deal with the zombies and dobermans whom are fast and numerous. But this problem manifests against bosses. It's so fast that it can dish out insane amount of damage to them in little time, without being openly exposed to their attacks. It completely screws whatever balance it might have. Worse yet, bosses seem to go down with 1 to 2 clips, so the ammo quantity will need to be rationalized to make sure it's not abused. The stopping power is another complication. It works fine against lesser enemies but it completely impedes the bosses from advancing at an alarming rate, which should not be expected out of an handgun. For example, the male baboon can eat up to 5 bullets before advancing on you. That's not good. Bosses should be more resilient against weaker weapons. I got nothing to point out about the shotgun, except that it's too powerful against the male baboons, since they can be taken down with 4 shots of it, and the weapon spreads its shells hitting them both, without giving them a chance to react (yes, you can defeat them without them moving an inch). The magnum seem to be fine for the Japanese vers. However, remember, most of your public is American and European, so if this is fanbase you are trying to cater, enemies will need to be more resistant against it. Hunters were defeated by one magnum round in JP BioHazard, but they took up to 2 or 3 magnum rounds to bite the dust in the NA and EU BioHazard. Mutant Lickers were defeated by 2 magnum rounds (un-modified Magnum) in JP BioHazard 2 but could withstand up to 3 or 4 shots in NA or EU BioHazard 2.
The next thing I'd like to speak about is enemy design. There's no problem with zombies or dobermans. They are bullet sponges, and it's a good idea it's this way because it forces the player to think of ways to get across them without necessarily cleaning every single last one of them. My biggest issue are the male and female baboons. For some odd reason, these enemies seem to have a lousy hit detection ratio when they attack (sometimes, it looks like the player seems to get hit by it but takes no damage) and a terrible AI. They seem to get stuck very easily, and don't coordinate their attacks properly (thus negating the whole purpose of being at a disadvantage when fighting them in numbers). It's more of a tweaking thing than a complete overhaul, but it should be considered given that these enemies are representative of the Hunter or Licker designs of the respective games.
Another thing that crossed my mind while playing it is how the idea of puzzles blend in with the gameplay. Since zombies eat so many bullets and take so much time to go down, and are, most of the times, faced in large numbers, the pace doesn't seem to be focused on action, but rather strategy. Allow to elaborate. Fighting off 5 zombies can consume as much as 75 bullets. Unless the game is throwing you ammo, the intended course of action is to come up with a way to get past them instead of fighting them until they are dead. You need to be careful of their positions and the way they are advancing towards you and come up with a strategy that allows you to: get unscratched through the horde; waste as little ammo as possible. The fact they go down after 2 or 3 handguns bullets seems to imply that you're meant to take them out one by one and advance always keeping in mind the space between you and the next one. This an idea the teamᵀᴹ could exploit when deciding the enemy placement of the game.
For now, that's pretty much all the feedback I can provide. I encourage you all to do the same. It might be for naught, but, remember, it's a sign of respect and consideration for the team and the project they are doing for our community.
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Originally posted by w.dash View PostI happened to use the cheat menu to get a "Blue Master Card" out, and guess what?
The description reads "It seems to belong to a researcher named 'Goro Macida'."
WTF!!! The team really has senses of humor!
Originally posted by Kegluneq View PostAfter playing the WIP (and what I presume to be the PSM build with some minor changes), I'd like to present some feedback. What I'll post is my opinion only, but given that we were shared this gift by the teamᵀᴹ, I feel the least we can do is try to contribute something from our experience. Not to say that this will necessarily affect or change what's in motion, but an honest perspective of the flaws I have noticed with the build.
I'll refrain from approaching anything related to the storyline, the progression, or the bugs and glitches we have all came across at some point or another. My focus will be exclusively on the gameplay, because that seems to be where the teamᵀᴹ might have more freedom to come up with their own ideas and shape it as they see fitting.
I'll start by addressing the weapons. The handgun (and the burst version) seem to be well rounded up, but there are two issues I can see with it already. The firing speed and the stopping power. The firing speed is not a problem per se, especially since it is designed to deal with the zombies and dobermans whom are fast and numerous. But this problem manifests against bosses. It's so fast that it can dish out insane amount of damage to them in little time, without being openly exposed to their attacks. It completely screws whatever balance it might have. Worse yet, bosses seem to go down with 1 to 2 clips, so the ammo quantity will need to be rationalized to make sure it's not abused. The stopping power is another complication. It works fine against lesser enemies but it completely impedes the bosses from advancing at an alarming rate, which should not be expected out of an handgun. For example, the male baboon can eat up to 5 bullets before advancing on you. That's not good. Bosses should be more resilient against weaker weapons. I got nothing to point out about the shotgun, except that it's too powerful against the male baboons, since they can be taken down with 4 shots of it, and the weapon spreads its shells hitting them both, without giving them a chance to react (yes, you can defeat them without them moving an inch). The magnum seem to be fine for the Japanese vers. However, remember, most of your public is American and European, so if this is fanbase you are trying to cater, enemies will need to be more resistant against it. Hunters were defeated by one magnum round in JP BioHazard, but they took up to 2 or 3 magnum rounds to bite the dust in the NA and EU BioHazard. Mutant Lickers were defeated by 2 magnum rounds (un-modified Magnum) in JP BioHazard 2 but could withstand up to 3 or 4 shots in NA or EU BioHazard 2.
The next thing I'd like to speak about is enemy design. There's no problem with zombies or dobermans. They are bullet sponges, and it's a good idea it's this way because it forces the player to think of ways to get across them without necessarily cleaning every single last one of them. My biggest issue are the male and female baboons. For some odd reason, these enemies seem to have a lousy hit detection ratio when they attack (sometimes, it looks like the player seems to get hit by it but takes no damage) and a terrible AI. They seem to get stuck very easily, and don't coordinate their attacks properly (thus negating the whole purpose of being at a disadvantage when fighting them in numbers). It's more of a tweaking thing than a complete overhaul, but it should be considered given that these enemies are representative of the Hunter or Licker designs of the respective games.
Another thing that crossed my mind while playing it is how the idea of puzzles blend in with the gameplay. Since zombies eat so many bullets and take so much time to go down, and are, most of the times, faced in large numbers, the pace doesn't seem to be focused on action, but rather strategy. Allow to elaborate. Fighting off 5 zombies can consume as much as 75 bullets. Unless the game is throwing you ammo, the intended course of action is to come up with a way to get past them instead of fighting them until they are dead. You need to be careful of their positions and the way they are advancing towards you and come up with a strategy that allows you to: get unscratched through the horde; waste as little ammo as possible. The fact they go down after 2 or 3 handguns bullets seems to imply that you're meant to take them out one by one and advance always keeping in mind the space between you and the next one. This an idea the teamᵀᴹ could exploit when deciding the enemy placement of the game.
For now, that's pretty much all the feedback I can provide. I encourage you all to do the same. It might be for naught, but, remember, it's a sign of respect and consideration for the team and the project they are doing for our community.
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Originally posted by drunkdog View PostBirkin boss fight, knife only as Leon. Using a legit amount of health, way better then my Elza attempt but i could still use some work. I won't be making anymore of these, no worries lol
Last edited by Scream; 02-18-2013, 08:39 PM.
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Originally posted by Orin View Post(Kinda late but...)
Sector 690 is a good place to start. Appears to be file names for all the game data. Even if you just opening up the *.BIN with a hex editor, you should be able to spot them (search for "DUMMY" or offset 1623862).
However, the only way to get everything properly would be to identify how the program accesses these files. Appears to be some kinda alternate table of contents that only the program is aware of that the team most likely implemented themselves. Probably to prevent tampering/modding, which is understandable considering what game it is and the circumstances leading up to this release.
Another method to get some data extracted would be to search the .BIN for known format headers and guess at file size. However, I've never attempted to extract raw data from a disc before.
Data may not be continuous since each sector might have some bytes reserved depending on mode and what not (which would explain why the file list has breaks in it). If the layout of each sector is the same, can just calculate what portion(s) of the sector is junk to know when to disregard data.
(Just some random thoughts... Might sound silly to people who are actually knowledgeable/experienced in this kinda stuff. )
Edit: Well, extracting data manually worked at least. Now if only there was some kinda .BS to .BMP command line tool out there...
[ATTACH=CONFIG]8220[/ATTACH]
Comment
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