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Resident Evil 1.5 WIP Spoiler Thread (Post your screenshots, findings, observations)

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  • I somehow doubt, even if DXP said the Team could use his backgrounds, that they would at this point. He's been very vocal about how they're no good, that they're cheating by using RE2 code, that it's easy when you have the game as a base to work from...and a few other things I seem to recall. I believe he has an account here, so he can list his issues if he wants to, in a constructive fashion.

    Judging from the new backgrounds in the videos, however, it doesn't look like the Team needs his stuff.

    Comment


    • Originally posted by Enigmatism415 View Post
      [ATTACH=CONFIG]8257[/ATTACH][ATTACH=CONFIG]8258[/ATTACH]

      This leads me to believe that the "mossy green" Sewer region is older, and was possibly scrapped completely by Era-5; no traces of the "green mossy" region can be found in any Era-5 media, Kim's or otherwise. I also see no connection point between the two regions.
      Not exactly. There are two particular backgrounds that can be found in Era-5 media; the section where the spiders come of from the vents (Hyper Playstation Re-Mix Vol. 3) and the hallway with the mossy green texture on its walls (bioflames.com screenshots). The former is early Era 5 build (includes the placeholder VAs) while the latter is late Era 5 Build (pretty much the most complete build).

      I'm glad you posted that comparison. Perhaps these areas were remodeled, too?

      Click image for larger version

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      Click image for larger version

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      Note the puddle of water to the left Leon in the Era-2 images. It matches that of the "platform" in the new backgrounds. Also, the pipes in the ceiling seem to have been moved, but the exact number of them remains the same (four). The door placement got changed (like in the example you provided), but the skeleton of the area seems to remain the same. Also:

      Click image for larger version

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      I'm going on a limb here and say that these are meant to be the same places too. The Drains were being changed in-between Era 5 Build development, so it's possible that some areas from Era 4 Build were reworked and remodeled to fit in with the design the development team was looking for. There are two pipes in the ceiling (to the right and to the left). The light bulbs got changed, the mossy green texture seems to have been altered and the camera angle was slightly positioned, but it seems to be a very similar hallway. Either that, or some it was recycled.

      Some other things:

      Click image for larger version

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      Entrance? Probably. It's part of the first set of pre-rendered backgrounds of this new area. Also, this seems to the point from which the player gets access to the intersection. If this is indeed the case, then this should B3F (B1F should be the RPD Service Bay and the Drains Crater Puzzle w/ the Baby Alligators). Notice how the ladder placement seems to indicate that the player lowers from it to access the area.

      Click image for larger version

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      Save point before fighting the boss Alligator. Although the BGs were still unfinished in Era 4 Build, the development team had a clear idea about what they wanted to do it with. This area was eventually reused in retail (with some changes, of course).

      BioHazard YouTube Channel
      BioHazard 2 Prototype Database Project

      Comment


      • Has anyone looked at the dates the backgrounds were last modified? I'm curious to see some of their dates and how they differ throughout the build.

        Comment


        • I just started doing some simple memory hacks in 1.5, this here might be worth checking out:

          Room Modifier
          800B0FE2 00XX

          It allows you to access rooms which are not selectable in the debug menu normally.
          Most of them will probably crash the game because they simply do not exist in this build, but who knows, perhaps we'll manage to find some hidden rooms we could not explore by normal means.

          Try setting the value to 00, for example, and use the debug jump, it'll take you to that test corridor from RE2:


          Also give this one a try:

          800B10AC 0013 //Item in 1st Slot is H&K MC51
          800B10AD 00FF //Ammo of 1st Slot is 255
          800B10AE 0001 //1st Slot item takes up two spaces

          By the way, did you know that you can freeze (and unfreeze) the game by pressing Triangle on the 2nd controller?
          Useless, I know. I was hoping to find some useful debug features using the 2nd controller but this was all I could find.
          Last edited by Upaluppa; 02-20-2013, 08:04 AM.

          Comment


          • does anyone know what is said between evryone in the train?

            Comment


            • Originally posted by Upaluppa View Post
              I just started doing some simple memory hacks in 1.5, this here might be worth checking out:

              Room Modifier
              800B0FE2 00XX

              It allows you to access rooms which are not selectable in the debug menu normally.
              Most of them will probably crash the game because they simply do not exist in this build, but who knows, perhaps we'll manage to find some hidden rooms we could not explore by normal means.

              Try setting the value to 00, for example, and use the debug jump, it'll take you to that test corridor from RE2:


              Also give this one a try:

              800B10AC 0013 //Item in 1st Slot is H&K MC51
              800B10AD 00FF //Ammo of 1st Slot is 255
              800B10AE 0001 //1st Slot item takes up two spaces

              By the way, did you know that you can freeze (and unfreeze) the game by pressing Triangle on the 2nd controller?
              Useless, I know. I was hoping to find some useful debug features using the 2nd controller but this was all I could find.
              Nice work! Actually, I was trying to get the other characters and other costumes to work but with no success.
              Choosing the main cast is absolutely awesome!

              Comment


              • Originally posted by Upaluppa View Post
                I just started doing some simple memory hacks in 1.5, this here might be worth checking out:

                Room Modifier
                800B0FE2 00XX

                It allows you to access rooms which are not selectable in the debug menu normally.
                Most of them will probably crash the game because they simply do not exist in this build, but who knows, perhaps we'll manage to find some hidden rooms we could not explore by normal means.

                Try setting the value to 00, for example, and use the debug jump, it'll take you to that test corridor from RE2:


                Also give this one a try:

                800B10AC 0013 //Item in 1st Slot is H&K MC51
                800B10AD 00FF //Ammo of 1st Slot is 255
                800B10AE 0001 //1st Slot item takes up two spaces

                By the way, did you know that you can freeze (and unfreeze) the game by pressing Triangle on the 2nd controller?
                Useless, I know. I was hoping to find some useful debug features using the 2nd controller but this was all I could find.

                Thanks for this, 0E is for medical room 0F is for the radio room, but sadly these both crash :/

                Edit: i just noticed if you set it for one room and teleport to a different one the background will still load. I set it to the 0F for the radio room and teleported to the elevator and this was the result Click image for larger version

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                Platform A aswell Click image for larger version

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                Platform B Click image for larger version

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                FuelRoom Click image for larger version

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                of 602 and 603 it seems that you go through other train carts, It goes all the way up to 607, after that it's nothing
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                Click image for larger version

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                area 500 Elevator hall is completely blankClick image for larger version

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                508, no idea what this is but it says it's a shelter Click image for larger version

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                Last edited by WhereIsRoy; 02-20-2013, 09:31 AM.

                Comment


                • Originally posted by Darkmoon View Post
                  He's been very vocal about how they're no good, that they're cheating by using RE2 code, that it's easy when you have the game as a base to work from...
                  I love how he's been vocal about team IGAS, throwing shit everywhere, but let's be honest: he needs to look in a mirror. His 3D creations are hilarious at best and there would be no way for anybody to use them, especially when IGAS has got way better backgrounds on their own. But this isn't really coming unexpectedly - he's done the same with c2keo's backgrounds, calling them shit and all. He mad bro.
                  Last edited by Gemini; 02-20-2013, 09:36 AM.

                  Resident Evil: Behind the Mask twitter
                  , also in Facebookian flavor for great justice.

                  Comment


                  • I have few questions?
                    1.Is there any models or backgrounds from older builds? example older elza model ponytailess, leon alpha, leon civilian, german shepherd dog, older lobby backgrounds?
                    2. was elza old model ponytailess placeholder for Annette in this build?
                    3. how to use memory to play with different costumes and characters?
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                    Many thanks
                    Last edited by GamerTak3r; 02-20-2013, 09:58 AM.
                    sigpic

                    Comment


                    • Originally posted by GamerTak3r View Post
                      I have few questions?
                      1.Is there any models or backgrounds from older builds? example older elza model ponytailess, leon alpha, leon civilian, german shepherd dog, older lobby backgrounds?
                      2. was elza old model ponytailess placeholder for Annette in this build?
                      3. how to use memory to play with different costumes and characters?
                      [ATTACH=CONFIG]8304[/ATTACH]
                      [ATTACH=CONFIG]8305[/ATTACH]
                      [ATTACH=CONFIG]8306[/ATTACH]
                      [ATTACH=CONFIG]8307[/ATTACH]
                      [ATTACH=CONFIG]8308[/ATTACH]
                      [ATTACH=CONFIG]8309[/ATTACH]
                      [ATTACH=CONFIG]8310[/ATTACH]

                      Many thanks

                      Gemini managed to find the code for the model

                      Open memory, jump to 800B0FF0, change the value there, and reload the room (or walk through a door). 0-1-2 are the values for Leon, 4-5-6 are for Elza, D for alternate Leon (Marvin placeholder?), E for John, and F for "SHERLY!". Everything else simply crashes the game, meaning there's no blue jacket Leon on the disk. Also, most player models can't seem to be able to walk on a staircases.
                      you can use PEC to use it, although there doesn't appear to be any old ones, as some of them bug the textures up or just cause the game to crash

                      Comment


                      • I wasn't able to figure out the costumes thing. Shame on me. And I used pec all the time back in the day. Someone help meh lawl

                        Comment


                        • Originally posted by Darkness View Post
                          I wasn't able to figure out the costumes thing. Shame on me. And I used pec all the time back in the day. Someone help meh lawl

                          In Pec, go to userdatabase and do add cheat

                          For the code put 800B0FF0 000X

                          Replace the X for the desired model, So if I wanted to play Elza with umbrella armor I would use the code 800B0FF0 0006
                          0 = Leon
                          1 = Leon RPD armor
                          2 = Leon Unbrella armor
                          3 = bugged texture, causes the game textures to glitch have to restart or load back to fix
                          4 = Elza
                          5 = Elza rpd armor
                          6 = Elza Umbrella armor

                          D= Alternate leon (possibly Marvin placeholder as Gemini suggested
                          E = John
                          F = sherly

                          Once you have the one you want, enable the code and then reload the room, or teleport to another.
                          Last edited by WhereIsRoy; 02-20-2013, 10:56 AM.

                          Comment


                          • Open PEC during a game (press CLTR+C), then type this in the dialog window that will show up: 300B0FF0 0001. Try moving to another room or reload the current one through room jump to see your player model changing to Leon with the RPD bulletproof jacket. By changing that 0001 with the values I indicated in my previous post, you can cycle through all the models available in game for all players. Be cautious tho, because some models aren't in there and will crash the emulator or freeze the game.

                            Resident Evil: Behind the Mask twitter
                            , also in Facebookian flavor for great justice.

                            Comment


                            • I dunno about PEC but you can do it without.
                              Create a text file called "SLU__082.60" (name of the iso from the log) in cheats folder (ePSXe/cheats).
                              Then edit the text file.

                              Ex :
                              #Elza Armor1
                              800B0FF0 0005
                              or
                              #Room Modifier
                              800B0FE2 0000

                              Load the iso, then esc and go to the cheats codes in options and choose enable.
                              Finally go to Run and choose continue.

                              Edit: nvm lol
                              Last edited by Hypnoz; 02-20-2013, 11:02 AM.

                              Comment


                              • It seems like the current Drains map we have isn't just one specific level, but is actually composed of multiple levels which could either be considered as mezzanine floors or separate floors on their own. The areas with the yellow marks appears to be on a higher level than the starting "L Corridor" (the baby gator room is accessed via a ladder which leads up). Note that it seems like the central room in the Drains is actually divided into a lower level with a water pool/pit (where the ladder leading to the boss alligator/control deck room is accessed from) and a higher one with a catwalk encircling the room (connects to the big generator/pump room):
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                                Here are some mock-up renders of the central room that I made, in order to help with visualizing what it looks like (please forgive the crude nature of my work). The layout is based on Enigmatism's 3d model of the drains, which allows you to get a good grasp of the different mezzanine levels on the map. Note that I made the pool in the center of the room 2 meters deep, the same height as the lower canal in the spider passage. This is done so that the pool area is flooded enough for the ladder to the boss alligator/control deck rooms to be initially inaccessible without draining the water first. The elevated area in the middle appears to be part of a puzzle where you have to make a path using boxes, just like the box puzzle in the Ada/Sherry segment of retail. Once the pool is drained, you can then access the ladder to the next area, while the boxes used in the puzzle can be used as a stepping stone to get back up from the pool pit:
                                Click image for larger version

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                                Last edited by biohazard_star; 02-20-2013, 11:10 AM.
                                Seibu teh geimu?
                                ---

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