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Resident Evil 1.5 WIP Spoiler Thread (Post your screenshots, findings, observations)
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Originally posted by WhereIsRoy View PostMany thanks! I was going to use my GSpro on my ps1 to try find it but i'm having problems getting it working
Debug Mode Modifier
8008F618 00XX
01 = Debug Menu
02 = Normal Ingame
03 = Memory Viewer
You might want to try playing around with different values to see if anything new comes up, but I doubt it...
I also found out where they blocked access to all those unfinished rooms in the Room Jump list:
Allow Room 100 to be selected in the Room Jump list
800C263A 0001
Disable Room 101 in the Room Jump list
800C2654 0000
Disable Room 200 in the Room Jump list
800C2B34 0000Last edited by Upaluppa; 02-20-2013, 02:20 PM.
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Originally posted by Upaluppa View PostI guess I found the right address, but it's no use, the Utility Menu seems to be gone:
Debug Mode Modifier
8008F618 00XX
01 = Debug Menu
02 = Normal Ingame
03 = Memory Viewer
You might want to try playing around with different values to see if anything new comes up, but I doubt it...
I also found out where they blocked access to all those unfinished rooms in the Room Jump list:
Allow Room 100 to be selected in the Room Jump list
800C263A 0001
Disable Room 101 in the Room Jump list
800C2654 0000
Disable Room 200 in the Room Jump list
800C2B34 0000Last edited by WhereIsRoy; 02-20-2013, 02:49 PM.
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Originally posted by Darkness View PostMuch thanks for that guys! One thing I noticed is that new footage of the late version of 1.5 (the most complete)
and the team's rendition of that area are a little off.
namely the floor and the Parking Text recycled to retail. I'm not 'TOO' worried about the floor but hopefully they throw in the text as seen in bitman's footage. Also it'll be interesting to see if they come up with the blood and tore apart police officer body that apparently maybe the cerberus got to him?
I'm sure that their rendition was probably done long before that footage but It would be great if they could improvise and improve the corridor since we got lucky on some more info.
Yes, clearly this room was designed before the Grant Bitman video surfaced, so it would be silly to accuse Team IGAS of unfaithful reproduction. However, now that the Era-5 version of the B1 Corridor has been revealed, I hope that they modify their design to match it.
Things to be adjusted:
- wall pipes need to be tripled on the west wall
- wall pipes need to bend downwards near the northern terminus on the east wall
- "PARKING" stencil must be applied
- the floor texture should be greener
- the wall texture should be more beige
- wall stains and dripping grime should be added
- blood stains could be added appropriately
- the camera should be pulled back so that the ceiling lights from the two images line up
- a small air duct should be added at northern terminus in upper-right corner
- the mortar gaps between the bricks should ideally be a bit thinner
It looks like a long list, but these are relatively minor changes, nothing that alters the geometry.
Although their Parking door is different from the one seen in the footage, I completely agree with their choice because it matches the corresponding door in the Service Garage. This is probably what Capcom would have ultimately intended. Speaking of the Service Garage, it looks like there might have been an unlit version of this room as well. Compare:
Last edited by Enigmatism415; 02-20-2013, 04:01 PM.
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Originally posted by Gemini View PostOpen 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.Last edited by REmaster; 02-20-2013, 04:06 PM."One can only match, move by move, the machinations of fate... and thus defy the tyrannous stars."
Resident Evil/Castlevania/ Silent Hill/Onimusha/Tekken /Dark Souls
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As usual, you youngsters are one step ahead of me. I wish I were that young and energetic again. Oh, well ...
I'm sorry if I offended anybody by mentioning DXP. I considered him a friend at one time, and he did some custom RE15 backgrounds for me (the 2F Stairwell Hall) just because I asked. He jumped on me like he did everybody else back when all that with him went down, but I'm not going to deny him credit for his work. Yes, the "Team" is probably whipping up recreations on their own, but for now DXP's work is all "we" have for the 2F Main Hall and 2F Stairwell Hall. He's also the only one (so far) who's done anything about the unfinished Shelters. They'll be in my next Pack update because of that, and I will give him credit for him all the same because ... well ... they're his. That's just the way I am. If some among you want to make new ones to replace his, I've got no problem with that, either - and I'll credit you too. Again, I sorry if I offended anyone by mentioning DXP.
That's some nice work on the lower tank level, biohazard_star. Mind if I include them in the next Pack update? Oh, and if anyone else has any background recreation work they'd like me to include, too, just post it here. I'll make sure you get credit for your work.
For what it's worth, I've re-upped the old item placement and "documents-to-find" lists I developed for my old STORY OF RE15 video series. This is a theorized and partially fictionalized list (the documents) and in no way that I know of reflects the actual game, save by lucky coincidence or what was in the old videos. This is OLD (warning!) and is based on what we thought we knew about the game a year ago - plus some changes I made to the story for dramatic purposes. As such parts of it are now just plain WRONG ... but I thought it might help out the newer guys in here all the same. Perhaps it'll give those of "us" who are trying to hack the Magic Door build something to chew on.
STORY OF RE15 Iterm and Document List (warning! based on old fan concept of game!)
Last edited by RMandel; 02-20-2013, 04:06 PM.Do you know where I can find the final build of Resident Evil 1.5?
Please contact me if so! re15finalbuild@gmail.com
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Originally posted by RMandel View PostFor what it's worth, I've re-upped the old item placement and "documents-to-find" lists I developed for my old STORY OF RE15 video series. This is a theorized and partially fictionalized list (the documents) and in no way that I know of reflects the actual game, save by lucky coincidence or what was in the old videos. This is OLD (warning!) and is based on what we thought we knew about the game a year ago - plus some changes I made to the story for dramatic purposes. As such parts of it are now just plain WRONG ... but I thought it might help out the newer guys in here all the same. Perhaps it'll give those of "us" who are trying to hack the Magic Door build something to chew on.
STORY OF RE15 Iterm and Document List (warning! based on old fan concept of game!)
http://www.mediafire.com/view/?zo8mggcbr63zdt4
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I got it here http://pec.duttke.de/ make sure you run it as adminstrator or it won't allow you to save the user database
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Originally posted by Eteponge View Post
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Lol, good one! I find it interesting that, according to the new backrounds, you can eventually enter every cell in the prison. Good, 'cause it'd be a buzzkill to leave all those zombies behind bars and not kill them Also, the keypad to the Storage room:
In retail, you must turn on the power, then insert the key card. With a number pad attached to the 1.5 storage room, do we really need a passcode on top of turning on the power and getting the keycard? What's next, a retinal scanner? Whatever's in there had better be worth the trouble........
Also, the close-up of Chief's desk:
We know there's some hidden switch or button to activate whatever secret that's in the city replica. It must be there on the desk somewhere, but I can't decide what that is. Is it the phone? Is the pink spot under the left armrest of Chief's chair a button? No idea.......It matters not to me which virus you wield. Yours is merely a pathetic attempt to master the powers of death. The power you seek is MINE, and with this insurmountable power, I offer a litany of oblivion even a virus cannot prevent..............and you cannot escape.
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Originally posted by Enigmatism415 View PostThank you for posting this, I agree.
Yes, clearly this room was designed before the Grant Bitman video surfaced, so it would be silly to accuse Team IGAS of unfaithful reproduction. However, now that the Era-5 version of the B1 Corridor has been revealed, I hope that they modify their design to match it.
Things to be adjusted:
- wall pipes need to be tripled on the west wall
- wall pipes need to bend downwards near the northern terminus on the east wall
- "PARKING" stencil must be applied
- the floor texture should be greener
- the wall texture should be more beige
- wall stains and dripping grime should be added
- blood stains could be added appropriately
- the camera should be pulled back so that the ceiling lights from the two images line up
- a small air duct should be added at northern terminus in upper-right corner
- the mortar gaps between the bricks should ideally be a bit thinner
It looks like a long list, but these are relatively minor changes, nothing that alters the geometry.
Although their Parking door is different from the one seen in the footage, I completely agree with their choice because it matches the corresponding door in the Service Garage. This is probably what Capcom would have ultimately intended. Speaking of the Service Garage, it looks like there might have been an unlit version of this room as well. Compare:
[ATTACH=CONFIG]8325[/ATTACH][ATTACH=CONFIG]8326[/ATTACH]
I'm sure they can do all that. Their skill knows no bounds.
Also, I can't tell if that is just the terrible cell phone footage causing that dark look.
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