Probably because the Dreamcast versions were next to definitive in their release. For a start, the VMU had it's own HUD that was a handy bonus. Secondly, due to the controller it was analogue compatible from the word go. Not that it was a particularly good thing for RE2 though, as the sensitivity for turning is ridiculously high. You'll be drunkenly swerving all over the place.
Resi Evil 2 = Extreme Battle & various touches like a unique options screen. The GC version is essentially this one, minus that options screen.
Resi Evil 3 = Uhm... Well it had the your health status on the VMU... ^^;
Basically, they're good solid versions & the hardware could be advantageous, graphics wise. However, this is just a bit of information & even speculation, rather than an argument for you to do more work than you already are. I think it'd be nice to simply see it released before making any decisions on ports, no?
Announcement
Collapse
No announcement yet.
Resident Evil: Behind the Mask [+Hazardous Battle]
Collapse
X
-
Everything is possible, but I'm not sure I understand why so many people ask for Dreamcast ports.
Leave a comment:
-
I found about this project after seeing BZork having favorited a video of it on his YouTube page. This is really impressive! I swear, the effort you and your team are going through for this is incredible. Also, a quick question: I know it'd be REALLY far along before you'd give something like this any serious thought, but would a Dreamcast port be possible? It'd be cool to play this along with 2, 3, and CV on there.
Leave a comment:
-
^ Oh yeah.. I know that (about the camera problems and stuff) I was talking about the game difficulty would be easier with a partner (5 and 6 I felt could have been so much harder if they were fully Solo)
Leave a comment:
-
Originally posted by Kegluneq View PostIf you get creative, this will definitely get people's head scratching trying to figure out how to get the best time possible through battle mode. I'm still confused how the time attack idea will play out.
Originally posted by Ultimacloud123 View PostHey Gemini, what's the news on your pre-rens? Sonic still hard at work with the restaurant or am I behind on this news? I'm sure your trying to not throw out too many spoilers.
Out of curiosity what tools did you use to rip the DS models and textures? Can't seem to find any info on it.
Originally posted by RaccoonSurvivor View PostI love how that 2 player video demonstrates that co-op in RE doesn't work well...Last edited by Gemini; 10-02-2014, 12:59 PM.
Leave a comment:
-
Originally posted by RaccoonSurvivor View PostI love how that 2 player video demonstrates that co-op in RE doesn't work well... look how easily the zombies were killed (instead of having Jill or Chris alone in the middle of the 2 zombies)
No wonder 5 and 6 were a breeze - imagine the difficulty if you could force Solo properly (like Outbreak Lone Wolf Mode)Last edited by biohazard_star; 10-02-2014, 09:41 AM.
Leave a comment:
-
I love how that 2 player video demonstrates that co-op in RE doesn't work well... look how easily the zombies were killed (instead of having Jill or Chris alone in the middle of the 2 zombies)
No wonder 5 and 6 were a breeze - imagine the difficulty if you could force Solo properly (like Outbreak Lone Wolf Mode)
Leave a comment:
-
Hey Gemini, what's the news on your pre-rens? Sonic still hard at work with the restaurant or am I behind on this news? I'm sure your trying to not throw out too many spoilers.
Out of curiosity what tools did you use to rip the DS models and textures? Can't seem to find any info on it.
Leave a comment:
-
Originally posted by Gemini View PostCorrect about the DS model and animations. This is the other Chris which was originally used for chrome tests:
Originally posted by Gemini View PostCheck a few pages behind, there should be a brief summary of the features and some other random ideas.
Leave a comment:
-
Originally posted by Kegluneq View PostIs that a combination of Chris' DS model with Resident Evil 2's animations? Also, I noticed that seemed to be Chris2 costume, which begs the question as to what you have planned for Chris1 since that should be standard.
You said something like Extreme Battle and The Mercenaries with Time Attack involved. I'm not following it. Are you talking about the random factor of Extreme Battle or just the general design of the mini-game (different stages and different routes)?
Originally posted by RetroRain View PostIn light of the RE1 timed/triggering events discussion, that would be interesting to see you include in your game Behind the Mask. Also, decision points and multiple endings based on the decisions you make.
Leave a comment:
-
In light of the RE1 timed/triggering events discussion, that would be interesting to see you include in your game Behind the Mask. Also, decision points and multiple endings based on the decisions you make.
Leave a comment:
-
Is that a combination of Chris' DS model with Resident Evil 2's animations? Also, I noticed that seemed to be Chris2 costume, which begs the question as to what you have planned for Chris1 since that should be standard.
How are you planning on doing the mini-game? You said something like Extreme Battle and The Mercenaries with Time Attack involved. I'm not following it. Are you talking about the random factor of Extreme Battle or just the general design of the mini-game (different stages and different routes)?
Leave a comment:
-
Took me some more tweaking to achieve this:
YouTube video:
I found a way to make it work as intended, even if it's not yet an optimal solution. The only real issue is that you need to set your TV or PSP to zoom mode and center the vertical coordinate as necessary (there is an option to do so within the game). Zooming in also means that I need to redesign some menus in a way that works both in 4:3 and wide screen because the zoom simply removes the empty borders of the screen to make it fit with a proper ratio.
This still needs a few more minor adjustments, like make sure the player's head is always visible in narrow cameras or long corridors. Bezier interpolation already makes it a lot more pleasant to look at, especially when the player position suddenly changes and the camera needs to gradually adjust.
Originally posted by Ultimacloud123 View PostI noticed something really odd. Some of the camera angles get a little "jumpy" as you walk past them. Is this something that still needs adjusting or is it for dramatic purposes?
Originally posted by Northman View PostI would like to see you keep it, if it's not too much work to make it work right. Widescreen tellys are so common these days, I'm sure plenty of people would get a kick out of this feature.
Leave a comment:
-
Originally posted by Gemini View PostI'm not even sure if this option will make it to release, but given most people would rather play BTM and Hazardous Battle on an old TV, I'm thinking of scrapping it entirely in favor of just a regular 4:3 aspect ratio lockdown.
Leave a comment:
-
That is awesome work you got there. I noticed something really odd. Some of the camera angles get a little "jumpy" as you walk past them. Is this something that still needs adjusting or is it for dramatic purposes?
Leave a comment:
Leave a comment: