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[Hidden-Palace]Biohazard Betas Released

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  • Originally posted by Upaluppa View Post
    This is the V-Jump build:
    http://www.youtube.com/watch?v=5aHjFcEfC1s

    We also refer to it as the 08/04 Sample because of the date is was assembled...

    You can grab the 08/04 build as well as another build dated 10/04 here:
    http://www.hidden-palace.org/?updates/c/37

    These two have to be the earliest Biohazard builds ever shown to the public! (In playable form)
    Only the coop build (V0.01) predates the 08/04 build (which is V0.02)!
    Ah, thanks! Yeah I have 08/04, 10/04 and 01/31, I know what you mean now. Was actually kind of interesting to see that video! The Alpha's a pretty crappy lol, but watching that video makes you see exactly what it was designed for. Are there any videos of the coop build? That would be interesting to see.

    Originally posted by SonicBlue View Post
    You can use the Free Work information in the Debug menu of the 31/01, two zombies uses 38310 byte HEX and 28% of the total amount, but it's strange that alone a zombie takes 2B0D4 byte and 21% of memory
    Good looking out! That info was too out of depth for me to understand, I see what it's saying now...

    I've been trying to replace Chris's model with Rebecca's using flags for about an hour now but I just don't think it's possible. This is the closest I've got.



    There's this interesting glitch by teleporting Rebecca back into the Front of Attic directly after leaving to go for the Serum. Not really sure what causes this glitch, possibly a flag, I haven't narrowed it down, but it leaves you as Rebecca for what I suppose is the rest of the game.




    Unfortunately Rebecca seems to be an entirely different character with her own set of rules (she's not allowed to open save boxes or search objects for items, like pots), so even if you clear her Serum mission as I have done here and remain as Rebecca, she's still bound by the exact same rules regardless of what flags have been checked. Kind of dissapointing, but that's the way it is I guess.

    Comment


    • I've made a sheet where you can write down the flags that you found



      1MB jpg

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      • Originally posted by SonicBlue View Post
        I've made a sheet where you can write down the flags that you found



        1MB jpg
        Cool! Although I've kind of worked out my own method now, in note pad lol, got so much down now no point in changing. But that sheet is awesome!

        AHA! Debug storage box!



        Result! Not the result I wanted, but this pretty much answers why I wasn't getting one!





        Ever seen that knife animation before?

        Comment


        • Originally posted by geluda View Post
          Unfortunately Rebecca seems to be an entirely different character with her own set of rules (she's not allowed to open save boxes or search objects for items, like pots), so even if you clear her Serum mission as I have done here and remain as Rebecca, she's still bound by the exact same rules regardless of what flags have been checked. Kind of dissapointing, but that's the way it is I guess.
          If you really want to play as Rebecca without her "restrictions" you'll need a character modifier code which changes the character model without affecting the event flags or the scenario.

          I have such a code for you:

          Character Modifier
          300C8659 00XX

          00 = Chris
          01 = Jill
          02 = Barry (Crashes)
          03 = Rebecca

          And here is an item modifier, in case someone needs it:

          Item in 1st Slot Modifier
          300C8774 00XX

          Infinite Ammo in 1st Slot
          300C8775 00FF

          Knife
          01
          Beretta 9mm
          02
          Shotgun
          03
          Colt Python (Magnum Rounds)
          04
          Colt Python (Dum Dum Rounds)
          05
          Flamethrower
          06
          Bazooka (Explosive Rounds)
          07
          Bazooka (Acid Rounds)
          08
          Bazooka (Flame Rounds)
          09
          Rocket Launcher
          0A
          Clip
          0B
          Shells
          0C
          Magnum Rounds
          0D
          Dum Dum Rounds
          0E
          Fuel
          0F
          Explosive Rounds
          10
          Acid Rounds
          11
          Flame Rounds
          12
          V-Jolt
          1B
          Broken Shotgun
          1C
          Crank (Square)
          1D
          Crank (Hex)
          1E
          Emblem
          1F
          Gold Emblem
          20
          Blue Jewel
          21
          Red Jewel
          22
          Music Notes
          23
          Wolf Medal
          24
          Eagle Medal
          25
          Chemical
          26
          Battery
          27
          M.O. Disk
          28
          Wood
          29
          Flare
          2A
          Slides
          2B
          Moon Crest
          2C
          Star Crest
          2D
          Sun Crest
          2E
          Ink Ribbon
          2F
          Lighter
          30
          Lock Pick
          31
          Oil
          32
          Sword Key
          33
          Armor Key
          34
          Shield Key
          35
          Helmet Key
          36
          Lab Key
          37
          Special Key
          38
          Dormitory Key (Gold)
          39
          Dormitory Key (Silver)
          3A
          C-Room Key
          3B
          Lab Key
          3C
          Desk Key
          3D
          White Book
          3E
          Doom Book (Blue)
          3F
          Doom Book (Red)
          40
          First Aid Spray
          41
          Serum
          42
          Herb (Red)
          43
          Herb (Green)
          44
          Herb (Blue)
          45
          Mixed Herbs (Green/Red)
          46
          Mixed Herbs (Green/Green)
          47
          Mixed Herbs (Green/Blue)
          48
          Mixed Herbs (Green/Red/Blue)
          49
          Mixed Herbs (Green/Green/Green)
          4A
          Pickaxe
          4B
          Chemical (Green)
          4D
          Communication Radio
          4C
          Herb (Green)
          4E
          Water (Empty)
          4F
          Water (Empty)
          13
          Water (Full)
          14
          UNB No. 2
          15
          UNB No. 4
          16
          UNB No. 7
          17
          UNB No. 13
          18
          YelloW-6
          19
          NP-003
          1A
          No Item
          00

          I still wonder why there is no item debug like it was in the Bio2 Beta...
          Perhaps we just haven't found a way to activate it yet...

          More useless codes (obsolete, thanks to the debug menu):

          Room Modifier:
          300C8652 00XX
          300C8653 00YY

          And for the sake of announcing my return to youtube, here's a video of some random enemy hacking in the V-Jump build:
          YouTube video:
          Last edited by Upaluppa; 04-04-2011, 09:36 AM.

          Comment


          • Originally posted by Upaluppa View Post
            If you really want to play as Rebecca without her "restrictions" you'll need a character modifier code which changes the character model without affecting the event flags or the scenario.
            Can't say I wanted to play as Rebecca per se, more the challenge of seeing if I could figure out a way to do it without using modification codes...

            Might I ask, in laymans terms, how are you searching for objects in the game? And what things haven't you found that would be useful to you? I'm currently trying to itentify every possible thing in the game that I can, but it's taking so long that I'm questioning whether it'll be worth it. I realise you already know where 3D models are... If there's still stuff in this game that will be valuable to you (or others) by me doing this, I'll continue to do this as detailed as possible. The longer the game goes on, the harder it is to keep track of things, but it's still pretty interesting seeing exactly how Capcom have made the events in this game work, they used some pretty logical and pretty illogical ways of doing it. I pretty much gave up on Room Flags, those things make so little sense you don't even want to try and understand them.
            Last edited by Guest; 04-04-2011, 09:31 AM.

            Comment


            • Sorry if i'm repeating what others have already posted, i'm just posting them as I go.

              Add black bars.


              Backgrounds On / Off.


              Blurred player drawing, not updating the framebuffer quick enough? oddly enough this happens with the retail game in the PS2PSXe emulator, I wonder if said emulator is also tripping this flag, hmmmm


              Bouldar wobble.


              Disable Inventory.




              Resets game


              Shadows On/Off


              Stops rendering.


              Plays STR stream of current room.


              Stretches room texture.


              Timer


              You Died
              Last edited by kevstah2004; 04-04-2011, 09:35 AM.
              If he had a brain, he'd be dangerous.

              sigpic

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              • The following ones are locked and can't be changed, one of them more than likely contains the infinite health flag as changing the electrocardiograph values has no effect

                300C51A8 00??
                00 = Danger: Red
                20 = Caution: Orange
                40 = Fine: Yellow
                50 = Fine: Green
                70 = Poison!: Purple

                300C5295 00??
                80 = Poison!: Purple
                90: Fine: Green
                C0 = Fine: Yellow





                Last edited by kevstah2004; 04-04-2011, 09:43 AM.
                If he had a brain, he'd be dangerous.

                sigpic

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                • Finally a decent quality rip :-) contains lots of footage of the debug build from capcom.
                  If he had a brain, he'd be dangerous.

                  sigpic

                  Comment


                  • This one displays the animation programmed into that particular map, i.e. picking an item off the floor, or laying on the bed in the Save Room.

                    Last edited by Guest; 04-04-2011, 09:56 AM.

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                    • Originally posted by kevstah2004 View Post
                      http://www.youtube.com/watch?v=XGeAX7DGjqw

                      Finally a decent quality rip :-) contains lots of footage of the debug build from capcom.
                      Wow, I can't believe that I have never seen this before...
                      That's an interesting trip into Biohazard history for sure!

                      The colored intro with Japanese subtitles shown at the beginning was never included in any of the released Biohazard versions, by the way!
                      All Japanese releases have the black & white uncut intro, not the colored one!

                      Say, is that "TCR + Timer" display a debug feature in our build or is that just part of the recording?
                      If it is, I haven't found a way to enable it yet...

                      Edit:
                      And what's up with the music during Jill's & Rebecca's introduction?
                      Lol...
                      Last edited by Upaluppa; 04-04-2011, 10:10 AM.

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                      • No lol that's the VCR playing playing back footage on the TV.
                        If he had a brain, he'd be dangerous.

                        sigpic

                        Comment


                        • Originally posted by kevstah2004 View Post
                          http://www.youtube.com/watch?v=XGeAX7DGjqw

                          Finally a decent quality rip :-) contains lots of footage of the debug build from capcom.
                          @4:18, auto aim?

                          Comment


                          • IDK it's too dark on this crt to make anything out, i'll have to rewatch it on my flatscreen, props to BiohazardFrance :-P I don't remember their being any auto-aim feature maybe the Director's Cut dual shock edition in the US? all I remember is a option to enable infinite ammo by clicking multiple times on config c in the controller setup.
                            Last edited by kevstah2004; 04-04-2011, 10:20 AM.
                            If he had a brain, he'd be dangerous.

                            sigpic

                            Comment


                            • Originally posted by SonicBlue View Post
                              @4:18, auto aim?
                              The grenade launcher scene?
                              This looks like Auto Aim and switching targets, a feature that was only implemented in the final Biohazard but not in (our) pre-release builds...
                              I've always found it interesting that the Japanese releases are generally easier in difficulty than the western ones.

                              The Biohazard releases have more ammo/health/ribbon items, less/easier to beat enemies and Auto Aim on by default!
                              The Resident Evil releases have Auto Aim turned off by default but it can still be turned on in the controller config menu, if I remember correctly...

                              Speaking of aiming, has anyone ever heard of this trick?

                              K: I'll give you one cheat idea. Do you know the "cancel cheat" that we call? When the character is aiming the gun at the enemy, you release R1 button and aim back, you can shoot hand gun quicker.
                              M: Just keep pressing shoot button and tap the R1 button. This cheat is really popular way to play inside Capcom.


                              I did not know about this until reading about it in an interview just recently...
                              Last edited by Upaluppa; 04-04-2011, 10:31 AM.

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                              • Maybe he means with the alternative controller? I think they made one for BH1 also.
                                If he had a brain, he'd be dangerous.

                                sigpic

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