There's no file .TIM's / .PIX's in that build only map .TIM's.
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[Hidden-Palace]Biohazard Betas Released
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Originally posted by kevstah2004 View PostFlag 127 of COMMON_FLG is the radio.
STATUS_FLG's
00 = Blured character rendering
01 = Backgrounds
02 = Rendering
03 = ?
04 = Inventory
05 = Cutscene black bars
06 = Door opening
07 = You died
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08 = ?
09 = Options
10 = ?
11 = Camera switch
12 = ?
13 = STR player
14 = ?
15 = Add black bars
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16 = Inventory / Debug Menu
17 = Inventory
18 = place/discard item
19 = Item box
20 = Recieve item last selected [optional]
21 = Recieve item last selected [forced]
22 = Recieve Map Update
23 = Recieve Document
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24 = Z / X axis movement
25 = Play local animation
26 = ?
27 = ?
28 = ?
29 = Enables/Disables camera transitional cutscene
30 = ?
31 = Crashes ?
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32 = Resets game
33 = ?
34 = ?
35 = ?
36 = Timer
37 = ?
38 = Shadows
39 = ?
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40 - 47 = ?
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48 - 55 = ?
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56 = ?
57 = ?
58 = ?
59 = ?
60 = ?
61 = Stretch room texture
62 = Bouldar wobble
63 = Going through water
Been a while since i've done a full playthrough of re1 but don't remember ever finding this blueprint file
18 = Gets rid of an item from your inventory in such situations as placing the Shotgun on the trigger rack (also discards the last item you interacted with).
20 = Gives you the last item you interacted with, for example if you pick up the gun off the floor in the hall, it will bring up the Inventory and give you the option to take the gun.
21 = Same as above but it gives you no option, used in such situations as Jill recieving the Lockpick from Barry.
25 = Plays the animation local to that spcific screen, for example if you're in the same screen as an object on the floor it will play that animation, if you're in the same screen as a movable object it will play that animation. Not sure how it decides when two types of animation are usable on one screen (such as the corridoor with the dogs), it probably prioratises the interactive animation as opposed to the selection based animation.
29 = Used in places such as the Tea Room at the start of the game, which enables the screen transitional cutscene where the zombie is munching on Kenneth's body.
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I'll just say that I think you're all doing a magnificent job.
Now show me more bubble spiders.Last edited by Mr. Spencer; 04-15-2011, 06:39 PM.See you in hell.
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In case some of you haven't seen this before, I just found a good quality scan of a Resident Evil magazine preview with pics of the coop build on my old hard drive:
Unfortunately I don't remember where I got it from, so I can't give credit for the scan.
Sorry about that...
Edit:
Say, would it be possible to replace Jill's model in the V-Jump build with her coop model?
It's still on the disc.
That way we could create our own coop build by setting an AI controlled Jill NPC to follow Chris around!
The AI setup would be the same that is used for Barry in later builds where he follows Jill around in the Dining Room and in the Caves!Last edited by Upaluppa; 04-16-2011, 12:03 PM.
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Originally posted by Upaluppa View PostIn case some of you haven't seen this before, I just found a good quality scan of a Resident Evil magazine preview with pics of the coop build on my old hard drive:
Unfortunately I don't remember where I got it from, so I can't give credit for the scan.
Sorry about that...
Edit:
Say, would it be possible to replace Jill's model in the V-Jump build with her coop model?
It's still on the disc.
That way we could create our own coop build by setting an AI controlled Jill NPC to follow Chris around!
The AI setup would be the same that is used for Barry in later builds where he follows Jill around in the Dining Room and in the Caves!
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For these a swap magic won't really work, you need a Xploder/PS-X-Change. Also depending on the system you use you might need a: spring adapter (PSX), guide key (PSONE), slide card (PS2 Fat), or magic key (PS2 Slim).
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Originally posted by Zombie_X View PostFor these a swap magic won't really work, you need a Xploder/PS-X-Change. Also depending on the system you use you might need a: spring adapter (PSX), guide key (PSONE), slide card (PS2 Fat), or magic key (PS2 Slim).
They all booted the betas just fine.Last edited by MeganGrass; 04-18-2011, 01:07 AM.I'm a blackstar.
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Breaker Pro works, Swap Magic CD-R does not. There's a trick, supposedly, involving the PS2 Browser in which loading a legic PSX disc and using a slide card to open the tray will allow you to boot a burned CD-R. Although I never tested it and if it does work it's probably only on certain models. It might even be fake lol, worth a try.Last edited by Guest; 04-18-2011, 01:15 AM.
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Originally posted by geluda View PostDoes anyone have another link to this build? The purple cube doesn't exist any more...
;)
Originally posted by geluda View PostBreaker Pro works, Swap Magic CD-R does not. There's a trick, supposedly, involving the PS2 Browser in which loading a legic PSX disc and using a slide card to open the tray will allow you to boot a burned CD-R. Although I never tested it and if it does work it's probably only on certain models. It might even be fake lol, worth a try.Last edited by TheMortician; 04-18-2011, 01:50 AM.
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