Originally posted by Upaluppa
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[Hidden-Palace]Biohazard Betas Released
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Originally posted by TheMortician View Post
Don't know what you mean. The link to the early biohazard beta backgrounds are working Tested it few seconds ago.Bloodborne: my Facebook page and my Youtube page
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Originally posted by Upaluppa View PostBut I have no clue how to change what they say...
But we can definitively create some kind of Battle Mode/Mercenaries
Of course, if we can change the items locations and the items description, then we can create new storylines, even without using voices/animationsBloodborne: my Facebook page and my Youtube page
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PSX game supports 8 enemies by default per room maybe there's enough RAM left over for a few more after that IDK, the most enemies appear in the water gate room 301, the leaches / snakes I can't remember what they where called.
+18C spacing between each.
[BioHazard - (31-01-1996) Debug Sample]
1st Enemy AI + Model
300C52A1 00??
2nd Enemy AI + Model
300C542D 00??
3rd Enemy AI + Model
300C55B9 00??
4th Enemy AI + Model
300C5745 00??
5th Enemy AI + Model
300C58D1 00??
6th Enemy AI + Model
300C5A5D 00??
7th Enemy AI + Model
300C5BE9 00??
8th Enemy AI + Model
300C5D75 00??Last edited by kevstah2004; 04-03-2011, 05:48 PM.If he had a brain, he'd be dangerous.
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Upa's Spawn Modifier Code
Upon closer examination...
Unfortunately this is not really a way to create new enemy spawns...
I merely found out how to switch which spawns (out of the list of already existing ones) appear in which room.
At least it's possible to make the same spawn appear in multiple rooms...
A real spawn modifier would be much better tough...
Here's a (rough) documentation of what I have found:
(For the 08/04 - V-Jump Sample)
0xE200 = Enemy Spawns?
0x721E0 = Start of Item Spawn Pointers
0x738E0 = Enemy Animations? (I messed with this and got different animations while being bitten by a Zombie)
0x742CC = Start of Enemy Spawn Pointers
0xA6288 = Enemy Sound Modifier?
0xC7495 = Jill Spawn View Direction Modifier
0xC74DD = Jill Spawn Animation Modifier
0xDBEFF = Jill Spawn Text Modifier?
Jill Spawn in Main Hall Modifier:
Jill Spawn View Direction
300C7495 00??
(00 = 90° Right, 03 = Default Angle, 06 = 90° Left, 09 = 180° Facing Backwards)
Jill Spawn Animation Modifier
300C74DD 00??
(00 = Idle, 01 = Taking Damage, 02 = Backing Up, 03 = Walking Backwards, 04 = Dieing, 05 = Frozen)
Amount of Spawns
300742DC 00XX
(00 = No Enemies, 01 = 1 Enemy, 02 = 2 Enemies etc.)
Spawn Type
300742E1 00XX
300742E3 00YY
Complete Spawn List:
(Amount, Type XX, Type YY)
01 B0 40 = Hallway Hunter
01 C4 40 = Dining Room Zombies
02 C4 40 = Dining Room Glitched Zombie (Crashes game when you shoot it)
01 E8 40 = Main Hall Jill
02 20 41 = Art Storage Kenneth and Zombie
01 20 41 = Art Storage Glitched Zombie (Crashes game when you shoot it)
01 44 41 = Window Hallway Giant Spider
01 58 41 = Outside Trap Room Barry
01 6C 41 = Dark Hallway Lying Zombie
01 80 41 = Hunter (Unused Enemy Spawn)
00 80 41 = Nothing
02 A4 41 = Globe Room Zombies
01 C8 41 = Cerberus (Unused Enemy Spawn)
01 DC 41 = Single Glitched Zombie (Unused? Crashes game when you shoot it)
01 F0 41 = Trap Room Barry
01 04 42 = Single Zombie (Unused? Spawns in lower left corner)
06 18 42 = Picture Gallery Crows
01 84 42 = Garden Passage Hunter
01 98 42 = Storage Room Yawn (Giant Snake)
For now, here are some experimental GameShark/Action Replay Codes which you guys can try for yourselves:
Hallway Hunter
300742DC 0001
300742E0 00B0
300742E1 0040
Dining Room Zombies
300742DC 0001
300742E0 00C4
300742E1 0040
Dining Room Glitched Zombie (Crashes game when you shoot it)
300742DC 0002
300742E0 00C4
300742E1 0040
Main Hall Jill
300742DC 0001
300742E0 00E8
300742E1 0040
Art Storage Kenneth and Zombie
300742DC 0002
300742E0 0020
300742E1 0041
Art Storage Glitched Zombie (Crashes game when you shoot it)
300742DC 0001
300742E0 0020
300742E1 0041
Window Hallway Giant Spider
300742DC 0001
300742E0 0044
300742E1 0041
Outside Trap Room Barry
300742DC 0001
300742E0 0058
300742E1 0041
Dark Hallway Lying Zombie
300742DC 0001
300742E0 006C
300742E1 0041
Hunter (Unused Enemy Spawn)
300742DC 0001
300742E0 0080
300742E1 0041
Nothing
300742DC 0000
300742E0 0080
300742E1 0041
Globe Room Zombies
300742DC 0002
300742E0 00A4
300742E1 0041
Cerberus (Unused Enemy Spawn)
300742DC 0001
300742E0 00C8
300742E1 0041
Glitched Zombie (Unused? Crashes game when you shoot it)
300742DC 0001
300742E0 00DC
300742E1 0041
Trap Room Barry
300742DC 0001
300742E0 00F0
300742E1 0041
Single Zombie (Unused? Spawns in lower left corner)
300742DC 0001
300742E0 0004
300742E1 0042
Picture Gallery Crows
300742DC 0006
300742E0 0018
300742E1 0042
Garden Passage Hunter
300742DC 0001
300742E0 0084
300742E1 0042
Storage Room Yawn (Giant Snake)
300742DC 0001
300742E0 0098
300742E1 0042
All of them will replace the Jill Spawn in the Hall!
Activate them before you select your character or else you will have to leave the Main Hall and reenter it in oder to activate the new spawns!
Some random pictures:
Edit:
@kevstah2004:
I did not see your post until now...
These are the actual modifiers for the enemy spawns, right?
What I found are only pointers which tell the game which enemies are loaded into which room...
If we can port your discovery to the earlier samples, port my pointer mods to the debug sample and find a way to combine both hacks we have what we actually wanted! After that, only the item spawns are still missing before we can start creating our own Director's Cut type mods!Last edited by Upaluppa; 04-03-2011, 06:18 PM.
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@ Upaluppa: About Dominion, something I forgot to tell you. He said that when he managed to replace one type of monster by an other one (replacing zombies by dogs, for example), he couldn't replace the sound of the monster associated with the room.
For example, he could replace the zombie (in the "Zombie eating Kenneth corridor") by a dog, but he couldn't replace the zombie's sounds; so the dog was making the zombie's sounds. That's why, I shown only screenshots and soundless videos of his RE1 mod, at the end of my video ;)
Of course, this was years ago, so he may have found a way to change both sounds and types, now ;)Bloodborne: my Facebook page and my Youtube page
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Originally posted by imacwesker View Post@ Upaluppa: About Dominion, something I forgot to tell you. He said that when he managed to replace one type of monster by an other one (replacing zombies by dogs, for example), he couldn't replace the sound of the monster associated with the room.
For example, he could replace the zombie (in the "Zombie eating Kenneth corridor") by a dog, but he couldn't replace the zombie's sounds; so the dog was making the zombie's sounds. That's why, I shown only screenshots and soundless videos of his RE1 mod, at the end of my video ;)
Of course, this was years ago, so he may have found a way to change both sounds and types, now ;)
The same thing happens with my hacks. The enemies make the sound of whatever it was that was originally in the room.
It should be possible to fix this but currently I don't know how.Last edited by Upaluppa; 04-03-2011, 04:09 PM.
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Last edited by imacwesker; 04-03-2011, 04:07 PM.Bloodborne: my Facebook page and my Youtube page
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Now that you mention it...
The same thing happens with my hacks. The enemies make the sound of whatever it was that was originally in the room.
It should be possible to fix this but currently I don't know how.
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Originally posted by Upaluppa View PostEdit:
@kevstah2004:
I did not see your post until now...
These are the actual modifiers for the enemy spawns, right?
What I found are only pointers which tell the game which enemies are loaded into which room...
If we can port your discovery to the earlier samples, port my pointer mods to the debug sample and find a way to combine both hacks we have what we actually wanted!
After that, only the item spawns are still missing before we can start creating our own Director's Cut type mods!
imacwesker not sure about the sound wasn't taking notice.
Anyway the spawns use the name id as the EMD's, you can say hello to re1 online multiplayer via epsxe since the debug build accepts input from controller 2If he had a brain, he'd be dangerous.
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