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[Hidden-Palace]Biohazard Betas Released

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  • Originally posted by Hunk_4TH View Post
    I'm actually not sure. I thought I had the "honest" avatar here
    YouTube video:
    If he had a brain, he'd be dangerous.

    sigpic

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    • Avaliable in 31-01-96 without hacking

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      • Grounds keeper zombie alive / dead


        2nd floor dining room zombies alive /dead.


        2nd floor zombies above save room landing alive / dead.


        Zombies in corridor outside save room alive / dead.


        Zombies outside tiger statue room alive / dead.


        Zombie outside store room alive / dead.


        Zombies on 2nd floor above store room alive / dead.
        Last edited by kevstah2004; 04-04-2011, 05:58 AM.
        If he had a brain, he'd be dangerous.

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        • ^Are you doing that with Chris, or Jill? If Chris, I earge you to do it with Jill as I've cataloged a CRAP ton of stuff with Chris already (literally every flag), which I'll be posting once I've finished the game (almost cleared the mansion). Get the work done twice as fast that way.

          ???



          Last edited by Guest; 04-04-2011, 05:46 AM.

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          • Chris too :-(
            If he had a brain, he'd be dangerous.

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            • In that pic above, is Chris supposed to have that Serum? Been messing around with a few things...

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              • Yes he can collect the serum for Richard if you don't meet Rebecca beforehand.
                If he had a brain, he'd be dangerous.

                sigpic

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                • Start a new game, get through the intro sequences untill Wesker and Jill dissapear, and teleport here. Check this flag:



                  And help your self to as much Serum as you want.



                  It works any time really, that's just the earliest possible time you can reliably teleport...
                  Last edited by Guest; 04-04-2011, 07:04 AM.

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                  • Originally posted by geluda View Post
                    ^Are you doing that with Chris, or Jill? If Chris, I earge you to do it with Jill as I've cataloged a CRAP ton of stuff with Chris already (literally every flag), which I'll be posting once I've finished the game (almost cleared the mansion). Get the work done twice as fast that way.
                    Oh damn, yesterday was collecting pictures of various Flags with Chris, I restart it with Jill, btw, you found what the second bit in the first row of items is? it' on 0 when you enter the dining room, haven't checked if it's 0 by the first cut scene

                    Originally posted by Robert_Kendo View Post
                    could someone please upload all the extracted model files please???
                    I've only the items in the "check view" and some hands with weapon, if you mean those I can upload them, but not rightnow

                    Originally posted by ANDYARKLAY View Post
                    Avaliable in 31-01-96 without hacking








                    I don't remember this book in the retail version
                    Last edited by SonicBlue; 04-04-2011, 08:01 AM.

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                    • Originally posted by SonicBlue View Post
                      Oh damn, yesterday was collecting pictures of various Flags with Chris, I restart it with Jill, btw, you found what the second bit in the first row of items is? it' on 0 when you enter the dining room, haven't checked if it's 0 by the first cut scene
                      Yes (with Chris), it unchecks when you place the Broken Shotgun on the trap rack in the Living Room... Weird, I know! That thing is checked right from the beginning of the game all the way up untill that point... Maybe it means you've returned the Broken Shotgun back to it's original position, as in that's the place it's supposed to be and was already taken from it's location. Side note, first bit in the first row (left of it) is the real Shotgun...
                      Last edited by Guest; 04-04-2011, 08:01 AM.

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                      • More V-Jump Build Hacks

                        The Researcher's Letter says "John Clemens" in the debug build, seriously!?
                        If my memory serves me right the last name of "John" was never revealed in the final game...

                        I have converted kevstah2004's AI modifier to the V-Jump build, by the way:

                        1st Enemy AI + Model
                        300C7421 00??

                        1st Enemy X Coordinates
                        300C7458 00??
                        300C7459 00??

                        1st Enemy Y Coordinates
                        300C7460 00??
                        300C7461 00??

                        1st Enemy Rotation
                        300C7494 00AA
                        300C7495 00BB

                        For BB:
                        00 = 90° Right
                        03 = Default Angle
                        06 = 90° Left
                        09 = 180° Backwards

                        1st Enemy Status Modifier
                        300C74A4 00??

                        01 = Alive
                        03 = Dead

                        1st Enemy Animation
                        30010C74DD 00??

                        00 = Idle
                        01 = Taking Damage
                        02 = Backing Up
                        03 = Walking Backwards
                        04 = Dieing
                        05 = Frozen

                        Values based on Jill from the Main Hall, obviously different animations for non NPC's!

                        1st Enemy Size Modifier
                        300C74EA 0000
                        300C74EB 00??

                        Below = Decrease Size
                        10 = Default
                        Above = Increase Size

                        2nd Enemy AI + Model
                        300C7595 00??

                        3rd Enemy AI + Model
                        300C7709 00??

                        4th Enemy AI + Model
                        300C787D 00??

                        5th Enemy AI + Model
                        300C79F1 00??

                        6th Enemy AI + Model
                        300C7B65 00??

                        7th Enemy AI + Model
                        300C7CD9 00??

                        8th Enemy AI + Model
                        300C7E4D 00??

                        +174 spacing between the slots in this build.
                        I have no clue whether the 8 enemy slot limit exists in this early build as well, but I assume it does.
                        The room with the highest enemy number (6) is the Art Gallery with the Crows, I took that one for reference.

                        Here's some other stuff which might be useful, also for the V-Jump build:

                        Display Text
                        300C600B 0001

                        This is the effect you get from examining stuff or talking to NPC's.
                        Activating it in an open area with no examine text defined displays an error message and freezes the game.

                        You can also edit the size of the text by messing with values around here: 0xDBEFF

                        Enemy Counter
                        300C6012 00XX

                        Another way to change the amount of enemies in the room "on the fly".
                        00 = No Enemies
                        01 = 1 Enemy
                        02 = 2 Enemies
                        etc.

                        Setting this to a number which is higher than the actual amount of enemies in the room crashes the game...
                        Perhaps we can use the AI slot modifiers to create additional enemies and increase this value afterwards without crashing the game?

                        Another thing I found is a music modifier at 0xA7540.
                        I just don't know how to change which track it plays yet...

                        Oh, 0xA6130 is also interesting!
                        It allows you to change the angle from which the 3d objects are displayed!

                        Here's an example of what you can do with this:



                        I haven't had any luck with the debug menu so far, what I found was just the examine text...
                        I'll compare the values around that pesky 1A between different builds to see what I can find!

                        Here's some minor item menu related stuff for the 10/04 build:

                        Trigger Item Menu Mode
                        3009E74C 0004

                        Open Item Menu
                        3009B6B0 0001

                        Item Menu Examine Option Selected
                        3009B6E8 0001
                        Last edited by Upaluppa; 04-04-2011, 11:49 AM.

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                        • What's the V-Jump build? 01/31?
                          Last edited by Guest; 04-04-2011, 08:04 AM.

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                          • Originally posted by geluda View Post
                            What's the V-Jump build? 01/31?
                            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)!

                            Edit:
                            The 08/04 build does not completely match the build shown in the V-Jump Presentation!
                            I just noticed that Jill is not standing in the Main Hall in that video footage...
                            Last edited by Upaluppa; 04-04-2011, 08:24 AM.

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                            • Originally posted by Upaluppa View Post

                              I have converted kevstah2004's AI modifier to the V-Jump build, by the way:


                              I haven't had any luck with the debug menu so far, what I found was just the examine text...
                              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

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                              • Originally posted by Robert_Kendo View Post
                                could someone please upload all the extracted model files please???
                                Do you prefer a watermark on each item?

                                I'd like a classic RESIDENT EVIL (PSX), only, and nothing more.

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