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[Hidden-Palace]Biohazard Betas Released
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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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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.
Originally posted by Robert_Kendo View Postcould someone please upload all the extracted model files please???
Originally posted by ANDYARKLAY View PostAvaliable in 31-01-96 without hacking
I don't remember this book in the retail versionLast edited by SonicBlue; 04-04-2011, 08:01 AM.
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Originally posted by SonicBlue View PostOh 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 sceneLast 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 0001Last edited by Upaluppa; 04-04-2011, 11:49 AM.
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Originally posted by geluda View PostWhat's the V-Jump build? 01/31?
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...
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