Originally posted by Morellus
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Some cool 1.5 exclusive screenshots (**As seen on TV!**)
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Stranger, stranger! Now that's a weapon!
Can not wait... 6 more days till advent 4, 7 days till the big reveal!
Also I will be removing the footage from my "TheXReviews" account and will reuplaod them to my "SaiyanElite87" account. That is my gaming account and I only think it fitting.
The footage will be found here from now on > http://www.youtube.com/user/SaiyanElite87Last edited by Zombie_X; 12-17-2012, 12:04 AM.
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The Spark Shot was apparently planned to appear in the original Resident Evil 2, dubbed Resident Evil 1.5 by fans. What its role would have been is unknown, though by accessing the demo disk included with the original Resident Evil and with a little help from GameShark, it can be found in the game's files, under the Japanese name "Air Taser." It appears the weapon was originally going to be re-loadable (as was the flamethrower), as "Air Taser ammo" can also be found. Equipping the weapon and trying to fire it will cause the game to crash.
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Originally posted by Darkness View PostThe Spark Shot was apparently planned to appear in the original Resident Evil 2, dubbed Resident Evil 1.5 by fans. What its role would have been is unknown, though by accessing the demo disk included with the original Resident Evil and with a little help from GameShark, it can be found in the game's files, under the Japanese name "Air Taser." It appears the weapon was originally going to be re-loadable (as was the flamethrower), as "Air Taser ammo" can also be found. Equipping the weapon and trying to fire it will cause the game to crash.Last edited by biohazard_star; 12-17-2012, 01:07 AM.Seibu teh geimu?
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Originally posted by Zombie_X View PostStranger, stranger! Now that's a weapon!
Can not wait... 6 more days till advent 4, 7 days till the big reveal!
Also I will be removing the footage from my "TheXReviews" account and will reuplaod them to my "SaiyanElite87" account. That is my gaming account and I only think it fitting.
The footage will be found here from now on > http://www.youtube.com/user/SaiyanElite87
Sorry for the off topic
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Originally posted by biohazard_star View PostThat's actually in RE/Bio 2 Trial Edition. The "Air Taser" and "Air Taser Ammo" appear as placeholder icons written in Japanese script... along with the majority of the other retail weapons. Most, if not all, of the items found on the Trial are items intended for the retail game. There's no indication that the Spark Shot was planned for 1.5.
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Originally posted by Darkness View PostNote to self, never trust the wikiPROJECT Umbrella - The BIOHAZARD/RESIDENT EVIL Compendium
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first of all, hey everyone, i have browsed the forums for some time. i think i had an account before but i didnt really use it anyways. i got a question for Alzaire. i know the team is going by what whatever information the 1.5 beta has. however as we saw with advent 3 they are recreating what was the later 80% beta. so what im trying to say is do they have access to all inflames pics? i know Alzaire and dot50cal had access to all of them. im still a member of bioflames but i dont think i have seen all of them. so wouldnt it be a good idea to let them have those pics. that way they can go based on what it should have been. i know there is a lot of guessing work most likely. but with those pics maybe it would steer in the right direction. im happy either way ill play it with no regrets. they are fixing it and thats more than enough for me. haha
what do you guys think??
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Hmm ...
Interesting things about the IDE screengrabs.
It seems they are developing something targeted for the PS1, executed in an emulator.
This adds credibility to the possibility of them having a PSX 1.5 build, and that this isn't a PC "mod".
The cutscenes, enemy positions etc ... are all hard-coded, a full blown script interpreter wouldn't have been possible with PSX's limited processing power/memory back int he day.
What's awesome too is that they're also using the eboot's strings conventions and general capcom coders common terminologies, for example :
Sce : Scene
Em : enemy
Evt : event
Emd : enemy data
Aot : Atari <something> <something> (atari means collision in Japanese, these are used for triggers - messages, doors, ... )
....
There's also support for a message-driven system, which they have quite a lot of control over it seems.
They know what each flag does and how to set each of them.
I wouldn't say "They have their hands on RE1.5 source code" but it's pretty close (hint: there's no capcom copyright at the start of the source files ).
Some pretty deep and thorough reverse engineering has been done (they have all flags and room/scenario formats figured out ).
I wonder how they hook their compiled code to the eboot, or if this "Scenario code" can be compiled into something that RE2 builds can interpret on the fly.
Are these guys Japanese by any chance ?
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The cutscenes, enemy positions etc ... are all hard-coded, a full blown script interpreter wouldn't have been possible with PSX's limited processing power/memory back int he day.
What's awesome too is that they're also using the eboot's strings conventions and general capcom coders common terminologies, for example :
Sce : Scene
Em : enemy
Evt : event
Emd : enemy data
Aot : Atari <something> <something> (atari means collision in Japanese, these are used for triggers - messages, doors, ... )
....
They immediately got archived, here: http://rewiki.regengedanken.de/wiki/.RDT
I just released my own script compiler and disassembler, here: http://www.the-horror.com/forums/sho...9878-BioScript
The attachment I provided contains a script from ROOM1000 of Bio2, the beginning of the game.
Code:int Main00(void) { Door_aot_set(0, 1, 49, 0, 0, -22155, -20156, 1770, 2280, -15332, 0, -11799, 1832, 0, 1, 0, 0, 11, 0, 0, 0, 0, 0); Aot_set_4p(1, 3, 66, 0, 7973, -6626, 11430, 8000, 18900, 7950, 28700, -6100, 0, 0, 0); Aot_set_4p(2, 3, 66, 0, -827, 8174, 11810, 8400, 8500, -6300, 200, -7310, 0, 0, 0); Aot_set_4p(3, 3, 66, 0, -11127, 8274, -300, 8600, 560, -7200, -8800, -6800, 0, 0, 0); Aot_set_4p(4, 3, 66, 0, -21927, 8174, -10700, 8700, -8600, -6700, -22370, -6200, 0, 0, 0); Aot_set_4p(5, 3, 66, 0, -22427, -5726, -12500, -5900, -13270, -14710, -21890, -14820, 0, 0, 0); Aot_set(6, 3, 66, 0, 0, -21876, -27262, 9100, 13100, 0, 0, 0); Aot_set(7, 11, 65, 0, 0, 18929, -178, 1800, 1800, 0, 0, 0); Aot_set(8, 11, 65, 0, 0, 20771, -1323, 1800, 1800, 0, 0, 0); Aot_set(9, 11, 65, 0, 0, 18554, 4087, 1800, 1800, 0, 0, 0); Aot_set(10, 11, 65, 0, 0, 22193, -1880, 1800, 1800, 0, 0, 0); Aot_set(11, 11, 65, 0, 0, 18099, 2781, 1800, 1800, 0, 0, 0); Aot_set(12, 11, 65, 0, 0, 18105, 800, 1900, 1800, 0, 0, 0); Aot_set(13, 11, 65, 0, 0, 20073, -643, 1800, 1800, 0, 0, 0); if(Ck(0, 25, 0)) { Sce_em_set(0, 0, 0x1F, 194, 80, 0, 1, 0, 35, 22813, 0, 210, 1947, 0, 0); Sce_em_set(0, 1, 0x1F, 198, 16, 0, 2, 0, 36, 18312, 0, 3539, 973, 0, 0); Sce_em_set(0, 2, 0x1F, 70, 16, 0, 1, 0, 37, 7007, 0, -1585, 3985, 0, 0); Sce_em_set(0, 3, 0x1F, 70, 16, 0, 2, 0, 38, -1261, 0, -2567, 329, 0, 0); Sce_em_set(0, 4, 0x1F, 64, 16, 0, 2, 0, 40, -4611, 0, 280, 2535, 0, 0); Sce_em_set(0, 5, 0x1F, 64, 16, 0, 1, 0, 41, 2556, 0, -1003, 3405, 0, 0); } else { Sce_em_set(0, 0, 0x1F, 194, 80, 0, 2, 0, 35, 22813, 0, 210, 1947, 0, 0); Sce_em_set(0, 1, 0x1F, 198, 16, 0, 1, 0, 36, 18800, 0, 4007, 1407, 0, 0); Sce_em_set(0, 2, 0x1F, 70, 16, 0, 2, 0, 37, 8439, 0, -2106, 3601, 0, 0); Sce_em_set(0, 3, 0x1F, 70, 16, 0, 1, 0, 38, 9285, 0, 2426, 793, 0, 0); Sce_em_set(0, 4, 0x1F, 64, 16, 0, 2, 0, 39, 1114, 0, 2689, 4717, 0, 0); Sce_em_set(0, 5, 0x1F, 64, 16, 0, 1, 0, 40, -7356, 0, -1869, 71, 0, 0); } return 0; nop(); }
Attached FilesLast edited by MeganGrass; 12-17-2012, 03:49 PM.I'm a blackstar.
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The new pics and backgrounds look amazing for recreations..
I barely noticed the difference in angle except for her Elza is placed onscreen. Yeah in the 1.5 pic, the camera is higher and tilted downwards more at an angle - plus she is running closer to the camera.."I never thought any of this stuff my brother taught me would work!"
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