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Romhacking => Personal Projects => Topic started by: Deli295 on March 24, 2021, 08:48:59 pm

Title: Resident Evil: True Director's Cut
Post by: Deli295 on March 24, 2021, 08:48:59 pm
Hi everyone, this is my first project. I'm making this thread so that everyone who wants can give feedback and/or help. I'll link the hack below:

http://www.romhacking.net/hacks/5837/ (http://www.romhacking.net/hacks/5837/)

My main concern now is to add the backgrounds back to the memos as they're present in every Japanese release. Second is the restoration of the text in the wall of the Right Stairs in the Mansion.

I'll also leave this custom-made cover art that I made which resembles the Japanese first Director's Cut print. Enjoy!

(https://i.imgur.com/sbxntaI.jpg)

I'll be busy because of college, but I'll keep on looking whenever I have some spare time.

Thanks for reading.


UPDATES
V0.3.5 (04/14/21):
- Fixed freezing on Mansion's 2nd Floor Right Stairs for hardware-accurate emulators like Mednafen. Original hardware to be tested. Thanks to MeganCrass for helping out with this one.

V0.3 (04/04/21):
- Replaced Mansion's 2nd Floor Right Stairs.
- Replaced Mansion's 2nd Floor Main Hall.

V0.2 (03/26/21):
- Separate patch added with the DualShock BGM.

V0.1 (03/22/21):
- Initial release.
- Replaced FMVs.
- Replaced BGM.
- Replaced Mansion's Bathroom.
Title: Re: Resident Evil: True Director's Cut
Post by: Junkyard_Dawg on March 25, 2021, 03:16:50 am
I want to say welcome to the ROMHacking.net forum. I have some questions regarding your True Director's Cut project. I am pretty much a purist when it comes Resident Evil, and I have seen a few of these Director's Cut ROM hacks start off focused, but then stray away from its original goal. I believe most of classic RE fans are looking for the basics like the uncut and full color FMVs, original soundtrack, and maybe the original Capcom logo. All of this with Dual Shock support would make for an amazing release. I admit that I am interested in seeing the memo backgrounds, right stairs text, and I am unsure what the original bathroom was like in the beta. With that said, below are my questions:

1. What is the goal of this project?
2. Do you plan on adding additional content or are you going for a "pure" release?
3. Will the startup images and main menu be left original?
4. Are there any bugs that you have discovered with the patch?
5. Will I be able to play this on actual PS1 hardware or emulation only?
Title: Re: Resident Evil: True Director's Cut
Post by: sorrow on March 25, 2021, 10:09:52 am
Awesome!  I’m gonna check this out.  Question, you said the music was restored to match the original release, so for the intro, is it the rock song intro from the original US release?
Title: Re: Resident Evil: True Director's Cut
Post by: Ness on March 25, 2021, 10:26:08 am
Good work! For the longest time I didn't know the US version was censored because I had the PAL version as a teen.
This is interesting, but why not giving this treatment to the original Director's Cut rather than the Dualshock version?
Seems to me that the whole point of playing the Dualshock version is to get the alternate soundtrack.
Outside of stories regarding the composer(s) which have little to do with the quality of the OST, the only "controversial" track is the basement track which apparently uses the wrong soundfount, which is why it sounds so horrible. Here is a version with another soundfount:

https://www.youtube.com/watch?v=9oByTUQjCFg

Rather than getting rid of the entire OST, making a hack that would put a fixed version of the track into the game would be great, I think a lot of people would be thankful.

On a side note about the "wrong soundfont used" theory, I can't be positive the story is true, but I heard someone say they had the same equipment as what was used to make the OST of the Dualshock version. He claimed that if you turned off the keyboard and then turned it back on, it would fall back to a default soundfont, which is the one used in the basement track.
Title: Re: Resident Evil: True Director's Cut
Post by: niuus on March 25, 2021, 11:06:58 am
Hi everyone, this is my first project. I'm making this thread so that everyone who wants can give feedback and/or help. I'll link the hack below:

http://www.romhacking.net/hacks/5837/ (http://www.romhacking.net/hacks/5837/)

My main concern now is to add the backgrounds back to the memos as they're present in every Japanese release. Second is the restoration of the text in the wall of the Right Stairs in the Mansion.

I'll be busy because of college, but I'll keep on looking whenever I have some spare time.

Thanks for reading.
Loving your hack already. Seems it is aiming at improving and replacing the previous known "Ultimate Director's Cut", isn't it? I guess the only difference when it finishes would be some beta skins and the Deranged mode.

Will there be an optional patch in the future with the orchestrated soundtrack unchanged? Having both could be cool.

Thanks for your work, this is a great way to replay RE DCDS.
Title: Re: Resident Evil: True Director's Cut
Post by: ShadowOne333 on March 25, 2021, 12:20:10 pm
Glad to see the release and that you made a thread for it :)
I'll surely follow it closely, as this is a project with ideals I shared to create the best version of the original RE1.

I hope the remaining things aren't as bad to reimplement :p
Also, I'd help to list what you have in mind for the entire project.
Making a list would help, which we have talked about before.

If it helps, here's the list I posted in the thread I made:

Quote from: True Director's Cut List
- [DONE] Restore all the uncut FMVs:
      - DM3.STR: First Zombie.
      - PJ.STR: Intro.
      - ED1.STR: Chris' Bad Ending.
      - [PENDING..?] STFZ.STR: Japanese Gory Ending after using the Rocket Launcher. Requires restoring the credits text (the JP version has English text, except for the Opening and Ending themes credits). https://www.youtube.com/watch?v=BS9NlHyFQAY&ab_channel=pyramid
- [DONE] Restore Original BGM (if using DualShock Ver.).
- [DONE] Restore Beretta Ammo in Bathtub in the Mansion's bathroom from 01/31/1996 beta.
- Restore Background of the different files throughout the game as in the Japanese versions.
- Restore the text that labels Jill and Chris a Easy and Hard respectively (use DualShock Japanese version for this!!).
- Restore footsteps scene when you enter the Mansion Storeroom, following a Zombie appearing when you exit the room, from Demo Version.
- Restore unknown music track from the scene when Jill first re-encounters with Barry in the Hallway Stairs ("especially against living things" scene) from 01/31/1996 beta.
- Restore ability of the root to kill in the Guardhouse Entry (if possible, only in Arrange mode) from 01/31/1996 beta.
- Restore Heliport and Battery SFX from 01/31/1996 beta.
- Restore Boulder activating when you approach from 01/31/1996 beta (if possible, only in Arrange mode).
- Alter Naked zombies location in the lab.
- Restore message written in blood in Mansion East Stairway 2F (possibly needs a translation) from Demo Version. The text translates to the following:
    "Something is written on the wall...
     I... can't breathe... (Breathing is painful...)
     Save me from this pain... (Someone stop this suffering)"

As a side note, I think the suggestion of having an alternate or optional patch that still uses the DualShock OST (with the fixed Kitchen track, which starts at 0:18 in this vid: https://m.youtube.com/watch?v=9oByTUQjCFg) is a nice idea, but ultimately up to you, :)
Maybe for waaaay later when most stuff is done tbh.

Anyway, will keep a close eye on this, and see if I can help with anything :D
Title: Re: Resident Evil: True Director's Cut
Post by: ToHell on March 25, 2021, 01:21:29 pm
My friend, I think your work is great first. I will follow your work with great friends.
Title: Re: Resident Evil: True Director's Cut
Post by: Goznog on March 25, 2021, 03:34:57 pm
Awesome!  I’m gonna check this out.  Question, you said the music was restored to match the original release, so for the intro, is it the rock song intro from the original US release?

this reminds me that the original JP game has exclusive licensed tracks for the opening and ending. would love to see a patch for the English game to restore them!
Title: Re: Resident Evil: True Director's Cut
Post by: Deli295 on March 25, 2021, 07:32:00 pm
Sorry for the late reply, I'll try to answer everyone.

I want to say welcome to the ROMHacking.net forum. I have some questions regarding your True Director's Cut project. I am pretty much a purist when it comes Resident Evil, and I have seen a few of these Director's Cut ROM hacks start off focused, but then stray away from its original goal. I believe most of classic RE fans are looking for the basics like the uncut and full color FMVs, original soundtrack, and maybe the original Capcom logo. All of this with Dual Shock support would make for an amazing release. I admit that I am interested in seeing the memo backgrounds, right stairs text, and I am unsure what the original bathroom was like in the beta. With that said, below are my questions:

1. What is the goal of this project?
2. Do you plan on adding additional content or are you going for a "pure" release?
3. Will the startup images and main menu be left original?
4. Are there any bugs that you have discovered with the patch?
5. Will I be able to play this on actual PS1 hardware or emulation only?

1. The goal is to make an uncensored and restored Western English PS1 release that includes as much unreleased/censored/cut content as possible, as long as it improves the overall experience of the game. I'm not gonna make any custom arrangements to the levels, such as the Deranged mode present in the Ultimate Director's Cut patch.
2. I'm going for a pure release. If I make changes to levels, it'll be done in order to restore graphics or events from previous versions of the game (betas/demo), as long as I feel these changes add to a better experience. I hope I'm making sense here.
3. I'm not adding a custom main or warning screen if that's what you mean.
4. I restored the frame-skip that happens in the Opening movie of Jill's scenario. After Chris says "Jill, run for that house", a close-up shot of a Cerberus happens, and then it skips to the Cast Members. When that happens, there's a minor stutter, but it isn't game-breaking. I've still haven't found a fix for that sadly.
5. I sadly don't have a PS1/2/3 at the home I'm living in right now, but in theory, there shouldn't be any issues.
Title: Re: Resident Evil: True Director's Cut
Post by: Deli295 on March 25, 2021, 07:33:41 pm
Awesome!  I’m gonna check this out.  Question, you said the music was restored to match the original release, so for the intro, is it the rock song intro from the original US release?

Yes, this release has the International version opening music named "Terror", not the Japanese theme.
Title: Re: Resident Evil: True Director's Cut
Post by: Deli295 on March 25, 2021, 07:42:34 pm
Good work! For the longest time I didn't know the US version was censored because I had the PAL version as a teen.
This is interesting, but why not giving this treatment to the original Director's Cut rather than the Dualshock version?
Seems to me that the whole point of playing the Dualshock version is to get the alternate soundtrack.
Outside of stories regarding the composer(s) which have little to do with the quality of the OST, the only "controversial" track is the basement track which apparently uses the wrong soundfount, which is why it sounds so horrible. Here is a version with another soundfount:

https://www.youtube.com/watch?v=9oByTUQjCFg

Rather than getting rid of the entire OST, making a hack that would put a fixed version of the track into the game would be great, I think a lot of people would be thankful.

On a side note about the "wrong soundfont used" theory, I can't be positive the story is true, but I heard someone say they had the same equipment as what was used to make the OST of the Dualshock version. He claimed that if you turned off the keyboard and then turned it back on, it would fall back to a default soundfont, which is the one used in the basement track.

RE1 PSX is not an easy game to modify. It requires tools to properly rebuild the LBA table and remove checksum verification. To this day, these tools only work on the DualShock SLUS_00747 release of the game, which is why I used it as base.

Also, I can't agree with your second point. Casual and new fans will most likely play this version of the game because it's the most readily-available version, not because they wanna experience the changed OST (which most people don't even know about).

About the Mansion track, messing around with that OST is not on my agenda today, I still have a handful of additions I'd like to make before something like that, but I'll keep it in mind.
Title: Re: Resident Evil: True Director's Cut
Post by: Deli295 on March 25, 2021, 07:44:44 pm
Loving your hack already. Seems it is aiming at improving and replacing the previous known "Ultimate Director's Cut", isn't it? I guess the only difference when it finishes would be some beta skins and the Deranged mode.

Will there be an optional patch in the future with the orchestrated soundtrack unchanged? Having both could be cool.

Thanks for your work, this is a great way to replay RE DCDS.

Seems you're not the only one who wants it. I can make one for sure, it shouldn't cost me a lot, but I won't promise anything for now. I'm busy with other things.
Title: Re: Resident Evil: True Director's Cut
Post by: Deli295 on March 25, 2021, 07:46:29 pm
Loving your hack already. Seems it is aiming at improving and replacing the previous known "Ultimate Director's Cut", isn't it? I guess the only difference when it finishes would be some beta skins and the Deranged mode.

Will there be an optional patch in the future with the orchestrated soundtrack unchanged? Having both could be cool.

Thanks for your work, this is a great way to replay RE DCDS.

Also, yeah, it's an alternative patch to UDC, but in a "purer" form.
Title: Re: Resident Evil: True Director's Cut
Post by: Deli295 on March 25, 2021, 07:55:59 pm
this reminds me that the original JP game has exclusive licensed tracks for the opening and ending. would love to see a patch for the English game to restore them!

I'll take your question to clarify some things.

If you've played classic RE or Director's Cut before, and didn't get the bad ending, you know the ending credit sequence is a 2-minute video showing the various scenes for the game.

Weirdly enough, the DualShock version has a 4-minute backscreen with the credits (kind of a longer version of the bad ending credits from previous releases). So, because of that, I've decided to replace that 4-minute track with a mix of both "Still Dawn" (the International ending theme) and "I won't let this end as a dream" (the Japanese version).

This is a (hopefully) temporal modification until I figure out how to restore the older, shorter credit sequence with the video. Once I do that, I'll make two versions: one that features the Internation themes for the opening and ending, and one with the Japanese equivalents.
Title: Re: Resident Evil: True Director's Cut
Post by: vivify93 on March 25, 2021, 11:09:14 pm
Very excited to see where this goes. I never liked Deranged Mode in UDC.
Title: Re: Resident Evil: True Director's Cut
Post by: Deli295 on March 26, 2021, 05:21:22 pm
I added an alternative patch to the Drive with the orchestrated BGM for anyone who prefers that OST.
Title: Re: Resident Evil: True Director's Cut
Post by: niuus on March 28, 2021, 12:42:09 pm
Also, yeah, it's an alternative patch to UDC, but in a "purer" form.
Awesome choice, and the best one.

I added an alternative patch to the Drive with the orchestrated BGM for anyone who prefers that OST.
Great work, thanks for the alternatives! I'm gonna check and end both patches in a mini marathon to appreciate the differences.  :beer:
Title: Re: Resident Evil: True Director's Cut
Post by: KingKristoffer on March 28, 2021, 06:15:13 pm
So I tried to use the patch, I put in everything as needed, it say "file patched successfully", I go in to play the game (SLUS-00747), and it's still censored. I get the censored B&W opening. So what am I doing wrong?
Title: Re: Resident Evil: True Director's Cut
Post by: Deli295 on March 29, 2021, 06:06:07 pm
So I tried to use the patch, I put in everything as needed, it say "file patched successfully", I go in to play the game (SLUS-00747), and it's still censored. I get the censored B&W opening. So what am I doing wrong?

On the "Patch:" box, you select the xdelta patch, on the "Source File:" you select track 1 of the game backup, and on the "Output File:", you choose a filename (ending in .bin) and location where you want your patched game to be stored. This patched game is what you wanna play, not the old file if it wasn't obvious enough.
Title: Re: Resident Evil: True Director's Cut
Post by: Deli295 on March 30, 2021, 02:12:22 pm
If you knew how to read, you would see that the patch you applied literally says "+ DualShock OST" on the name. Apply the previous version if you want the old music. And after insulting me on DM, don't expect another reply from me. Have a nice day.
Title: Re: Resident Evil: True Director's Cut
Post by: Metalwario64 on March 30, 2021, 06:12:04 pm
Why must there perpetually be pointless drama in the ROM hacking and emulation scenes?
Title: Re: Resident Evil: True Director's Cut
Post by: sorrow on March 30, 2021, 07:13:46 pm
Hello Deli295,

I just tested this out finally and used version v0.1 of the patch to get the Uncensored Intro with the Original Music. 

Got everything patched and tested in less than 5 minutes, and that includes the time I spent encoding the .cue and .bin files to a single chd.

Everything seems to be working fine to me.   :thumbsup:
Title: Re: Resident Evil: True Director's Cut
Post by: lilpuddy31 on March 30, 2021, 08:37:28 pm
Can confirm, both patches work as intended.

Deli295, good work! I cant wait to see your future updates
Title: Re: Resident Evil: True Director's Cut
Post by: Deli295 on March 31, 2021, 06:18:54 am
Why must there perpetually be pointless drama in the ROM hacking and emulation scenes?

I apologize, I don't like unnecessary drama either, but I don't like being disrespected and called "failure", "useless", "idiot", "pathetic", "retarded", among other slurs. I'll ignore him from now on.

On a more positive note, I've managed to restore the wall message on the Mansion Right Stairs 2F
(https://i.imgur.com/WiVYUuu.png)

I don't know if this alone is worth enough to make a new patch, but it's something.
Title: Re: Resident Evil: True Director's Cut
Post by: ToHell on March 31, 2021, 07:19:43 am
Right, I was going to ask you about that, too. It would be nice if you would bring it back in. Is there a correct translation of this message? Have found now on the fast only that:

Quote
In the Trial Version of Resident Evil you can stop the timer using a cheat device, and explore parts of the mansion, you wouldn’t normally be able to. In the second flood passage by the east wing stairs in the foyer of the Spencer Mansion, you can find a message scrawled on the wall in blood. The description upon examining the message translates as: “painful breathing... someone stop this suffering.” The message isn’t in the final build of the original Resident Evil, but in the GameCube remake it's part of a large added story thread involving the architect of Spencer Mansion and the fate of him and his family.

https://www.shacknews.com/article/98623/what-resident-evil-could-have-been
Title: Re: Resident Evil: True Director's Cut
Post by: Deli295 on March 31, 2021, 09:13:39 am
Right, I was going to ask you about that, too. It would be nice if you would bring it back in. Is there a correct translation of this message? Have found now on the fast only that:

https://www.shacknews.com/article/98623/what-resident-evil-could-have-been

The official translation is the one I showed above. The text is actually present in the room file of every US release, it's just that the event which triggers the cutscene is disabled.
Title: Re: Resident Evil: True Director's Cut
Post by: Ness on March 31, 2021, 11:10:09 am
Thanks for making a version that keeps the original Dualshock soundtrack. I really hope you consider making a version with a fixed basement track.

Would you consider improvements that go beyond the scope of restoration and adding beta materials? If so, it would be nice if after dropping a key, the inventory menu would shut off by itself.

Also, I stumbled upon this:

https://www.youtube.com/watch?v=-psGKXEbT0s&t=1m03s

This commercial shows bits of the shark FMV that were cut in the final game. I always thought that the shark FMV was cut weird, I wonder if they cut these frames because they thought the models don't look very good at all (if you think about it, the CG models of Jill/Chris in FMVs are only ever shown from the back, and for short periods of time). Anyway, I really doubt this FMV is available anywhere but I'll ask anyway since I never checked the available beta versions, would there be a way to restore that?

Also, do you have any idea why they cut the background of files in the western versions? Is it a glitch? Did they use the space to store something else (text data maybe)?

Finally, according to TCRF https://tcrf.net/Resident_Evil_(PlayStation)#Censorship (https://tcrf.net/Resident_Evil_(PlayStation)#Censorship) , there is a variant of the ending credits in the Japanese version. Is this included in your FMVs restoration or will it?
Title: Re: Resident Evil: True Director's Cut
Post by: ShadowOne333 on March 31, 2021, 01:58:07 pm
Fantastic news about the 2F blood message :)
It's surely coming together as the best version of RE1, no doubt!

Thanks for making a version that keeps the original Dualshock soundtrack. I really hope you consider making a version with a fixed basement track.

Would you consider improvements that go beyond the scope of restoration and adding beta materials? If so, it would be nice if after dropping a key, the inventory menu would shut off by itself.

Also, I stumbled upon this:
https://www.youtube.com/watch?v=-psGKXEbT0s&t=1m03s

This commercial shows bits of the shark FMV that were cut in the final game. I always thought that the shark FMV was cut weird, I wonder if they cut these frames because they thought the models don't look very good at all (if you think about it, the CG models of Jill/Chris in FMVs are only ever shown from the back, and for short periods of time). Anyway, I really doubt this FMV is available anywhere but I'll ask

I think Deli has mentioned interest in beta stuff before, but it's currentlysomewhat difficult, since the format of the PSX files is very different from the ones in the PC release.
Ultimately, it's up to him to decide.

You could probably refer to a list I posted on the previous page of possible features:

As a side note, I think the suggestion of having an alternate or optional patch that still uses the DualShock OST (with the fixed Kitchen track, which starts at 0:18 in this vid: https://m.youtube.com/watch?v=9oByTUQjCFg) is a nice idea, but ultimately up to you, :)
Maybe for waaaay later when most stuff is done tbh.

Quote from: True DC List
- [DONE] Restore all the uncut FMVs:
      - DM3.STR: First Zombie.
      - PJ.STR: Intro.
      - ED1.STR: Chris' Bad Ending.
      - [PENDING..?] STFZ.STR: Japanese Gory Ending after using the Rocket Launcher. Requires restoring the credits text (the JP version has English text, except for the Opening and Ending themes credits). https://www.youtube.com/watch?v=BS9NlHyFQAY&ab_channel=pyramid
- [DONE] Restore Original BGM (if using DualShock Ver.).
- [DONE] Restore Beretta Ammo in Bathtub in the Mansion's bathroom from 01/31/1996 beta.
- Restore Background of the different files throughout the game as in the Japanese versions.
- Restore the text that labels Jill and Chris a Easy and Hard respectively (use DualShock Japanese version for this!!).
- Restore footsteps scene when you enter the Mansion Storeroom, following a Zombie appearing when you exit the room, from Demo Version.
- Restore unknown music track from the scene when Jill first re-encounters with Barry in the Hallway Stairs ("especially against living things" scene) from 01/31/1996 beta.
- Restore ability of the root to kill in the Guardhouse Entry (if possible, only in Arrange mode) from 01/31/1996 beta.
- Restore Heliport and Battery SFX from 01/31/1996 beta.
- Restore Boulder activating when you approach from 01/31/1996 beta (if possible, only in Arrange mode).
- Alter Naked zombies location in the lab.
- Restore message written in blood in Mansion East Stairway 2F (possibly needs a translation) from Demo Version. The text translates to the following:
    "Something is written on the wall...
     I... can't breathe... (Breathing is painful...)
     Save me from this pain... (Someone stop this suffering)"
Title: Re: Resident Evil: True Director\'s Cut
Post by: Deli295 on March 31, 2021, 04:04:30 pm
Also, I stumbled upon this:

https://www.youtube.com/watch?v=-psGKXEbT0s&t=1m03s

This commercial shows bits of the shark FMV that were cut in the final game. I always thought that the shark FMV was cut weird, I wonder if they cut these frames because they thought the models don't look very good at all (if you think about it, the CG models of Jill/Chris in FMVs are only ever shown from the back, and for short periods of time). Anyway, I really doubt this FMV is available anywhere but I'll ask anyway since I never checked the available beta versions, would there be a way to restore that?

That TV ad really caught my attention. Sadly, I've just checked all three Betas and the Trial version, none of them have it, so I don't know if we can look for it elsewhere.

Also, do you have any idea why they cut the background of files in the western versions? Is it a glitch? Did they use the space to store something else (text data maybe)?

I really have no idea. Just from a very short analysis that I did, I think the English text has a black background, whereas the Japanese text is transparent, therefore allowing for a behind layer to show up if I make sense. It's not a glitch because the background files are simply absent from the original USA and Director's Cut release. They're present in the DualShock version, which makes me think that Capcom planned to add them back at some point but remained unused for some odd reason.

Finally, according to TCRF https://tcrf.net/Resident_Evil_(PlayStation)#Censorship (https://tcrf.net/Resident_Evil_(PlayStation)#Censorship) , there is a variant of the ending credits in the Japanese version. Is this included in your FMVs restoration or will it?

No, I haven't added the gory ending video yet, I still have to figure that out. The problem is that the DualShock version has just one FMV for the ending, which is a black screen on which the credits (another filetype) roll. Replacing that FMV with one that has video footage on it will not play the video regardless, meaning that it's programmed to just play the audio. Until I figure that out, I've replaced the music only. I don't like it because it casts Samuragochi as the composer, but it's (hopefully) a temporary solution.

March 31, 2021, 04:08:23 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
All in all yeah, the PSX version is not the easiest one to mod, to be honest. I don't want you guys to think that I don't care about your suggestions, I really would like to implement them, but it's not an easy task, at least to me, since I'm still quite new at RE modding.
Title: Re: Resident Evil: True Director\'s Cut
Post by: Ness on March 31, 2021, 04:20:12 pm
That TV ad really caught my attention. Sadly, I've just checked all three Betas and the Trial version, none of them have it, so I don't know if we can look for it elsewhere.

Indeed, maybe it'll re-surface one day.

Quote
I really have no idea. Just from a very short analysis that I did, I think the English text has a black background, whereas the Japanese text is transparent, therefore allowing for a behind layer to show up if I make sense. It's not a glitch because the background files are simply absent from the original USA and Director's Cut release. They're present in the DualShock version, which makes me think that Capcom planned to add them back at some point but remained unused for some odd reason.

Sounds like they may have ran out of time to implement them!

Quote
All in all yeah, the PSX version is not the easiest one to mod, to be honest. I don't want you guys to think that I don't care about your suggestions, I really would like to implement them, but it's not an easy task, at least to me, since I'm still quite new at RE modding.

Don't worry, I understand. PSX hacking seems to be on a whole other level compared to what I've been doing.
Title: Re: Resident Evil: True Director's Cut
Post by: Metalwario64 on March 31, 2021, 08:37:38 pm
I apologize, I don't like unnecessary drama either, but I don't like being disrespected and called "failure", "useless", "idiot", "pathetic", "retarded", among other slurs. I'll ignore him from now on.

On a more positive note, I've managed to restore the wall message on the Mansion Right Stairs 2F
(https://i.imgur.com/WiVYUuu.png)

I don't know if this alone is worth enough to make a new patch, but it's something.
LOL! You don't need to apologize to me! I wasn't calling you out for anything. It just seems that in this community whenever someone puts forth the effort to make something, there's always someone who's going to complain and throw a fit over something. It's been happening since the early days of emulation in the 90s, as far back as the NESticle scene even.
Title: Re: Resident Evil: True Director's Cut
Post by: Ness on April 01, 2021, 08:32:53 am
Here is a little censoring bit I just found out about and I see it neither in ShadowOne333's list, nor on the TCRF page.

Here is two screenshots of the Saturn Japanese Bio Hazard:

(https://i.imgur.com/omphK7f.png)

(https://i.imgur.com/bURbOMV.png)

Now, here is Resident Evil: Director's Cut Dual Shock (NTSC-U):

(https://i.imgur.com/b13jHvs.png)

(https://i.imgur.com/JBNL6RD.png)

(https://i.imgur.com/Zc1K0qJ.png)

When you shoot off zombie arms, they can be seen on the ground in the Japanese Saturn version, but in DCDS (USA), you can see the arm being shot off and flying in the air, you can see the puddle of blood where the arm is supposed to have landed, but the arm is nowhere to be found on the ground. Since the model for the arm exists, my guess is that it is programmed to be deleted as it hits the ground, but it's just a guess. Maybe I'm wrong, and instead of being censoring, this is something that was added in the Saturn version rather than something that was deleted in other versions ? Either way it would be nice to see the arm in RE:DC.

I don't have the courage to check every version and every region of every version to find out which versions have the arm (although some versions in some regions do have some interesting differences, for instance I vividly recall the PAL Director's Cut, or at the very least the French one, have intro in colour) but I did a quick test in the original Japanese Playstation Bio Hazard version, and not only the arm isn't present either, but I failed to see the puddle of blood. In short, from what I gather:
Bio Hazard (Japan, PSX): no puddle of blood, no arm
Resident Evil Director's Cut Dual Shock (USA, PSX): puddle of blood with no arm
Bio Hazard (Japan, Saturn): puddle of blood + arm

On a side note, does anyone know the differences between these two Playstation versions?
- Bio Hazard (Japan)
- Bio Hazard (Japan) (Rev 1)
Title: Re: Resident Evil: True Director's Cut
Post by: Deli295 on April 01, 2021, 02:13:13 pm
Wow, I've never actually noticed that detail in the Saturn version. I'll try to investigate more about it.
Title: Re: Resident Evil: True Director's Cut
Post by: Ness on April 01, 2021, 03:13:04 pm
Cool, I hope you find something, I wish I could help.

The Saturn version has some nice details like that:
- The sign next to the guard house basement store room says "ARMS" on Saturn:
https://i.imgur.com/j8bappK.png
https://i.imgur.com/k4DTlmQ.png

- Those three keys are invisible in PS1 versions, but visible on Saturn. Maybe this is also worth investigating, see if you can figure out if their invisibility was intentional, or was it a glitch? The thing that is weird about those on PS1 is that they shine despite being invisible. It's not really a big deal for the small keys, but I always thought the key in the store room was too easy to miss.
https://i.imgur.com/BRStyvX.png
https://i.imgur.com/QdHQreI.png
https://i.imgur.com/z7U2StB.png

- The vats are broken on Saturn, most likely due to the Saturn's lack of transparency. It's worth noting that you still can not shoot through them.
https://i.imgur.com/rD4Lx5l.png

- On PS1, when you play as Rebecca in the guard house, her inventory will hold anything she picked up during the first time you played as her in the mansion. On Saturn, her inventory is reset (empty except for the Beretta). However, there is a glitch that allows you to get back some of the items (all but the one located in the 2nd slot): you need to pick up one container and immediatelly fill it with water or UMB N#. The items will magically re-appear in the inventory!

On a semi-unrelated note, another "improvement" I could suggest that goes beyond the scope of restoration is making sure Rebecca can not pick-up the small key that is located in a cup in the guard house. Indeed, that is the only non-supply item she can pick up, despite not being able to use the key, nor is she able to pick up other small keys, so it's definitely unintended. The fact that she can pick it up however makes it slightly more likely for the player to soft-lock himself (if you pick-up 3 blue herbs, or 2 blue herbs and the small key, and then pick up two containers in the v-jolt room, that leads into a soft-lock).
Title: Re: Resident Evil: True Director's Cut
Post by: Deli295 on April 01, 2021, 03:38:51 pm
Damn, that's a lot of information. I love all these minute and trivial differences. For most of them, I'll probably require much more experience than what I've got now, but this should be relatively easy to restore:


The Saturn version has some nice details like that:
- The sign next to the guard house basement store room says "ARMS" on Saturn:
https://i.imgur.com/j8bappK.png
https://i.imgur.com/k4DTlmQ.png

Title: Re: Resident Evil: True Director's Cut
Post by: Ness on April 02, 2021, 08:50:31 am
Here is another interesting bit considering that sign next to the door from the Saturn version.
In the next room, next to the button that unlocks the door, the same sign is present... except in the Saturn version where, instead of turning it into the "ARMS" sign liked they did for the corridor, it's completely missing:

Saturn:
https://i.imgur.com/00isM5r.png

PS1:
https://i.imgur.com/F9qcp1P.png

Now check the screenshots again, and notice how the cabinet on the left looks completely different on Saturn as well.

I'm not suggesting putting those background differences in DCDS though, they're more like differences rather than things that are improved upon or straight out missing. But it's pretty interesting to know all those small differences between versions exist, some of which have flown completely under the radar. BTW, on Bio Hazard PC the "BIOHAZARD" logo at the end of the gory ending is plain text (which probably matches the PS1 versions?), but in the Saturn version it's a rotating 3D model. I think there is even someone credited just for that.

Here is something else for you though. The arms aren't the only thing that disappear as part of potential censoring, there is also the zombie heads when kicked. If you try it as Jill on the zombie next to the dressing room, you'll get a good view at what's going on: the kicked head will bounce around, however it will disappear as soon as it finishes its course and touches the ground.

RE DCDS:
https://i.imgur.com/RuNdnqX.png

Saturn:
https://i.imgur.com/zKF2W8r.png

It's also worth noting that I played the mediakite Bio Hazard PC release (the 2nd PC release in Japan), and it's a fully uncensored version with coloured FMVs, Chris smoking, the zombie arms, and the zombie heads, the gory ending etc. The models for the zombie arms and zombie heads don't look very good however, they're all red and look noticeably worse than on Saturn imo:
https://i.imgur.com/VEipG3a.png
https://i.imgur.com/vZe578r.png

I don't remember how the other PC versions fare; but it's worth noting that with Gemini's Classic Rebirth patch you can play that mediakite PC version in English (which also means having the backgrounds for the files) and with US difficulty (although afaik you can't turn off auto-aim, not sure). That's not to say DCDS doesn't deserve the touchs up, though, since it is supposed to be uncensored and it has a lot of exclusive content like arrange mode and the other soundtrack.
Title: Re: Resident Evil: True Director's Cut
Post by: Deli295 on April 02, 2021, 09:16:29 am
Interesting facts! The annoying part of editing the ending credits is that the staff members are in a separate file, rather than being baked into the video, like on PC and Saturn. So I still have to figure out that.

As for the Gemini patch, yes, that's what I'm aiming for. I'd love the memos to look like that on my version. Sadly, Gemini told me he doesn't remember exactly how he managed to do that.
Title: Re: Resident Evil: True Director's Cut
Post by: niuus on April 03, 2021, 02:25:28 am
Would you consider improvements that go beyond the scope of restoration and adding beta materials? If so, it would be nice if after dropping a key, the inventory menu would shut off by itself.
I was thinking of respectfully suggesting some QoL changes to Deli295, maybe when all his interesting changes are done already, and just in case he might want to tackle them with an optional patch:

- 180° turn / Quick turn.
- Auto-combining when dropping over the same item slot on inventory / Storage Chest, for some specific items. (like when you grab an Ink Ribbon or Clip/Shell/Magnum bullets/Acid-Fire-Explosive rounds on a room, and you already have one in your inventory)
- A knife button.
- Being able to change Grenade Launcher ammo type when combining, instead of having to use all rounds first.
- Using Blue Herbs without having to necessarily combine them with Green Herbs.


Feel free to ignore them if they are too much work or not in your interests. :thumbsup:

Interesting facts! The annoying part of editing the ending credits is that the staff members are in a separate file, rather than being baked into the video, like on PC and Saturn. So I still have to figure out that.
If you're interested (or if it is doable, of course), you could update the full names for the actors/actresses, as they were mysteriously credited only by name. Maybe even credit the original composer if you are using the original DC soundtrack patch.

Full Resident Evil (1996 video game) credits (https://www.imdb.com/title/tt0190703/fullcredits)


Already finished the patched game 5 times total, with both Jill and Chris! Had a blast laughing at the mostly awful DC DS soundtrack on my third run. Finishing Resident Evil with Chris was a first for me and was motivated by the work done in this True Director's Cut. This is a truly enjoyable and deserved restoration. :beer:


Finally, some interesting resources and interviews for those curious about the cast:
https://raccoonstars.blogspot.com/ (https://raccoonstars.blogspot.com/)
https://www.quora.com/Resident-Evil-what-happened-to-the-actors-of-the-1996-video-game-intro (https://www.quora.com/Resident-Evil-what-happened-to-the-actors-of-the-1996-video-game-intro)
https://gamesandmoviesblog.wordpress.com/resident-evil-1996-video-game-live-action-actors/ (https://gamesandmoviesblog.wordpress.com/resident-evil-1996-video-game-live-action-actors/)
Title: Re: Resident Evil: True Director's Cut
Post by: Deli295 on April 03, 2021, 07:07:38 am
I'm really glad you enjoyed my mod. As for your suggestions, they sound very compelling and they would really add to the experience. Right now, my hacking abilities don't go so far, but maybe in the future, I could implement them. I know Gemini implemented the Quick turn in Classic Rebirth and it works like a charm, so hopefully, it's doable for the PS1 version.

And regarding restoring the original cast members, that's a great suggestion. I'll try to look more into that.
Title: Re: Resident Evil: True Director's Cut
Post by: niuus on April 05, 2021, 04:00:00 pm
A weird bug that i've found:

(https://i.imgur.com/fNNhBvv.jpg)
When playing with Retroarch, the game hangs on the stairs/door transition whenever you go the section with the restored bloody message, on patch version 0.3. But! The funny thing is, it is only happening on Beetle PSX core.  Previous versions of the patch worked absolutely fine. :huh:

Said section works with the PCSX-Rearmed core, Duckstation (standalone april 04 Preview build), and pSX (1.14). As Beetle PSX HW is allegedly the most accurate of the emulators, it could be worth investigating if someone with the possibility of testing on real hardware can confirm that specific room working on patch 0.3 (Xstation, PSIO, burned disc), i would love to test it and report back, but both my PS1 consoles have dead lasers, and my PS2 Slim is emulation anyway.

I switched to Duckstation in the meanwhile so no big deal (pretty awesome emulator, btw). Totally enjoying my deserved unlimited Rocket Launcher run.  :crazy:
Title: Re: Resident Evil: True Director's Cut
Post by: lilpuddy31 on April 05, 2021, 04:10:17 pm
Hey Deli, may I make a suggestion of restoring the DC-DS credits and it's music? Just until you're able to implement the original's version...

You are doing a God's work my friend
Title: Re: Resident Evil: True Director's Cut
Post by: NYI on April 05, 2021, 09:46:00 pm
A weird bug that i've found:

(https://i.imgur.com/fNNhBvv.jpg)
When playing with Retroarch, the game hangs on the stairs/door transition whenever you go the section with the restored bloody message, on patch version 0.3. But! The funny thing is, it is only happening on Beetle PSX core.  Previous versions of the patch worked absolutely fine. :huh:

Said section works with the PCSX-Rearmed core, Duckstation (standalone april 04 Preview build), and pSX (1.14). As Beetle PSX HW is allegedly the most accurate of the emulators, it could be worth investigating if someone with the possibility of testing on real hardware can confirm that specific room working on patch 0.3 (Xstation, PSIO, burned disc), i would love to test it and report back, but both my PS1 consoles have dead lasers, and my PS2 Slim is emulation anyway.

I switched to Duckstation in the meanwhile so no big deal (pretty awesome emulator, btw). Totally enjoying my deserved unlimited Rocket Launcher run.  :crazy:

I can confirm this bug on a Playstation with PSIO (original RE soundtrack version, v0.3). Was in the East 1F stairs hallway, tried to go up the stairs to the room with the message on 2F, freezes at beginning of stairs transition. Also tried entering this hallway from the botany library.

Also, Deli, thank you for working on this! I love being able to play with the original OST, with the convenience of Dual Shock support.
Title: Re: Resident Evil: True Director's Cut
Post by: Ness on April 06, 2021, 03:56:13 am
Damn, that's a lot of information. I love all these minute and trivial differences. For most of them, I'll probably require much more experience

I found something that might help for the kicked zombie heads that disappear. Something I noticed while playing the beta "January 31 sample version". As you can see on this screenshot, Jill kicked the head but it's nowhere to be found:
https://i.imgur.com/Mh8RXR0.png

However, if you look into the mirror, you can see the head there, it's a bit hard to make out but it's DEFINITELY the head :
https://i.imgur.com/ZVdwMTR.png

You may also notice that the zombie blood is missing in the mirror world.

This is just a guess but I think this is what happens here:
- another version of every single model is loaded a second time for the mirror effect
- while the real version of the zombie head disappears, the mirror version does not

This would support the theory that there is a piece of code that makes chopped off zombie parts disappear when they reach the end of their course and hit the ground, they would just have forgotten to do that for the mirrored ones also. Thus, it may be possible to disable this piece of code.

As for restoring the actors and voice actors credits, it's to you in the end, but personally I see a potential issue with that. In short: we don't know why some weren't properly credited, and maybe it was because they didn't want to be credited, we don't know that. What we see as homage we be something they don't want, but I guess it's also too late for that considering their names are probably linked to the game everywhere on the internet.
Title: Re: Resident Evil: True Director\\\'s Cut
Post by: Deli295 on April 06, 2021, 07:35:33 am
Hey Deli, may I make a suggestion of restoring the DC-DS credits and it's music? Just until you're able to implement the original's version...

You are doing a God's work my friend

I'm glad to hear you like my mod. But I'm not sure what you mean. There are two versions of the patch out: one with the Original OST and one with the DualShock one.

April 06, 2021, 07:38:50 am - (Auto Merged - Double Posts are not allowed before 7 days.)
A weird bug that i've found:

(https://i.imgur.com/fNNhBvv.jpg)
When playing with Retroarch, the game hangs on the stairs/door transition whenever you go the section with the restored bloody message, on patch version 0.3. But! The funny thing is, it is only happening on Beetle PSX core.  Previous versions of the patch worked absolutely fine. :huh:

Said section works with the PCSX-Rearmed core, Duckstation (standalone april 04 Preview build), and pSX (1.14). As Beetle PSX HW is allegedly the most accurate of the emulators, it could be worth investigating if someone with the possibility of testing on real hardware can confirm that specific room working on patch 0.3 (Xstation, PSIO, burned disc), i would love to test it and report back, but both my PS1 consoles have dead lasers, and my PS2 Slim is emulation anyway.

I switched to Duckstation in the meanwhile so no big deal (pretty awesome emulator, btw). Totally enjoying my deserved unlimited Rocket Launcher run.  :crazy:

Thanks for spotting this out. I'll fix it when I have some spare time. In the meantime, I'll make the older patch available.

April 06, 2021, 08:27:01 am - (Auto Merged - Double Posts are not allowed before 7 days.)
This would support the theory that there is a piece of code that makes chopped off zombie parts disappear when they reach the end of their course and hit the ground, they would just have forgotten to do that for the mirrored ones also. Thus, it may be possible to disable this piece of code.
Let's pray to the Resident Evil gods that's the case. I'll try to see if I can find any of this in the executable.

As for restoring the actors and voice actors credits, it's to you in the end, but personally I see a potential issue with that. In short: we don't know why some weren't properly credited, and maybe it was because they didn't want to be credited, we don't know that. What we see as homage we be something they don't want, but I guess it's also too late for that considering their names are probably linked to the game everywhere on the internet.
Yeah, idk. In any case, we don't have Jill's actress's name yet.
Title: Re: Resident Evil: True Director\\\'s Cut
Post by: NYI on April 06, 2021, 10:52:49 am
Thanks for spotting this out. I'll fix it when I have some spare time. In the meantime, I'll make the older patch available.

Deli, thanks for looking into this - my comment above may have only been recently approved/become visible because I am a new member but just in case it was missed this problem occurs on original Playstation hardware as well, tested with PSIO.
Title: Re: Resident Evil: True Director's Cut
Post by: niuus on April 06, 2021, 05:03:19 pm
I can confirm this bug on a Playstation with PSIO (original RE soundtrack version, v0.3). Was in the East 1F stairs hallway, tried to go up the stairs to the room with the message on 2F, freezes at beginning of stairs transition. Also tried entering this hallway from the botany library.
Thanks for confirming my theory. At least it could be fixed in the future.  :thumbsup:

As for restoring the actors and voice actors credits, it's to you in the end, but personally I see a potential issue with that. In short: we don't know why some weren't properly credited, and maybe it was because they didn't want to be credited, we don't know that. What we see as homage we be something they don't want, but I guess it's also too late for that considering their names are probably linked to the game everywhere on the internet.
That's kinda non-sensical as the work being done here is already hacking, there's nothing legal about modding a commercial game and incorporating gore, deleted assets, and a soundtrack that does not correspond to that version of the game, having the wrong guy credited to it.  :laugh:

ALL of the actors/actresses were already found and interviewed publicly by fans and youtubers alike 20 years later, with some of them surprisingly glad to see the footage for the first time and confirming their involvement with Biohazard (i posted the links to said written interviews). They are EVEN credited in the most important online movie database, it's not like there is a moral issue properly crediting people in this awesome restoration patch. The only exception that could be done would be Inezh, as she seems to be incorrectly linked to Una Kavanagh, confirmed by Una itself.

Not even in a parallel world will any of the cast sue or get mad because of someone else crediting them in fan patch.

Resident Evil: Finding Inezh, Jill Valentine's Actress - Gaming Mysteries
https://www.youtube.com/watch?v=D22Ao21Ya6k (https://www.youtube.com/watch?v=D22Ao21Ya6k)

Resident Evil: Rebecca's Actress Found - Gaming Mysteries (Linda X)
https://www.youtube.com/watch?v=GAY5KmttAng (https://www.youtube.com/watch?v=GAY5KmttAng)

Chris Redfield's Original Resident Evil Actors Found - Gaming Mysteries (Charlie Kraslavsky)
https://www.youtube.com/watch?v=tGHRYU3sHeU (https://www.youtube.com/watch?v=tGHRYU3sHeU)

Barry Burton's Resident Evil 1 Actors Found! - Tales From the Internet (Greg Smith)
https://www.youtube.com/watch?v=tunJ1Z0_peU (https://www.youtube.com/watch?v=tunJ1Z0_peU)
Title: Re: Resident Evil: True Director's Cut
Post by: Googie on April 06, 2021, 07:31:33 pm
I gave it a bit of a spin and I love this hack, I played RE to death back in 1996 and the changes are really really cool! I'm pretty confident that this would be possible to play on the Playstation Classic. :D  :cookie:
Title: Re: Resident Evil: True Director\\\'s Cut
Post by: Deli295 on April 06, 2021, 08:55:16 pm
Deli, thanks for looking into this - my comment above may have only been recently approved/become visible because I am a new member but just in case it was missed this problem occurs on original Playstation hardware as well, tested with PSIO.
Sorry, I completely ignored you here, but I did read your comment and added a note in the Readme file. Thanks for helping too.
Title: Re: Resident Evil: True Director\\\'s Cut
Post by: lilpuddy31 on April 07, 2021, 05:29:36 am
I'm glad to hear you like my mod. But I'm not sure what you mean. There are two versions of the patch out: one with the Original OST and one with the DualShock one.

Yea I am aware and I should have been more specific. I was referring to the Original OST patch, just putting the DS credits music back in until you're able to get the credits and it's music back to the Original...

Also, might I suggest a version of your patch that has all the Japanese music inserted?

Last thing, on my latest playthrough, I was using evilresource.com for their maps, and noticed in the main laboratory (where you fight Tyrant for the first time) that there is a clip available only in the PC version. Will you be adding that as well? Not a big deal at all, especially with the handgun being next to useless so late in the game.
Title: Re: Resident Evil: True Director\\\'s Cut
Post by: Ness on April 07, 2021, 06:10:00 am
Will you be adding that as well? Not a big deal at all, especially with the handgun being next to useless so late in the game.

Actually, it only takes 12 Beretta bullets to "kill" the Tyrant in the lab, at least in the Japanese version, meaning that this clip is more than enough to dispose of him. I think it's between 15 and 18 in the western versions.

Anyway this item placement is a liberty from the devs of the PC port as it's nowhere to be found in any other versions, not even the beta version. In a way it makes sense because most bosses have a "plan B" available, but the Tyrant in the lab doesn't, except for this clip in the PC version. Although that makes the Tyrant even less of a threat then he is.
Title: Re: Resident Evil: True Director\\\'s Cut
Post by: Deli295 on April 07, 2021, 06:57:27 am
Yea I am aware and I should have been more specific. I was referring to the Original OST patch, just putting the DS credits music back in until you're able to get the credits and it's music back to the Original...

Also, might I suggest a version of your patch that has all the Japanese music inserted?

Hmm I don't think that tracks fits at all with the rest of the soundtrack. I much rather have Still Dawn + I won't let this end as a dream than the DS theme.

And yes, once I figure out how to restore the credits video, I'll make a version with the Japanese themes, and one with the International themes.

Last thing, on my latest playthrough, I was using evilresource.com for their maps, and noticed in the main laboratory (where you fight Tyrant for the first time) that there is a clip available only in the PC version. Will you be adding that as well? Not a big deal at all, especially with the handgun being next to useless so late in the game.

As for this, yeah I guess I can do that, but it's not a top priority right now.
Title: Re: Resident Evil: True Director\\\'s Cut
Post by: MySaturationIsGlobal on April 08, 2021, 12:29:35 pm
Let's pray to the Resident Evil gods that's the case. I'll try to see if I can find any of this in the executable.

Hey dude, first off I just want to say thanks for doing this project. So far it is great, and I'm looking forward to seeing it progress.

Second, the limbs that stay behind in the Saturn version do the same in the August 1995 beta. They either restored this for the port, or built off a slightly older code. Pre-Jan 96'

You might be able to find the code needed in the 95' beta executable and implement into final.

(https://i.ibb.co/zXKwhpT/retroarch-2021-04-08-16-55-47-331.png)

EDIT: Just checked. Also in the October 95' beta too.

(https://tcrf.net/images/7/78/BioHazard_-_1995_-_10_-_04_-_Sample-0193.png)
Title: Re: Resident Evil: True Director\\\'s Cut
Post by: Deli295 on April 09, 2021, 09:50:03 am
Hey dude, first off I just want to say thanks for doing this project. So far it is great, and I'm looking forward to seeing it progress.

Second, the limbs that stay behind in the Saturn version do the same in the August 1995 beta. They either restored this for the port, or built off a slightly older code. Pre-Jan 96'

You might be able to find the code needed in the 95' beta executable and implement into final.

(https://i.ibb.co/zXKwhpT/retroarch-2021-04-08-16-55-47-331.png)

EDIT: Just checked. Also in the October 95' beta too.

(https://tcrf.net/images/7/78/BioHazard_-_1995_-_10_-_04_-_Sample-0193.png)

Yes, Ness made me aware of that. In that case, it shouldn't be that hard to restore, but it will take me some time to find that code. Thanks!
Title: Re: Resident Evil: True Director's Cut
Post by: Ness on April 09, 2021, 11:08:45 am
Another awesome gore thing the beta versions have is the decapitated heads of the protagonists, you can see it on the TCRF page, I've been busy updating the TCRF pages (main game and betas) with everything in my power lately (although I've been struggling to view some of the files of the PS1 versions):

https://tcrf.net/Proto:Resident_Evil_(PlayStation)/October_4,_1995_(Sample_Ver._10/04)#Gore

Not only the head remains in the Hunter's hand, but the animation for Hunter looks to be the same as in the final version (I haven't verified this but it didn't seem to be different). So this may or may not be able to be restored as well, if one wants to. Arguably the head looks silly especially because there is no blood coming out of it, so restoring it as is may not look good.

BTW - on the subject of keys that are invisible in most versions, but visible in the Saturn versions, the textures for the models of the keys are present in the room's data which should mean that they were intended to be visible since, someone correct if I'm wrong, the model textures which are part of the rooms' .RDT files are meant for objects seen in the game world (vs the very same texture located in another folder for the inventory version of the same item).  So having them as such in the Saturn version would be considered a fix rather than a design change decision. I haven't yet checked but I'm ready to bet some of these invisible items are actually in the room just on the wrong coordinates, embedded in the background, but it's just a theory.
It's also worth noting that the crest in the cabinet of the armor room is invisible in the original Japanese PlayStation version, but visible in some other versions (and even half visible in one version!), so it looks like they had started to fix some of these invisible items.
Title: Re: Resident Evil: True Director's Cut
Post by: MySaturationIsGlobal on April 10, 2021, 03:36:07 am
@ness thanks for adding so much useful information to the TCRF pages. All these years and I'm still learning new things about the development process. It's so cool.
Title: Re: Resident Evil: True Director's Cut
Post by: Ness on April 11, 2021, 08:11:25 am
@ness thanks for adding so much useful information to the TCRF pages. All these years and I'm still learning new things about the development process. It's so cool.

No problem, it pissed me off that so little was documented... but there is a lot to be done. I don't intend to hi-jack this thread, but it's just that there is a LOT to learn from proto/demo versions for potential fixes and improvements.

Here are a few that could be done:

https://i.imgur.com/Lx91tpU.png

In the Original and Director's Cut modes, the upstairs screen (third row) uses an earlier version of the blue door (earlier than the one found in the demo!) with a misplaced handle. How do I know it's earlier? Because beta versions have tons of misplaced door handle issues that got fixed along the way. Anyway, as you can see from the other side of the door on the first row, in the final version this door shouldn't even have this handle at all! In the Arrange Mode, it should, however they forgot to update the other side of the door as well (first row).
So that makes:
- get rid of door handle decorations on the upstairs screen for the Original mode
- fix the position of the door handle on the upstairs screen for the Arrange Mode (easily done by taking the Demo version of this screen)
- add the door handle on the other side of the door for Arrange Mode. This may be harder to fix if the Arrange Mode uses the same background of the original for this room.

And here is another wrong background in Arrange Mode:

https://i.imgur.com/ASko2yv.png

They forgot to update the staircase on the upstairs screen. This may also be hard to fix if Arrange Mode doesn't have its own background data for this room.
Also, there may be similar discrepencies in Arrange Mode in other rooms. I haven't checked yet.

Ideally one should also change the door animation texture so that it matches with the proper handle in Arrange Mode, but I don't know how feasible it is to add an entirely new door anim and have it play.

Edit: BTW it could also be nice to restore the statues puzzle in the armor room to how it was in the Trial version, if possible only in Arrange mode.
Title: Re: Resident Evil: True Director's Cut
Post by: becca_stars on April 11, 2021, 08:38:03 pm
Wow! This project is amazing and very appreciated! :)

I've always wondered what it would take to add Trevor's Notes back into the game. The text for them were present (but inaccessible) even through the 15 minute Japanese demo but Mikami had them removed. Project Umbrella has a great page and their own translations available: http://projectumbrella.net/articles/Trevors-Notes

If you decided you wanted them in the patch and PU wouldn't want to grant their translations, I could do my own any time.
Title: Re: Resident Evil: True Director\'s Cut
Post by: Deli295 on April 12, 2021, 10:55:45 am
No problem, it pissed me off that so little was documented... but there is a lot to be done. I don't intend to hi-jack this thread, but it's just that there is a LOT to learn from proto/demo versions for potential fixes and improvements.

Here are a few that could be done:

https://i.imgur.com/Lx91tpU.png

In the Original and Director's Cut modes, the upstairs screen (third row) uses an earlier version of the blue door (earlier than the one found in the demo!) with a misplaced handle. How do I know it's earlier? Because beta versions have tons of misplaced door handle issues that got fixed along the way. Anyway, as you can see from the other side of the door on the first row, in the final version this door shouldn't even have this handle at all! In the Arrange Mode, it should, however they forgot to update the other side of the door as well (first row).
So that makes:
- get rid of door handle decorations on the upstairs screen for the Original mode
- fix the position of the door handle on the upstairs screen for the Arrange Mode (easily done by taking the Demo version of this screen)
- add the door handle on the other side of the door for Arrange Mode. This may be harder to fix if the Arrange Mode uses the same background of the original for this room.

And here is another wrong background in Arrange Mode:

https://i.imgur.com/ASko2yv.png

They forgot to update the staircase on the upstairs screen. This may also be hard to fix if Arrange Mode doesn't have its own background data for this room.
Also, there may be similar discrepencies in Arrange Mode in other rooms. I haven't checked yet.

Ideally one should also change the door animation texture so that it matches with the proper handle in Arrange Mode, but I don't know how feasible it is to add an entirely new door anim and have it play.

Edit: BTW it could also be nice to restore the statues puzzle in the armor room to how it was in the Trial version, if possible only in Arrange mode.

I've tried using BSSM to edit the blue door from the final version into the demo version, but it puts an ugly green tint on it, so that's why I decided to keep the demo door.
As for the Arrange different angles, it's a matter of checking if BSS files (the backgrounds) exist for those scenarios in the STAGEX folders. Afaik stages 1-7 are Beginner and Original modes, and 8-E are for Arrange. If you can't find a BSS in the Arrange folders, it's likely that it's reusing the ones from Original mode. I hope I explained myself.

April 12, 2021, 11:02:23 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Wow! This project is amazing and very appreciated! :)

I've always wondered what it would take to add Trevor's Notes back into the game. The text for them were present (but inaccessible) even through the 15 minute Japanese demo but Mikami had them removed. Project Umbrella has a great page and their own translations available: http://projectumbrella.net/articles/Trevors-Notes

If you decided you wanted them in the patch and PU wouldn't want to grant their translations, I could do my own any time.

I've considered this as well, but I don't know where to even start, or if it's even possible. I'm pretty sure I cannot add more files to the game itself, so I'd have to reuse a file and enlarge it. Maybe if we add the text into FILEM.PIX (the large file that cointains all the text from the other memos in one single file) we could make it work. Then we would have to create a FILE3 and program it so that it contains those Trevor notes. So yeah, it'd certainly be an interesting idea, but I'm not sure I can carry it out anytime soon.
Title: Re: Resident Evil: True Director's Cut
Post by: vivify93 on April 13, 2021, 01:05:10 pm
I think it would be best to start with your original idea and expand your scope once that's done.
Title: Re: Resident Evil: True Director's Cut
Post by: GManWillisX on April 14, 2021, 03:19:03 am
I have an awesome suggestion for the next patch @Deli295?

So during the title screen movie, after Chris' cheesy scream and giant eye shot, RESIDENT EVIL comes into view, followed by a sort of bang sound that compliments the title before all goes quiet, right?

So there are two very different versions of that sound.
The lesser known one sounds way more badass, and menacing.

Compare these:

(PS1 Version)
https://www.youtube.com/watch?v=HZp9m41o67A&t=13s

(PC Version)
https://www.youtube.com/watch?v=_GgPDt1G8hw&t=36s

Can we please add the badass PC Version??? I've always wanted this on the PS! Lol

-GMAN

If you would like the actual title video ripped directly from the PC files, I got ya!
I also attached what I believe is the static title screen where you press start, and such.
It looks way better IMO, very original, without all the DualShock shit written all over it.

https://www.dropbox.com/s/huzhq84l4n7kjmc/RESIDENT%20EVIL%20%28PC%29%20Raw%20Files.rar?dl=0
Title: Re: Resident Evil: True Director's Cut
Post by: GManWillisX on April 14, 2021, 04:09:17 am
Also,

Have you guys seen this?!  :o

https://youtu.be/qc3arBWZlXE

THIS IS INCREDIBLE!!!!!!
It looks as if it was filmed recently!!

@Deli295 Maybe swap this one with the original??  :thumbsup:
Title: Re: Resident Evil: True Director's Cut
Post by: vivify93 on April 14, 2021, 03:05:21 pm
i think it would be best for deli295 to start with his original ideas and then expand his scope once that's done. too many requests like this often winds up with the original project author getting overwhelmed
Title: Re: Resident Evil: True Director's Cut
Post by: GManWillisX on April 14, 2021, 04:19:30 pm
i think it would be best for deli295 to start with his original ideas and then expand his scope once that's done. too many requests like this often winds up with the original project author getting overwhelmed

*nods in agreement and smirks*
I think my question to you vivify is...

Will GameShark codes works on this thing?! *mind blows*
Title: Re: Resident Evil: True Director's Cut
Post by: niuus on April 15, 2021, 01:56:56 am
I have an awesome suggestion for the next patch @Deli295?

So during the title screen movie, after Chris' cheesy scream and giant eye shot, RESIDENT EVIL comes into view, followed by a sort of bang sound that compliments the title before all goes quiet, right?

So there are two very different versions of that sound.
The lesser known one sounds way more badass, and menacing.

Compare these:

(PS1 Version)
https://www.youtube.com/watch?v=HZp9m41o67A&t=13s

(PC Version)
https://www.youtube.com/watch?v=_GgPDt1G8hw&t=36s

Can we please add the badass PC Version??? I've always wanted this on the PS! Lol
Unless there's a better original source, that 22Hz sound would be inferior to the original psx file sampling frequency (37.8Hz), according to a quick decompression i've made of the RE intro, minutes before writing this. At the end, you would have to recompress the video/audio to mix the new sound, which means losing overall quality for both elements. I could do it, but i'm not sure if that would be really worth it, unless made with an optional patch in mind and within the scope of interest from the project leader.

Also,

Have you guys seen this?!  :o

https://youtu.be/qc3arBWZlXE

THIS IS INCREDIBLE!!!!!!
It looks as if it was filmed recently!!

@Deli295 Maybe swap this one with the original??  :thumbsup:
You would be ditching 45 FPS to go to 15 in order to get the highest quality possible out of that video, negating the interpolation process already made to it (which caused motion smearing on some parts), or at least 30 FPS to maintain smooth video at the expense of bitrate, which means, again, lower quality image.

(https://i.imgur.com/exvIG1u.jpg)

The PC port could benefit from such video upgrades as 60 FPS video and a better video resolution like 480p, but a PS1 console, definitely not.
Title: Re: Resident Evil: True Director's Cut
Post by: Deli295 on April 15, 2021, 07:51:50 am
Also,

Have you guys seen this?!  :o

https://youtu.be/qc3arBWZlXE

THIS IS INCREDIBLE!!!!!!
It looks as if it was filmed recently!!

@Deli295 Maybe swap this one with the original??  :thumbsup:

PS1's max framerate for an STR video is 30fps, so that's a no. As for the PC sound, yeah it sounds kinda bad-ass I guess, and it's something I can easily add, but I can't consider that a priority right now, especially considering that the PC version has a noticeable worse audio quality overall.
Title: Re: Resident Evil: True Director's Cut
Post by: GManWillisX on April 15, 2021, 07:57:20 am
PS1's max framerate for an STR video is 30fps, so that's a no. As for the PC sound, yeah it sounds kinda bad-ass I guess, and it's something I can easily add, but I can't consider that a priority right now, especially considering that the PC version has a noticeable worse audio quality overall.

*salutes in slow motion*

In time... in time.  :beer:

Haha until then, have a great week man!
The work you did here so far is spectacular.
Waaaaaay better than the Ultimate Director's Cut already! <3
Title: Re: Resident Evil: True Director's Cut
Post by: Ness on April 15, 2021, 02:42:22 pm
If along the way you do end up restoring some of the scenes from the proto versions such as the zombie coming down the stairs from the Trial version, you may be interested in this one as well:

https://tcrf.net/Proto:Resident_Evil_(PlayStation)/January_31,_1996_(Sample_Ver._01/31)#Unused_zombie_scene
Title: Re: Resident Evil: True Director\'s Cut
Post by: Deli295 on April 16, 2021, 10:11:25 am
If along the way you do end up restoring some of the scenes from the proto versions such as the zombie coming down the stairs from the Trial version, you may be interested in this one as well:

https://tcrf.net/Proto:Resident_Evil_(PlayStation)/January_31,_1996_(Sample_Ver._01/31)#Unused_zombie_scene

That's an interesting one. I think it's similar to the Arrange mode scenes in some of the rooms. I just wish I could teleport to any room as in the beta, it would make this much faster.
On another note, I've fixed the Blood text on the wall room issue, it works on Mednafen, and I'm pretty sure it should work on original hardware too. I'll see if I make new additions and make a v0.4 or if I just release it as a v0.3.5.

April 16, 2021, 10:11:57 am - (Auto Merged - Double Posts are not allowed before 7 days.)
*salutes in slow motion*

In time... in time.  :beer:

Haha until then, have a great week man!
The work you did here so far is spectacular.
Waaaaaay better than the Ultimate Director's Cut already! <3
Thanks for the good vibes, I'm glad you liked it.
Title: Re: Resident Evil: True Director\'s Cut
Post by: sorrow on April 16, 2021, 12:18:37 pm
That's an interesting one. I think it's similar to the Arrange mode scenes in some of the rooms. I just wish I could teleport to any room as in the beta, it would make this much faster.
On another note, I've fixed the Blood text on the wall room issue, it works on Mednafen, and I'm pretty sure it should work on original hardware too. I'll see if I make new additions and make a v0.4 or if I just release it as a v0.3.5.

April 16, 2021, 10:11:57 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Thanks for the good vibes, I'm glad you liked it.

Hey Deli295!  Quick dumb question, but your update patches would still specify whether it is the Original OST vs the Arranged DC OST?

I’m an Original fan, so I just want to make sure whenever I update I’m getting the goods, lol.
Title: Re: Resident Evil: True Director's Cut
Post by: PoopDeck on April 16, 2021, 02:03:40 pm
Burned a copy and tested on a real PAL SCPH-7502 with a modchip. The room with the blood text is working fine.

Thanks!
Title: Re: Resident Evil: True Director\'s Cut
Post by: Deli295 on April 16, 2021, 02:36:24 pm
Hey Deli295!  Quick dumb question, but your update patches would still specify whether it is the Original OST vs the Arranged DC OST?

I’m an Original fan, so I just want to make sure whenever I update I’m getting the goods, lol.

Yes, I try to release both versions simultaneously every time I make a new update. The version that says "(DualShock OST)" has the arranged BGM, the one that doesn't say anything is the one with the original OST.
Title: Re: Resident Evil: True Director's Cut
Post by: Ness on April 21, 2021, 05:34:40 am
If along the way you do end up restoring some of the scenes from the proto versions such as the zombie coming down the stairs from the Trial version, you may be interested in this one as well:

https://tcrf.net/Proto:Resident_Evil_(PlayStation)/January_31,_1996_(Sample_Ver._01/31)#Unused_zombie_scene

Oh wow, correction but this scene actually exists in the final version. It's just really obscure and very unlikely to be triggered, but here it is recorded in Japanese version 1.0:

https://www.youtube.com/watch?v=_Kc5C6bSx_M

Notice how at the end of the video I check the corridor and the zombie I had left there is nowhere to be found.
Title: Re: Resident Evil: True Director's Cut
Post by: NYI on April 21, 2021, 11:29:28 am
Oh wow, correction but this scene actually exists in the final version. It's just really obscure and very unlikely to be triggered, but here it is recorded in Japanese version 1.0:

https://www.youtube.com/watch?v=_Kc5C6bSx_M

Notice how at the end of the video I check the corridor and the zombie I had left there is nowhere to be found.

Wait really? I get this one all the time. I typically head by this room after I've retrieved the crest from Yawn. When I go to use that door to head into the lighter room, that zombie scene occurs. What I haven't tested is whether this will occur if you've cleared all the zombies out of the hallway outside. It may be that the only trigger is that at least one of the zombies in that hallway needs to be alive before you enter.
Title: Re: Resident Evil: True Director's Cut
Post by: Junkyard_Dawg on April 22, 2021, 04:47:08 pm
I appreciate you answering my questions from before. I am glad to see you have a focused task that I hope does not stray from its original goal. Would you please add any known bugs to the readme text file? Thanks!
Title: Re: Resident Evil: True Director's Cut
Post by: PoopDeck on April 23, 2021, 09:27:27 pm
Just an Little update from me to say I also got this working on a ps2 using the latest POPStarter from
https://bitbucket.org/ShaolinAssassin/popstarter-documentation-stuff/wiki/compatibility
I played off the internal HDD using browser 2.0 But it needed compatibility patch 0×01 from the wiki to fix the audio issues (the original unpatched RE1 didn't need the patch)

Hope this might help someone who is trying to run it off a ps2 also.
Title: Re: Resident Evil: True Director's Cut
Post by: MeganGrass on April 24, 2021, 12:34:52 pm
Looking good :beer:
Title: Re: Resident Evil: True Director\'s Cut
Post by: Deli295 on April 24, 2021, 12:38:55 pm
I appreciate you answering my questions from before. I am glad to see you have a focused task that I hope does not stray from its original goal. Would you please add any known bugs to the readme text file? Thanks!

You're welcome. There was a bug where the game would get stuck on original hardware or Interpreter Emulation, but it's been fixed now. So, as far as I know, there aren't any bugs.

April 24, 2021, 12:41:14 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Looking good :beer:

Thanks for the kind words, Megan! And thank you for helping me with your tools and knowledge as well ;).
Title: Re: Resident Evil: True Director's Cut
Post by: lilpuddy31 on May 02, 2021, 10:38:18 pm
Looks like your hack is making headlines at Kotaku...

https://kotaku.com/resident-evil-fan-patches-original-game-with-content-mi-1846808502
Title: Re: Resident Evil: True Director's Cut
Post by: Deli295 on May 04, 2021, 05:27:12 pm
Looks like your hack is making headlines at Kotaku...

https://kotaku.com/resident-evil-fan-patches-original-game-with-content-mi-1846808502

Thanks for sharing that, I didn't see it before.