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Author Topic: [PS1] Resident Evil All-Stars  (Read 14303 times)

MeganGrass

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[PS1] Resident Evil All-Stars
« on: July 01, 2015, 08:00:09 pm »
I began working on this project roughly a year ago (codenamed "Bio Remix"), just playing around in dis/assembly, but a recent "all-in-one" Mega Man project here at RHDN inspired me to combine all PSone Resident Evil games onto one disc. There is a major difference from most "all-in-one" projects, however - all games are ran using one executable.

I did not make a executable boot loader or anything of the sort for these games, rather, converted all runtime data to be compatible with the BH2/RE2 engine.

Until about a month ago, my work was done solely on the beta version of Bio Hazard 2 / Resident Evil 2. Since that short period of time, I have ported all of my assembly work over to the USA Dual Shock version of Resident Evil 2.

Each game has it's own set of music, rooms, weapons, etc. Transition from beta to Retail Dual Shock was a bumpy ride, so very few things haven't made its way, yet. I also built many, many things from scratch, including "Quick-Turn" (used in Bio3) and a lot of runtime data for Bio 1.5.

The games included are:

Resident Evil
Resident Evil 1.5
Resident Evil 2
Resident Evil 3

My YouTube channel with gameplay videos can be found here, and a demo build can be found here.

 Resident Evil 2 Dual Shock [SLUS-00748] Complete Disassembly

Many, many thanks to KC for armips, as none of this would have been possible otherwise. Also, a huge thanks to Gemini, for teaching me much ado with PSone programming and hacking.
« Last Edit: August 04, 2016, 12:15:51 am by MarkGrass »

Mikh

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Re: [PS1] Resident Evil All-Stars
« Reply #1 on: July 01, 2015, 11:33:52 pm »
I have three questions.

What version of Resident Evil 1.5 will be in the collection? I've been waiting for the IGAS Team's finished mod for this but they've been dark since December. So im curious which one this will have.

Will Jill's dodge system from 3  or auto aim be included in any of the games?

Have you thought of adding a 5th game, Like a custom version of all four games combined kinda like a  NES Remix or the Bomb collection from the N64 version of Resident evil 2? (Just a thought)

Also side note I feel like we need more ps1 Resident Evil mods.

(Just checked out the vids and the demo and I have to say I'm VERY IMPRESSED, i can't wait for this!)
« Last Edit: July 02, 2015, 01:06:53 am by Mikh »

SCD

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Re: [PS1] Resident Evil All-Stars
« Reply #2 on: July 02, 2015, 12:41:31 am »
Which version of Resident Evil 1 are you going to add to your hack, the original version or the original Director's Cut version? Will Resident Evil 1 be uncensored in your hack?

MeganGrass

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Re: [PS1] Resident Evil All-Stars
« Reply #3 on: July 02, 2015, 11:22:59 am »
I have three questions.

What version of Resident Evil 1.5 will be in the collection? I've been waiting for the IGAS Team's finished mod for this but they've been dark since December. So im curious which one this will have.

Will Jill's dodge system from 3  or auto aim be included in any of the games?

Have you thought of adding a 5th game, Like a custom version of all four games combined kinda like a  NES Remix or the Bomb collection from the N64 version of Resident evil 2? (Just a thought)

Also side note I feel like we need more ps1 Resident Evil mods.

(Just checked out the vids and the demo and I have to say I'm VERY IMPRESSED, i can't wait for this!)

The vanilla build of 1.5 that was released about a year or so ago - I don't have an unreleased version of that game, if that's what you're getting at.

Also, IGAS and Gemini are now working together to complete their version. Believe me when I say that their project is not dead, and numerous updates have surfaced since your reported blackout date - check out the main thread on this at The Horror is Alive.

Of course, though, I could script and add anything to the 1.5 section that I please, and was given permission to use very few rooms from a leaked version of IGAS work.


I have no plans to add the dodge feature from Bio3, at the moment. Quick-turn was easy to implement because the default animations could be easily tweaked to give the appearance... the dodge mechanic requires an entirely new runtime animation data, which is possible for me to accomplish, but rather tedious. Things change, though, so I'm not ruling it out completely.

Auto-aim will be included at some point, yeah. The controller layout scheme can be customized, too, I just simply didn't include the option in the demo and left it at with what I was testing (Japanese settings).

As for a fifth game, unlikely. As it is, the ISO bloats to near limit when all data from the original games are included. However, I have toyed around with the idea of joining Bio2 and Bio3 in a pseudo-like fashion, which was fun... and of course, I can always create data from scratch and just make my own game using the engine as a base (though, that'd require gathering the talent to render areas and such). Sky's the limit, and I'm just leaving the ground, so again, nothing is ruled out.

Thank you for the kind words! :)

Which version of Resident Evil 1 are you going to add to your hack, the original version or the original Director's Cut version? Will Resident Evil 1 be uncensored in your hack?

For now, just the original version.

...and of course, everything will be uncensored. Mind you, the engine and all runtime assets are pretty much putty in my hands, so I can add, remove, script, etc anything that I wish.



I may be putting out a call for some talent to join, if interested - I'd really like to see and use some custom data in this project. Specifically, scenario writers and people to create some new background prerenders and such.

SCD

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Re: [PS1] Resident Evil All-Stars
« Reply #4 on: July 02, 2015, 11:01:20 pm »
For now, just the original version.

...and of course, everything will be uncensored. Mind you, the engine and all runtime assets are pretty much putty in my hands, so I can add, remove, script, etc anything that I wish.



I may be putting out a call for some talent to join, if interested - I'd really like to see and use some custom data in this project. Specifically, scenario writers and people to create some new background prerenders and such.

That's great that the game is going to be uncensored in your hack.

Does that mean with the engine that your using you can add the new cutscenes and the zombified Forest Spever enemy from the Director's Cut version along with the Tick enemy, the second Tyrant boss fight prior to the final battle and the Battle Game mode from the Sega Saturn version as well?

Including in the Sega Saturn version, after decapitating a crawling zombie with a kick, the head remains on the floor and the Plant 42 boss can cut the player before the game over screen.

Another neat thing you should do to your hack is restore the missing Licker Head Drop Scene they took out of Resident Evil 2:

https://www.youtube.com/watch?v=wkxSV_ReR54
https://www.youtube.com/watch?v=aCKsW8aSUJ8
« Last Edit: July 03, 2015, 12:38:02 am by SCD »

VicVergil

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Re: [PS1] Resident Evil All-Stars
« Reply #5 on: July 03, 2015, 12:17:43 am »
When I read "Resident Evil All-Stars", I was picturing black silhouettes of the games cast chattering with zombies casually, then lights are on and they stay there standing, not moving and staring nervously at the screen while this track (Director Cut's Mansion Basement) plays.

Bahamut ZERO

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Re: [PS1] Resident Evil All-Stars
« Reply #6 on: July 03, 2015, 04:02:18 pm »
When I read "Resident Evil All-Stars", I was picturing black silhouettes of the games cast chattering with zombies casually, then lights are on and they stay there standing, not moving and staring nervously at the screen while this track (Director Cut's Mansion Basement) plays.

LMFAO I thought the same thing.  That would make for a title screen that's both form fitting and funny.


My mind's jjust been blown at the fact that I'm not only looking at a thread for a Resident Evil project, but one that contains all five (counting both discs of RE2) original games in one. 


How playable is the current build? When I'm around some decent internets I'll give it a go and see how it copes being played off a PSP. Because the only thing better than an all-in-one PS1 Resident Evil game... is an all-in-one Resident Evil game that's portable.  >:D
Like Super Mario Land? Then you'll love my first completed Rom Hack: Maniac on the Run!

MeganGrass

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Re: [PS1] Resident Evil All-Stars
« Reply #7 on: July 03, 2015, 05:19:56 pm »
That's great that the game is going to be uncensored in your hack.

Does that mean with the engine that your using you can add the new cutscenes and the zombified Forest Spever enemy from the Director's Cut version along with the Tick enemy, the second Tyrant boss fight prior to the final battle and the Battle Game mode from the Sega Saturn version as well?

Including in the Sega Saturn version, after decapitating a crawling zombie with a kick, the head remains on the floor and the Plant 42 boss can cut the player before the game over screen.

Another neat thing you should do to your hack is restore the missing Licker Head Drop Scene they took out of Resident Evil 2:

https://www.youtube.com/watch?v=wkxSV_ReR54
https://www.youtube.com/watch?v=aCKsW8aSUJ8

I can very easily add, modify and/or create new cutscenes, yeah.

The Tick utilizes the Hunter AI, merely only using a different 3D model. I have a blank template to create new AI, for either enemies or players, but I unfortunately have no skills in 3D modelling and such. :/

Given that I can script the game as I please, yes, the Battle Mode is a very real possibility. In fact, I had already planned to add this (where Bio2 will retain Exbattle, The Mercs for Bio3, and an unknown mode for 1.5).

When I read "Resident Evil All-Stars", I was picturing black silhouettes of the games cast chattering with zombies casually, then lights are on and they stay there standing, not moving and staring nervously at the screen while this track (Director Cut's Mansion Basement) plays.

 :laugh: That gave me a good chuckle. Don't be surprised if something like this makes way into a later build as an easter egg xD

LMFAO I thought the same thing.  That would make for a title screen that's both form fitting and funny.


My mind's jjust been blown at the fact that I'm not only looking at a thread for a Resident Evil project, but one that contains all five (counting both discs of RE2) original games in one. 


How playable is the current build? When I'm around some decent internets I'll give it a go and see how it copes being played off a PSP. Because the only thing better than an all-in-one PS1 Resident Evil game... is an all-in-one Resident Evil game that's portable.  >:D


I had to sacrifice XA audio (spoken dialogue) and STR video (fmv cutscene) to make this possible. Specifically, I needed room on disc for the runtime data and the executable so that I could implement my code.

Resident Evil 2 is completely playable, from start to finish. However, this being a "demo" build, I only included the city area and RPD. The reason for this was specifically to cut down on ISO size, only. The other games have to be scripted, which doesn't pose much of a problem, just a matter of getting around to it.

I have ran many hardware tests, in both a regular PlayStation and PS2 fat model, both with success - I see no reason why it wouldn't work in a PSP.

thainferno305

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Re: [PS1] Resident Evil All-Stars
« Reply #8 on: May 28, 2016, 06:20:52 pm »
the download link is dead

MeganGrass

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« Last Edit: August 04, 2016, 12:16:30 am by MarkGrass »

OMorty

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Re: [PS1] Resident Evil All-Stars
« Reply #10 on: August 06, 2016, 10:53:40 pm »
Any plans to add subtitles or slideshows to replace the removed VOs and FMV sequences? I only ask because I'd imagine it'd be pretty jarring for the game to just suddenly cut to black, then immediately fade into a different scene mid-gameplay.

Regardless, this is great stuff, and I look forward to the finished product! :)

EDIT: Just noticed that this is an old topic bumped by somebody asking for a download link. My mistake!
« Last Edit: August 06, 2016, 11:01:45 pm by OMorty »