News:

11 March 2016 - Forum Rules

Main Menu

Dino Crisis Hidden Stuff

Started by Fabriziello, December 05, 2016, 07:30:14 AM

Previous topic - Next topic

Fabriziello

Hello everyone. I'm searching every single beta/hidden content of Dino Crisis and I've found already a couple of interesting things, including secret items, unused sounds (on PC version) & hidden rooms (Checkout my channel: https://www.youtube.com/user/SuperFrizzio).

Still there are a few things that I would love to explore but I need your help.

1-Is there a way to open and view the text scripts of the game?
2-How can I swap the door animation scene to another?
3-Is it possible to open the maps/rooms via some world editors? (would be very awesome but very difficult indeed)
4-How to open the .XAS audio archives?

Thanks for any reply.

Jorpho

This signature is an illusion and is a trap devisut by Satan. Go ahead dauntlessly! Make rapid progres!

Fabriziello

Yeah I'm the creator of that page. I'm currently expanding it with more contents.

IlDucci

Quote from: Fabriziello on December 05, 2016, 07:30:14 AM
Hello everyone. I'm searching every single beta/hidden content of Dino Crisis and I've found already a couple of interesting things, including secret items, unused sounds (on PC version) & hidden rooms (Checkout my channel: https://www.youtube.com/user/SuperFrizzio).

Still there are a few things that I would love to explore but I need your help.

1-Is there a way to open and view the text scripts of the game?
2-How can I swap the door animation scene to another?
3-Is it possible to open the maps/rooms via some world editors? (would be very awesome but very difficult indeed)
4-How to open the .XAS audio archives?

Thanks for any reply.
I can answer to questions 1 and 4.

1.- Dino Crisis's text has a non-standard character table, as par for the course for Capcom (Though the pointers are non-standard for them). I've managed to get the table (PAL version, should be good enough for NTSC-U as well) out. Your best option would be to copy the following quote to a txt file, rename it .tbl, then use it with some hex editor (Transhexletion per example) to be able to read texts inside the binaries. You'll find texts in the executable file and in the stage (Room) files.

0080=
0280=A
0480=B
0680=C
0880=D
0A80=E
0C80=F
0E80=G
1080=H
1280=I
1480=J
1680=K
1880=L
1A80=M
1C80=N
1E80=O
2080=P
2280=Q
2480=R
2680=S
2880=T
2A80=U
2C80=V
2E80=W
3080=X
3280=Y
3480=Z
3680=a
3880=b
3A80=c
3C80=d
3E80=e
4080=f
4280=g
4480=h
4680=i
4880=j
4A80=k
4C80=l
4E80=m
5080=n
5280=o
5480=p
5680=q
5880=r
5A80=s
5C80=t
5E80=u
6080=v
6280=w
6480=x
6680=y
6880=z
6A80=0
6C80=1
6E80=2
7080=3
7280=4
7480=5
7680=6
7880=7
7A80=8
7C80=9
7E80=...
8080=!
8280=?
8480="
8680="
8880=:
8A80=;
8C80=+
8E80==
9080=-
9280=[
9480=]
9680=/
9880=&
9A80=.
9C80=,
9E80='
A080=[RGTARROW]
A280=[DWNARROW]
A480=*
A680=(
A880=)
AA80=%
AC80=[ALPHA]
AE80=[BETA]
B080=[GAMMA]
B280=â
B480=à
B680=è
B880=é
BA80=ê
BC80=œ
BE80=î
C080=ï
C280=ô
C480=û
C680=Ö
C880=Ä
CA80=Ü
CC80=ß
CE80=ö
D080=ä
D280=ü
D480=À
D680=È
D880=É
DA80=Ì
DC80=Ò
DE80=Ù
E080=à
E280=è
E480=é
E680=ì
E880=ò
EA80=ù
EC80=Á
EE80=É
F080=Í
F280=Ó
F480=Ú
F680=Ü
F880=Ñ
FA80=á
FC80=é
FE80=í
0081=ó
0281=ú
0481=ü
0681=ñ
0881=¡
0A81=¿
0C81=Ç
0E81=ç
1081=ƒ
1281=Š
1481=Œ
1681=š
1881=œ
1A81=Ÿ
1C81=µ
1E81=Â
2081=Ã
2281=Å
2481=Æ
2681=Ê
2881=Ë
2A81=Î
2C81=Ï
2E81=Ð
3081=Ô
3281=Õ
3481=Ø
3681=Û
3881=Ý
3A81=Þ
3C81=ã
3E81=å
4081=æ
4281=ë
4481=ð
4681=õ
4881=ø
4A81=ý
4C81=þ
4E81=ÿ
5081=º
00A0=[END]
00C0=[LINE]


4.- Try ripping them with jPSXdec. You can try this with and without pulling the files from the ISO.

Fabriziello

#4
Thank you for the answer! I managed to find text in the PC executable file & in some psx .bin files but I can't find any in the room files (ST100 example). Can you show me how to view the scripts of each room (included dialogues) in the PlayStation version? Thank you again.

IlDucci

If my memory serves me right, I checked the Dreamcast version. There's a chance that the PC and PSX files are compressed and require decompression before trying something. That or loading up a savestate from a PSX emulator.

Fabriziello

#6
For some reasons, I could not find any of the dialogues/speech script nor text about object of the rooms. I found item text and some minor script in the ST#.bin files but even with decompression I couldnt find any text regarding dialogues/room objects in any file  :(

EDIT: Could find it by loading a savestate of each room like you said earlier :) I discovered that originally the antenna manual took place in the "Toilet" room. Thats why a paper sound exist in the "Toilet" room file.