News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Author Topic: Resident Evil: True Director's Cut  (Read 13017 times)

Metalwario64

  • Full Member
  • ***
  • Posts: 173
    • View Profile
Re: Resident Evil: True Director's Cut
« Reply #20 on: March 30, 2021, 06:12:04 pm »
Why must there perpetually be pointless drama in the ROM hacking and emulation scenes?

sorrow

  • Jr. Member
  • **
  • Posts: 32
    • View Profile
Re: Resident Evil: True Director's Cut
« Reply #21 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:

lilpuddy31

  • Jr. Member
  • **
  • Posts: 47
    • View Profile
Re: Resident Evil: True Director's Cut
« Reply #22 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

Deli295

  • Jr. Member
  • **
  • Posts: 27
    • View Profile
Re: Resident Evil: True Director's Cut
« Reply #23 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


I don't know if this alone is worth enough to make a new patch, but it's something.

ToHell

  • Jr. Member
  • **
  • Posts: 32
    • View Profile
Re: Resident Evil: True Director's Cut
« Reply #24 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

Deli295

  • Jr. Member
  • **
  • Posts: 27
    • View Profile
Re: Resident Evil: True Director's Cut
« Reply #25 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.

Ness

  • Full Member
  • ***
  • Posts: 119
    • View Profile
Re: Resident Evil: True Director's Cut
« Reply #26 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 , there is a variant of the ending credits in the Japanese version. Is this included in your FMVs restoration or will it?
« Last Edit: March 31, 2021, 11:19:58 am by Ness »

ShadowOne333

  • Hero Member
  • *****
  • Posts: 1630
    • View Profile
Re: Resident Evil: True Director's Cut
« Reply #27 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)"

Deli295

  • Jr. Member
  • **
  • Posts: 27
    • View Profile
Re: Resident Evil: True Director\'s Cut
« Reply #28 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 , 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.

Ness

  • Full Member
  • ***
  • Posts: 119
    • View Profile
Re: Resident Evil: True Director\'s Cut
« Reply #29 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.

Metalwario64

  • Full Member
  • ***
  • Posts: 173
    • View Profile
Re: Resident Evil: True Director's Cut
« Reply #30 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


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.

Ness

  • Full Member
  • ***
  • Posts: 119
    • View Profile
Re: Resident Evil: True Director's Cut
« Reply #31 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:





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







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)

Deli295

  • Jr. Member
  • **
  • Posts: 27
    • View Profile
Re: Resident Evil: True Director's Cut
« Reply #32 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.

Ness

  • Full Member
  • ***
  • Posts: 119
    • View Profile
Re: Resident Evil: True Director's Cut
« Reply #33 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).
« Last Edit: April 01, 2021, 03:21:26 pm by Ness »

Deli295

  • Jr. Member
  • **
  • Posts: 27
    • View Profile
Re: Resident Evil: True Director's Cut
« Reply #34 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


Ness

  • Full Member
  • ***
  • Posts: 119
    • View Profile
Re: Resident Evil: True Director's Cut
« Reply #35 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.

Deli295

  • Jr. Member
  • **
  • Posts: 27
    • View Profile
Re: Resident Evil: True Director's Cut
« Reply #36 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.

niuus

  • Full Member
  • ***
  • Posts: 232
    • View Profile
Re: Resident Evil: True Director's Cut
« Reply #37 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


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://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/
« Last Edit: April 11, 2021, 04:07:53 am by niuus »

Deli295

  • Jr. Member
  • **
  • Posts: 27
    • View Profile
Re: Resident Evil: True Director's Cut
« Reply #38 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.

niuus

  • Full Member
  • ***
  • Posts: 232
    • View Profile
Re: Resident Evil: True Director's Cut
« Reply #39 on: April 05, 2021, 04:00:00 pm »
A weird bug that i've found:


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: