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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby RhymeKidder » Fri Apr 15, 2016 2:04 pm

I post code snips in case other hacker comes around someday and wonders wth got changed. ;)


Summary:
Game loads full sound file into memory. For some of them (BGM), exe uses fixed size values when to cutoff and restart music. IDK why they did this but it prevents larger streams from being used (OST CD quality).


Chose to use method 02 - 2 GB max BGM playback size
Code: Select all
mov eax, 7FFFFFFFh
mov [edi+10],eax



Sample re3.exe mod here (5 byte change vs usa restoration exe)
https://anon=files.com/file/4fae1e84267 ... 11bd274e0d


edit: Throw in any 44100+ replacement waves you want. The MAINxx ones should play fully and auto-restart.

edit2: Don't have a force feedback gamepad. So I won't be able to analyze or try porting ffb.
Last edited by RhymeKidder on Sat Apr 16, 2016 2:55 am, edited 1 time in total.
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby RhymeKidder » Fri Apr 15, 2016 8:33 pm

Did Capcom also split resources for RE1 or RE2 like they did with RE3 - certain ports have better sounds, models, animations, OST replacement, bugfix, ..?
(ignoring remaster or remakes)


RE3 PC restoration project is a big plus, especially in audio department. Surprised how much more superb the quality is now.
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby kalash49 » Sat Apr 16, 2016 4:06 am

RhymeKidder wrote:edit: Throw in any 44100+ replacement waves you want. The MAINxx ones should play fully and auto-restart.
That's a very good step forward, thank you very much! As I can see for now, all game music playing in 44100 in full length. Now I can start preparing all my 44100 music sources with 1411 kb\s bitrate instead current 22050 and 705 kb\s, and perhaps I have to change my sound system... But looks like now something wrong with some MAIN non-music sounds, like city sounds, moans, etc.. For example, even standard track MAIN1E.wav now playing with little stuck in beginning of every loop cycle. You can hear that track after you exit from Warehouse - it's a zombie moans and fly city sounds, playing in full length but now with stuck.

upd: Looks like all music and sound from DATA_A now playing with little stuck after loop.
RhymeKidder wrote:Did Capcom also split resources for RE1 or RE2 like they did with RE3 - certain ports have better sounds, models, animations, OST replacement, bugfix, ..?
(ignoring remaster or remakes)
Yes, the similar situation with RE1 and RE2: a lot of high quality music material and annoying restrictions.
But situation with polygons in RE1-2 much better then in RE3, there's no problems with that, with scaling it looks perfect.
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby RhymeKidder » Sat Apr 16, 2016 1:10 pm

For example, even standard track MAIN1E.wav now playing with little stuck in beginning of every loop cycle. You can hear that track after you exit from Warehouse - it's a zombie moans and fly city sounds, playing in full length but now with stuck.

upd: Looks like all music and sound from DATA_A now playing with little stuck after loop.


Don't have a headset at this place but I'll try looking into it or alternate.
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby RhymeKidder » Sat Apr 16, 2016 2:58 pm

Did some logging tests at new game starting scene. This is a tricky problem. Game does something like this:

stream 1 = OTHER_01.wav = fire
stream 2 = SBB_33.wav = bgm (urgent tempo)

On first play, it goes from 0 - end. Okay.

On next loop, game does not play at 0 start but uses a new loop system
s1 = 18500 bytes - new cutoff
s2 = 615424 bytes - new cutoff

I'm going to look for how repeat loop works and hopefully modify it to behave like 1st play.
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby RhymeKidder » Sat Apr 16, 2016 3:29 pm

Hacked re3 + mercs to loop from 0 position. Logs suggest it replays entire file now. Please try this build.

Code: Select all
https://anon=files.com/file/3a24866f7693d4b53bce009f80cf2017
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby RhymeKidder » Sat Apr 16, 2016 7:53 pm

Located motor function in Bio3 sourcenext. This is not something I can backport. It would take someone clever and understands force feedback to maneuver a hack into place.


Code: Select all
BIOHAZARD(R) 3 PC.exe


motor = 1
00411843 - 8A 8E 35140000        - mov cl,[esi+00001435]
00411849 - 84 C9                 - test cl,cl
0041184B - 74 15                 - je 00411862


eax, edx = 8-bit motor values
0041184D - 8B 8E 28140000        - mov ecx,[esi+00001428]
00411853 - 8A 00                 - mov al,[eax]
00411855 - 8A 12                 - mov dl,[edx]
00411857 - 50                    - push eax
00411858 - 8B 31                 - mov esi,[ecx]
0041185A - 52                    - push edx
0041185B - FF 56 2C              - call dword ptr [esi+2C]
0041185E - 5F                    - pop edi
0041185F - 5E                    - pop esi
00411860 - 5D                    - pop ebp
00411861 - C3                    - ret


zero motor
00411862 - 8B 8E 28140000        - mov ecx,[esi+00001428]
00411868 - 6A 00                 - push 00 { 0 }
0041186A - 6A 00                 - push 00 { 0 }
0041186C - 8B 01                 - mov eax,[ecx]
0041186E - FF 50 2C              - call dword ptr [eax+2C]
00411871 - 5F                    - pop edi
00411872 - 5E                    - pop esi
00411873 - 5D                    - pop ebp
00411874 - C3                    - ret
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby kalash49 » Sun Apr 17, 2016 9:45 am

Ok, now it's finally working properly, I hope, but only with this values:

Code: Select all
offset 257AB: BA00000000
offset 257B3: B800000000

With this values sound playing smoothly, without lagging.
This game should use some music loop pointers from .RDT (room files) which can control sound playing, but in PC version they act only for two position anyway: start and finish playback. That's why many tracks working not like it should be. Some tracks not playing at all, like on graveyard in cut-scene with Nikolai.
Last edited by kalash49 on Sun Apr 17, 2016 12:12 pm, edited 1 time in total.
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby kalash49 » Sun Apr 17, 2016 11:49 am

kalash49 wrote:Ok, now it's finally working properly, I hope, but only with this values:

No, I was wrong. Game using loop pointers in .WAV tracks in some places and cut-scenes. In cable car for example, when it start moving, wheel sound should repeat one section in the end of the track, now instead of this, game repeating whole track from the start.

RhymeKidder, Is it possible to make this game play 44100 tracks without sound lag, but with built in loop pointers function?
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby RhymeKidder » Mon Apr 18, 2016 1:54 am

Code: Select all
https://anon=files.com/file/bbd560accca7c16709314aa85fcaccae


Use untouched Restoration v0.7 exes.
Place music tool in DATA_A/SOUND folder.

Run music_tool.exe
- Original adpcm files are left alone and should work correctly as-is. Ambient files keep original loop spots.
- Non-adpcm files are adjusted in bgm table @ offset 114a60 (both exes)
- Uses smooth looping technique (0 size) found by kalash49 when possible (less auto-repeat delay)
- Fixes sbb_06_0 to auto-loop now (untested)


This is mostly the best of my ability atm to choose between smooth play - 44100 - original loop points depending on track requirements.

If you need to adjust loop points for better repeats, you'll have to do it by hand. I can't help much here.


Code: Select all
Table @ 114a60

Each room holds 3 tracks x 16 bytes
00 = name ptr  [ffffffff = stop]
04 = ?
06 = loop flag (1 = repeat)
08 = loop offset (bytes after wave start)
0c = track size (0 = auto-dsound looping)


150 = main07      [save room music]
2d0 = main0f_0      [tram] [** mid-loop]
4e0 = main1a      [clocktower]

870 = main2d      [chapel]
8a0 = other1      [fire ambience 2]
8d0 = other1      [fire ambience 2]
900 = main30_0      [railgun charge] [** mid-loop]

a80 = main38      [Options screen music]   
db0 = other1      [fire ambience 2]

f60 = sbb_33      [intro music]
1290 = sbb_3d      [machine] [** mid-loop]
1380 = main14      [fire ambiance]

1500 = sbb_06_0   [**] [** fix looping]
17d0 = sbb_3a      [terror music 2]
1b30 = sbb_38_1   [?] [** mid-loop]
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby kalash49 » Tue Apr 19, 2016 12:27 pm

RhymeKidder, big thanks to you for everything you've done. That's a very advanced method for tuning loop points. But can you explain more simply, if it's possible, how to identify each .wav track in wav table, or in your source code, or by using hex editor? How to find these values like 150 = main07, and where I should search them? Cause I can't use debug tools. Thank you.
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby RhymeKidder » Tue Apr 19, 2016 1:59 pm

Code: Select all
114A60 - MAIN00.wav      rate 22050 - loop B7425
114A90 - MAIN01.wav      rate 22050 - loop 0
114AC0 - MAIN02.wav      rate 22050 - loop 0
114AF0 - MAIN03.wav      rate 22050 - loop 0
114B20 - MAIN04.wav      rate 22050 - loop 0
114B50 - MAIN05.wav      rate 22050 - loop DC77
114B80 - MAIN06.wav      rate 22050 - loop 0
114BB0 - MAIN07.wav      rate 22050 - loop 0
114BE0 - MAIN08.wav      rate 22050 - loop 0
114C10 - OTHER_00.wav      rate 22050 - loop 7DE5
114C20 - OTHER_01.wav      rate 22050 - loop 2422
114C40 - MAIN0A.wav      rate 22050 - loop 0
114C70 - MAIN0B.wav      rate 22050 - loop A19AA  [*]
114CA0 - MAIN0B.wav      rate 22050 - loop A19AA  [*]
114CB0 - MAIN14.wav      rate 22050 - loop 9FA
114CD0 - MAIN0D.wav      rate 22050 - loop 25DE
114D00 - MAIN0E.wav      rate 22050 - loop A1C3F  [*]
114D30 - MAIN0F_0.wav      rate 22050 - loop 6B39E
114D60 - SBB_17.wav      rate 22050 - loop 0
114D90 - MAIN11.wav      rate 22050 - loop B19A
114DC0 - MAIN05.wav      rate 22050 - loop DC77
114DF0 - MAIN13.wav      rate 22050 - loop 0
114E20 - MAIN14.wav      rate 22050 - loop 9FA
114E50 - MAIN0D.wav      rate 22050 - loop 25DE
114E60 - OTHER_02.wav      rate 22050 - loop 2A90
114E80 - MAIN16_0.wav      rate 22050 - loop 3C7
114E90 - MAIN16_1.wav      rate 22050 - loop 2119
114EA0 - MAIN16_2.wav      rate 22050 - loop 225A
114EB0 - MAIN17.wav      rate 22050 - loop 8F781  [*]
114EE0 - MAIN18.wav      rate 22050 - loop 0
114F10 - MAIN19.wav      rate 22050 - loop 31F42  [*]
114F40 - MAIN1A.wav      rate 22050 - loop 0
114F70 - MAIN1B.wav      rate 22050 - loop 0
114FA0 - OTHER_00.wav      rate 22050 - loop 7DE5
114FB0 - OTHER_03.wav      rate 22050 - loop CD3
114FD0 - MAIN1D.wav      rate 22050 - loop 0
115000 - OTHER_00.wav      rate 22050 - loop 7DE5
115010 - OTHER_01.wav      rate 22050 - loop 2422
115020 - OTHER_03.wav      rate 22050 - loop CD3
115030 - OTHER_00.wav      rate 22050 - loop 7DE5
115040 - OTHER_01.wav      rate 22050 - loop 2422
115050 - OTHER_03.wav      rate 22050 - loop CD3
115060 - MAIN20_0.wav      rate 22050 - loop F8AA
115070 - MAIN20_1.wav      rate 22050 - loop 579
115090 - MAIN21.wav      rate 22050 - loop 56B
1150C0 - OTHER_00.wav      rate 22050 - loop 7DE5
1150F0 - MAIN23.wav      rate 22050 - loop E745
115120 - MAIN24_0.wav      rate 22050 - loop 0
115130 - MAIN24_1.wav      rate 22050 - loop 0
115150 - OTHER_01.wav      rate 22050 - loop 2422
115180 - OTHER_00.wav      rate 22050 - loop 7DE5
115190 - OTHER_03.wav      rate 22050 - loop CD3
1151B0 - OTHER_00.wav      rate 22050 - loop 7DE5
1151C0 - SBB_44.wav      rate 22050 - loop 80C
1151E0 - MAIN05.wav      rate 22050 - loop DC77
1151F0 - OTHER_04.wav      rate 22050 - loop 6490
115210 - MAIN29.wav      rate 22050 - loop 0
115240 - MAIN2A_0.wav      rate 22050 - loop 2A85
115250 - MAIN2A_1.wav      rate 22050 - loop 1F28
115270 - MAIN2B_0.wav      rate 22050 - loop C3F
115280 - MAIN2B_1.wav      rate 22050 - loop 2046
1152A0 - MAIN2C.wav      rate 22050 - loop 0
1152D0 - MAIN2D.wav      rate 22050 - loop 0
115300 - OTHER_01.wav      rate 22050 - loop 2422
115330 - OTHER_01.wav      rate 22050 - loop 2422
115360 - MAIN30_0.wav      rate 22050 - loop 26A38
115390 - OTHER_00.wav      rate 22050 - loop 7DE5
1153C0 - MAIN32.wav      rate 22050 - loop 0
1153F0 - MAIN33.wav      rate 22050 - loop 0
115420 - MAIN34.wav      rate 22050 - loop 0
115450 - MAIN35.wav      rate 22050 - loop 0
115480 - MAIN36.wav      rate 22050 - loop 0
1154B0 - MAIN37.wav      rate 22050 - loop 0
1154E0 - MAIN38.wav      rate 22050 - loop 0
115510 - MAIN39.wav      rate 22050 - loop 0
115540 - MAIN3A.wav      rate 22050 - loop 0
115570 - MAIN3B.wav      rate 22050 - loop 49A60  [*]
1155A0 - MAIN3C.wav      rate 22050 - loop 0
1155D0 - MAIN3D.wav      rate 22050 - loop 0
115600 - MAIN3E.wav      rate 22050 - loop 0
115630 - MAIN3F.wav      rate 22050 - loop 0
115660 - SBB_00.wav      rate 44100 - loop 0
115690 - SBB_02.wav      rate 22050 - loop 14D7A6  [*]
1156C0 - SBB_03.wav      rate 22050 - loop 0
1156F0 - SBB_05.wav      rate 22050 - loop 1B8135  [*]
115720 - MAIN0b.wav      rate 22050 - loop A19AA  [*]
115750 - MAIN04.wav      rate 22050 - loop 0
115780 - SBB_09.wav      rate 22050 - loop 73F33  [*]
1157E0 - OTHER_00.wav      rate 22050 - loop 7DE5
115810 - OTHER_01.wav      rate 22050 - loop 2422
115840 - SBB_0E.wav      rate 22050 - loop 80D8F  [*]
115870 - SBB_12.wav      rate 22050 - loop 0
1158A0 - MAIN14.wav      rate 22050 - loop 9FA
1158D0 - MAIN04.wav      rate 22050 - loop 0
115900 - SBB_17.wav      rate 22050 - loop 0
115930 - SBB_3F.wav      rate 22050 - loop 75CAC  [*]
115960 - SBB_1B.wav      rate 22050 - loop 0
115990 - SBB_1C.wav      rate 22050 - loop A5830  [*]
1159C0 - SBB_33.wav      rate 22050 - loop 4B200  [*]
1159F0 - SBB_27.wav      rate 22050 - loop 1EDC
115A20 - SBB_20.wav      rate 22050 - loop 0
115A50 - OTHER_00.wav      rate 22050 - loop 7DE5
115A80 - MAIN01.wav      rate 22050 - loop 0
115AB0 - SBB_23.wav      rate 22050 - loop 0
115AE0 - SBB_25.wav      rate 22050 - loop 0
115B10 - MAIN23.wav      rate 22050 - loop E745
115B40 - SBB_00.wav      rate 44100 - loop 0
115B70 - SBB_2A.wav      rate 22050 - loop 931A2  [*]
115BA0 - SBB_44.wav      rate 22050 - loop 80C
115BD0 - SBB_1E_0.wav      rate 22050 - loop 23E
115BE0 - SBB_1E_1.wav      rate 22050 - loop 39
115C00 - SBB_2E_0.wav      rate 22050 - loop 0
115C10 - SBB_2E_1.wav      rate 22050 - loop 0
115C30 - SBB_1A.wav      rate 22050 - loop 52405  [*]
115C60 - SBB_30.wav      rate 22050 - loop 568A0  [*]
115C90 - SBB_44.wav      rate 22050 - loop 80C
115CC0 - SBB_36.wav      rate 22050 - loop 2891
115CF0 - SBB_3D.wav      rate 22050 - loop 19C0A
115D20 - SBB_31.wav      rate 22050 - loop 0
115D50 - SBB_39.wav      rate 22050 - loop 7324C  [*]
115D80 - SBB_35.wav      rate 22050 - loop 0
115DB0 - SBB_3B.wav      rate 22050 - loop 198FA9  [*]
115DE0 - MAIN14.wav      rate 22050 - loop 9FA
115E10 - OTHER_01.wav      rate 22050 - loop 2422
115E40 - SBB_41.wav      rate 22050 - loop 0
115E70 - SBB_10.wav      rate 22050 - loop 0
115EA0 - OTHER_03.wav      rate 22050 - loop CD3
115ED0 - SBB_01.wav      rate 22050 - loop 2694  [*]
115F30 - MAIN21.wav      rate 22050 - loop 56B
115F60 - SBB_06_0.wav      rate 22050 - loop 0
115F70 - SBB_06_1.wav      rate 22050 - loop 0
115FF0 - SBB_0A.wav      rate 22050 - loop 0
116020 - SBB_0C.wav      rate 22050 - loop 0
116080 - MAIN04.wav      rate 22050 - loop 0
1160B0 - SBB_0F.wav      rate 22050 - loop 0
116110 - SBB_01.wav      rate 22050 - loop 2694  [*]
116140 - SBB_16.wav      rate 22050 - loop 5855
116170 - SBB_18.wav      rate 22050 - loop 0
1161A0 - SBB_40.wav      rate 22050 - loop 2F6D
116200 - SBB_1D.wav      rate 22050 - loop 0
116230 - SBB_3A.wav      rate 22050 - loop 12635  [*]
116260 - SBB_11.wav      rate 22050 - loop 142
116320 - SBB_24.wav      rate 22050 - loop 344F7  [*]
1163B0 - SBB_29.wav      rate 22050 - loop 2523  [*]
1163E0 - SBB_2B.wav      rate 22050 - loop 748A8  [*]
116410 - SBB_01.wav      rate 22050 - loop 2694  [*]
116440 - SBB_1F.wav      rate 22050 - loop 1A8
116470 - SBB_2F.wav      rate 22050 - loop 1AD8
116500 - SBB_29.wav      rate 22050 - loop 2523  [*]
116560 - SBB_3E.wav      rate 22050 - loop 85D
116590 - SBB_38_1.wav      rate 22050 - loop 34230
1165A0 - SBB_38_0.wav      rate 37800 - loop 0
1165B0 - SBB_38_2.wav      rate 22050 - loop 0
1165C0 - SBB_37.wav      rate 22050 - loop 2284  [*]
1165F0 - SBB_34.wav      rate 22050 - loop 0
116620 - SBB_3C.wav      rate 22050 - loop 0
1166B0 - SBB_42.wav      rate 22050 - loop 0
1166E0 - SBB_19.wav      rate 22050 - loop 0
116710 - SBB_44.wav      rate 22050 - loop 80C
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby annoyment » Sat Jun 04, 2016 9:29 am

Once again kalash49, :thanks: for replying, looks like the FMV issue described is exclusive to the EIDOS/EMEA/EU version, so no probs here. But alas I've conjured a few more annoyances (you see what I did there :D ) that could benefit the endeavour if elbow-greased:
1. Will the effort be put into including features that are console-exclusive into this mod (ex. N64 non-tank controls and DC costumes, which seem to be an upgrade of the pre-existing along with the known two additions)?
2. Also is the timing of the subtitles in the outro sequence (between the final FMV and the credits) be rectified? It is known to have bothered some and would certainly be one of the highlights if managed...
3. And lastly, it's a minor thing but also being a nuisance, will the graphics engine be modded to implement "bleeding" as a fade effect during cutscene/inventory/ other transitions instead of the usual (as in further increasing the experience in being more "PS1-like")?
Wishing you the best of luck on it, and also on avoiding CAPCOM going all derp and stuff :up:
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby kalash49 » Fri Jun 10, 2016 12:42 am

Hi everyone. We not lost, we not gone. New version of our project has arrived on our Mod.db project page.
New version of Resident Evil 3: Restoration Project brings lossless music quality for the entire game, which means new level of sound, new quality of game perception and deeper immersion like newer before.

- We've finally managed to get the background music playing in lossless, which means no compression and loss in quality were applied, exactly the way it sounds on OST CD's.
The music quality is far more better now, sounding in its full palette, which can be appreciated not only by Hi-Fi system owners but the ones who have less expensive equipment.
- The original music playback was fully restored. Some melodies that were muted before can be played again, besides an incorrect playback of some melodies was fixed to loop smoothly.
All credits to RhymeKidder and Lexas87.

annoyment, thanks for your good words, we not afraid of Capcom, we just try to fix their some not well done job.
1. All small things should come after big one.
2. It's already fixed since original project release, you just need to check and verify this.
3. It's interesting, but I never noticed any differences in such effects between PC and PSX, please, explain more clearly, or show it somehow.

RhymeKidder, if you still have opportunity to help in development of some awesome things for this game, we can move forward.
1. This game still have very big unrealized potential. The most of her graphical resources (like backgrounds, movies) performed in full color with 24 bit depth, in spite of this it works only in 16 bit color mode. The game has built in 32 bit resolution option for all game resolutions, and it really switching display in this mode, but judging by the graphic appearance, it actually works only in 16 bit color anyway. Maybe it's possible to find out how to turn on real 32 bit color mode?
2. It seems PC version still have console like options menu: https://www.youtube.com/watch?v=avGH1_oDKuA - it's not a fake. Looks like most functions works, and most important one -
reset game function. It's really shame that this game don't have such useful feature. Maybe it's possible to make it work during game play, besides RE3 still have couple unused keys, it sounds fantastic but what if..?
3. I was thinking about unlocking boutique feature. But with boutique mod game crush in cable car if we select non-standard costume in main menu. There could be a two ways. Make this game start only with standard costume like on PSX by modding of main menu, or find out how to fix game crushing with boutique mod. The second way will be more preferable cause in menu we can choose 7 costumes, but in boutique only 5.
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Update)

Postby annoyment » Sat Jun 11, 2016 7:52 pm

kalash49 wrote:annoyment, thanks for your good words

You're :welcome:
For the proof on #3 (yes, it's RE2, the same behavior happens in RE3 as well): check on the fades of the main menu in the PC, and then the PS1 version. The latter bleeds (as seen on the lighter colors, choppiness of the effect doesn't matter) while the former fades evenly. Might be D3D's inability to do the bleeding fades in general (probably possible in software mode, gotta verify)...
As for the PC console menu: "SolidSnake11 is a pretty cool guy, eh hax 4 lulz and doesn't afraid of anything!"
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