Info about Resident Evil 1.5

Discussion in 'Unreleased Games Discussion' started by santo_reska, Jan 5, 2008.

  1. Zombie250

    Zombie250 <B>Site Supporter 2013</B><BR><B>Site Supporter 20

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    D.Birkin posted them on THIA. He's a member of the modding team and is answering mostly everyone's questions.

    Disworld, the person on the floor is BIO3.5's beta Ashley. I have no idea who is on the couch though.
     
    Last edited: Mar 29, 2013
  2. saibot_20194

    saibot_20194 Spirited Member

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  3. MetalSlime

    MetalSlime Just a Worthless Protoplasm

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    Really impressive work. I've been out of the gaming loop entirely for almost a year now, so it's really cool to hop on assembler when I get the chance and see all the amazing progress that's been going on with this project. Big thanks to everyone involved for putting in all the time and effort required to do this.
     
  4. Mephikun

    Mephikun Newly Registered

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    Sorry for the noobish question ahead, I'm new here.

    What's the build date you'd be looking for? I have access to about 5 RE betas for the PS1.

    Let me know,
    Mephikun
     
  5. Zombie250

    Zombie250 <B>Site Supporter 2013</B><BR><B>Site Supporter 20

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    Are they RE2 beta's? If so I'd like to see stuff from the earliest RE2 beta.

    Anyways the teams stuff does look really good. It doesn't quite have the same look and feel as 1.5 has, but it's very close.
     
    Last edited: Apr 3, 2013
  6. Unknown-Organization

    Unknown-Organization <B>Site Supporter 2014</B>

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    So how accurate between the real B.H and the Team B.H ?
     
  7. geluda

    geluda <B>Site Supporter 2012</B><BR><B>Site Supporter 20

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    Very accurate, the fact that a lot of it is their work shouldn't change the 1.5 experience we all desire. They've said many times that they're striving to make this to a standard of retail level of quality, so while some things might not be 100% accurate, the level of detail is still very high and the end result should easily do the classic Resident Evil games justice.
     
  8. Unknown-Organization

    Unknown-Organization <B>Site Supporter 2014</B>

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    Thank you for that geluda

    It feels that we going back in mid 90's era again which is great !
     
  9. splith

    splith Resolute Member

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    Either I haven't played the original RE in a long time on the PS or the graphics on that look a hell of a lot nice/better than on any of the PS REs... Impressive work.
     
  10. Unknown-Organization

    Unknown-Organization <B>Site Supporter 2014</B>

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    That because it was on emulator.
     
  11. Carnivol

    Carnivol Dauntless Member

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    Yeah. Pixel perfect emulator screendumps tend to make a lot of games look so much nicer than they ever did on ye olde RF or composite output.
     
  12. Unknown-Organization

    Unknown-Organization <B>Site Supporter 2014</B>

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    Correct me wrong, There is no way to improve the Playstation Graphics nearly after 20 years now ? Might have twix few changes in texture and that about it really.
     
  13. ccrogers15

    ccrogers15 Spirited Member

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    I pretty much gave up on this project once i noticed they were adding tons of content not true to the original. Its kinda retarded seeing characters from RE4 dead on the ground and RE6 references. It should of been true to the original, like this "Team" said it would be. Guess we seen how that went...

    Now all i can do is sit and wait for the un fiddled with build to release. Hope they dont back out on that.
     
    Last edited: Apr 15, 2013
  14. Anthaemia.

    Anthaemia. The Original VF3 Fangirlâ„¢

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    Apart from the various missing posters, renamed Claire plaque in the kennels, Hideki Kamiya chibi doll cameos and even THAT Mirror Room poster I.G.A.S. have added, there's one new addition really bothering me... and it's the fact all of the new backgrounds are of a significantly higher quality than Capcom's official work. Sure, compression techniques have improved significantly since 1996, but I sincerely hope "The Team" at least try to reduce the gap or their attempts to make something looking faithful will stick out like a sore thumb - especially when using emulators, which I suspect is how most people will be playing 1.5 (for the record, I'm currently enjoying MartinBiohazard's latest hack released only yesterday via my PSP). Also, I pray they're going to do something about the watermarks* I've noticed throughout the game, though most prominent in the B2 Corridor area.

    *There are claims these were actually leftovers from portions of the background data that were modified later in development and yet to be colour corrected. This might be the case, since I've spotted very similar artifacts in segments of the Biohazard 2 Trial Disc and Beta 2 build at various points. Whatever they are, I'm in no doubt Capcom may be able to easily identify the source of any leak based on the position of these sections, making them just as good as deliberate identification marks.
     
    Last edited: Apr 15, 2013
  15. ccrogers15

    ccrogers15 Spirited Member

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    Well lets just all hope someone is kind and leaks a new build that is unsoiled.
     
  16. Carnivol

    Carnivol Dauntless Member

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    Not sure if emulator plug-in systems like PCSX/ePSXe supports texture packs the same way certain other emus do, but if it does, I guess that's one way of achieving "HD" assets for the textures, at least. (Think rigging models might be a bit trickier, unless you can somehow snap onto any evt. skeleton system utilized or rig it up against the polys of the model itself)

    The "watermarks" as you call them seem to just be miscolorings. Probably related to the difference between color palette systems for the mdec backgrounds and the overlays/masks. Probably easy to fix by just making a global brightness change or something to all miscolored ones. As for that project; I think people are seeing a lot of placeholders in the stuff featured in the build they dropped after the whole scam incident, so I wont bother judging things as final work, what I'd say is that it's by far the most impressive (and rendering wise authentic looking) custom backgrounds seen in the RE community to date. Besides, it's not like Capcom released the final RE2 with the streets full of gray dummy cars and untextured dumpsters.

    The compression part seems tricky, though. Personally, I wouldn't even know how to approach that, as 1.5 seems to have backgrounds with all sorts of quality levels all over the place. There are backgrounds that are as barebones as RE1's and thus look fine with any compression, then there are things like the warehouse and the factory entrance area that makes 90s JPEGs look God tier thanks to Capcom not rerendering them after adopting the improved compression seen in the "later" renders, such as portions of the labs, Resident Evil Director's Cut's re-renders, and the retail version of Resident Evil 2. (Not to mention how the factory entrance renders on the RE2 Trial are cheap quick renders too).

    The only way to achieve an overall consistant look would either be for them to equally degrade their own work and Capcom renders to a similar level to whatever's deemed the lowest quality in-game render set (Warehouse, for sure), or to re-create the worst sections and just decrease the quality gap between the renders. But then again, having at least tried the leaked build on real hardware, I must say the gap isn't "that" bad when the SD quality "shines"... besides, you don't see a whole lot of people bring up how insanely huge the variety of the render and modeling quality in Final Fantasy VII is and how Square-Enix got away with it ;D
     
  17. Unknown-Organization

    Unknown-Organization <B>Site Supporter 2014</B>

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    I remember I played Resident evil 1 on PS1 emulator and the figure of Jill and Chris model is High res while Background texture is low res. I don't think it would solve this issue in matter of time. Playing all Resident evil series directly from the PS1 console which notice the background texture is better than character model though.
    Anyway, If the Team complete the RE 1.5 and I be playing from the PS1 console for sake of nostalgia in my childhood times. I'm concern the Team may take it too far.

    Off the record.... Am I only guy here didn't download Test RES 1.5 ? I haven't try it out yet.
     
  18. Zombie250

    Zombie250 <B>Site Supporter 2013</B><BR><B>Site Supporter 20

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    I love all the work they are doing and I like how they have little easter eggs like claires poster or the Kamiya doll tossed in. The only things I don't like so far are the pre-rendered corpses and poster in the mirror room. They are too far out of place. I would do away with those and just have tiny little easter eggs. The one in the mirror room is so out of place and wonky, it made me laugh.
     
  19. braders1986

    braders1986 Robust Member

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    New Patch by MartinBiohazard

    Patch release April 15, 2013


    Instructions:
    Just apply the patch to the original BH2.bin file with PPFoMATIC.

    This patch include:

    NEW!!!:

    1-Zombie AI fixed in LOBBY CORRIDOR.

    2-Camera Cut's of MIRROR ROOM is now fixed! I add zombies and also I add my reconstructed cutscene of Roy with Elza!

    3-Camera Cut's of BOILER ROOM is now fixed! Also I add zombies to the same.

    4-My reconstructed cutscene in L TUNNEL is available!

    5-Unlocked cutscene in GARAGE B (see Note 1).

    6-Unlocked cutscene in OUTDOOR B (see Note 2).

    7-Add steps sounds in PRISON.

    8-Add steps sounds in MORGUE.

    9-Temporary fix for Irons cutscene (now not cause crash!).

    10-Fixed cutscene in HELIPORT (now not cause crash!).

    11-Fixed cutscene in SITE D (now not cause crash!).

    12-Fixed door model of the van in OUTDOOR B (in Leon game).

    13-Fixed cap texture of the floor (where the man-spider out) in CORRIDOR 2-A.

    14
    -Add Zombies in SITE C and now is connected to CORRIDOR.

    15-A lot of zombies in L TUNNEL (for Elza game only).

    16-Fix text dialogues of GARAGE B from Leon game and text dialogues CORRIDOR (from Factory) from Elza game.

    17-BETA BASEMENT work now in Elza game!

    18-I delete broken masks from PRISON 1, add steps sounds, add zombies and now is connected to PRISON and viceversa (for Leon and Elza game).

    19-Door from GARAGE B is now connected to L TUNNEL (for Leon game only).

    20-Doors from CORRIDOR 3F is now connected to CHIEF'S OFFICE and HELIPORT STAIRS and viceversa. Also I add zombies to CORRIDOR 3F!

    21-Door from OUTDOOR B is now connected to ARCHIVE CORRIDOR and viceversa

    22-Door from OUTDOOR B is now connected to EAST CORRIDOR.

    23-Doors from STAIRCASE 2 is now connected to LOBBY CORRIDOR, B1 CORRIDOR, B2 CORRIDOR and viceversa. Also I enable a few text in STAIRCASE 2!

    24-Door from both B1 CORRIDORS is now connected to KENNEL and viceversa. Also I add zombies to both B1 CORRIDORS!

    25-Doors from GARAGE B, FIRING RANGE and ARMORY is now connected to B1 CORRIDOR and viceversa.

    26-Door from B2 CORRIDOR is now connected to BOILER ROOM and viceversa.

    27-Door from LOBBY CORRIDOR is now connected to ELEVATOR and viceversa.

    28-Doors from OFFICE B is now connected to MIRROR ROOM and viceversa.

    29-Fixed a small bug of an camera angle in STAIRCASE 2.

    OLD changes includes:

    30-The door to Lobby Corridor in Lobby is now unlocked for Elza game.

    31-The door to East Corridor in Lobby is now available for Leon game.

    32-I change the civilian zombies in Lobby by zombies cop (like later 1.5 builds!) for Leon game.

    33-I kill the zombie in East Corridor (like the halloween team's trailer), also I deactivate the unfinished cutscene for both Leon and Elza game and also I decide to put the Shotgun (in dead zombie) for Leon game.

    34-Now you can drop in Spider Tunnel, but not work correctly, yet (just work fine in PSXfin emulator, in ePSXe emulator and PSX console the game crash!).

    35-An unused camera angle in ARMORY is now available!

    36-L TUNNEL 2 (ROOM203) is now playable, you can access to it from Debug Menu (work in Leon game only).

    37-I change John by Marvin in SITE A (for Leon game).

    38-A lot of zombies waiting for you in PRISION (for Elza game only).

    39-I make playable the "beta basement corridor" @DEBUG ROOM (ROOM100)!!! but now I change the name to BETA BESEMENT, you can access to it from Debug Menu.

    40-Now you can drop in OUTDOOR A and OUTDOOR B!!! but not work correctly!

    Note 1:
    To activate the cutscene in GARAGE B, you must place the character more or less where this picture shows and press action button:

    [​IMG]


    Note 2:
    To activate the cutscene in OUTDOOR B, you must place the character more or less where this picture shows and press action button:

    [​IMG]



    Download: Biohazard 1.5 Hacks April 15 2013 (By MartinBiohazard)(3).rar

    Source: Resident Evil 1 2 3 -> Biohazard 1.5 Hacks
     
    Last edited by a moderator: May 25, 2015
  20. Xeauron

    Xeauron Intrepid Member

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    I'm sitting on the fence on downloading this one, there's only so many times I can look at the same scenes without getting so bored my brain starts to leak out of my ears.

    I might just wait for the proper release instead. Thanks for the heads up though.
     
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