Info about Resident Evil 1.5

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

  1. VerticalE

    VerticalE Robust Member

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    They have created RDT Walker themselves and it is not an official Capcom tool (from 1996, anyways). It uses XML for its project settings, although the XML standard is from 1998. The code displayed here are C++ if I'm not mistaken, I recognize the pointers. The code are of course for RDT Walker, it is not part of any Resident Evil files. For those less inclined to read source it is basically just a list of variable and pointer declarations used for when reading the RE files. In this particular case (based on names of variables) it is code for the Dialog Text Editor that you can see open.

    The blue text at the bottom of the cameraview say "Player pos" followed by a 3d vector position. I wish I'd have more time to dive into this some more but gotta run. Awesome info, good stuff from the team :)
     
  2. TehStarbuck

    TehStarbuck Rising Member

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    This is amazing.
     
  3. Gemini

    Gemini Retro developer

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    To me that code looks more like it's intended for a compiler, which is kinda confirmed by those ReadSourceToken, ScriptWarning, and ScriptError methods. Maybe it's from the event compiler for the RE pseudo-C bytecode language?
     
  4. geluda

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

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    If you look closely at their editor you can see that they can view both English AND Japanese text strings.

    Assuming those are custom backgrounds compared to unfinished renders, they changed quite a bit of the second one. Bit of a shame really, it would be nice to have kept them as close to the originals as possible, still looks great though no major complaints the differences are pretty minor.
     
  5. VerticalE

    VerticalE Robust Member

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    Actually ReadSourceToken is probably for holding the parsed data. ReadEscapeTCHARacter, ReadString, ReadName, ReadNumber and ReadPunctuation are all parts that make up text. The \t escape sequence (ReadEscapeTCHARacter) are for reading tab. Above the ReadSourceToken declaration there is a function being executed: void ReadToken();. Since this function doesn't have a return value my guess is that this acts partially as an emulator. It reads the file into memory through a simple binary load (for a lack of better explanation) and the pointer declarations are pointers to memory addresses. And yes, this could also be C.
     
    Last edited: Dec 9, 2012
  6. Gemini

    Gemini Retro developer

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    Nah, you wouldn't need to read whitespace for a task like that. Usually you'd reserve that for stuff such as code containing comments and indentation, which doesn't have any purpose when parsing a token. And speaking of tokens, you have'd that stuff in a compiler rather than a simple text editor.
     
  7. Carnivol

    Carnivol Dauntless Member

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    Seems to me like they are basically taking the unfinished/scraps and filling them by bridging the styles between the other 1.5 backgrounds and the unused/left-over junk in the BH2 trial edition. Makes sense if you ask me - in order to create a "finished/consistent" look to it all.
     
  8. geluda

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

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    Good point! I didn't think of that, I believe some of that room exists on the Trial Edition if I remember correctly.
     
    Last edited: Dec 9, 2012
  9. Gemini

    Gemini Retro developer

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    There should be at least one Bioflames shot with that room and Leon doing the moonwalk in the middle of cosmic space. In that (or those, there could be more if my memory doesn't fail me) there was no tiled floor.
     
  10. geluda

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

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    Interesting. I guess the tiling is just a factor of it being an incomplete render. Looking at it more closely the tiling doesn't even fill the floor properly, it just looks slapped together with little care of actually getting it right.
     
  11. Anthaemia.

    Anthaemia. The Original VF3 Fangirlâ„¢

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    Absolutely brilliant work (as always) completing those previously flat-shaded backgrounds, and the editing tools do indeed look rather in-depth! Also, why would the subtitles for all media released so far need to specify the character presently talking unless... maybe "The Team" isn't implementing voice acting, after all? The previous advent video may point to FMV sequences being on the cards, but I reckon the actual 1.5 experience will be mostly silent. On the other hand, perhaps they're going to be tackling this particular detail later into development, similar to how Capcom structured production of the real thing?
     
  12. geluda

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

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    Yeah I was just thinking about that earlier, they'll have to clarify who's speaking due to no voice over tracks.
     
  13. djelaba

    djelaba Benzin !, Site Supporter 2013

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    This is the case for all C/C++ source code :p
     
  14. VerticalE

    VerticalE Robust Member

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    Got my wife off my back for a little while longer so had more fun with this video. Now, tokenization are basically breaking up parsed content into pre-defined categories. I'm at the edge of my knowledge here in this particular field though so I'm not gonna pretend I know all of this, but if this is for parsing the dialogue then including whitespaces would make sense, otherwisestuffwouldbehardtoread. And of course this is for compilation. I cannot put my finger on it but I remember this window very well, as it is an IDE I've been using myself. Isn't this an older version of Visual Studio?

    Whatever the case I noticed that there was a weird sound when the editor image was showing and recognized some of it as reversed speech. At least that's what it sounds like to me. I fired it into Cubase, removed frequencies outside of the speech spectrum and reversed the audio. Now this is a looooongshot but are this supposed to be "christmas"? It sounds like it's made up of some static noise and "mas" spoken by someone. I have no idea, but up to you to find out. The file is attached.
     

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  15. geluda

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

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    I always thought it was "sandwich" as in Jill sandwich lol.
     
  16. Zombie250

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

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    I thought it said sandwich in the trailer but you're reversed audio sounds somewhat like xmas.
     
  17. VerticalE

    VerticalE Robust Member

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    Hahaha you are probably right, it is funny when you actually know (or think you know) the word being spoken then it fits perfectly. Oh well, it was a longshot anyway.
     
  18. Gemini

    Gemini Retro developer

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    We're talking about a compiler written in C/++.

    Nah, you wouldn't need tokens or whitespace detection when working with simple strings of messages. The most complicated stuff in there would be parsing those <> tags, which is nothing that requires seemingly Lexer code.
     
  19. Zombie250

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

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    Is anyone planing to play 1.5 in a retro way? I plan on digging out my old tube TV, hooking up the PS1 to it with a S-Video cable, and playing it with two powered external speakers. Just the way I played back in the day!
     
  20. geluda

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

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    28" CRT, chipped PSOne, RGB scart, I'm set! :)
     
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