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Thread: Resident Evil GBC Fundraiser thread - 2 builds! (GOAL MET)

  1. #341
    The games are quite good. I tried them on GiiBii to see if they have any SGB compatibility, but they don't. The controls are weird too but the game is gold. It's disappointing to see this was canned. It shows off the engine of the Gameboy and it utilises it really well. I'd think that perhaps it stretches it's capabilities even farther than the Pokemon series, and that put the Gameboy to it's limits.

  2. #342

    Level Select CWCheat code

    Quote Originally Posted by RetroMills View Post
    Just been playing it on my psp, works like a charm.
    Cooked up a CWCheat code for use in RIN (I'm using v3.2) for the first prototype:

    _S HBFD41DB2D
    _G RE 1 In RIN
    _C1 Level Select
    _L 0x002A25D0 0x000000XX

    I don't know if the game number varies (but then, I suppose you could use the disassembler to locate the address and add the code manually), but it saves it in CHEAT.db rather than the cheatpop.DB. The highest hex value I've found is 73: anything above seems to crash the game. No need to pause the game, it will load the new room immediately after exiting the CWCheat menu. Really mucks up the cutscenes, though, if you leave it on.
    Last edited by Mechi; 02-04-2012 at 05:32 PM.

  3. #343
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    I dont know why people is talking about weired controls. Infact they are THE SAME as the original version of PSX

    Digital pad to turn, walk forwards or backwards. B for aim when still (in PSX was other button) and run when moving. A for shoot and open things. Yeah, the START screen makes no sense, they could leave just the SELECT menu in START and pause with the game inventory, and use SELECT for other thing, but its just this

    Saying that this game have bad controls is like saying that Metal Gear Solid (Ghost Babel in Japan) have bad controls, and no, it doesnt

    The only "bad" thing i've seen is the not-very-polished collision detection with background objets and fallen zombies

    BTW: Have you guys seen the head blowing up animation on zombies? its quite lol. First the head explode in the air and then another head appear xD

    Last edited by stranno; 02-04-2012 at 05:49 PM.

  4. #344
    thanks to all who donated for the release.

    can you jump between the roms with the bgp emulator ?

  5. #345
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    IMMA LAUNCHIN MAH EMULATAR.







    Last edited by pato; 02-04-2012 at 06:22 PM.

  6. #346
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    Quote Originally Posted by stranno View Post
    I dont know why people is talking about weired controls. Infact they are THE SAME as the original version of PSX

    Digital pad to turn, walk forwards or backwards. B for aim when still (in PSX was other button) and run when moving. A for shoot and open things. Yeah, the START screen makes no sense, they could leave just the SELECT menu in START and pause with the game inventory, and use SELECT for other thing, but its just this

    Saying that this game have bad controls is like saying that Metal Gear Solid (Ghost Babel in Japan) have bad controls, and no, it doesnt

    The only "bad" thing i've seen is the not-very-polished collision detection with background objets and fallen zombies

    BTW: Have you guys seen the head blowing up animation on zombies? its quite lol. First the head explode in the air and then another head appear xD

    How do you get this animation? In which beta?

    Bonus:

    HEIL DA FUEHRER! lol
    Last edited by AleffCorrea; 02-04-2012 at 06:17 PM.

  7. #347
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    Quote Originally Posted by AleffCorrea View Post
    How do you get this animation? In which beta?

    Bonus:

    HEIL DA FUEHRER! lol
    Cart1

    Theres a bunch of hilarious animations in this game. I'm loving it xD

    The animation is part of my gameplay, i got stuck with this damn zombi ლ(ಠ益ಠ)ლ
    Last edited by stranno; 02-04-2012 at 06:24 PM.

  8. #348
    It would be awesome if anyone manages to patch a way past the unopenable door in the Shark Tank. Of course, myself not knowing anything about hex editing in the slightest, I don't know how difficult that would be! My dream would be for as much of this to be playable as possible, content-wise.

  9. #349
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    Quote Originally Posted by Shakey_Jake33 View Post
    It would be awesome if anyone manages to patch a way past the unopenable door in the Shark Tank. Of course, myself not knowing anything about hex editing in the slightest, I don't know how difficult that would be! My dream would be for as much of this to be playable as possible, content-wise.
    You could "cheat your way through" the door to activate whatever you have to by using the cheats that I quoted from Carnival at The Horror Is Alive: http://www.assemblergames.com/forums...&postcount=333

    I guess that should do it for now.

  10. #350
    Quote Originally Posted by stranno View Post
    I dont know why people is talking about weired controls. Infact they are THE SAME as the original version of PSX

    Digital pad to turn, walk forwards or backwards. B for aim when still (in PSX was other button) and run when moving. A for shoot and open things. Yeah, the START screen makes no sense, they could leave just the SELECT menu in START and pause with the game inventory, and use SELECT for other thing, but its just this

    Saying that this game have bad controls is like saying that Metal Gear Solid (Ghost Babel in Japan) have bad controls, and no, it doesnt

    The only "bad" thing i've seen is the not-very-polished collision detection with background objets and fallen zombies

    BTW: Have you guys seen the head blowing up animation on zombies? its quite lol. First the head explode in the air and then another head appear xD

    Fun fact: I haven't played the PSX version.

    As for the animations, no, I haven't seen them, but I did once kill a zombie and it's image appeared through a wall. I'll have to try getting it again. It was pretty odd.

  11. #351
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    Quote Originally Posted by Team Fail View Post
    Fun fact: I haven't played the PSX version.

    As for the animations, no, I haven't seen them, but I did once kill a zombie and it's image appeared through a wall. I'll have to try getting it again. It was pretty odd.
    Lets say that the PSX version have like a thousand times better controls than Resident Evil 5

  12. #352
    Awesome release! I cant wait to try this out.Thanks to everyone that made this possible;D

  13. #353
    Resident Evil is known for its 'tank controls' for a reason, though as a long-term Resident Evil fan, I'm quite happy with them.

    There are differences with this GBC version, more due to the limited amount of buttons. In order to run, you have to push the direction on the D-Pad *before* you press the run button, for example.

    That said, what is here is rather impressive, if obviously lacking the horror and atmosphere of the original game. Technically, it's impressive, and as a fan, it's a fun curiosity. It would be lost on new players, however, hence the game was canned.

  14. #354

  15. #355
    Quote Originally Posted by stranno View Post
    Lets say that the PSX version have like a thousand times better controls than Resident Evil 5
    I'll think that that's a good thing then. Being new to the series with this game is interesting.
    Quote Originally Posted by Shakey_Jake33 View Post
    Resident Evil is known for its 'tank controls' for a reason, though as a long-term Resident Evil fan, I'm quite happy with them.

    There are differences with this GBC version, more due to the limited amount of buttons. In order to run, you have to push the direction on the D-Pad *before* you press the run button, for example.

    That said, what is here is rather impressive, if obviously lacking the horror and atmosphere of the original game. Technically, it's impressive, and as a fan, it's a fun curiosity. It would be lost on new players, however, hence the game was canned.
    I am rather lost as is, but I know what to do for 5 minutes before dying :dammit:

  16. #356
    Quote Originally Posted by Team Fail View Post
    I am rather lost as is, but I know what to do for 5 minutes before dying :dammit:
    First of all, press the Select button when you can to go to the inventory, and equip a weapon.

    A aims the weapon, B fires it. Pressing a direction followed by A makes you run (rather than walk) in that direction.

    This is all easier on the proper console version, of course.

  17. #357
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    I'm doing a full run with Jill and I'm going to put the full game comparison between PSX, Gameboy Color and maybe Saturn, it will be awesome. I found the four crests already without cheats, and I'm recording it all.

  18. #358
    So how exactly do I enter the control room? Or you can't? If I can't, how do I change my control room key (Slot 4) to the helmet key? I have a hex editor and can't seem to find the offset for slot 4 (C1EA)... Any help appreciated.

  19. #359
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    Quote Originally Posted by DM616 View Post
    So how exactly do I enter the control room? Or you can't? If I can't, how do I change my control room key (Slot 4) to the helmet key? I have a hex editor and can't seem to find the offset for slot 4 (C1EA)... Any help appreciated.
    See if you can use the change room cheat to transport yourself to the control room:
    http://www.assemblergames.com/forums...&postcount=333

    If it doesn't work, I don't know how to help... sorry.

  20. #360
    Quote Originally Posted by AleffCorrea View Post
    See if you can use the change room cheat to transport yourself to the control room:
    http://www.assemblergames.com/forums...&postcount=333

    If it doesn't work, I don't know how to help... sorry.
    Change room cheat...? That's just the hex values that I was referencing before but it doesn't quite help since I can't seem to find any of those values in my hex editor :/

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