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

  1. #421
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    MoonDog's Avatar

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    Probably far more complete as the date of the preview is September 11th 1999. I wonder if those other enemies were already included.

    Link to the Preview:

    http://au.gameboy.ign.com/articles/132/132032p1.html

  2. #422
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    They have escaped into the mansion
    where they thought it was safe.

    Yet...

    You have once again entered
    the world of survival horror.
    Good Luck!

    This doesn't seem to be enough for this mission.
    Berretta M92FS. Automatic loaded with 9mm bullets.
    Remington M870. Powerful single loader.
    A handgun can be loaded with various rounds.
    Explosive roundsloaded.
    Acid rounds loaded.
    Flame rounds loaded.
    Powerful gun can be loaded with .357 magnum rounds.
    Magnum rounds loaded.
    Dumdum rounds loaded.
    Can throw flame for 8 sec. with maximum fuel.
    One shot can destroy almost any target.
    Clip for Berretta.
    Shells for the shotgun.
    Powerful rounds for the Bazooka.
    .357 magnum rounds. For the Colt Python.
    More powerful than magnum rounds. For the C. Python.
    Fuel for the flamethrower.
    A carving of a sword.
    A carving of an armor.
    A carving of a shield.
    A carving of a helmet.
    A desk key.
    The number 002 is carved.
    The number 003 is carved.
    A key to enter the Control Room.
    A strange mark is carved.
    It's specially coated and looks important...
    A simple lock can be opened with this.
    There must be a closet somewhere.
    A chemical to kill the weeds.
    It's shining beautifully.
    The title is 'Moonlight Sonata'.
    There's a scratch. Someone may have used it.
    It's exactly the same shape as the wood emblem.
    There was a medal in the book.
    A medal from the first Doom Book.
    A medal from the second Doom Book.
    Its end is square-shaped.
    Its end is hex-shaped.
    Now I can move the elevator.
    It seems to be some kind of research report.
    All pages are blank. What's it for...?
    A carving of the sun.
    A carving of the moon.
    A carving of the star.
    Some fluid is left.
    Only one dose is left.
    The battery is still alive.
    I can signal Brad with this.
    I can heal any wound with this.
    a while.
    It's a local herb.
    I wonder what effect it has...
    It's used with a typewriter.
    A glass bottle to put chemicals in.
    There's water in the bottle.
    This is needed to generate V-JOLT.
    This is not the chemical I need.
    Now I can destroy it.
    I don't need this any more.
    It's a mixture of 2 green herbs.
    It's a mixture of green and blue herbs.
    It's a mixture of green and red herbs.
    It's a mixture of 3 green herbs.
    It's a mixture of 2 green herbs and blue herb.
    It's a mixture of green, blue and red herbs.
    It's too dangerous to fire! Does it have another use?
    It seems to be a start-up disk.
    It represents wind.

    You can't use it here.
    Nothing important.
    Will you mix the herbs? Yes No
    Mixing these does not seem to work.
    You can't mix these two.
    ITEM INCLUDED
    YOU CAN'T CARRY ANY MORE ITEMS.

    CLIP SHELLS EXPLOSIVE ROUNDS ACID ROUNDS FLAME ROUNDS MAGNUM ROUNDS DUMDUM ROUNDS FUEL F.-AID SPRAY GREEN HERB BLUE HERB RED HERB MIXED HERB INK RIBBON CHEMICAL HERBICIDE BLUE JEWEL RED JEWEL SHEET MUSIC WOOD EMBLEM GOLD EMBLEM DOOM BOOK 1 DOOM BOOK 2 EAGLE MEDAL WOLF MEDAL CRANK SQUARE CRANK HEX. CRANK BATTERY SLIDES RED BOOK BLANK BOOK SUN CREST MOON CREST STAR CREST LIGHTER SERUM COM. RADIO FLARE BROKEN SHOTGUN MO DISK WIND CREST BOTANY BOOK MANSION KEY SWORD KEY ARMOR KEY SHIELD KEY HELMET KEY SMALL KEY DESK KEY DORMITORY KEY 002 KEY 003 KEY C. ROOM KEY LAB KEY P. ROOM KEY MASTER KEY LOCKPICK CLOSET KEY EMPTY BOTTLE WATER UMB No.2 NP-003 UMB No.4 Yellow-6 UMB No.7 UMB No.13 V-JOLT COMBAT KNIFE BERRETTA SHOTGUN BAZOOKA COLT PYTHON FLAMETHROWER R. LAUNCHER MAP
    from the ROM, cart 1

  3. #423
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    noticed some glitches while using the memory manager

    some time seven changin the room numbers, it will only change the character position, but if you go to another room and try again, sometimes it will work

    When you change the room there is a black item, its mostly a rocket launcher

    Only the knife, pistol and shotgun works, the other guns can be equipped

    There is a glitch that if you change you character to rebecca, it will have the on kee animations when using a pistol or glitched frames when using the knife or shotgun, she, wesker and barry doesn´t have look up and look down in shooting mode frames, and using a knife will wesker and barry them play the pick up animation.
    if you put a number that doesn´t replace for a actual character, it your playable one will be some items, like grandfather clock, the movable stairs, each movement frame will be changing items, in cart 2 it will be a stairs with turns into a statue in waiting position.

    Funny, when jill is saved by barry, or if you go to the 2F room that have some books and a item in a desk, the doors doesnt appear, instead you can see the background, the jill sandwich room in alpha 1 for psx for 1 second doesn´t show the door, and you can see the shotgun room.

    wesker and barry have the same model, they are just color swap, from blue to brown.

    Some zombies will bite you and have the correct animation, others will be biting you all the time without playing the animation and will even push you
    Last edited by pato; 02-05-2012 at 06:59 PM.

  4. #424
    Just been away for a few days and see what we got :)

    Thanks to all other donators and kudos to those who listed some stuff (e.g. how to skip etc.)

    And, of course, thanks to the cart owners and kiff!
    Last edited by jaunelapin; 02-05-2012 at 07:13 PM.

  5. #425
    New member SeiyaK0u's Avatar

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    I've been playing both builds over the weekend and made a quick comparison doc listing all the differences I could find. Here's the link for anyone who's ignorant enough not to play these gems or doesn't have the time to do it ;-): http://www.mediafire.com/?83vojgujf6u8l29

  6. #426
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    I managed to change the values for the rooms and went as far as the build go: 73.
    After this value the game crashes as said before on this thread.

    If you change the value to 39 you go to the helicopter port, over the laboratory, that would be the final place for the ending scene.
    There's not Tyrant nor ending scene.

    Anyone managed to trigger a final scene or something? I want to know if there's anything, any kind of credits or something.

  7. #427
    Quote Originally Posted by kiff View Post
    Fundraiser – Resident Evil GBC
    This is the point where the door won't open -
    The door does open,you just need to press the button at the next room.
    I'm still discovering stuffs.(C1)



    Some stuffs I found them bugged&interesting.

    There aren't any shells,even you picked "them" up.


    The boxed are already moved,and only an easy one left.


    Plant 42 after V-Jolt,and that disappears after you "flushed" the water.


    The tables in this area are all bugged,you can just walk through them.


    No more cue sports for you.


    THIS isn't "elevator",when you access it,it turns to be a door accessing screen!


    Hmm...I think you can put Explosive rounds in a .357 Colt Python.


    Taking elevator makes Jill become Chris.


    White block

    I'll try to get the BEST ending aka saving Chris,Barry and Jill.
    (But the underground tunnel seems to auto select you to be with Barry,as you don't have the options until you met Enrico.)

    Some stuffs/scenes I find or not triggering.(C1 only)
    After investigating the East side of the mansion,Barry doesn't come meet you at the hall nor give you the Acid rounds.

    Barry is always at the 2nd floor of researcher's quarter's,and you'll "get" the damaged document.
    (FILES system is doomed,so you cannot check it)

    The room next to the snake room,there is a candle on the table,light it up and the closet at the dark side of the room gives you Shells,instead of Acid rounds.

    After getting the radio,there isn't "RADIO" option in your inventory.

    Even you don't have ink ribbons,you can still save the game with the typewriter.

    Barry don't have a note stuck at here,but there are Barry's presents.


    Lab entrance,the emergency door is unlocked(Played all the way from beginning and used both medals.)


    Lab elevator(got that to work,no edits),and what was that?Chris and a ZOMBIE together???
    Also the backgrounds are mixed up to be in mansion.(Take the elevator back and you'll met Barry.)


    The computer in lab is dead(Glitched)

    I'm now taking a walkthrough of the lab and let's see whether there's an ending or not.

    Haven't use any RAM editing stuffs until these happens:
    The tomb after you dropped down the hole DOESN'T work,debug position code for a reference:
    2A02 FFFE 0001 0010
    001B 0000 DFFE
    Check 2:55
    (The place you'll need to fight the snake the second time in PS1 final.)

    I used RAM edit to room "1A00",the scenes here and after are glitched A LOT.

    After using RAM editing to room "2504"(for 04,the sub-room position,go to RAM C11F in 8 bit form and change the value to 04.),the door at here will crash the game.(If you haven't used the code from Barry to unlock it from the other side.)


    The place where you can put Red Book doesn't work,so I modified the RAM value on C17C from 54 to 56,and get that helmet key from fire place.

    Getting to 3E06 is impossible,the crank can only be used once.(Underground tunnel)
    So use RAM edit to 3E06 and get that doom book.

    I also saved this page to WebCite,keep the hitory.
    http://www.webcitation.org/65BW07wYg
    Last edited by hateWinVista; 02-06-2012 at 03:34 AM. Reason: Add stuffs

  8. #428
    Quote Originally Posted by Unorthodox View Post
    Oh great, Joystiq has picked up on this...

    http://www.joystiq.com/2012/01/29/ma...e-roms-to-the/
    selling is ransoming.

    can I have my milk now? I have your $3 ransom for it, mr. cashier.

  9. #429
    Ok. idk if it's a bug or something to help the testers, or if it's completely intended, but in room 06, by the fountain (I think that's what it is) there is an infinite Green Herb. You can pick it up over and over again and it won't go away.

  10. #430
    What is this? *BRRZZ*.. Ouch! ASSEMbler Soldier
    alphagamer's Avatar

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    Quote Originally Posted by beretta85 View Post
    selling is ransoming.

    can I have my milk now? I have your $3 ransom for it, mr. cashier.
    Good one!
    http://girugalol.mybrute.com

    When the doctor asked me, if I heard voices in my head, the voices said "tell him no!"

  11. #431
    Having played an hour or so into it. I'm honestly glad Capcom didn't release this game. It's impressive as a GBC game but otherwise it's pretty awful.

  12. #432
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    Quote Originally Posted by veggav View Post
    I managed to change the values for the rooms and went as far as the build go: 73.
    After this value the game crashes as said before on this thread.

    If you change the value to 39 you go to the helicopter port, over the laboratory, that would be the final place for the ending scene.
    There's not Tyrant nor ending scene.

    Anyone managed to trigger a final scene or something? I want to know if there's anything, any kind of credits or something.
    I got the "Barry kills Wesker" part (Cart 1, Jill). But then barry says in the cutscene: "Let's check it (the tyrant)". Then Jill and Barry enters the tyrant room. But there is no key in there, nor tyrant, and Barry dissapears. I had to use a cheat to get out of the room, then I got to the elevator, emergency door (which is ALWAYS UNLOCKED), got to the helipad, nothing happens, no fight, no Brad, nothing. And the flare doesn't work.

  13. #433
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    Thanks Aleff!

    If there's any credit or ending scene it could only be triggered by game shark or memory management code.

    Or if someone with the skills needed disassemble this game.

  14. #434
    1st this is just AWESOME!!
    Great work and thanks to every donator.

    So now my question:-)

    How can i make my own Cardridge of the Game?
    No i dont want an own Cardridge to sell it...
    I want my own for my Resident Evil collection.
    I´m collecting all stuff from this series from 1998 till now and i would really be happy to have my own cardridge of it.:love2:
    Anyone know a tutorial how to do this?
    great thanks in advance:thumbsup:
    Last edited by Serah; 02-06-2012 at 03:25 PM.

  15. #435
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    I think you just need a donor cart, burn your eeprom and replace it.

    I'm not sure if the Gameboy needs some rewiring but I would bet that it isn't.

  16. #436
    Quote Originally Posted by veggav View Post
    I think you just need a donor cart, burn your eeprom and replace it.

    I'm not sure if the Gameboy needs some rewiring but I would bet that it isn't.
    Oh ok, tyvm.
    So i need a empty card (GB or GBA) and the suitable card reader on my pc?
    sounds easy:-0
    thx for your fast help.
    i wish someone would make his own card and tell us the instructions "how to do" :pray:

  17. #437
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    http://www.reinerziegler.de/readplus...20made%20carts



    Could probably skip the programmer if the chips were preprogrammed.
    Your comments are noted. Nothing will change. Thanks for your continued support!

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  18. #438
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    Oh my, great news! Kudos to everyone involved on this neat release!

  19. #439
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    Surely the simple way is to just bung it onto a flash cart?

  20. #440
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    You guys are doing amazing work. Could someone post pictures of the rooms you can only access with codes? like tyrants room, even lots of the lab.

    Quote Originally Posted by AleffCorrea View Post
    I bet that the IGN Beta is an awesome game, way better than what we have... I think. Anyone has a Hands-on review of the game, since it was received by IGN?
    From what i'v seen it looks to be the most complete version out right now.....
    Last edited by LeGIt; 02-07-2012 at 04:09 AM. Reason: Double Post Merge

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