Italian, Male, Programmer. Mostly known for doing stuff on PS1 games.
I often make silly posts for my entertainment, don't follow me if you don't like it.
Before I have to read the same tweet over and over again, I'm well aware why it was implemented like this, the post itself doesn't question that at all.
It's just one of my daily posts that I do for fun after a night of fiddling with game code.
@MichaelCarusi
@9_volt_
I still don't get why people get pissed when games get ported?
I mean, why would you care that someone is able to play the same game on a different platform?
I'm making progress in getting the unused VR levels in MGS2 Substance PC working, they were built for an early build of Substance dated around 31/07/2002, flag references are all messed up.
Happy 5th anniversary to Resident Evil 2 Battle Coliseum Preview Version!
One of the best homebrew for the Sony Playstation out there.
Developed by
@REBehindtheMask
.
@MilkyChestnut
I don't want to sound rude, but I don't go yappin', I actually do some research and reverse engineering.
Heck to prove my point, I'll even delete it for ya.
Yesterday out of boredoom I started patching the HD version of Resident Evil CODE: Veronica X to remove the stupid things that CAPCOM added to it.
Without the film grain effect and letterbox it looks WAY better.
Discovered something interesting, the Gurlugon in Variety Level 7 have an unused behaviour in which they roar after they spot you.
Normally this can't be seen as it triggers a game over.
Back in 2009\2010, there was a guy that released a modified version of ePSXe with Silent Hill and called it "PC Version"..he was a visionary!
If he was still around, Limited Run Games would be out of a job.
For those wondering, I was trying to dump a pre-release build of Rayman 2 PSX that I've recently bought.
It's a late build, has some interesting differences, including a different BGM for the 2D Prototype.
Unfortunately because of the bad sectors, most levels don't work.
The debug symbols in Onimusha PS2 confirm that it still uses a lot of Resident Evil 2's codebase, the task scheduler, the script virtual machine and its opcodes (except for the new ones), are almost 1:1.
There's even the door demo code, altho it was gutted to show nothing.
@Dilliam5
@usernameez2ken
@PIStaker20
@Fellwing
@ProJared
The thing is, most people that bash him probably never really cared about what he was accused of, they just liked the "flame war".If you think about it, most of them didn't even know about Jared's existance before.
RE CODE:Veronica Title Screen changed about 4 times during its development (probably even more), two other times if you count the Kazenban\X verison and the HD version.
@LordEmmerich
Probably being accused of murder, regardless where and why, is not an easy pill to swallow.
But I doubt Kojima will stop tweeting for long.
In early development of MGS2, it seems that the Cyphers didn't have a colored led.
it's a detail I noticed while trying to add Cyphers back in the Engine Room with the leftover data, the leds glitch up because of missing texture data.
Managed to make a standalone of the MGS3 demo, turns out it wouldn't work because the timer doesn't get initialized without the sce_dd.elf from the demo disc, so editing the code that checks for the timer does the trick, now it's even timer-less😎.
Lately my interest in the original RESIDENT EVIL 2 returned as I've remembered all the stuff I wanted to restore and get working on the Japanese Trial Version a few years ago.
Here's a few pics as teaser, not sure when the videos will drop.
@hyp36rmax
There's debug code in the Trial Version that is used for a temporary version of the HF.Blade, I just re-adapated it for other entities like Snake.
I always thought that the Plant game over would just draw a screenshot taken from the frame buffer, but it actually seems that it draws the game world.
Update:
Fixed most of the scripts, so now the levels are almost working as intended for all the characters!
The only thing left is to fix some pesky bugs, here's a weird one related to sounds & bgm:
I'm making progress in getting the unused VR levels in MGS2 Substance PC working, they were built for an early build of Substance dated around 31/07/2002, flag references are all messed up.
After lots, and lots AND LOTS of suffering, I've finally managed to make Resident Evil CODE: Veronica Dreamcast version debug menu.
Still needs some fixing tho 😭
I reversed bits of the August 8 1995 prototype of Resident Evil hoping to find leftover code for the inventory screen and I did and not much to my surprise it was broken a lot of stuff was missing to get it to initialise, so I patch it up...and this is the result:
I discovered something interesting with MGS2 Substance XBOX US version, normally the US\EU builds despite having some Japanese string leftovers, they never have codec text, but this version of the game does.
Also the Japanese text still references PS2 buttons.
Hi everyone, sorry for my sudden absence, I'm not having a good time at the moment, I'm very stressed and I don't really have the motivation to work on any project or to be active on social media, so I'm going to take a break, not sure when I'll be back.
In CODE: Veronica, the background image for the option menu is made of two quads, the attributes of each quad,such as position and color, is set by the game's code.
Latest update on my RESIDENT EVIL 2 TRIAL stuff
Implemented a custom character select screen and implemented Claire Redfield back in the game!
Claire's weapons have interesting different behaviours compared to the final game.
Managed to make a standalone of the MGS3 demo, turns out it wouldn't work because the timer doesn't get initialized without the sce_dd.elf from the demo disc, so editing the code that checks for the timer does the trick, now it's even timer-less😎.
Discovered that Guy Savage has a hidden level-up system, maximum being LVL 20 which you can never reach with the demo restrictions.
Not sure exactly how much it affects gameplay
In the US and EU versions of CODE: Veronica, item names during pickups are displayed in white, while in the Japanese version they are displayed in green like the previous games.
Here's how it looks like when restored.
@ASpySA
@LexiRosieMoo
I apologise for taking time showing what you asked for, but I had to check where the radio code was.
I've colored it in blue so that it's easy to distinguish from the other boxes.
Found out thanks to the code, that the cure menu in the MGS3 Trial can actually cure and display injuries, however I haven't found a way to set different injury types yet.
You can cure injuries by just pressing Circle, most likely a placeholder.
My first impressions of the new Resident Evil port on GOG are not promising. The graphics options are really basic and don't even really seem to make much of a difference and there's this weird skipping effect with the animations, making gameplay look jolty.
Finally, I'm getting closer in fixing it 😩.
Now it only crashes when you hit it in certain angles.
Ignore RE2's OST, I was listening to game's BGM while working on this, lulz.
I've ported the item selector debug functionality that was in the October 1997 build, into the RE2 Trial with a few adjustments, it displays the ID of the item you currently are putting in the inventory and I've also made sure to not make it possible to select invalid item ID's.
@dynamic_voltage
@Its_Mr_Floyd
The image showcases only the ones used for weapon and melee hit detection which the game calls internally "target", what you're talking about would be the ones used for collision detection, which the game refers to as "hazard".
Today marks the 13th anniversary of my YouTube channel.
While I'm not satisfied about certain things, without it I don't think I would ever had the chance to talk to various people I admired and still have huge respect for, or have a chance to work on cool projects.