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| kevstah2004 |
Posted: Jul 18 2011, 01:30 PM
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T-004 Group: Members Posts: 739 Member No.: 37 Joined: 29-September 08 |
Missing areas are due to missing pages in my guide
because of my stupid brother-in-law ripping the pages whilst he borrowed it to scan some years ago :-( If you read the interview I posted at The-Horror.com you'll notice the same room names, originally re1 started off with just 3 rooms then they built from there the Tea Room, Bar and Dining Room the Hall wasn't made till after once they'd started to workout a feasible script for the game and develop further till it became the game we all know and love today. [Mansion 1F] 1. 1F Left Stairs 2. Mansion Save Room 3. Vacant Room 4. 1F Passage 5. Tiger Statue Room 6. Greenhouse (and secret room) 7. Bar 8. Employee Room 9. Tea Room 10, 1F Elevator 11. Dining Room 12. Store Room 13. Roofed Passage 14. This was listed as Courtyard but it's the Study. 15. 1F Right Stairs 16. Room Under Stairs 17. Back Passage 18. Passage 19. Trap Room 20. Bathroom 21. Boiler 22. Large Gallery 23. Living Room 24. Hall 25. Dressing Room 26. Underground Passage 1 27. Wardrobe 28. Dressing Room 29. Hidden Passage 30. Hidden Wardrobe Closet 31. "L" Passage [Mansion 2F] 1. 2F Left Stairs 2. Trophy Room 3. Library B 4. 1F Passage 5. Hidden Library 6. Front Elevator 7. Rough Passage 8. Shed 9. 2F Dining Room 10. Small Library 11. 2F Right Stairs 12. Bedroom 13. Deer Room 14. 2F Study 15. Armour Room 16. Lesson Room 17. Lesson Room Entry 18. "C" Passage 19. Hall 2F 20. Terrance Passage 21. Terrance 22. Pillar Passage 23. Small Dining Room 24. Attic 25. Attic Entry [Courtyard 1F] 1. Fountain 2. Guardhouse Gate 3. Falls 4. Ladder to Under Falls Area 5. Water Gate 6. Courtyard Garden [Guardhouse 1F] 1. Guardhouse Entry 2. 001 Bathroom 3. Room 001 4, Guardhouse Save Room 5. Bar 6. Centre Passage 7. 002 Bathroom 8. Drug Storehouse 9. Room 002 10. Beehive Passage 11. 003 Bathroom 12. Room 003 13. Plant Boss Room [Courtyard B1] 1. Item Passage 2. Rotating Hole 3. Crank Passage 4. Rock Passage 5. Ladder Passage 6. Spider Boss Room 7. Straight Passage 8. Underground Save Room 8. Branch Passage 10. Darkness Passage 11. Enrico Room [Laboratory B3] 1. Cell Entry 2. Cell 3. Double Lock Room 4. Private Room "A" 5. Private Room "B" 6. "O" Room 7. Small Lab 8. Second Mortuary 9. Mortuary 10. Elevator Entry 11. Lab Save Room 12. Maze A 13. Maze B 14. Power Room |
| Resiyoyoyo |
Posted: Jul 29 2011, 06:06 PM
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6854141 Group: Team96 Posts: 1,241 Member No.: 333 Joined: 5-September 10 |
Thanks man! I'm eagerly waiting for your Resident Evil 2 official room list.
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| poisonshift |
Posted: Oct 6 2011, 11:40 AM
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Resident Zombie Hunter Group: Members Posts: 123 Member No.: 735 Joined: 6-October 11 |
Oooh, I shall make the RE2 room list. I play that game in my head I memorized it so well... sad even. Mayhaps I'll even put the map up with an index... yes, good stuff.
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| Resiyoyoyo |
Posted: Oct 6 2011, 02:09 PM
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6854141 Group: Team96 Posts: 1,241 Member No.: 333 Joined: 5-September 10 |
The Map thing for Resident Evil 2 is already done. Look for SHM 2 pictured.
The official room list could be used for my gallery (that's what my post was actually referring to) which is why I'm waiting on someone to do it. If interested, you can do that map index project with Resident Evil 1 or 3, but be warned, merging all maps (due to the 2 scenario structure) and finding out the single rooms' ADT codes was a lot more work than I first imagined. Resident Evil 1 and 3 could be a bit easier to create since there are no such areas as that damn turntable platform having up to fucking 3 different RDT codes and rooms having different numbers depending on what script has been initiated. From what I remember a Resident Evil 3 room list has not been done yet, any beginner would be thankful to have such a reference. |
| poisonshift |
Posted: Oct 6 2011, 10:26 PM
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Resident Zombie Hunter Group: Members Posts: 123 Member No.: 735 Joined: 6-October 11 |
Where would I start looking for that? Hex?
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| Resiyoyoyo |
Posted: Oct 7 2011, 11:49 AM
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6854141 Group: Team96 Posts: 1,241 Member No.: 333 Joined: 5-September 10 |
Small guide on how to identify RDTs without any list (do a search for something like this before you start with the following; I can't recall anyone doing that list, but I may have missed it):
It's been ages but what you will need to start with for obtaining the RDT files (RoomD[i]aT[/i]a) is extracting the .rofs files of your Resident Evil 3 installation. A guide on how to do this is posted on this forum. Since I don't recall any existing list like the safehouse mod manuals used to have one for Resident Evil 1 and 2 (which itself used the RDT numbers back then), you may need to start from scratch, but it shouldn't be too hard, it's just time consuming. I'd take Mark Grass' RDTool (or BIOFAT, better if it works on your PC) and see if it works for Resident Evil 3 room files as well, and then use it to extract every single RDT file. To be 100% sure, I used this method to check the *.msg files that RDTool will create upon extracting RDTs because in these *.msg files you'll find the various statements, remarks, texts and sayings that you can come across when playing the game normally in that room. This way you can find out what room the current RDT contains. If the *.msg method doesn't work, look for the other stuff extracted with RDTool such as textures if there are any they might give a hint, too. The texture of a blue herb e.g. will most probably only be inside an RDT when you can find a blue herb inside the actual game as well (be careful sometimes there may be leftovers, can't be sure about that). If you're still unsure have a look at the save game file bu00.sav and see if you can find any clue here (don't know if I covered that in my RE3_HEX_FAQ) on how to change the room your game has been saved in. This way you can go through every possible code. In Resident Evil 2, this is done with a hex editor and you need to change at least 2 offsets, the stage number (e.g. Lab) and the room number (e.g. 2), Resident Evil 3 should follow the same pattern. (There are more characteristc you can change such as the room cut, the coordinates or the player character's rotation, but for this project it should be sufficient to use the stage/room method if that applies to Resident Evil 3.) Here's my "Resident Evil 2's RDT list pictured" thread, if you want to look at the final stage of that kind of work. PS: Had a quick look at my RE3_HEX_FAQ, I actually did mention a few things there, according to what I've wrote in 2007, the offsets 02250 and 0224E are used for the room and the stage (area like dead factory). Funny to see my research in that area on the said dead factory then, I had no clue about the extraction or perhaps even existence of RDT files, which - once extracted - will greatly limit the possibilities of numbers you can use with these offsets to a very comfortable amount. |
| poisonshift |
Posted: Oct 14 2011, 02:00 PM
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Resident Zombie Hunter Group: Members Posts: 123 Member No.: 735 Joined: 6-October 11 |
I'm sorry. Honestly I'm not beginning to understand what this is. Maybe its because I'm tired. This is the third time I've read this and I'm seriously thinking about doing it, I just don't know where to start. Maybe its becasue I haven't gone through the basic steps.
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| Resiyoyoyo |
Posted: Oct 15 2011, 10:14 AM
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6854141 Group: Team96 Posts: 1,241 Member No.: 333 Joined: 5-September 10 |
Then get yourself some sleep first and try to read it one more time. If you still have any problems understanding it (I suppose you mean the stuff I wrote two posts earlier), tell me what exactly gives you a headache and I'll see if I can put it in another way or structure it better.
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| poisonshift |
Posted: Oct 15 2011, 12:15 PM
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Resident Zombie Hunter Group: Members Posts: 123 Member No.: 735 Joined: 6-October 11 |
Say... what if someone was able to put a save location (typewriter) in every room. Then wouldn't we be able to extract the room info from the save files? Seems much easier unless you infact need the room numbers to insert the locations... just an idea. Or a menu that allows you to save wherever. That could work.
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| Resiyoyoyo |
Posted: Oct 15 2011, 03:20 PM
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6854141 Group: Team96 Posts: 1,241 Member No.: 333 Joined: 5-September 10 |
Better think the other direction: Actually a Resident Evil save file contains only the most important info to bring back the last current status of your previous gaming session. As far as rooms are concerned, the developers decided that the stage ID, the room ID, the room cut (the specific background that is shown) and the current coordinates are almost enough information to be stored so the save files won't grow too large (remember that originally these were stored on limited console memory cards). Events such as a train that only misses the cable but already has the oil and the fuse inserted are stored with so called flags, to make it easy that's a certain number which indicates that as in this example the train only misses one item to be fully operational again and ready to let Jill and Carlos crash into the clock tower; now when you load your game and enter the train, Resident Evil 3 will check the save game if there are any flags that can influence the RDT file containing the train environment and will thus automatically change the RDT file: and voilą, you won't be in an untouched train but in a train that only needs the cable.
The thing is that it is much harder to find out the numbers aka flags that will influence the RDTs: You could for example insert the oil, then go all the way back to the next typewriter and save. Then go back to the train, insert the fuse and go back to the typewriter once more, save on a new slot and then compare these two save slots and see what has changed. In this case a "save anywhere" function would be great indeed (alone taken the fact that you can rule out any events that could also affect the train flag on your way back to the typewriter), if you find that use it, it'll spare you a lot of time, if you don't prepare to save first, look up the two bytes that identify the stage and room you saved in, change these bytes load again and see where you have been teleported to thanks to your changes (look at the background and also at your map, the latter may be wrong if the coords are totally way off tracks), this will take time as said (Resident Evil 2 had 250 RDT files if I remember correctly, don't know about part 3), but is the easiest method. A good idea if you don't want to try any values from 00-FF for every area a.k.a. stage and room is having the RDT files ready and looking at their name, in Resident Evil 2 (and 1 too IIRC) their name already told you that ROOM6120.RDT contained the 13th room of stage 6. And these numbers (6 and 12) are exactly the values that have to be inserted (in hex of course) into the save file to let Resident Evil believe you saved in RDT 6120 and not in RDT 2000 for example. You won't need any real save points located in that room the game really teleports you there (which is good because it's much more work to create a real save corner with a typewriter in any RDT). So when you loaded the save game that was originally made in the RCPD main hall (RDT2000), you would suddenly find your character in the large (former Hangar) room in LAB B5), maybe stuck in a wall and unable to move but you have thus found out what room ROOM6120.RDT contains. With Resident Evil 3 it should not be very different, a first few experiments I made are in the FAQ I've mentioned done for the abandoned factory area. The area numbers themselves should also be in this guide giving you a bit of a head start. The other method I described with extracting all the files an RDT file is actually made of, may be yet too hard, if you can't picture what I was talking about with that, plus it should be possible to find out what room each RDT files contains without ever using this method at all; I used it for double-checking if there were any uncertainties about any room and for a few other things, but you most probably won't need it anyway. So: - Make a high res screenshot (640x480) of every complete Resident Evil 3 map. - Extract the rofs files to obtain among others the RDT files. - Use their names to find out what room numbers exist in any area a.k.a. stage (look at my shm2 pictured thread if you're still unsure about the stage/room relationship). - Enter these values at the respective offsets in any save file and load the save. - Write down the RDT name (1000, 3040, 6320, whatever) you used in your save game right onto the screenshot and more specifically the room whose background picture will be shown and that Jill or Carlos appears in upon loading the game. Can't make it any more simple hope it's understandable now. |
| poisonshift |
Posted: Oct 15 2011, 03:39 PM
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Resident Zombie Hunter Group: Members Posts: 123 Member No.: 735 Joined: 6-October 11 |
groovy. now I gotta get RE3 for pc. I've got the PSX version which I can run on my DVD drive and emu but I don't trust the differences. so I'll have to ebay it or something.
In the meantime I'll practice with RE2 to make sure I get what's going on. |
| Resiyoyoyo |
Posted: Oct 27 2011, 08:59 PM
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6854141 Group: Team96 Posts: 1,241 Member No.: 333 Joined: 5-September 10 |
Eargerly waitin for this. Will help a lot of new people here. As for the obtaining issue: I'd say don't try ebay but rather "something".
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