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 RDT Info
Dark Biohazard
Posted: Mar 30 2010, 02:04 PM


Biohazard 1.5 Fan


Group: Members
Posts: 594
Member No.: 2
Joined: 23-June 08



Enemy/Character Code: (22 bytes)

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22
-----------------------------------------------------------------
1B EM PP FL 01 02 00 00 RR RR 00 00 XX XX YY YY ZZ ZZ NN 00 00 00


EM = Enemy ID

PP = Pose
FL = Enemy Flag
XX = X co-ords
YY = Y co-ords
ZZ = Z co-ords
RR = Rotation
NN = Enemy number

Zombie Pose Example:

00 - Fine
01 - Waiting
02 - Crawling
03 - Lyiny Down
05 - Getting Up


Items Code: (26 bytes)

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
-----------------------------------------------------------------------------
18 NN XX XX ZZ ZZ ?? ?? ?? ?? HH VV ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? TA ??

NN = Item Number
HH = Items Hex Number
VV = Quantity
TA = Take Item Animation
XX = X co-ords
YY = Y co-ords


Door Code: (26 bytes)

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
-----------------------------------------------------------------------------
0C NN XX XX YY YY ZZ ZZ RR RR DO ?? LD DR ?? RN NX NX NY NY NZ NZ NR NR KK ??

NN = Door Number
DO = Door Open
DR = Door Type
LD = Latch Type
RN = Room Number
KK = Key Needed
NX = Next Room Start X co-ords
NY = Next Room Start Y co-ords
NZ = Next Room Start Z co-ords
NR = Next Room Rotation
XX = X co-ords
YY = Y co-ords
ZZ = Z co-ords
RR = Rotation


Objects 3D Code: (28 bytes)

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
-----------------------------------------------------------------------------------
1F NN ?? ?? XX XX YY YY ZZ ZZ RR RR ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??

NN = Object Number
XX = X co-ords
YY = Y co-ords
ZZ = Z co-ords
RR = Rotation


Text/Chest/Typewriter Code: (18 bytes)

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
-----------------------------------------------------
0D NN XX XX YY YY ZZ ZZ RR RR ID 81 ?? 00 00 00 00 00

NN = Text/Chest/Typewriter Number
XX = X co-ords
YY = Y co-ords
ZZ = Z co-ords
RR = Rotation

ID = Identity

ID Values to determine what the object will be:

02 = Text
08 = Chest
10 = Typewriter
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kevstah2004
Posted: Mar 30 2010, 02:34 PM


T-004


Group: Members
Posts: 739
Member No.: 37
Joined: 29-September 08



Can post the offset of Enemy/Character Code: for ROOM1050.RDT / ROOM1051.RDT please.
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Dark Biohazard
Posted: Mar 30 2010, 03:56 PM


Biohazard 1.5 Fan


Group: Members
Posts: 594
Member No.: 2
Joined: 23-June 08



QUOTE (kevstah2004 @ Mar 30 2010, 02:34 PM)
Can post the offset of Enemy/Character Code: for ROOM1050.RDT / ROOM1051.RDT please.

Here:

Character/Enemy Offset (ROOM1051.RDT):

000282FC: Barry 1
0002832A: Barry 2
00028342: Barry 3
000283A4: Barry 4
000283F2: Zombie

In ROOM1050.RDT (Chris Scenario) no exist Character/Enemy codes.
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kevstah2004
Posted: Mar 31 2010, 06:45 AM


T-004


Group: Members
Posts: 739
Member No.: 37
Joined: 29-September 08



Thankyou smile.gif

0x282FD = Barry model entering dining room, checking on fireplace.
0x2832B = Barry model loaded when you've talked to wesker before heading to the fireplace.
0x28343 = Barry model loaded when he's talked to you at the fireplace and you've talked to wesker afterwards.
0x283A5 = Barry model attacking zombie that heads towards fireplace.
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Enrico Marini
Posted: Jun 9 2010, 01:15 PM


Administrator


Group: Admin
Posts: 919
Member No.: 1
Joined: 23-June 08



Big thanks to Dark Biohazard. Decided to have a peak into RE1's RDT Door codes and he's already done so. Thanks again.
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naruto157
Posted: Jan 27 2012, 05:06 PM


T-004


Group: Members
Posts: 101
Member No.: 66
Joined: 4-January 09



I always want to change the items in the game but i finally could not get it.

You have checked if changing the HEX code of the items in the room actually change the item and quantity? for a example, if i change the code of the pistol ammo to magnum ammo, actually changes? and do you have made a list of what item number goes on each item?

Thanks in advance this could be very helpful to my next mod
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DarkSpyda04
Posted: Mar 13 2012, 06:32 AM


Vertex-welding maniac


Group: Members
Posts: 685
Member No.: 829
Joined: 22-December 11



The mystery marks aren't very helpful but at least the basics are covered. Also, for your convinience:

Enemy/Character Code:
22Bytes

Items Code:
26Bytes

Door Code:
26Bytes

Objects 3D Code:
28Bytes

Text/Chest/Typewriter:
18Bytes

The only question I have is what's the difference between "Items Code" and "Objects 3D Code".
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The Mortician
Posted: Mar 16 2012, 08:27 PM


2D/3D Artist & Coder


Group: Super Mod
Posts: 2,347
Member No.: 6
Joined: 25-June 08



QUOTE (DarkSpyda04 @ Mar 13 2012, 08:32 AM)

The only question I have is what's the difference between "Items Code" and "Objects 3D Code".

The item codes indicates where you will be able to see the "Do you want to take INK RIBBON [YES] [N0] text and also already handles which item and which amount you will receive.

The 3d object code will define where the 3d object of the item or things like crates/statues and other 3d objects will be placed.

So changing the coords of the item, by editing the values of an item code will not automatically also change the coords of the corresponding model of the item in a room wink.gif
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!ResidentEvilForever!
  Posted: Apr 12 2012, 06:18 PM


T-004


Group: Members
Posts: 613
Member No.: 286
Joined: 19-June 10



I edited the room. I replaced the zombies on the dogs, but the room remained sounds zombies. I have a dog produce sounds of zombies. Can this somehow fix it and make sounds of dogs?
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!ResidentEvilForever!
  Posted: Apr 13 2012, 02:56 PM


T-004


Group: Members
Posts: 613
Member No.: 286
Joined: 19-June 10



I edited the room. I replaced the zombies on the dogs, but the room remained sounds zombies. I have a dog produce sounds of zombies. Can this somehow fix it and make sounds of dogs?
Top
!ResidentEvilForever!
  Posted: Apr 13 2012, 05:42 PM


T-004


Group: Members
Posts: 613
Member No.: 286
Joined: 19-June 10



I edited the room. I replaced the zombies on the dogs, but the room remained sounds zombies. I have a dog produce sounds of zombies. Can this somehow fix it and make sounds of dogs?
Top
!ResidentEvilForever!
  Posted: Apr 13 2012, 09:18 PM


T-004


Group: Members
Posts: 613
Member No.: 286
Joined: 19-June 10



I edited the room. I replaced the zombies on the dogs, but the room remained sounds zombies. I have a dog produce sounds of zombies. Can this somehow fix it and make sounds of dogs?
Top
!ResidentEvilForever!
  Posted: Apr 14 2012, 08:54 AM


T-004


Group: Members
Posts: 613
Member No.: 286
Joined: 19-June 10



I edited the room. I replaced the zombies on the dogs, but the room remained sounds zombies. I have a dog produce sounds of zombies. Can this somehow fix it and make sounds of dogs?
Top
Leo2236
  Posted: Apr 30 2012, 03:18 AM


T-004


Group: Members
Posts: 961
Member No.: 872
Joined: 23-January 12



Is someone know better documentation about RE1 RDT files than this one? >>>
http://rewiki.regengedanken.de/wiki/.RDT_(Resident_Evil)
which is very good BTW but not cover boundary section sad.gif
Re1 and Re2 boundary inside the RDT work the same way? dry.gif
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Wes67
Posted: Jun 13 2013, 05:36 PM


Hunter


Group: Members
Posts: 54
Member No.: 1,497
Joined: 6-November 12



broke a main script(Initialization Script) down into parts. It may look like nonsense if you look at just the hex, but there is structure to it. Makes it much easier to see what's going on.
figured somebody may find it interesting.
You can break each one down even further. You can check the wiki and see what each byte does, still some unknowns though. Wonder if anyone has worked on a re1script program?

B201 //size
0C00C4096009E8031405030000079604C8320000004B0004FE81 //DOOR_SET
0C0104421C256C07A40601001D05D008641900009C1800043481 //DOOR_SET
0C026874B80BBC02A40600000404400B781E0000401F00040081 //DOOR_SET
0C036B1718472D0A340801051760002B540B0000384A00080081 //DOOR_SET
0D042003A0286C07A40602818100FF000000 //ITEM_SET
0D0598212035D007E40C0681010000000000 //ITEM_SET
0D0898212035D007E8030981090001000000 //ITEM_SET
0D0998211C3ED007E8030981090000000000 //ITEM_SET
01AE //if
04000001 //BIT_TEST
0150 //if
04052E01 //BIT_TEST
1B11041301020000000C0000B80B0000401F00000000 //EM_SET
1B1108140102000025090000CF350000392F01000000 //EM_SET
011C //if
04050801 //BIT_TEST
1B1108AF01020000130A0000037B0000922602000000 //EM_SET
0300 //End if
0244 //Else
1B11041301020000000C0000A4380000E02E00000000 //EM_SET
1B11081401020000360B000070170000392F01000000 //EM_SET
1B1108AF01020000130A0000037B0000922602000000 //EM_SET
0112 //If
04016200 //BIT_TEST
04016100 //BIT_TEST
04016300 //BIT_TEST
05016600 //BIT_OP
0300 //End if
024C //Else
1B06121501020000000C0000B80B0000401F00000000 //EM_SET
011C //If
04052E01 //BIT_TEST
1B061216010200000000000060540000B42D01000000 //EM_SET
0218 //Else
1B0612DD01020000C800000066140000F82F01000000 //EM_SET
13050081 //Item 0x13
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