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| Dark Biohazard |
Posted: Mar 30 2010, 02:04 PM
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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 |
| kevstah2004 |
Posted: Mar 30 2010, 02:34 PM
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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
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Biohazard 1.5 Fan Group: Members Posts: 594 Member No.: 2 Joined: 23-June 08 |
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
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T-004 Group: Members Posts: 739 Member No.: 37 Joined: 29-September 08 |
Thankyou
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. |
| Enrico Marini |
Posted: Jun 9 2010, 01:15 PM
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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
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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 |
| DarkSpyda04 |
Posted: Mar 13 2012, 06:32 AM
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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". |
| The Mortician |
Posted: Mar 16 2012, 08:27 PM
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2D/3D Artist & Coder Group: Super Mod Posts: 2,347 Member No.: 6 Joined: 25-June 08 |
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 |
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| !ResidentEvilForever! |
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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! |
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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! |
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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! |
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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! |
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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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| Leo2236 |
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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 Re1 and Re2 boundary inside the RDT work the same way? |
| Wes67 |
Posted: Jun 13 2013, 05:36 PM
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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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