Since this is high request in several spots, I'll make it into a community goal like Resident Evil 3 was. Same perks, same flashy thing like constant dev streams, early builds for supporters, etc.
2023-08-28 21:05:41 +0000 UTC
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2020-12-06 00:52:38 +0000 UTC
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- [Improvement] Support for 4K and beyond resolutions (no more limited to 2560×1440).
- [Improvement] Added “Always boot in configure mode” custom option like for Dino Crisis.
- [Improvement] Mouse cursor disappears in fullscreen mode for better immersion.
- [Improvement] Sound isn’t muted when focus is lost if the “Ignore focus” option is enabled, no more need for IndirectSound.
- [Bugfix] Fixed graphics going crazy when game window is m...
2020-08-31 02:27:07 +0000 UTC
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It's finally done.
2020-04-24 22:02:44 +0000 UTC
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- [Improvement] Added a "default" button to the configuration dialog that restores settings akin to what the game would look like in its unaltered state (per Carnivol's request on Patreon).
- [Improvement] When using the configuration dialog, config.ini is written to disk as soon as the OK button is pressed, instead of just saving when the game closes. This should prevent any loss of configuration settings if the game doesn't close normally.
- [Improvement] Files created wit...
2019-09-06 19:44:47 +0000 UTC
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- [Improvement] Added a brand new typewriter screen in the style of Resident Evil 2 for PC. This enables a lot more save files to be created and some customization for mods as well.
- [Improvement] Save files moved to a separate sub-folder (“savedata” by default). Old save files, if detected, will be moved there automatically to ensure compatibility.
- [Improvement] Replaced the scheduler “Monitor” module with a brand new. The old ...
2019-09-02 01:10:00 +0000 UTC
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- [Improvement] Frame rate limiter code rewritten from scratch. No more visual bursts, inconsistent fps, or funny footstep sound glitches across camera changes.
- [Improvement] Changed supported resolutions, making the game work identically to RE2 Classic REbirth (borderless fullscreen included).
- [Improvement] Textures forced to always use 32 bits (XRGB8888 / ARGB8888) instead of 16 bits (RGB565 / ARGB1555) or lower.
- [Improvemen...
2019-07-16 21:57:00 +0000 UTC
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Pretty much a finalized version of this brief port project.
- Plugin renamed to "Pete's Soft Driver" to avoid confusion with the original plugin and to be consistent with later releases by Pete.
- Fixed a few oddities with the overlay interface changing size, being misplaced, or even appearing in screenshot and snapshot previews.
- Fulllscreen mode replaced with a more practical borderless window mode.
- Added a filtering mode selection in the configuration dial...
2019-04-16 02:38:02 +0000 UTC
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A quick revision of Pete's old software emulator plugin. This one is especially useful for emulating 2D games on plugin-based emulators.
Replaces DirectDraw interface with DirectX9, but drops enhancements in the process. Those effects will probably be reimplemented later as shaders instead of CPU hogs, along with options for screen ratio and filtering.
Later changes:
- made save states functional again
- made stretch modes functional again
- added a new for...
2019-04-14 18:01:11 +0000 UTC
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Ok, maybe not really that dangerous since he's as difficult as regular zombies, but hey, at least Zombie Forest is almost here. This will be useful later for the Director's Cut mode that I'm planning to release at some point along with the revised Classic REbirth 1.
For those who love technicalities, Zombie Forest is an extension of the regular zombie. He has one extra bit of code that makes him revive in a cutscene, code that is missing in vanilla RE1 (the PC port is based on this so i...
2019-03-17 04:49:45 +0000 UTC
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Will you go desnuda? > Yes No Call me maybe
2019-03-10 13:11:36 +0000 UTC
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Several major obstacles for this were sorted out. We can rebuilt it, we have the technology.
2019-03-07 14:40:06 +0000 UTC
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- Tactical reload added via custom options.
- Added a hidden debug menu via custom options (check config.ini and set debugEnable to 1 – NOTE: this does not appear in the Configuration dialog because it’s supposed to be used by developers to avoid otherwise dangerous tampering). Can be enabled in game by pressing the configuration button.
- Slightly rearranged custom option dialog for better organization.
- Added Raw Input controller method ...
2019-02-28 12:13:34 +0000 UTC
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Don't worry, RE1 is getting some good deserved love, too.
All the experience I collected while patching RE2 is going to be used for some very effective hacking, including some quick port of Mod-sdk, which is already in there, it's just not hooked into anything really. The screenshot in this post shows a borderless fullscreen mode, something that the original CR1 could never do because I had no idea how to do it.
The big news is: hardware mode is operative, had to strip DXGL out to...
2019-02-27 01:46:22 +0000 UTC
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A few new features will be included with patch 1.0.7 regarding DualShock®4 support. These are a set of proper buttons for the configuration screen, rumble support, and led light reflecting current health levels. All buttons are properly recognized and displayed, including triggers, home button, and touch pad.
2019-02-16 19:22:39 +0000 UTC
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Marvin skips fine now.
2019-02-08 14:03:09 +0000 UTC
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This is what $10 tier backers get. A fancy build for you to show to your friends, or stream users! The "GOLD EDITON" label will be in the title screen, the title bar, and the version info dialog. It doesn't add any real extra functionality, but it's a nice way to show that you're a supportive backer!
This special build will be dispatched to backers starting from version 1.0.7, which is going to drop somewhere this month, as soon as a few new features are integrated and fully tested.
2019-02-07 12:57:59 +0000 UTC
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Who said cutscene skipping? Yup, it's almost here, with fade in/out too.
2019-02-07 12:52:54 +0000 UTC
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Official patch 1.0.6 release.
- Optimized memory access used by buffered streams.
- Fixed several memory leaks found in Mod-sdk.
- Added RetroMode option in config.ini: enables stretched 240p rendering of the game.
- Added a configuration dialog when the game runs with the -config option from a command prompt or link, or if it’s the first boot of the patched game with no registry settings or previous config.ini detected. This ...
2019-02-03 22:27:19 +0000 UTC
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Official version 1.0.5 release.
- Fixed broken code for disabling BGM in some rooms.
- Fixed broken auto aim code causing Arrange Mode to turn into Original Mode.
- Added color space support to bill-boarded sprites, like for other graphics used for Mod-sdk overrides.
- Added Mod-sdk xml text support for rooms.
- Added Mod-sdk support to override choice prompt strings.
- Added Mod-sdk tables for weapon damage on enemies.
- Added Mod-sd...
2019-02-03 22:26:06 +0000 UTC
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Official version 1.0.4 release.
- Added a switch to config.ini to restore 240p mode (LowResEnable, disabled by default).
- Added a switch to config.ini to force auto aim in every mode (AutoAimEnable, disabled by default).
- Added a switch to config.ini to disable censorship in every mode (CensorshipDisable, enabled by default).
- Rewritten the ffmpeg video player in C++ and expanded it to support letterbox mode for mod videos.
- Added Mod-sdk suppo...
2019-02-03 22:24:26 +0000 UTC
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Official version 1.0.3 release.
- Added Mod-sdk support for development using external files rather than 7z.
- Added Mod-sdk support for videos as external files.
- Added Mod-sdk support for save screen messages.
- Added Mod-sdk support for most ADT images to use PNG / PNP (PNG Packs) replacements. This also makes INI color scheme apply to these elements.
- Fixed the appearance of the mod selector if an instance of the game is already ru...
2019-02-03 21:57:40 +0000 UTC
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Official version 1.0.2 release.
- FFMPEG replaces DirectShow movie playback. This will fix the last and biggest issue of the game on Windows 10, making full motion videos play with both video and audio, instead of just a black screen with sound.
- Fixed borderless fullscreen to account for resolutions that require vertical centering.
- Fixed ColorMode not applying to panning scenes (RPD overview and Ada introduction). Mod-sdk also has PNG ...
2019-02-03 21:57:02 +0000 UTC
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Early version 1.0.2 release.
2019-02-03 21:56:12 +0000 UTC
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Official version 1.0.1 release.
- PNG support for mod-sdk that allows external resources to override the contents of roomcut.bin.
- New modes for background colors. Check the ini and see under DLL, ColorMode. The available options are: full, psx, legacy. “full” allows 0-255 RGB ranges, “psx” is 0-248 like on PlayStation, while “legacy” keeps colors the same as what DirectDraw did for RGB555 conversion (red purple hue for blacks and generall...
2019-02-03 21:55:38 +0000 UTC
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Official version 1.0.0.3 patch.
- Added POV support for DirectInput switch. Now controllers that have a directional pad and a directional stick will have both recognized as regular d-pad input.
- Fixed exclusive framerate for speedrunner mod, now ticks at 28.97 fps like unpatched SourceNext version does.
2019-02-03 21:53:50 +0000 UTC
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Official version 1.0.0.2 patch.
- Added options to mod-sdk to override translation, quickturn, and in-game timer calculations.
- Fixed a crash that would kill the game when creating new save data when playing in Japanese.
- Fixed some weirdness with config.ini and mod detection when the game is launched via a link.
2019-02-03 21:52:47 +0000 UTC
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Official version 1.0.0.1 release.
- Added support for config.ini, thus making the game fully portable (will automatically copy Registry data if an installation is detected, otherwise default data will be created). A valid license key will still be required if none was found from installation.
- Added configuration options to enable Japanese (mods will ignore this setting), quick turn, and DirectInput support (this will override...
2019-02-03 21:51:36 +0000 UTC
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Official version 1.0.0.0 release.
2019-02-03 21:49:57 +0000 UTC
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