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recvx-pc v0.9.94
Pre-release
Pre-release
A native Windows PC port of Resident Evil Code: Veronica X (US PlayStation 2, SLUS-20184), built from the recvx decompilation, now with Biorand++, a randomizer for it built on BioRand. No emulator.
This download contains no game files. You need your own copy of the game as a disc image (.iso).
Downloads
recvx-cvx-pc-v0.9.94.zip: the ready-to-play programs (recvx.exe,recvx-config.exe, and the randomizercvx-rando.exe).recvx-pc-build-v0.9.94.zip: a one-step build from source. Unzip it into a folder with a short path (such asC:\recvxor Downloads) and double-clickbuild.bat. It checks for Git, Python 3, the .NET 10 SDK and Visual Studio 2022's C++ build tools, offers to install any that are missing (with winget, asking first), downloads this release's source and builds everything intorecvx-pc\build_pc.
Getting started
- Download
recvx-cvx-pc-v0.9.94.zipand unzip it anywhere (it needs about 2.5 GB more once set up). - Run
recvx-config.exe. The first time, it asks for your disc image and sets the game up: it copies the game's files and converts the movies (downloading FFmpeg once for that, about 100 MB). You can also drop the.isoontorecvx-config.exe. - Press Save and play. After that, start
recvx.exedirectly; the disc image is no longer needed. - To randomize: Randomizer... in
recvx-config.exe(orcvx-rando.exe). Pick the options, Generate, then Start CV:X. Play normal game switches back. Randomized games save to their own folder; your normal saves are never touched.
Nothing else to install: no Python, no emulator, no BIOS.
Changes since 0.9.93
Randomizer
- New: Change Player Character (BioRand's box on the CV:X tile). Claire and Chris become BioRand characters, Random or one you pick for each (Random never gives both the same). Their gameplay and cutscene models, the lines of theirs the randomizer knows and their pain and death sounds take that character's look and voice. Converted players don't blink back into Claire or keep her ponytail.
- New: NPCs that take a BioRand character's look now speak with that character's voice (BioRand's clips; the subtitles keep the game's words).
- A seed that changes the player character needs this version's
recvx.exe.
Game
- Fixed: the title screen showed "build 0.9.91" in 0.9.92 and 0.9.93; it now shows the real build.
- Fixed: a player model without skin data could be drawn with the previous player model's (the randomizer's new player models have none).
Changes in 0.9.93
Randomizer
- Random doors with Claire now start like a normal new game: the opening, Claire waking in the cell and Rodrigo letting her out (before, a new game skipped straight to the prison yard). The cell's door, the first door of the game, is the first random door and leads to a save room. Chris's runs keep their own start.
- Random doors no longer make layouts where a door lets you into rooms you can't get back out of with the keys you have (a door locked on one side only). Every layout is checked for this before it's used.
- Fixed: Biorand++ kept about 5 GB of memory after making a seed, even while idle. It now gives it back once the seed is written.
- Seeds with random doors come out differently than in 0.9.92, so a share code from 0.9.92 gives a different run.
Changes in 0.9.92 (since 0.9.7)
Randomizer (new)
- Biorand++ (
cvx-rando.exe): BioRand's window, with Resident Evil 1-3 on BioRand's own randomizer and Code: Veronica X on its own. For CV:X it randomizes items (shuffled or a custom pool, random starting inventory), doors (Claire or Chris for the whole run, 1-4 segments, more or fewer rooms), enemies (BioRand's per-kind sliders, optionally in random places), music (also from BioRand's other games), NPC looks and voices, and BioRand's title calls. - Seeds are shared as
CVX1-...codes, and each seed comes with a spoiler log. The randomizer writes a mod folder that the game reads instead of the original files, so your game data is never changed. - Random doors: rooms the run reaches always lead back with the keys you have (a seed could walk into RM_9320 through the open side of its jewel door and not get back out), doors that would leave the run are shown as locked, and a key is never placed in a room that only arms its lock when you walk in.
Game
- New: controller vibration (like a DualShock 2; VIBRATION in the title OPTION menu).
- New:
skip_intro=1starts at the title screen;debug_save=1adds a save-anywhere key (F5). - New: the build number is shown on the title screen.
- Sound: door, item box and looping room sounds; no crackling in loud music; smoother sound effects and reverb; a limiter on the final mix.
- Fixed: computer console scripts jumped to the wrong place.
- Fixed: movies after a skipped movie had no sound.
- Fixed: the player could stay stuck after Alexia's fire attack.
- Fixed: storing the equipped weapon in the item box left it equipped.
- Fixed in widescreen: the camera view tint, the oil pressure puzzle lines and the ripple screen effect now fill the wider screen.
- No more frame stalls when the game writes files.
saves=anddata=inrecvx.inican be relative to the exe.- Building:
pc/tools/msvc.pyfinds any Visual Studio 2022 edition with the C++ x86 tools, not only the Build Tools.
Problems: the game writes recvx.log and last_run_input.txt next to recvx.exe; include both (and for a randomized game, its share code or spoiler.txt) when you report a problem.