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SourceNext/2007 version findings #20
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emoose
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More info about DebugTrg at emoose/re4-research#20 Probably won't help speedrunners like 2007's DebugTrg, seeing as this would be counted as a game mod (and re4_tweaks is already banned from speedruns because of all our awesome improvements anyway :P), maybe this can come in useful for modders to quickly get through levels though.
emoose
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Nov 4, 2022
More info about DebugTrg at emoose/re4-research#20 Probably won't help speedrunners like 2007's DebugTrg, seeing as this would be counted as a game mod (and re4_tweaks is already banned from speedruns because of all our awesome improvements anyway :P), hopefully it might come in useful for modders to quickly get through levels though.
emoose
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that referenced
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Nov 4, 2022
More info about DebugTrg at emoose/re4-research#20 Probably won't help speedrunners like 2007's DebugTrg seeing as this would be counted as a game mod (and re4_tweaks is already banned from speedruns because of all our awesome improvements anyway :P), but hopefully it might come in useful for modders to quickly get through certain levels.
Ah, interesting stuff about the NETSHOW release. |
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Just a dump of things I've found in 2007 version, I tried looking into that ver before but seems different releases used different copy protections etc, didn't look into it too much back then, but seems the "NETSHOW" group did release a mostly unpacked EXE (as
Biohazard.4.DVD-NETSHOW
).Unfortunately I think that might only be the 1.0 release though, the only one I saw marked as 1.1.0 still had weird protection, oh well.
Findings so far:
DebugTrg
function has an implementation included that checks for a button-combo, speedrunners very recently found that it can help skip some things: https://www.speedrun.com/re4console/guide/43pbnAll other builds I've seen have that function emptied out with no implementation at all (even the debug builds), of course it'd be the 2007 port that leaves it in :P
That func gets checked in a bunch of room/AEV functions, most of the uses are listed on that speedrun.com page, but not sure if they've documented them all yet though (posted the list of funcs that use it on discord for anyone curious)
I've reimplemented that into re4_tweaks at https://github.com/nipkownix/re4_tweaks/blob/dd916779cf66e55eb75c95f734ff13ffb350e7f9/dllmain/Trainer.cpp#L305, everything besides pInput stuff should hopefully match how 2007 ver worked.
_prologSt0
func sets up room main/init funcs for a couple more R0XX rooms, namely R021, R022, R023, R024, R025, and R026 (UHD only included the R004 funcs):Code for them doesn't seem to do that much though, mainly the same tex-manager-init stuff that other rooms do, they aren't all duplicates of each other though, seem to all be doing different things at least.
(one thing worth noting, PS2 build actually does contain symbol names for all those functions too, but sadly the symbols all point at 0, with no code I could see - there were quite a few funcs in PS2 like that actually, maybe those are all actually included with 2007 too...)
Like UHD, 2007 still seems to use .rel files for things (inside
rel.dat
), unlike UHD those aren't DolphinOS files with PowerPC inside though, but PS2 ProDG SNR2 files with MIPS, confirming it was based on PS2 release at least.The SNR2 files do contain symbols for a few funcs, but seems to be mostly the same as PS2's SNR symbols, just names for some important/exported(?) funcs, and no names for 90% of the rest of the code, too bad.
rel.dat
contains entries for st0.rel/tools.rel/t_camera.rel/other debug stuff, but sadly when extracted they result in 0 byte files - maybe data is actually still held in the .dat and size for entry was just set to 0 though, needs to be checked further... (E: seems not, too bad... guess only way to see those is with a PS2 debug build...)The text was updated successfully, but these errors were encountered: