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Legends World • View topic - Resident Evil 3: Restoration Project (PC, PSX) (Release)


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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby RhymeKidder » Fri Apr 15, 2016 2:04 pm

Last edited by RhymeKidder on Sat Apr 16, 2016 2:55 am, edited 1 time in total.
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby RhymeKidder » Fri Apr 15, 2016 8:33 pm

Did Capcom also split resources for RE1 or RE2 like they did with RE3 - certain ports have better sounds, models, animations, OST replacement, bugfix, ..?
(ignoring remaster or remakes)


RE3 PC restoration project is a big plus, especially in audio department. Surprised how much more superb the quality is now.
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby kalash49 » Sat Apr 16, 2016 4:06 am

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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby RhymeKidder » Sat Apr 16, 2016 1:10 pm

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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby RhymeKidder » Sat Apr 16, 2016 2:58 pm

Did some logging tests at new game starting scene. This is a tricky problem. Game does something like this:

stream 1 = OTHER_01.wav = fire
stream 2 = SBB_33.wav = bgm (urgent tempo)

On first play, it goes from 0 - end. Okay.

On next loop, game does not play at 0 start but uses a new loop system
s1 = 18500 bytes - new cutoff
s2 = 615424 bytes - new cutoff

I'm going to look for how repeat loop works and hopefully modify it to behave like 1st play.
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby RhymeKidder » Sat Apr 16, 2016 3:29 pm

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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby RhymeKidder » Sat Apr 16, 2016 7:53 pm

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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby kalash49 » Sun Apr 17, 2016 9:45 am

Last edited by kalash49 on Sun Apr 17, 2016 12:12 pm, edited 1 time in total.
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby kalash49 » Sun Apr 17, 2016 11:49 am

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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby RhymeKidder » Mon Apr 18, 2016 1:54 am

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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby kalash49 » Tue Apr 19, 2016 12:27 pm

RhymeKidder, big thanks to you for everything you've done. That's a very advanced method for tuning loop points. But can you explain more simply, if it's possible, how to identify each .wav track in wav table, or in your source code, or by using hex editor? How to find these values like 150 = main07, and where I should search them? Cause I can't use debug tools. Thank you.
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby RhymeKidder » Tue Apr 19, 2016 1:59 pm

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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby annoyment » Sat Jun 04, 2016 9:29 am

Once again kalash49, :thanks: for replying, looks like the FMV issue described is exclusive to the EIDOS/EMEA/EU version, so no probs here. But alas I've conjured a few more annoyances (you see what I did there :D ) that could benefit the endeavour if elbow-greased:
1. Will the effort be put into including features that are console-exclusive into this mod (ex. N64 non-tank controls and DC costumes, which seem to be an upgrade of the pre-existing along with the known two additions)?
2. Also is the timing of the subtitles in the outro sequence (between the final FMV and the credits) be rectified? It is known to have bothered some and would certainly be one of the highlights if managed...
3. And lastly, it's a minor thing but also being a nuisance, will the graphics engine be modded to implement "bleeding" as a fade effect during cutscene/inventory/ other transitions instead of the usual (as in further increasing the experience in being more "PS1-like")?
Wishing you the best of luck on it, and also on avoiding CAPCOM going all derp and stuff :up:
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby kalash49 » Fri Jun 10, 2016 12:42 am

Hi everyone. We not lost, we not gone. New version of our project has arrived on our .
New version of Resident Evil 3: Restoration Project brings lossless music quality for the entire game, which means new level of sound, new quality of game perception and deeper immersion like newer before.

- We've finally managed to get the background music playing in lossless, which means no compression and loss in quality were applied, exactly the way it sounds on OST CD's.
The music quality is far more better now, sounding in its full palette, which can be appreciated not only by Hi-Fi system owners but the ones who have less expensive equipment.
- The original music playback was fully restored. Some melodies that were muted before can be played again, besides an incorrect playback of some melodies was fixed to loop smoothly.
All credits to RhymeKidder and Lexas87.

annoyment, thanks for your good words, we not afraid of Capcom, we just try to fix their some not well done job.
1. All small things should come after big one.
2. It's already fixed since original project release, you just need to check and verify this.
3. It's interesting, but I never noticed any differences in such effects between PC and PSX, please, explain more clearly, or show it somehow.

RhymeKidder, if you still have opportunity to help in development of some awesome things for this game, we can move forward.
1. This game still have very big unrealized potential. The most of her graphical resources (like backgrounds, movies) performed in full color with 24 bit depth, in spite of this it works only in 16 bit color mode. The game has built in 32 bit resolution option for all game resolutions, and it really switching display in this mode, but judging by the graphic appearance, it actually works only in 16 bit color anyway. Maybe it's possible to find out how to turn on real 32 bit color mode?
2. It seems PC version still have console like options menu: - it's not a fake. Looks like most functions works, and most important one -
reset game function. It's really shame that this game don't have such useful feature. Maybe it's possible to make it work during game play, besides RE3 still have couple unused keys, it sounds fantastic but what if..?
3. I was thinking about unlocking boutique feature. But with boutique mod game crush in cable car if we select non-standard costume in main menu. There could be a two ways. Make this game start only with standard costume like on PSX by modding of main menu, or find out how to fix game crushing with boutique mod. The second way will be more preferable cause in menu we can choose 7 costumes, but in boutique only 5.
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Update)

Postby annoyment » Sat Jun 11, 2016 7:52 pm

"Hellos, plz help with , will help backward." -Wimpy
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