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  • Resident Evil Outbreak File #1 v1.1

    I got my big text file full of codes. It's RAW and NTSC. The text file is in the last post and has been updated since the last time I posted it.

    This is the list of all of them for all players with a few guesses for offsets to make them work for version 1.0.


    Player Codes
    Player Character Type Modifier
    Player Alternative Costume Modifier
    Player Model Modifier
    Player Virus Gauge Modifier
    Some odd partial invisibility code
    Player Speed Modifier
    Player Attack Damage Modifier
    Player can walk through walls
    Player has rapid fire
    Player can't be touched by enemies
    Player Special Status Modifier (fine, poison, bleed)
    # of players present
    Have all Files
    Amount of special items you have
    Player Item Slots Modifier (all 4, special, and Yoko's extra 4)
    All Item Digits for Every difficulty for every scenario



    Scenario Completion Results Codes
    Result Points Modifier
    Always No Damage Clear
    Always No Weapon Clear
    Survivor Count Modifier
    Can modify which events were completed
    Scenario Completion Time Rank Modifier
    Last edited by bungholio; 12-05-2008, 03:12:52 PM.
    July 7, 2019

    https://www.4shared.com/s/fLf6qQ66Zee
    https://www.sendspace.com/file/jvsdbd

  • #2
    Wow. These definitely need to be added (and I'll probably add the offsets you've solved for to Majestic Porter, and the Wiki list of conversion offsets), but I'm way too lazy/busy to add them today...nice work.
    I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

    Comment


    • #3
      There's a joker command in there that I used for the mega rapid fire, that's not mine. I found it on cmgsccc in the press select for 100% infection code, so it's probably CMX's.
      July 7, 2019

      https://www.4shared.com/s/fLf6qQ66Zee
      https://www.sendspace.com/file/jvsdbd

      Comment


      • #4
        Added these with the assistance of LMZ. Also went ahead and converted them for the 1.0 version (With the offsets provided in the file)

        Sorry it took so long to get these up.

        Comment


        • #5
          I've actually updated that text file since I last posted it here.
          I found all the stuff to modify which Special Items you get while playing. That and 3 odd codes to change your colors.
          Attached Files
          July 7, 2019

          https://www.4shared.com/s/fLf6qQ66Zee
          https://www.sendspace.com/file/jvsdbd

          Comment


          • #6
            Well, this is one of those games where the whole 'version' thing gets weird with the codes. I've been using the built in Code Breaker codes for V1.1, and they mostly work fine and dandy (except the 'turn into zombie when you die in single player mode', but that's okay), but I've looked all over the place on the box and the disk, and there's nothing to say it was part of the set. Basically, though I've been using v1.1 codes, all signs show that my actual disk is v1.0. But then again, I got it used, so it could be v1.1 of a disk and wound up in an inaccurate box.

            Do you think that some of these codes will behave similarly? Or rather, has anyone tried them out yet, to see which ones will work with the opposite version? I intend to try some of them out, and see if there's a difference. I don't know why v1.1 codes would work on the previous version, but it's apparently quite possible. And effective, unlike in SH2 where they just mess everything up and corrupt your save game. So three cheers to potentially version-independant cheat codes!
            I'm a writer/artist in 2D and 3D(including animation)/reviewer of games/movies/etc media/products.
            sigpic

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            • #7
              When there are two versions of a game, there must be a break (a difference) somewhere, in which various things in memory are offset in reference to those same things in the other version. Generally, the break is 'early' in memory, where it usually isn't noticeable in the use of most codes, but occasionally, it is 'late' in memory, and this can cause some codes to match between versions, and others to not match. There can also be more than one break, yielding similar results.
              I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

              Comment


              • #8
                I included many of the codes ported to version 1.0 too. I would need the elf file for version 1.0 to port everything from version 1.1 to version 1.0.
                July 7, 2019

                https://www.4shared.com/s/fLf6qQ66Zee
                https://www.sendspace.com/file/jvsdbd

                Comment


                • #9
                  Well, thank you for the codes.

                  They all seem to be working just fine. Like I said, I'm pretty sure that I have 1.0, but I'm only using the 1.1 codes. So maybe in this case, it really doesn't make much difference. But then again, maybe the codes for 1.0 don't work on the game disk of 1.1. I wouldn't know.

                  I also discovered something when using the inventory item replacement codes:

                  Sometimes when you try to take an object into the slot that always has the code item in it, something goes wrong, and the code effects change to adopt the new item. Let me just give a specific example: The first time this happened, I was in easy mode of the outbreak scenario (which is the way I always try out new codes - less outside variables and it's short), playing as Yoko, with the last listed magnum revolver injected into the fourth normal slot. I tried to get a pesticide can (no idea why I wanted it), but accidentally selected the fourth slot as its destination. All of the sudden, I had two pesticides in my inventory and only one magnum. The pesticide now took up the fourth inventory slot, and the code considered it to be the new target. Leaving rooms, going through events, etc. etc. etc., did absolutely nothing to restore the desired code effect (magnum).

                  Another odd and much more amusing thing about this code is the face that, since items apparently follow 'instance' rules (the code doesn't just give you 'a' magnum, it basically moves the item from somewhere inside the scenario into that inv. slot), it considers all copies to be the original. All are linking. I gave a copy to Mark (CPU controlled), and the gun in my hand seemed to turn invisible. Now, if you think that's weird, sit down, cause the shocker is up next. I fired my weapon, but instead of the bullet leaving my (invisible) barrel, it came from his. The first time, he was already aiming at something, but then I did it again and again, as he was walking along, and it kept doing it. It's kind of like the description for rapid fire, but with a sort of puppet twist to it. Maybe Yoko tied a string to the trigger. Or maybe she's controlling Mark's mind! Ooh! [Insert Twilight Zone music here!]

                  Also, could you maybe add a note inside the description of the 'speed you do certain things at' (or whatever it's called) code, mentioning that in some situations, the character may become stuck somewhere that prevents continuation of the current game (but doesn't make it freeze, you can still quit the scenario and return to the main menu)? I tried to crawl through the hole that leads to the roof stairs (outbreak) after using the forklift, and the camera shifted to the hallway in front of the crate with the bottle on it, and that's where it messed up. I guess I crawled through too fast, and the game didn't register the command to go to the next area, so I just crawled into nothingness instead. Couldn't turn around or anything.
                  I'm a writer/artist in 2D and 3D(including animation)/reviewer of games/movies/etc media/products.
                  sigpic

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                  • #10
                    I figured the items were screwy. They aren't technically codes to give you items, they are more like "put a preset item from the scenario into a slot" codes. If the same characters have the same item, it's the same exact item for all of them and seems to be treated that way. I have never had any bad problems with them, I just joker them to give me whatever I want whenever I want.

                    I didn't mess with that speed modifier too much, but that isn't too hard to believe that it would make you do something to fast so when you go to another area it occurs too fast and doesn't register correctly to the game, so you are gone and stuck.
                    Last edited by bungholio; 05-24-2009, 09:14:57 PM.
                    July 7, 2019

                    https://www.4shared.com/s/fLf6qQ66Zee
                    https://www.sendspace.com/file/jvsdbd

                    Comment


                    • #11
                      Exactly. It's a transference code, instead of a creation code. Which is a shame, because I know that I (and probably everyone else) would have prefered a code that puts the grenade launcher or other super powerful weapon into a slot. But that might just be impossible in this game. And if it is indeed impossible, then Capcom really raised the bar right there. Proves that it's possible to limit how much cheating can go on in terms of getting items in games.

                      There's something else that I had a double-edged laugh at. The codes for Yoko's backpack slots don't just effect her extra slots. The item(s) you cheat for will show up in all other extra slots. In other words, Cindy and Alyssa will be walking around with said things in their respective cases. And that can be very bad, since not only does that mean that Alyssa has less lock picks available, but I don't think that anything can ever be removed from her pick case, so anything that needs to be equipped to be used will be rendered useless.

                      Herbs: Sometimes, for some strange reason, the situation I mentioned before, where items replace the cheat code and become the cheat item, can be combined. What I'm saying is that I had a red herb in Yoko's first extra slot, because I turned on a code for a different scenario and then played something else later on, moved a copy to the main inventory, and then chose "mix" when picking up a green herb. Now I had a mixed herb as the cheat item. I did it again with the blue herb, and had the ultimate herb combo as an infinitely usable item. Not sure if it does anything, since you said the normal herbs don't, and I had infinite health on.

                      I had a freaky thing happen to me when playing as Cindy in Below Freezing Point. I had a Yoko First Extra Slot code turned on, and Cindy's first herb case item became a gray chemical can (because I had a different item in mind for a different difficulty). I brought it into my inventory and used it once. But then it was stuck there as a 'dead occupied space'. Basically, I couldn't do anything to that slot, because anytime I tried to interact with it, it gave me a buzzer sound.

                      Anyway, I'm almost certain I had seen the "Unknown Buggy Character" (or whatever) before I tried the code for him. Maybe he was one of the zombies/people in the background or off in the distance. I don't think I'd fought him, so who knows. But yes, his animations are weird, which further convinces me that he was never intended to be playable, but just for a background character.

                      There's a weird thing about the rapid fire code, but I think I like this aspect. When using the grenade launcher with acid rounds (Hellfire scenario, in this case), it sometimes ends up acting sort of like a fire hose filled with acid. Basically, it was just shooting out a stream of the acid itself, not the shells.

                      Last but not least, there's the fact that the rapid fire code has an odd thing with melee attacks. If you press and hold the attack buttons again while your mid-swing(etc), then it will pause the animation until you let go. I had fun with this in the Outbreak scenario, right after picking up the kitchen knife from the sink. I'd start a swing, and then pause it, and watch as zombie after zombie impaled themselves upon my blade. Mwahaha, it's really quite fun, everyone should try it at least once. There's also what I've decided to call the "Infinite Ram", where you pause the animation while using the empty handed ramming attack. With this any any other attack that moves your character in a direction, they keep gliding along until you let go of the buttons. So I was playing as Alyssa and basically acted like a bowling ball, plowing through a bunch of zombies. Oh, I had the one hit kill code turned on, so that kinda added to the hilarity. One down side - any weapon that breaks will break immediately, or at least almost immediately, when using the rapid fire. I guess that's why it's set to R1+X, instead of being always in effect. So if you have something really cool, like, say, the stun rod I'd been waiting to try out since day one, then use R2 and not R1, because R1 will turn it back into a metal pole for one swing and then a bent metal pole that you just throw at the enemy and it's gone. So, kitchen knife, survival knife, unarmed combat, skill attacks, and what have you, are safe.

                      I'll experiment some more later on today, and hopefully I'll be able to accomplish a little modification to a couple of codes that I've been planning to attempt. I'll report the results if there are any to report.
                      I'm a writer/artist in 2D and 3D(including animation)/reviewer of games/movies/etc media/products.
                      sigpic

                      Comment


                      • #12
                        Originally posted by masterwriter42 View Post
                        Exactly. It's a transference code, instead of a creation code. Which is a shame, because I know that I (and probably everyone else) would have prefered a code that puts the grenade launcher or other super powerful weapon into a slot. But that might just be impossible in this game. And if it is indeed impossible, then Capcom really raised the bar right there. Proves that it's possible to limit how much cheating can go on in terms of getting items in games.
                        Not quite. There's quite a bit of specific data for each item that changes. I wasn't motivated to find it for File #1, but for File #2 I found actual item modifiers for the preplaced items throughout each scenario. I could change an item's appearance, you could replace a grenade launcher with the red herb and fire from the red herb. You could change how much ammo it had, how close the item was to breaking if I found that, the item's behavior, and some other things I didn't bother with completely. It's annoying to go through every little thing about an item without knowing what it is exactly, because I don't know how to dump data from the game and my pc was a pile of junk that had no chance of running it on an emulator. If I wasn't so dumb at the time, I probably could have checked some files on the game disk and might have found the actual exact digits for everything so I would know all the things to make and replace items with other perfectly made items.

                        Silent Hill Origins has about the same system. You can customize an item in weird ways. I probably should have checked the files on the game disk for digits.
                        July 7, 2019

                        https://www.4shared.com/s/fLf6qQ66Zee
                        https://www.sendspace.com/file/jvsdbd

                        Comment


                        • #13
                          Hey, don't talk yourself down so badly. But all of those odd codes are so fascinating. I bet it's hilarious. Yeah, I have both Outbreak games, and I have every PS2 Silent Hill game (Origins is my second favorite, since SH2:Greatest Hits will forever be golden in my eyes), so that's really in my ballpark.
                          I had been waiting to play File 2 until I finished the first one at least once, but yesterday I decided that it wouldn't hurt to use the data swap feature to unlock some of the stuff that I wouldn't really want to go to all the trouble to get, so I bought a few of the File 1 images and two costumes, which of course meant I needed to poke around quite a bit in the first scenario. I didn't actually play it all the way through (kept getting knocked out of windows and stomped by the zombie elephant) before I realized that if I went outside, I'd be able to kill the darn thing if I filled it with enough led. But it was soooo much led, much much more than I think I'd normally find in that scenario, the thing just wouldn't go down, and even when it did, it kept moving. But I must admit, I see why you prefer the second file, it's much better (thank god for being able to walk while shooting - something that I'd always wished was in the series more often).
                          That's awesome, a grenade launching herb. Oh man, if you or someone else made a video of that and stuck it on YouTube, it would probably get a million views from the fans of the series.
                          If you don't want to make certain codes, then don't go to the trouble. But if those ones you made aren't already on this site's list for File 2, then please post them there. Anyway, that's an awful lot of customization potential, for a RE game. Even for Silent Hill, that sort of thing isn't something I'd have imagined. So I guess that means that even a weak and almost useless weapon could suddenly become the ultimate tool of destruction. Awesome, just plain awesome! But will the item still show up in its original designated branch of Travis' inventory (in origins, obviously), which I would assume would still be the case? Tee hee, I suppose that sort of thing should be talked about on that game's page, huh.
                          I'm a writer/artist in 2D and 3D(including animation)/reviewer of games/movies/etc media/products.
                          sigpic

                          Comment


                          • #14
                            Originally posted by bungholio View Post
                            I got my big text file full of codes. It's RAW and NTSC. The text file is in the last post and has been updated since the last time I posted it.

                            This is the list of all of them for all players with a few guesses for offsets to make them work for version 1.0.


                            Player Codes
                            Player Character Type Modifier
                            Player Alternative Costume Modifier
                            Player Model Modifier
                            Player Virus Gauge Modifier
                            Some odd partial invisibility code
                            Player Speed Modifier
                            Player Attack Damage Modifier
                            Player can walk through walls
                            Player has rapid fire
                            Player can't be touched by enemies
                            Player Special Status Modifier (fine, poison, bleed)
                            # of players present
                            Have all Files
                            Amount of special items you have
                            Player Item Slots Modifier (all 4, special, and Yoko's extra 4)
                            All Item Digits for Every difficulty for every scenario



                            Scenario Completion Results Codes
                            Result Points Modifier
                            Always No Damage Clear
                            Always No Weapon Clear
                            Survivor Count Modifier
                            Can modify which events were completed
                            Scenario Completion Time Rank Modifier
                            I know this is a very, very, old post, not sure if you're still around, but would these codes work for both files 1 and 2 work on Codebreaker?
                            Last edited by Junkie; 06-08-2020, 12:31:05 AM. Reason: missed word

                            Comment


                            • #15
                              Originally posted by Junkie View Post

                              I know this is a very, very, old post, not sure if you're still around, but would these codes work for both files 1 and 2 work on Codebreaker?
                              I don't think codes made for File 1 work on File 2 if that's what you're asking. I have a lot of nostalgia for this thread lol.
                              I'm a writer/artist in 2D and 3D(including animation)/reviewer of games/movies/etc media/products.
                              sigpic

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