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Resident Evil Outbreak File #2

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  • Resident Evil Outbreak File #2

    EDIT: The text file has been updated quite a bit since the last time I posted it.

    I've got another big text file with RAW NTSC codes.

    And this is the list of stuff in it.

    Player Codes
    Amount of Players Present Modifier
    Enable/Disable player AI
    Player Character Type Modifier
    Player Alternative Costume Modifier
    Player Model Modifier
    Player Speed Modifier
    Player has rapid fire
    Player Special Status Modifier (fine, poison, bleed)
    a strange partial invisibility code
    Player Virus Gauge Modifier
    Player can walk through walls
    Player Health Modifier
    Player Item Slot Modifiers (all 4, special, and Yoko's extra 4 slots)
    Every item digit for every scenario on every difficulty


    Scenario Completion Result Codes
    Result Points Modifier
    Always No Damage Clear
    Always No Weapon Clear
    Survivor Count Modifier
    modify which events were completed
    Scenario Completion Time Rank Modifier
    Attached Files
    Last edited by bungholio; 12-05-2008, 03:15:36 PM.
    July 7, 2019

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

  • #2
    Again, this looks like an impressive list, but I've got to take a breather before adding it all, heh. Anyone else on staff may feel free to begin, or I'll grab them later. Thanks for the submission (all the submissions, I should say).
    I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

    Comment


    • #3
      got Your codes Except
      "And this bit I'm copying and pasting from File 1 since it seems to be the same from what little I checked.
      204c69cc xxxxxxxx
      4fffffff - completely frozen in place. Head turns to face enemies. When attacked, whole body rotates to face enemies. Blood never stops when you are hit and you can't be grabbed.
      0 - virus gauge 100%, game not over. Couldn't press start or see map or pick up items. Went through door and got a cool invisible effect where I stood in front of bob and saw the floor past him. Think of metal gear solid's cloaking. Became visible again when a movie played.
      1 - Same
      10 - Same, but virus gauge was always 0.
      100 - same, but you do die.
      1000 - Same, but Virus gauge vanished completely, and amount never increased.
      10000 - same, can't die.
      100000 - same
      1000000 - same
      10000000 - same
      ffff - same as 4fffffff, but rotation stopped randomly.

      part of the above code
      004c69cc
      00 - nothing
      ff - couldn't move and blood kept pouring as the character rotated to face enemies

      also part of the above code
      004c69cd
      00 - virus gauge normal
      ff - virus gauge disappeared and reset

      also part of the above code
      004c69ce
      00 -
      ff - virus gauge stopped increasing over time, but still increased if I was attacked.

      also part of the above code
      104c69cc
      0000 - same, virus gauge at 0 and couldn't increase
      0001 - same, virus gauge at 0 and couldn't increase
      1111 - was invisible after I went through a door, no virus gauge
      ff00 - became visible, and it faded in which is also interesting, no virus gauge."

      RIP MOM 6-27-52 - 12-25-10

      Comment


      • #4
        That invisibility thing is kind of odd. If you have it on and walk through a door, you'll have a green cloak like effect that looks similar to what Snake has in Metal Gear Solid. But it turns off easily, like if a movie plays. Any part of anything that isn't just a wall (like a zombie or NPC) will turn invisible if you stand in front of it.

        And the joker used in the mega rapid fire for this one is also from cmgsccc, so it's probably CMX's.
        Last edited by bungholio; 07-24-2008, 12:25:51 PM.
        July 7, 2019

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

        Comment


        • #5
          I found that nice invincibility code that was also in File 1.

          Enemies Can't Touch Player 1 (Invincible)
          004c69c9 00000010

          Enemies Can't Touch Player 2 (Invincible)
          004c7ac9 00000010

          Enemies Can't Touch Player 3 (Invincible)
          004c8bc9 00000010

          Enemies Can't Touch Player 4 (Invincible)
          004c9cc9 00000010
          July 7, 2019

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

          Comment


          • #6
            Added

            Comment


            • #7
              I updated the text file. It's in the first post. From what I remember, these were added.
              1. Codes to modify item behaviors and appearances.
              2. Special Item Modifier codes.
              3. The same 3 color changing codes that I found for File 1.
              4. Maybe more? Been a long time.
              Last edited by bungholio; 12-05-2008, 03:21:41 PM.
              July 7, 2019

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

              Comment


              • #8
                (M) Codes question and some feedback.

                Hi everyone,


                I've been using a lot of the codes for this game, and everything was working the way it was intended to. But then my Code Breaker broke (painful irony) and I had to switch back to my V4 Game Shark to do all my cheating. First, I'll explain what I've seen when using the codes, and what has happened throughout the process.

                So, I entered Gameshark.com's official Resident Evil Outbreak File 2 "(M) Code" for GS V4. I've used their limited codes with no big problems, but I wanted to use your codes. I tried them without the RAW code first but it didn't work, so I put the RAW code before the others, as par usual. I started up the game, began a level from the beginning (codes and saved games disagree sometimes). Here's what I discovered.

                Some of the codes, like infinite ammo, worked all the time from the word go. But the problem is, most of them either worked intermittently, and some simply gave no indication of functionality at all. I tried to figure out what strange in-game thing was activating and deactivating the effects of codes like "P1 can walk through walls", the "Virus Gauge Always 0" codes, and "Player 1 is invincible", but I failed to find any sensible explanation for it. Basically, I'd try everything possible to start passing through stuff, but it seems random or bizarrely timed or something.

                So I got to thinking, and I tried turning off some codes while using others (didn't make any difference), then tried putting up with it, but I've decided to go ahead and ask the obvious question. What about the different (M) codes?

                Do I need to use a different M code than the one that gameshark provides, in order to achieve full functionality of these codes? The codes work sometimes, so I know it's unlikely to be impossible to make them work consistantly, just trying to find out how. You've put down quite a few potential M codes at the top of the list, but I thought it would be wise to ask which one you would suggest I use. Or, for that matter, if there's some other way I can encourage the game shark to cooperate with me on a more stable basis.

                Thanks again guys, and I hope you can help me get all this sorted out.

                Respectfully yours,
                MW42
                I'm a writer/artist in 2D and 3D(including animation)/reviewer of games/movies/etc media/products.
                sigpic

                Comment


                • #9
                  Another note about code results:

                  When I was using Rapid Fire codes for this game using Code Breaker, they made the gun basically spew forth bullets/etc. A fun example is that it basically made the rocket launcher with acid rounds act more like a large hose that was filled with acid instead of water (mwahaha, fire hose of death!). Sometimes bullets would vanish all together, and sometimes odd graphical things would occur - textures/objects dissapearing (like any of the water that you can swim in within the last scenario, or things outside windows, or various other flat textures), you'd see an almost cartoony blast pattern come from the shotgun or maybe others too (looking like there should have been "Bang!" written inside it), and there were a few times when other textures got swapped for about half a second.

                  But now that I'm using the GS, and with it's intermittant code activations, it works quite differently. Sure, the gun will keep firing so long as the buttons are held down, but it's really slow, and only one bullet at a time. Basically, it would make a bullet leave the barrel of a sub-machine gun with about as large of a time gap in between as there is with normal shotgun blasts. So not so rapid, basically.

                  Some codes keep the game from starting. Other than the ones listed as CB only, I mean. I think the speed and action-speed (speed you do certain things) ones are among them.
                  I'm a writer/artist in 2D and 3D(including animation)/reviewer of games/movies/etc media/products.
                  sigpic

                  Comment


                  • #10
                    I don't understand a thing about how each cheat device works differently. Have you tried just using different enable codes? Some might make some things work faster than others.
                    July 7, 2019

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

                    Comment


                    • #11
                      That's what I was wondering. I was asking if one of the ones you posted in the file were more likely to bring better results than the others. There's one that says it should work with all devices, the name leads me to wonder whether you mean it should work on all cheat disks or on some kind of devices. Instead of entering all of them, I wanted to avoid unnecessary typing by asking your opinion on which is the most likely to work with GameShark 4.
                      I'm a writer/artist in 2D and 3D(including animation)/reviewer of games/movies/etc media/products.
                      sigpic

                      Comment


                      • #12
                        Go with the 9-type one, that's what I use for every game. I know some versions of gameshark can use them.
                        Last edited by bungholio; 06-17-2009, 09:47:03 PM.
                        July 7, 2019

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

                        Comment


                        • #13
                          Yeah, once I started using the memcpy one, everything started working consistently. Some weird stuff still happens though. Once or twice, I actually got hit and received damage despite having invulnerability and max health turned on at the same time. I think I was opening the inventory or map and the enemy hit me at just the right time. The rapid fire for player 1 works just fine, but I ended up increasing the speed digits significantly, because it wasn't very rapid when being used on my gs. Walk through walls (by far my favorite code type of all time) works smoothly now and without as many awkward collision detection problems. There's occasionally an odd leg flying around glitch, but it only lasts until you reach the destination level, it seems rare, and it's pretty funny. The slingshot/paddle-ball effect is still a problem, but I don't think it can be avoided. By that I am of course referring to the incident in which you will occasionally go through a door before you reach it (or it happens when you do reach it), only to be caught in a loop once you get to the other side, where you are teleported to the previous room and then back again, etc. until you start wondering if it will ever end (and then it stops). But at least I don't get stuck places (usually places I shouldn't be) because the codes stopped working, now I don't have to worry about that. So thanks for including the extra activator codes, I never thought there would be more than one per disk that would work.
                          I'm a writer/artist in 2D and 3D(including animation)/reviewer of games/movies/etc media/products.
                          sigpic

                          Comment


                          • #14
                            Originally posted by masterwriter42 View Post
                            The slingshot/paddle-ball effect is still a problem, but I don't think it can be avoided. By that I am of course referring to the incident in which you will occasionally go through a door before you reach it (or it happens when you do reach it), only to be caught in a loop once you get to the other side, where you are teleported to the previous room and then back again, etc. until you start wondering if it will ever end (and then it stops). But at least I don't get stuck places (usually places I shouldn't be) because the codes stopped working, now I don't have to worry about that. So thanks for including the extra activator codes, I never thought there would be more than one per disk that would work.
                            I thought I fixed that annoying error. That used to happen to me too, I would go through a door and the instant the room loaded it would send me back through to the room I came from.
                            You should be able to easily fix that error, I'd assume you just need the correct combination of bits. All of the nearby addresses for the walk through walls code affect collision detection too, if you want to mess with them.
                            July 7, 2019

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

                            Comment


                            • #15
                              Well, it's a relief that it's not just me. Well, it's rare that a problem is isolated to one person. But... I don't even know how to go about changing any 'bits'. I might have just forgotten what those mean. If you find the version of the code that you made the corrections to, then that would be great. I've played all the scenarios a bunch of times now (both games) so I'm mostly interested in just messing around for fun, like finding stuff outside the normal boundaries. Anyway, I bought the most recent version of GameShark available yesterday (it was on sale at Walmart for 10 bucks ), so some things might work differently on a version that wasn't made forever ago. I've made a list of notes and observations about my Walk Through Walls findings in these two games. I've been thinking about putting that file up somewhere, but I'm not sure where to do it.
                              I'm a writer/artist in 2D and 3D(including animation)/reviewer of games/movies/etc media/products.
                              sigpic

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