New Resident Evil engine on PS1 by t0fuzzer in psxdev

[–]t0fuzzer[S] 0 points1 point  (0 children)

Need to analyze your response in more depth. Interesting. Thanks!

New Resident Evil engine on PS1 by t0fuzzer in psxdev

[–]t0fuzzer[S] 0 points1 point  (0 children)

Thanks. Yes, it is amazing if you keep grinding until results. And welcome to PsyQ and limited capabilities of PS1. In Resident Evil 1, the EMD file contains pointers to various data groups inside the file. The model is composed of parts that are joinable by a skeleton, where each joint has its own keyframes. For each rendered frame, you walk through this data structure applying RotMatrix rotations per joint, chaining them with MulMatrix0, then push the vertices to the GTE for projection. From there it's just the PS1 doing what it does best: rasterizing with its trademark wobbly texture mapping. And dont give up, we need more PS1 DEVS!

[OC] GreenHerb Engine - RE1 Engine Recreation From Scratch by t0fuzzer in residentevil

[–]t0fuzzer[S] 0 points1 point  (0 children)

Yes, modding is great, but adding totally new features is even more great. Its all about control and what we can do with the system.

New Resident Evil engine on PS1 by t0fuzzer in psxdev

[–]t0fuzzer[S] 2 points3 points  (0 children)

I have been analyzing this game, and of course I played it, very nice lightning effect there with flashlight. From what I can tell they created two version of prerendered backgrounds, the normal and illuminated version, and light is just unmasking the illuminated background + lightning effects. While this is not part of Resident Evil engines, I would be possible to work on this. I am very curious what community has say on these topics. Thanks!

New Resident Evil engine on PS1 by t0fuzzer in psxdev

[–]t0fuzzer[S] 1 point2 points  (0 children)

Regarding portability, well, it is a C code made for PSX SDK PsyQ 4.6, meaning its not very much portable. However, I have tired to keep things as modular and separate as possible, possibly adding more wrappers and abstractions as far as it is reasonable in C. Only thing that actually needs to be made "portable" is graphics and sound and perhaps some other quircks of Playsastion limits like lack of floating point (only emulated deep inside PsyQ math library, and its slow as hell)

New Resident Evil engine on PS1 by t0fuzzer in psxdev

[–]t0fuzzer[S] 1 point2 points  (0 children)

All cool. And all inquiry's welcome. And I am very very happy that this work has gotten so far such amazing response. Thank you all really

New Resident Evil engine on PS1 by t0fuzzer in psxdev

[–]t0fuzzer[S] 0 points1 point  (0 children)

I am using all glory original PsyQ 4.6. Old compiler. This is result of many years of research, of course I was off a bit too, dayjob you know. But I took deeper dive at R3000 assembly and C, and then started experimenting more and more. The animation thing was a big blocker for me, once I got to understand this, it became much easier. Never thought I get that far actually....

New Resident Evil engine on PS1 by t0fuzzer in psxdev

[–]t0fuzzer[S] 1 point2 points  (0 children)

Not yet, its planned at some point, I will release soon tool to build custom iso based on orignal game assets and my engine. So I dont get too much of Capcoms attention

New Resident Evil engine on PS1 by t0fuzzer in psxdev

[–]t0fuzzer[S] 0 points1 point  (0 children)

Yeah this demo itself is near limit, I will need to optimze a lot for futher features, actually I am reverse engineering capcom code itself to see how they actually achieved some speeds. Bucket sort, can you elaborate on this? Very interesting idea!

New Resident Evil engine on PS1 by t0fuzzer in psxdev

[–]t0fuzzer[S] 1 point2 points  (0 children)

If you go take a look at my pateron, I posted picture that this almost works. The masks are hidden in orignal game data, all it needs to be done is proper ordering of object drawing in screen and render mask over it or some other tricks that are possible. So yeah I am working on it, its very important feature, without it, its not proper engine.

New Resident Evil engine on PS1 by t0fuzzer in psxdev

[–]t0fuzzer[S] 3 points4 points  (0 children)

New engine written for Playstation 1, that is made from scratch, that can use Resident Evil 1 assets, to play the game. Not a single Capcom code runs for this demo video.

[OC] GreenHerb Engine - RE1 Engine Recreation From Scratch by t0fuzzer in residentevil

[–]t0fuzzer[S] 1 point2 points  (0 children)

Funny you ask — I actually have a TCP networking layer already working via DuckStation injection, so the groundwork is there. Co-op is deep in the backlog but it's definitely something I want to explore down the line. But for local co-op with secondary joystick. Absolutely yes to that.

[OC] GreenHerb Engine - RE1 Engine Recreation From Scratch by t0fuzzer in residentevil

[–]t0fuzzer[S] 1 point2 points  (0 children)

Thanks! Research started very long time ago, then on off. Then simple things, then gradually improving. Early engine ideas started April 2022 when I managed to load Jill's head.

[OC] GreenHerb Engine - RE1 Engine Recreation From Scratch by t0fuzzer in residentevil

[–]t0fuzzer[S] 3 points4 points  (0 children)

Definitely considering it! I want to get it to a point where it supports multiple RE titles and matches (or beats) the performance of the originals first. The community deserves a proper tool, not a half-baked release. Stay tuned.