Now the decomp is compatible with the Seamless HD textures pack. The new version which includes this and Saturn version will be released in the next days.
With DC and Saturn support, it was needed a costume change menu. Now it will be posible to change a new game outfit of every playable character, also the infinite weapons bonus persist after new games.
Saturn's exclusive Battle Game ported to PC. It took me many tries to record a full run. Full video youtube.com/watch?v=KaN1Btek…
Director's Cut Port ready, it fully supports OG Director's Cut (Dual Shock version have not be fully tested). It comes with a new GUI assets migrator to extract data from ISO images.
github.com/ecruells/resident…
#ResidentEvilㅤ
Almost done porting RE Director's Cut to PC. I have converted the higher quality sounds from PS1 and it solved a bug from the OG PC Port, the Tyrant battle theme looping, in PC the whole BGM restarted completely, now it loops the battle section only just like the PS1 versions do
Something born as a side project to understand the engine internals for my gbc port project i ended up with the release of the Resident Evil 1 PC Port decompilation
github.com/ecruells/resident…
Beause one gift is not enough
- Variable width font engine implemented
- New filebooks menu like the original
- All files, including pictures, added
a little Christmas gift
- Bigger and colorful items detail pictures
- New itembox menu like the original one
Dev update: There is no way to finish a game of this complexity without the right dev tools, and one surprise I had when I disassembled this game was realizing how closely the engine resembles the original game. Here is a comparison of the GBC boundaries with the original
Dev diary update. New handgun animation, rooms transitions reimplemented and a debug menu to ease to dev testing.
Longer version in my Youtube channel youtube.com/watch?v=CkniziNQ…
Long time without posting any updates (AIs, RE4R, and Zelda ToTK have kept me busy), but I've picked up the project again, and I've been working on a new metasprite scaling engine.
The original engine wasn't as efficient and only allowed scaling fixed-size metasprites of 32x48 up to a maximum of 32x96. The new engine allows arbitrary vertical and horizontal scaling, enabling the storage of smaller metasprites, resulting in better storage utilization.



