HD Project 1.0 Release Date

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The day is approaching… I know some of you may feel slightly disappointed when you see the release day, but believe me, it will deserve the extra month of waiting.

Thanks to the combined efforts of the community, we’ve been able to raise this project to another level by fixing some infamous issues this and previous HD ports had.

And it’s all thanks to nipkow and emoose (maybe some of you already know them). What you’ll read now is all their work! And in fact, you already can test some of these features using nipkow’s “re4_tweaks”, which is still in development.

They’ve been able to fix a lot of things, all of them can be enabled or disabled by simply editing a .ini file that will come allong a .dll file. Here goes the complete list of the current improvements:

  • It makes the game to allocate more memory for the inventory screen, preventing crashes with high-poly models inside ss_pzzl.dat: No file-size limitations in the inventory. The game crashed when the file that contains the inventory and Merchant store models (ss_pzzl.dat) reached 1,35 MB approx. This forced me to optimize the item models and even all the improvements I did over the original low-poly models, they didn’t look as good as the ingame and examine models. But not anymore! I was able to replace all the models with their examine-model counterpart! So, you can imagine how extremely detailed they look now!!
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  • Full HD videos are a reality! The game will allocate more memory for SFD movie files, and properly scale its resolution display above their original 512×336 resolution. As you already know, I remastered Separate Ways and other pre-rendered videos, but I still wasn’t able to implement them ingame. Now they are completely integrated in the game. They still use the old sfd format, but the bitrate and encoding method is so good you won’t notice compressing artifacts even during the most complex scenes!
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  • It restores transparency on the item pickup screen.
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  • It fixes a problem related to a vertex buffer that caused the image to be slightly blurred, making the image much sharper and clearer.
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  • It disables the film grain overlay that is present in most sections of the game.
  • Additional FoV: You will be able to adjust the FoV (Field of View) at will.
  • It will allocate more memory for some vertex buffers. This prevents a crash that can happen when playing with a high FOV.
  • It fixes the incorrect aspect ratio when playing in ultrawide resolutions, preventing the image from being cut off and the HUD appearing off-screen. (Only tested in 21:9)
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  • It prevents the camera from being randomly displaced after you zoom with a sniper rifle when using keyboard and mouse.
  • The V-Sync option found in the game’s config.ini actually works now.
  • It enables the original DoF blurring effect from the GC/Wii versions, which was removed in later ports.
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  • Whether to use a borderless-window when using windowed-mode.
  • Position to draw the game window when using windowed mode.
  • When running in 60 FPS, some QTEs require extremely fast button presses to work. This gets even worse in Professional difficulty, making it seem almost impossible to survive the minecart and the statue bridge QTEs. This fix makes QTEs that involve rapid button presses much more forgiving.
  • Key bindings for flipping items in the inventory screen when using keyboard and mouse. Normally, you can only rotate them with the keyboard, not flip them. Flipping was possible in the old PC port and is possible using a controller.
  • Key bindings for QTE keys when playing with keyboard and mouse. Unlike the “official” way of rebinding keys through usr_input.ini, this option also changes the on-screen prompt to properly match the selected key.
  • Makes the game use the memcpy function instead of MemorySwap, possibly resulting in some slight performance improvement.
  • This version of RE4 only works properly if played at 30 or 60 FPS. Anything else can and will cause numerous amounts of different bugs, most of which aren’t even documented. By default, re4_tweaks will warn you about these issues and change the FPS to either 30 or 60. If you have modified the game’s config.ini file and changed the “variableframerate” option to something other than 30 or 60, please be aware of the potential issues before turning off this warning.

There’s still a list of things that can be improved/restored and I’m sure they eventually will be able to bring us something else. In the meantime, the resident evil 4 HD Project 1.0 will include these new features and I need to optimize a few files because of this.

Oh! And emoose has been able to recompress the files again to .lfs original compressed format, which means the installed mod will use half of the HDD space!! Yahooooo!

AN IMPORTANT MESSAGE TO THE DONORS

On a different topic: Keep an eye on your email, or even the spam box. I’ve emailed the donors. My proposal was to include the donors’ name in the ending credits as a kind of gratitude for your support. Of course, there’s no space for all of them in the ending credits, but I’ll try to fit as many as possible in the movie.

Anyway, the entire list will be in the Credits you can access from the Main Menu of the game.

So, if you have changed your email address, or you haven’t received any email from us, and you’ve donated at some point in the past, please, fill and send a “Contact us” form and tell us the email you used to make the donation —just for confirmation purposes— and tell us which name or nickname you’d like to be credited as.

Also, I haven’t responded to the emails you’ve already sent me (because of time limitations), but believe me: I’ve read them all! Thank you to everyone for your kind words!

Of course, there’s the possibility some donors appear after the release. Since there will probably be some patch to fix bugs or some visual details based on feedback, I’ll take the opportunity to update the Credits and ending movie.

Finally, I’d like to send you all a HUGE THANK YOU for all the time you’ve been following this project and their members and for your infinite patience!

¡Hasta luego!
— Albert

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Look familiar? (L)

4 years later… Here’s the 50th “Look Familiar” tweet 😛

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Walkthrough | Separate Ways – Chapters 4 & 5 Fully Remastered

Note: This is a re-post. The website was hacked recently and we had to restore the site to an earlier state to remove the malware. I re-created this last post from September to restore that content. I can’t recover the comments, however. Thankfully, the site is fine now, and we’ve taken steps to improve security. I’m sorry for any confusion for those who received a notification regarding the re-post. Thank you very much!

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Hello everyone! Finally, the last walkthrough video is here… It’s been 3 months since the last one, but there are several reasons that caused this delay.

The main reason is the amount of hours of work I put into the remastered prerendered videos. The results you’ll see in the video are a combination of several remastering methods: AI upscaling, some simple animations fully re-created, stage background completely remastered, some frame by frame edits, combined AI upscaling methods (some adjustments have better results for clothes and aliased borders and some others are better for faces), lighting and effect adjustments applied directly on After Effects…

But there are also some personal reasons. The company I’ve been working for during the last 17 years announced our team that our products will be reimagined and only the digital version of the magazines will remain (I’m working for a scientific magazines publishing group) and 60% of the team will lose their jobs including me.

This led me to the need of some time of meditation and potential solutions search for this new situation.

Conclusion: I’ll start studying a 2-year course of “3D animation, games and interactive applications” yoohoo!!! And I’ll start this next Monday!

So, I’ll be a bit stressed until December (when my current job ends). It’s a good thing this is happening just when the re4 HD project is almost finished. Perfect timing! I hope I can finally share with you the 1.0 release of the project as a Christmas gift, hehe

Here are some remastered cutscenes comparison images (some of them look better in motion [see the video], because it’s really easy to see the “tricks” when looking a paused frame :P):

These are the differences you’ll see in this video compared to the pack we released in 2018:

  • Remastered prerendered cutscenes.
  • Adjusted, improved and new lighting and effects.
  • All main campaign last improvements have been ported again to Separate Ways
  • Re-created Start and End of Chapter renders.
  • Exclusive stage edits for exclusive Ada’s stages.
  • Remastered enemies and characters.

And here goes the video. Enjoy it! I’ll be waiting for your comments! ;D

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Brief update (Separate Ways Cutscenes)

Hello! Since this is taking me ages, I’m going to post some comparison images about the last thing that remains to be done for Separate Ways: Chapter 4 and 5 cutscenes.

Keep in mind, this remastered cutscenes won’t be implemented until some coder finds the way to force the game to load these video files instead of the original 512 x 336 pixel low resolution pre-rendered videos.

The coder that was working for me almost got it, so it’s a matter of time some other coder (or maybe the same one when she has the time) polish her work and the videos can be used.

And below you can see a few examples of what I’m doing.

There are countless remaster methods used, most times several of them used in the same camera angle: From a simple AI upscale to a complete re-creation. Sometimes several AI methods are used in the same camera angle, because some portions of the image look better using certain AI upscale parameters while other portions look better using another configuration. And, of course, most background stages use the HD textures from the HD project (remember the camera data for the SW cutscenes is still there). But most times I need to adjust lights and effects to make them match the original lighting of the low-res pre-rendered videos before capturing the backgrounds, and sometimes I need to adjust lights and effects for just for one camera angle…! Well, I could do an entire series of videos explaining the process… XD

Enjoy the comparison shots!

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Walkthrough | Separate Ways – Chapters 1, 2 & 3 Fully Remastered

Hello everyone! Wow these last weeks have been really agitated. All the fun with RE: Village and then the Copyright infringement by Capcom because of some textures used in old games.

I’ve been playing Village as if there were no tomorrow. A+ game IMO. Also, all of a sudden that news about Capcom popped up… I really thought they paid for her picture collection. This is really shocking! Some may think this is unprosecutable after so may years, but we must keep in mind the game has been released in several platforms until today.

Anyway, Capcom can pay with no problem if they lose the claim. I guess someone in the art department was careless and the department in charge of copyright stuff had no time to check all material used in the game was licensed because of deadlines… I guess…

Let’s start with the important stuff. Today, I’ll show you the first 3 chapters of Separate Ways in video format as usual.

These are the differences you’ll see in this video compared to the pack we released on 2018:

  • Remastered prerendered cutscenes.
  • Adjusted, improved and new lighting and effects.
  • All main campaign last improvements have been ported again to Separate Ways
  • Re-created Start and End of Chapter renders.
  • Exclusive stage edits for exclusive Ada’s stages.
  • Remastered enemies and characters.

I hope you like this loooooong video 😛

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Separate Ways Wallpaper Collection + Project Info

Hello everyone!

How are you doing? Are you already enjoying the new RE: Village game? I am! It’s a fascinating experience. It’s like RE7 on steroids + some re4 nostalgic elements here and there. Please, don’t blame me for taking some time to enjoy the new RE title XD

About HD project, Separate Ways Chapter 4 final adjustments are finished and Chapters 1-3 HD cutscenes are already refined and polished as much as possible. Here are some random comparison shots…

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I can’t provide much news about all the programming stuff that this game needs to be completely polished because everything it’s in a “maybe/probably/almost sure” status. So, I’ll keep you updated as soon as things become a reality.

Another programmer will probably come into scene, but I still have to talk personally to him, and I’m really excited because he’s pretty known between the fans. Oh well… I’ve just said I wouldn’t say anything until is 100% sure and look at what I am doing XD. Contradictions make us humans after all…

Anyway, the project will be released after my work is finished. Any programming adjustment would come later in the form of patches. As I promised, the programming stuff won’t delay things further. So, the final pack that we’ll release here before all the programming issues are fixed will be named re4HDProject 1.0.0 … I guess

And what’s left now: SW chapter 5, the remaining low-res cutscenes (including endings) and the extra costumes for Leon and Ashley. And of course anything wrong you find. As you know, I change a lot of small details based on your feedback I find here and in my YouTube channel. And a lot of boring optimizing files and tests…

Next posts I’ll do will probably be: SW chapters 1+2, SW chapters 3+4 and SW final chapter + some Extra stuff

Anyway, In the meantime I’ve prepared a pack of all the beginning/end of chapter high resolution wallpapers of all Separate Ways chapters. I hope you like them 😀

CLICK HERE TO DOWNLOAD ALL THE WALLPAPERS

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resident evil 4 PC – pseudo first person view – Just for fun…

In case someone wants to take a look at this improvised video I made using Raz0r trainer camera tweaks. Of course, it’s inspired by the upcoming VR release.

I’d say it looks quite interesting ;P

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Walkthrough | The Mercenaries Fully Remastered

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Hello everyone!

Finally, a new video is here. This time it will cover ALL Mercenaries Stages and ALL characters. I don’t play extremely well, but I got 5 stars in all the stages hehe

I took the opportunity to talk a bit about the project in the video, so I suggest you to take a look at those parts. Jeez… it took me ages to prepare this video! I can see the amount of work a real YouTuber has to do to prepare decent videos haha

Right now I’ve just finished Separate Ways chapter 3, and all Start and End of Chapter renders for the entire mini game are already done (You can see them all at the end of the video). I’ll do another post sharing them all in form of wallpapers soon ;D

So, now I only have to do the final revision to chapters 4 and 5 and do a lot of minimal edits all over the game based on feedback.

I hope you enjoy the video! I really enjoyed playing The Mercenaries. I didn’t remember it was so fun this minigame ;P

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Chapter 5 – FINAL Comparison Images

Hello everyone! First of all, thank you everyone for all the support during all these years. I still can’t believe we are on the 8th year of this project!

Finally, I had some time to post this comparison gallery that covers the entire Chapter 5 (the Island section of the game)

Before that, I’ll take the opportunity to post what’s the status of the project.

I’ve hired a programmer who’s creating a few DLL files that will fix some issues this game has. These are the bugs I’d like to fix:

  • Restore “DoF”.
  • Fix water and light bloom effects.
  • Restore the “intense fire effect” that was in the original GC/Wii version of the game (that subtle halo around most fires in the game that gives an extra realistic feeling). The porting process broke that effect, and it became that reddish tint some areas have.
  • Fix the black shadows in the floor (the characters and enemies shadows in the floor are always black even at long distances).
  • Black “Take item” screen. The screen becomes black when you take an item. It should be transparent.
  • Weapon scope and binoculars “zoom effect” it was lost during the porting conversion. The image should be blurred when you zoom in and out.
  • Custom HD movies. This is almost done! The game will be able to load custom HD mp4 files instead of the crappy .SFD movie files!
  • English subtitles on the way!

It’s costing me an arm and a leg, but this is what happens when you ask for some professional help ;P Fortunately I don’t have to maintain a family XD

According to the programmer it’s a matter of time and patience if we want to fix all these aspects of the game. I’ll leave it on her hands, and I’ll cross all my fingers!

Oh, and NO, this won’t postpone the release date even further. It’s being done while I’m remastering Separate Ways 😉

And about the regular progress of the project:

  • Mercenaries: It’s already complete, I’ll post a video next time.
  • Separate Ways Chapter 1 almost finished, I only have to adjust some church lights and re-create the end of chapter render.
  • Mission start render is done:
  • The cutscenes for this first chapter are already remastered. I’ll go in depth in the methods I’ve used to do it, but I’m 99% certain there’s no way these horrible 512×336 pixels cutscenes can look better than this:
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  • Opening Sequence is already remastered.
  • I’ve spent an entire week editing small details all over the game based on feedback from people 😀

And finally, here comes the Chapter 5 gallery. It’s a random selection because there were sooo many different details compared to the 2018 version…

Enjoy it!

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The Mercenaries – HD Project POSTER COLLECTION

Hello! The Mercenaries mini-game is almost completely finished. In the meantime, here’s a present for all of you!

Download all the 11 HD Posters here: MEGA | MEDIAFIRE

TITLE SCREEN FULL-BODY RENDERS
CLEAN RESULT SCREENS
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