Look familiar? (L)

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

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69 responses to “Look familiar? (L)”

  1. NEGAARMAX says:

    Oh my…
    Se ve genial, no olvides agregar spectacular maps a la armadura para que se vea aun más hermosa

    • albert says:

      Por supuesto! El original no usa bumpmaps, así que se ve muy plano…
      Por cierto, ¿Sabes que se llama “specular” (especular en castellano de “espejo”) y no “spectacular”? ¿O lo dices siempre en broma porque se ve “espectacular”? XD

  2. V I D A L says:

    Oh I miss those. I’ve seen them all.

  3. RightClickEmpty says:

    Hi, Albert! How work is going?

    • albert says:

      All special costumes are ready!
      Now I have to do a lot of boring but needed checking (and surely I’ll find some details to fix during the process), but this project reached the 99%.
      All remaining stuff don’t depend on me, but on the skilled programmers that can fix certain graphic details of this port. So I hope they have the time to help us soon.
      As I mentioned, I’ll release the project as is, and the programming stuff will be released in the future when it’s ready. The only major feature not possible to work without the programmers help is the HD videos for Separtate Ways.

  4. Iván R. - KlivE- says:

    Buenas!

    Llevo años siguiendo este proyecyto increíble y no veo el momento de que salga la versión final.
    Pero con lo que flipo, aparte del trabajo EXCELENTE con absolutamente todo, es de dónde sacas los originales que usó Capcom. Me flipa la manera en la que encuentras de dónde se sacó la textura xD.

    Ánimo y gracias por esta tremenda currada 🙂

    • albert says:

      Muchas gracias! Pues mucha paciencia, buen ojo y un poco de suerte ;P
      Ya está al caer! Acabo de terminar al “Mafia Leon”
      Ahora toca un montonazo de comprobaciones aburridas pero necesarias XD

  5. maverick says:

    relevant link for those that like this kinds of things: https://www.youtube.com/watch?v=bsCN0Yx2Vbs

    • albert says:

      Fascinating stuff! Thanks for sharing it! I was aware of this preservation texture project, but this video give non-expert people a chance to understand the importance of their work in the history of videogames.

      • maverick says:

        As soon as I saw it I remembered of your own archeology job with RE textures. It’s quite fascinating what you guys achieved and the topic itself is really interesting. Thanks!

  6. Max Storm says:

    Hey Albert, have you seen ign latest video about RE4 VR? It doesn’t have any extra contents like separate way, assignment Ada and mercenaries

    • albert says:

      Really?? I’ve seen a complete walkthrough. The video looked quite compressed, but I can tell the effects are just TERRIBLE. The fire effects… please… those fires! X(((
      The lighting is… well… some places have interesting choices, while some others it’s simply bad… No flickering lights, missing effects everywhere. It’s like they got clean scenarios, and they created new lights and effects from scratch.
      Textures are quite decent. It’s obvious they took the biggest efforts in the first areas, but at least they are not horrible in the latest stages. But the difference between the first and latest areas texture quality is quite noticeable.
      About the 3D edits. I’ve seen some interesting edits here and there. Overall, they fixed the most terrible looking things, but I’ve seen they simply got rid of some 2D meshes in the lab instead of making them 3D …
      I guess Oculus players will have fun with this game, but it’s not for RE4 purists like me.

      • Max Storm says:

        Yes, the fire effect is terrible. Looks like they up the contrast and brightness up to a 1000. It looks like it belong in another game with different artstyle. Not only that, but they also removed some lines from the VR version including the ballistics. Instead of Ashley fighting back and standing up for herself,the removed lines make her more like a jerk

      • therealest says:

        The blood and fire reminded me of when I was a young child, playing sonic the hedgehog on sega genesis (marble zone), and seeing Duke Nukem 3D in magazines. I’m surprised they took such an unrealistic, cartoonish approach. based on what I’ve seen/heard, the game sounds like it could be a real masterpiece if they took some time on the graphics a bit. Even the item highlight looked a little too ps1-like. I could only imagine if you guys or those producers were to combine your hd textures to that game.

      • Kris says:

        I wish they had asked you guys to collaborate to make it actually a pretty game.

  7. Booker Overbeck says:

    At Leon and Krauser first encounter, after Krauser kicks Leon’s back, i could see tiny pieces of the upper platform, where they started fighting, behind Krauser through his chest wound.

    Also when walking forward with some weapons (pistols por example), Leon’s shirt keep getting inside his shoulder holster (upper left corner of it).

    Even with theses small nuisances, great job above all, can’t wait for final release 🙂

  8. mofail says:

    I told you so lmao another re4 port with ton’s of people throwing out it’s the best eva ! It’s censored, overpriced garbage which finds a way to be worse than the 2005 original release.

    When this project is released it will show people what a game looks/plays/sounds like when care is involved.

  9. Reagan Morris says:

    I am SOOOO ready to throw money your way, Albert. I’ve been following this project for almost the entire project and I can not wait to finally play RE4 again, how it was meant to be played. What you have done is so admirable, and I hope you look back at all this hard work with pride.

  10. John Jenin says:

    Dear Albert,

    Is it possible for you to share some HD pictures of Krauser’s knife?
    I need side view , top view and bottom view for my collage project. Basically I’m trying to make the knife using steel.

    I’ve tried to find the picture in the internet, but mostly the design are inaccurate and there’s no top and bottom view.
    Me and my team would really appreciate if you could email me the pictures.
    I can be contacted at: protiga [at] protonmail [dot] com.

    Thank you very much.

  11. Sean says:

    Hey Albert, remember me? I have not posted in a while but I started playing RE4 again thanks to the VR release! I know you are getting close to finishing your project, but I am wondering if you are able to modify the games difficulty, such as weapon damage values?

    I have posted about this before, and you asked me to write up a detailed guide, which I am currently working on. I have been screen capturing and recording myself playing RE4 on PC. I just finished my first playthrough of the Steam version on Normal difficulty, and am working on Professional, and I will also be recording myself playing the Gamecube version for comparison (using Dolphin)

    There are obvious changes to the difficulty, such as how much damage each weapon does compared to the gamecube version. It is a lot to go over in one post so I am working on making some videos. I will post more soon and I will hopefully have some videos for you in a few days 🙂

    • Suckable_Lemon says:

      I’m curious about these sort of modifications too. Many of the balance changes introduced into the PS2 version of RE4 (which remain in all subsequent versions) are unnecessary, and diminish the game’s difficulty. The changes I take most issue with are:

      Excessive firepower buffs to the Red9 and Blacktail on their exclusive upgrade
      Excessive firepower buff to the bolt action rifle on it’s exclusive upgrade
      First aid spray cost reduced from 10,000 to 5000

      I would personally prefer it if many of the changes were revised, and the damage values and the cost of first aid sprays were modified back to how they were in the GC version, if such a thing is possible. Something else I’m also aware of is small, but noticeable balance differences between the PAL and NTSC versions of GC RE4. I don’t know if these differences are also worth noting in your guide.

      • Sean says:

        @Suckable_Lemon: “balance differences between the PAL and NTSC versions of GC RE4. I don’t know if these differences are also worth noting in your guide.”

        I did not know about the differences between PAL and NTSC except I do know the PAL version offers easy mode while the original NTSC version does not

        I do have both PAL and NTSC versions for Dolphin but I am from the US so I have never actually played the PAL version, so it would take me a lot longer to compare that version. I have to complete the game multiple times just to compare the Steam version versus the Gamecube version, and like I said I never played the PAL version so I don’t know those differences at this time

        • Suckable_Lemon says:

          I dug out my old Gamecube earlier so I could do a little testing of my own, since I have physical copies of both the PAL and NTSC versions of RE4.

          What I found from some relatively brief but pretty thorough testing in the beginning area of the game, is that the difference between these versions seems more significant than I expected. In the NTSC version, the ganados always took either 5 or 6 knife swipes to the chest/stomach to kill, while in the PAL version they always took either 2 or 3 at most.

          This got me wondering whether the knife is actually weaker in the NTSC version, or the initial bunch of ganados just had more hp. Turns out it’s both. The ganados always took 3 handgun bullets to the chest to kill in PAL whereas they took 4 in NTSC. So, while the ganados are slightly stronger in NTSC, it doesn’t fully account for how many more knife swipes it takes to kill them.

          You mentioned in your post below how the knife seems stronger in the PC version compared to your emulated GC (NTSC) version. Perhaps all the subsequent Re4 versions, including the PC version, inherited the original GC PAL balancing instead of GC NTSC.

          Obviously the testing I did was extremely limited and doesn’t provide anywhere near a conclusive view of the differences. Enemy health can vary according to the adaptive difficulty so I made sure not to take any hits. Normal difficulty was selected on PAL of course. Two other things I also noticed was that the ganados seemed more aggressive on NTSC and ammo seemed to drop a lot more frequently.

          • Sean says:

            In the NTSC version, the ganados always took either 5 or 6 knife swipes to the chest/stomach to kill, while in the PAL version they always took either 2 or 3 at most….The ganados always took 3 handgun bullets to the chest to kill in PAL whereas they took 4 in NTSC.

            Perhaps all the subsequent Re4 versions, including the PC version, inherited the original GC PAL balancing instead of GC NTSC.

            ^^THIS^^ IS POSSIBLY TRUE

            Two other things I also noticed was that the ganados seemed more aggressive on NTSC and ammo seemed to drop a lot more frequently.

            ^^THIS^^ IS ALSO POSSIBLY TRUE

            I do feel like the Gamecube version is slightly more difficult even though it is difficult to specifically pinpoint the exact reasoning! I was able to beat the PC/Steam version much faster so its taking me a bit longer to record Gamecube footage

            I’m also not exactly sure how to organize everything… I suppose I will upload the first video of just a straight playthrough before I start doing commentary, since its going to take a lot of work

    • Sean says:

      Here is a list of easily noticeable changes between Steam and Gamecube

      Weapon Costs:
      Purchase TMP = $15,000 (GC) and $10,000 (PC)
      Exclusive Shotgun Upgrade = $90,000 on (GC) and $40,000 (PC)
      First Aid Spray = $10,000 (GC) and $5,000 (PC) also note: you can buy multiple FAS on GC but the merchant will only sell you 1 in the PC version (which is fine IMO)

      Exclusive Damage Values:
      Red9 = 5.0 Max Damage (GC) and 6.5 on (PC)
      Blacktail = 3.4 Max (GC) and 4.5 on (PC)
      Rifle = 18 Max (GC) and 30 on (PC) <– the rifle sucks anyway though
      Knife = Unknown??? Seems weak on (GC) and stronger on (PC)

      I would like to point out that the $5,000 difference for buying a TMP is a big deal, because when you reach chapter 1-2 on PC/Steam you have enough gold to purchase the TMP and the Shotgun firepower upgrade, but on gamecube you can only afford one or the other… that really makes a big difference IMO

      The videos I am making are to do with the Knife and enemy damage ratios…. I don't know what the stats are for knife damage and/or enemy damage values, but it seems like the knife is stronger on the PC/Steam and weaker on Gamecube… it is a very small subtle difference but if every enemy in the game takes 1 less attack on PC compared to Gamecube, then that adds up over time allowing for players to save more ammo and health (which we dont want the game getting easier after all these years since we are better at the game now then we were 10-15 years ago)

      I don't even like that the game offers an Easy mode because when I played RE4 on gamecube 10-15 years it never had an easy mode (NTSC)… the way it works is if you play on Normal and you die repeatedly then the game automatically reduces the difficulty to easy, so theres no point in selecting easy at the start

      • Sean says:

        EDIT: “when you reach chapter 1-2 on PC/Steam you have enough gold to purchase the TMP and the Shotgun firepower upgrade, but on gamecube you can only afford one or the other”

        what I mean is:

        its technically possible to have $30,000 at the end of Chapter 1-1 but it is not always guaranteed… since the TMP is cheaper on PC/Steam you can easily purchase both TMP and the Shotgun FP upgrade (without selling too many items) and while still having gold for something else (like FAS or treasure map or whatever) which I think makes the early stages a bit easier, and it removes a bit of strategy since you don’t have to decide which purchase is more useful in the early stages

        also, the Exclusive Upgrades clearly make the late stages easier if using any of those weapons I mentioned above… I hope to have some videos posted tomorrow night, I’ve recorded videos of myself playing but I have to figure out how to organize and explain everything. Unfortunately, I only have normal difficulty recorded right now so I still have to do Professional mode (which is more important in all honesty)

      • Sean says:

        Another minor thing is each treasure map costs $10,000 on Gamecube, while on PC/Steam the first village map is $3,000 the castle map is $6,000 and the last island map is $9,000… saving the player a total of $12,000 on PC/Steam if purchasing all 3 maps… so if you are at chapter 1-2 buying the TMP and 1st village map, you are already saving $12,000 right at the start of the game + another $5,000 for the other 2 maps later on, compared to the Gamecube version

        Aside from the price differences for items, I think the PC/Steam generally gives more gold for items drops from enemies as well. I know item drops are random and can differ everytime we play the game, but it seems like the Gamecube version gives a lot less gold and possibly a bit more ammo (again this is based on Random enemy drops, so I’ll have to do more testing to confirm that)

    • Sean says:

      More Details:

      Gamecube (NTSC) definitely has more ammo drops and less gold (that is 100% fact) I am constantly having to sell 100+ handgun ammo at every merchant just to save inventory space, I do not remember it being like that but I used to always play on Professional mode back in the day

      SNAKES MOVE FASTER the snakes in the water are faster making them slightly more difficult to target (not really but slightly)… literally the freaking snakes are faster, that means just about every single aspect of this game is different LOL!

      most enemies seems to require more attacks, and I feel like whenever I play on Gamecube there is always 1 random zombie that sneaks around and attacks me from behind when I least expect it which never seems to happen on PC …lol its so bad the more I play the more I notice!

      Most of the boss fights seem quicker or require less bullets on PC/Steam, and I can absolutely confirm that I am dying more on the Gamecube version, and I think enemies are more aggressive, on PC/Steam I got into the habbit of not saving as frequently, but on Gamecube I have to save a lot more often (since I reload instead of continuing everytime I die)

      Del Lago (the lake/fish monster) seems to move faster on GC and I think he might submerge underwater more frequently, thought I’m not 100% certain on that

      El Gigante requires 3 cycles of attacking his backside on Gamecube, but on PC/Steam it is possible to kill him in just 2 cycles of attacking his back (on Normal difficulty, with no grenades used) I’m not sure the reasoning but I have tested it multiple times, I have used both the TMP and Shotgun (fully upgraded) it seems he absorbs more damage on Gamecube… and another thing I noticed is he can sometimes run straight through buildings or fences without slowing down or stopping to attack/punch (I dont think hes quite as fast on PC)

      I could be wrong on this one but I think Ashleys Ai is a bit less smart on Gamecube, like when fighting El Gigante #2 ashley would not listen to me! she kept standing still, cowering and ducking for no reason, and at one point she ran into some ledge or a tree or something and got stuck running in place (i didnt even realize it and had to go looking for her, which I never saw happen before lol!) i am not sure if maybe that happened cause I kept replaying the same part testing things, but she has never annoyed me so much in my entire life as she did just not fighting Gigante#2 on gamecube

      Its hard to specifically count every enemy and bullet I use while playing, but once I get my videos edited together, well be able to watch both versions side by side for the true comparison… I can upload my PC/Steam playthrough on Normal, but I’m only halfway done with recording my playthrough on Gamecube so it might be a few more days… I want to try and organize everything together but its like 9-10 hours of video per run and I cant talk non-stop for that many hours lmao, I need to edit the videos in a way that can cover the most important aspects in a short amount of time and I dont know how 🙁

      • Suckable_Lemon says:

        OK, so I definitely feel like a fool now, but a little more playtime on GC RE4 (PAL) has revealed that I’ve been misinformed about the region differences this whole time. It wasn’t the PS2 version that introduced the changes to certain exclusive upgrades and certain weapons/items/upgrade costs, it was the GC PAL version that first implemented them. I noticed as soon as I got to the merchant and saw that the treasure map only cost 3000 and the tmp 10000, in line with the pc version like you’ve noted.

        This wasn’t exactly a well kept secret. A quick google search would have directed me to several places that has this information readily available. I guess I’ll chalk it down to the fact that I played the PS2 version of RE4 first, and made the assumption that it was this port that made the aforementioned changes.

        “Gamecube (NTSC) definitely has more ammo drops and less gold (that is 100% fact)”

        Having played both GC versions (PAL and NTSC) up to the mendez fight, I definitely agree with you. I have significantly more money at this point on PAL, and a TON more shotgun ammo on the NTSC version. I played very similarly on both versions, getting the same upgrades for just handgun and shotgun, and finding all treasure etc…

        I suppose when it comes to the RE4 HD project, and the prospect of alterations being made to the gameplay, these differences would be something to take into consideration. Some aspects of the GC NTSC version are preferable, such as the lower max firepower for certain guns, or the lower amount of gold drops (anything that makes the game more challenging basically), but others aren’t, such as the higher ammo drop rates and the ability to stock on way more first aid sprays (even if there is the trade-off of them costing more).

      • Sean says:

        Thank you for confirming this 🙂 I was always disappointed because I havent played my actual gamecube in so long and last time I played RE4 on Steam (several years ago) I knew it did not feel right

        “It wasn’t the PS2 version that introduced the changes to certain exclusive upgrades and certain weapons/items/upgrade costs, it was the GC PAL version that first implemented them.”

        That maybe true, but I still prefer to blame PS2 lol, lets not forget Shinji Mikami left Crapcom cause of the poor quality PS2 port… but yea it is very interesting how ONLY the original NTSC release ever saw the increased difficulty, and every port since then ignored it 🙁 would be so cool if the game offered the option, its basically as if there is actually 5 or 6 difficulties to play on lol (well 4 if you ignore easy) but I have a feeling that Professional on NTSC is like wayyy harder, at least thats what I remember but its been a looong time since I played my actual gamecube

        “Some aspects of the GC NTSC version are preferable, such as the lower max firepower for certain guns, or the lower amount of gold drops (anything that makes the game more challenging basically), but others aren’t, such as the higher ammo drop rates and the ability to stock on way more first aid sprays (even if there is the trade-off of them costing more).”

        I agree, we should not need to worry too much about random item drops… although that is possible to modify, lol…

        https://residentevilmodding.boards.net/thread/8337/editing-tutorial-enemy-tool-download

        it would be really fun to create a new difficulty like insane mode with more enemies and less ammo, but I know that would be a lot of work and I don’t know how to code like that 🙁 I know people have created “insane” mods already but most of them are not very well balanced, I dont want 20 chainsaw guys in one room lol just a few extra plagas heads and wolves here and there!

        like I said in my previous comment (below this one) we can think of it in 3 categories, first is weapon values, then enemy damage if thats even possible… I think Albert should be able to adjust the pricing and weapon values, I believe a mod like that already exists but I don’t know anything about coding… at the very least I’m pretty sure its possible to modify the weapon values:

        https://residentevilmodding.boards.net/thread/13879/weapons-main-atributes-capacity-values

        Only problem with ^this^ is that it requires modifying the games.exe file, which I think Albert is not capable of doing??? 🙁 Maybe we can find a work around or something? (release it as a separate mode maybe?) seriously though, restoring the original difficulty is like the most important aspect of this game IMO and its why I still prefer the gamecube version! even if it isnt HD or proper widescreen

        PLEASE Albert this is the cherry on top! This has to happen for the sake of restoring the original game as it was originally intended! Just the weapon values! And I’m sure you can do it in a way that lets people choose right? Like if some people dont want it they dont have to download the increased difficulty mod

        I will be posting videos soon, its just taking a little longer than I had hoped

        • albert says:

          Wow! You’ve done a great research job, haha.
          Yeah. There have been several differences along the different ports of the game in terms of difficulty. I really have no idea if they were intentional or accidental…

          Well, It’s quite easy to modify .exe file if you know the byte you want to modify, and you know what exactly are doing when editing them.
          and this link you probided seems to have the needed data. that 23 00 bytes is the usual ID for the regular gun, so it should be easy to locate all the weapons inside the .exe file
          Maybe some file in the NTSC gamecube ISO contains the same data and it can be transferred to the bio4.exe file
          Where can I find a NTSC iso of the game? I have my original copy but I no longer have the DVD device that was able to read GC discs and generate ISO files

          But of course that would be a separate mod.
          I’m sure most people are already used to the current difficulty XD

        • Sean says:

          “There have been several differences along the different ports of the game in terms of difficulty. I really have no idea if they were intentional or accidental”

          I don’t know about intentional or not, but all we can confirm for certain is the original NTSC/Gamecube is more difficult, its the only version like that, and the original creator left the company when Capcom broke/ported the game to PS2… whether or not it was intentional to use PAL balancing in all ports does not matter, what does matter is we have to restore access to increased difficulties for the sake of properly reviving this game, cause its boring if its too easy! Especially for hardcore fans like us 🙂 people who download your mod are not the average/casual player… and since people know your work you can release a difficulty mod that fans can trust is properly balanced (unlike other “insane” mods lol)

          “it should be easy to locate all the weapons inside the .exe file … of course that would be a separate mod”

          GASP :O YAY!!!!!!!!!!! sure of course, it can be separate I understand 🙂 as long as its possible and people have the option! Thats all I want! People need to be aware of the fact that there is more difficulties for this game to breathe new life into it!

          “I’m sure most people are already used to the current difficulty”

          Well theres lots of new players thanks to the VR release, which VR is super easy since you can strafe and shoot at the same time, and dual wield 2 weapons sigh… the VR version is really fun, but they just keep making the game easier and easier 🙁 lol

          I had a friend many years ago tell me he thought RE4 was boring cuz he had the PS2 version and did not know about the Gamecube differences… so Im really hoping with the release of your project, hopefully you can bring new light and attention to this often ignored aspect of the game!

          “Where can I find a NTSC iso of the game? ”

          https://vimm.net/vault/GameCube/R

          I have several different ISOs but, vimms lair is usually my go to place for ROMs and ISOs, theres something special about that site cuz they existed since 1996 and never got shut down cuz they are low key unlike other ROM sites lol… however, I got in trouble for piracy last year (cuz I download way too much) so I can’t be downloading like that anymore 🙁 anyway let me know if that is the correct ISO or if there is an issue I can try to find another one

          Also, let me know if you have other questions or anything regarding the difficulty and damage values, I would love to see the work you do for this! so maybe I can learn a bit about it, and maybe I’ll make my own insane difficulty mod in the future lol…

          I am currently in the process of uploading some videos right now but I’m not ready to share them yet, so just a little longer though lol 🙂

    • Sean says:

      Albert, I know this is probably a lot of information and work for you to look into all at once

      Maybe we can break this into separate categories… like this:

      Category #1 = Merchant Pricing and Upgrade Values
      I am hoping you can at least modify the Pricing for items sold by the merchant, so that the TMP, maps, FAS, and Shotgun upgrades cost their original price. IF you are able to do that, then hopefully you will also be able to modify the Upgrade Values for the Exclusives (such as the Blacktail doing 3.4 damage instead of 4.5) or maybe theres somebody else that knows how??

      Category #2 = Knife
      I don’t know much about coding but I’m assuming the knife should be the same as any other weapon, so if you can modify the other weapon values, then we just need to figure out what the original value was on Gamecube

      Category #3 = Enemy aggression and damage values
      This is probably going to be a lot of work to figure out how to fix the Enemy Damage Values. I don’t know if you are able to modify the “aggressiveness” of enemies? Maybe that is beyond your capabilities? Maybe this is something you could work on next year, after you finish your main project? Or maybe theres somebody else who knows how?? I have not donated to you yet but I plan to soon, and if you are able to do any of these things (even just the merchant item pricing) I will be sure its a big one! I know you worked on this project a long time so hopefully you wont mind one last bonus feature lol 🙂

      Its a shame most of the modders have moved on from this game, but maybe the VR release will renew interest! Let me know if you are able to look into the item pricing, before I get too detailed with the Enemy damage values

      • albert says:

        This kind of stuff is definitely something I can’t do, only the coders can… hummm since they are now focused on graphic stuff maybe we should keep this for a next chapter of “trying to edit the code of the game” XD
        But yeah… It would be nice at least the Professional mode was as challenging as the Gamecube NTSC one.

        Could you compile all the info you have about this matter in one document?? I would come in handy at some point! 😀

        • Sean says:

          “maybe we should keep this for a next chapter of “trying to edit the code of the game” XD But yeah… ”

          OK I understand I wish I had taken the time to do this earlier or last year. I don’t want you to delay the release of your project 🙂

          Like I said, if we split the difficulty into 2 categories, I’m hoping the item pricing and weapon value changes should be relatively easy to fix… but its the enemy damage values and enemy aggression that might seem like a lot more work (i dont even know if aggression is something anybody has ever looking into before?)

          I will work on compiling all the info and I will uploaded videos very soon, maybe I should start a new discussion on re modding forums… in the meantime let me know if you got the NTSC ISO working? (links posted in my comments up above)

          Thanks so much!!!!

    • albert says:

      Oh, you already mention the guide here hahah
      Sorry, I’m reading your messages from newer to older XD

      • Sean says:

        Oops sorry, I made this a confusing mess lol

        Would it be easier to start a new discussion on the re modding forums?

      • Sean says:

        Were you able to download the ISO from the link I posted above?

        Sorry I know you are changing careers and trying to get your project finished, and I know you don’t specialize in coding, but I’m really excited you know about ID bytes or whatever for the weapons, and it would be so amazing if you can simply copy the data from the original ISO!! but I understand if this doesn’t happen till next year since you have to talk to your coding experts 🙂

        I posted a more detailed re-organized write up about the version differences in another post (below) and I will probably start a new discussion about this on REmodding forums soon 🙂

        • albert says:

          Yep!
          Now I have to dig into the files and see if I find something remotely similar to the data found in the PC exe file XD

          Oh, I’m keeping all that info you’ve posted in a doc file! ;D

  12. dud says:

    hey albert quick shoutout to your fabulous work!!!

    I’m leaving here a appeal for the community: backup the HD patch as soon as it gets released, maybe in a torrent. I think there is a good chance that C4PC0M might take action against the project when it releases.
    Hope they leave the project alone!

    Keep doing the good work albert! You are a great inspiration!

    • albert says:

      Thank you!
      No problem, they are aware of this project almost since day 1 ;D
      We are just polishing an existent game, it’s not a remake/new game like the one some people did with RE2 before the official RE2make was announced.

      • Diegoeo99 says:

        Well, you never know with companies lol
        You may have seen all the mods for the original GTA trilogy that have been taken down by rockstar in favor of the new remasters. RE4, has a remake in the works, and the VR version, that they’re currently trying hard to push, and while being different experiences, one may argue that this, may divert attention because of the accessibility and “similar” upgrades, and since, it hasn’t technically release, maybe that’s why they aren’t doing anything yet. Sooo, fingers crossed.
        Anyway, i’m counting the days to play it!!

  13. eduar says:

    how long will it take for it to be released ?

  14. Jim says:

    When will the November update be up?

    • albert says:

      Ohhh my friends… be patience. I’m preparing the release and it will include a couple of surprises haha
      I’ll try to prepare some kind of trailer when I’m sure of the release date (I don’t want to announce a date that I’m not 100% sure I can achieve)

  15. Sean says:

    Sorry for the long write up here… I rewrote this in more detail for the sake of organization while waiting for my videos to process and upload, I’ll share my videos of Normal difficulty soon but I want to get Professional started first 🙂

    “Resident Evil 4 will definitely release only on GameCube… if it comes to another console, I will cut my head off.” — Shinji Mikami before leaving Capcom

    ———-

    Notable differences in the Original Gamecube version of Resident Evil 4 include:

    The Japanese and German releases of RE4 have censored gore and death animations, such as Leons decapitation being less visible. And the Japanese version also features classic fixed (but dynamic) camera angles similar to CODE:Veronica in Ashley’s game-play segment exclusively.

    The original North American(NTSC) and Japanese release of RE4 on Gamecube is more challenging than all other versions. The European(PAL) release of RE4 has a decreased difficulty compared to earlier versions. All later ports of RE4 seem to have continued reducing the difficulty, including: PS2, PC, Wii, Xbox, PS3/4, Mobile, Switch, Steam, VR, and any other version besides the original Gamecube release are all easier!

    According to Residentevil.fandom: “The North American and Japanese versions are mostly identical except: the Japanese release of Biohazard 4 contains an Easy mode, while also lowering the amount of money and first aid spray which can be found throughout the game.”

    also… “The PAL versions of the game went through several changes from the North American version. This includes more balanced gameplay, a new Easy mode, more gold, and extra firepower in some guns. In addition, the listed firing speed for rifles has been changed to reflect their actual firing speed in the game more accurately.”

    https://residentevil.fandom.com/wiki/Resident_Evil_4/development#Regional_differences

    Generally speaking the Wii version seems significantly easier, as all of Leon’s actions appear to move slightly faster on Wii (the most noticeable being the knife aim animation; Leon noticeably aims the knife significantly faster than in all previous versions) also the P.R.L. 412 was significantly upgraded for Wii and now shoots several beams instead of just one

    The 2007 PC port is based off the PS2 port, and the Wii version seems like a combination of the PAL release + the PC release. but the Xbox/Steam port is based on the Wii version, as it turns out Xbox/Steam has the upgraded more powerful version of the PRL lol… So the question remains: Did Xbox/Steam keep Leons movement speed increased after the Wii version?? It does seem like both versions have a reduced enemy count 🙁

    From Gamefaqs: “The issue is about the PS2/PC versions spawning less enemies at once than other major versions of the game (I think it was 8-enemies-at-once on PS2/PC and 10-at-once on all other versions; at least for Mercenaries). This is why in some areas, certain enemies will only spawn after you’ve killed a few enemies to make room for them inside the PS2 memory.”

    ^ I really hope this did not stay in the games code… I have never officially confirmed or counted the # of enemies, but some of those changes might still exist… the PC/Steam version is in fact missing some enemies, like for example: on Gamecube theres 2 novistadores in the Castle when you backtrack for the Butterfly that are missing on Steam

    ———-

    MERCHANT PRICING:

    Purchase TMP = $15,000 (GC) and $10,000 (PC)
    First Aid Spray = $10,000 (GC) and $5,000 (PC) also note: you can buy multiple FAS on GC but the merchant will only sell you 1 in the PC version (which is fine we dont need more FAS)
    Village Treasure Map = $10,000 (GC) and $3,000 (PC) <— this is waay too cheap!
    Castle Treasure Map = $10,000 (GC) and $6,000 (PC)
    Island Treasure Map = $10,000 (GC) and $9,000 (PC)
    Exclusive Shotgun Upgrade = $90,000 on (GC) and $40,000 (PC)

    Exclusive Weapon Values:
    Red9 = 5.0 Max Damage (GC) and 6.5 on (PC) <– this is waaay too high!
    Blacktail = 3.4 Max (GC) and 4.5 on (PC) <– this is waaay too high!
    Rifle = 18 Max (Damage GC) and 30 on (PC) <– maybe 24 would be better?
    Semi-Auto Rifle = 0.4 Firing Speed (GC) and 0.8 (PC) <– this is fine 0.8 is good
    Knife = Unknown??? Seems weak on (GC) and stronger on (PC)

    https://gamefaqs.gamespot.com/gamecube/535840-resident-evil-4/faqs/35441

    Playing the Merchant "Shooting Range" Mini-game is more challenging on Gamecube because it seems like you can only earn 1 prize per round (I think?), where as on PC you can earn multiple prizes per round which significantly speeds up the process and allows the player to skip the more challenging rounds. I guess most people don't complete that challenge anyway, but it's messed up how you can actually skips rounds on PC.

    I actually enjoy whipping through the shooting range on PC, but it's very frustrating on GC. I cant say for certain but aiming seems easier on PC… even though I actually prefer using a real gamecube controller, I swear the shooting range handgun is shakier. the increased resolution/framerates on Steam might help? but the GC version had me heated lol… I recorded videos of my recent attempts showing GC took me an additional 1-2 hours mostly because of the Shooting range LOL… I should cut that part out of the video but I wanted it all proven 🙂

    ———-

    Enemy Health and Item Drops:

    Overall there is generally less gold in the NTSC version, Ammo appears much more frequently (on Normal difficulty), and I think there might be a few more herbs/firstaid compared to PC/Steam (but not a lot, and I have not tested Professional yet)

    Enemies are sometimes more aggressive on GC, they have more hitpoints, and they might deal slightly more damage, although I haven't really examined that too closely yet as I need to test out Professional more… oh and I am pretty sure snakes move faster too LOL

    From Suckable_Lemon: "I also noticed that the ganados seemed more aggressive on NTSC [..and..] Ganados usually take 5 or 6 knife swipes to the chest/stomach to kill, while in the PAL version they always take 2 or 3 at most….and they take 4 handgun bullets to the chest on NTSC, whereas they take 3 in the PAL version."

    On Professional mode, Ganados take 7 knife attacks (NTSC) but only 5-6 on PC/Steam
    Most boss fights seems more challenging, El Gigante can be killed in 2 cycles of attacking his backside, while on Gamecube its always 3, but I only tested this on Normal mode so far

    Salazar is definitely easier on PC/Steam… and a lot of people claim the QTEs are harder on Steam but I actually think some of them are harder on GC, specifically the last set of lasers and the final battle with Krauser require sharp reaction times for QTEs … IMO the QTEs are only messed up on Steam if you don't know how to disable V-Sync

    My first round playing Normal difficulty on PC/Steam ended with 1012 kills, where as on Gamecube I ended with 1028 kills so… I might have missed some but either way, I'm pretty certain theres more enemies on Gamecube

    Ashley might be slightly dumber on Gamecube too, or that might just be my imagination lol 😉

    I will update this more after I complete a few rounds on Professional difficulty

    ———-

    ADAPTIVE DIFFICULTY:

    I always knew the game reduced the difficulty when you die/continue, which is why I always reload a save instead of continuing from a checkpoint after I die… but apparently its a lot more detailed than I realized! I just found this information here, so I'm not sure how accurate this all is though…

    As for Normal difficulty, not sure if this is exhaustive, but things that lower the difficulty include:
    – getting hit 5 times within same area or time-frame (not sure)
    – getting hit 10 times lowers it even further
    – having a poor accuracy (not sure how many shots you need to miss for it to lower)
    – being low on ammo and items
    – dying and hitting retry

    When the difficulty lowers, a few things will happen:
    – enemies deal less damage
    – enemies have a few less hit-points
    – enemies will miss attacks unless right in front of Leon
    – less enemies appear in some areas
    – it becomes possible to get red-herbs and first-aid-sprays from random drops (when the difficulty is set high, it's only possible to get green-herbs from random drops).

    https://gamefaqs.gamespot.com/boards/925156-resident-evil-4/68429559

    Lastly, for speedrunning: the Gamecube version loads slightly slower even on Dolphin, and will take slightly longer to complete the game compared to the PC/Steam version (especially if going for 100% kills or bottlecaps)

    • albert says:

      Thanks for all the well-organized info!

    • Suckable_Lemon says:

      Knife = Unknown??? Seems weak on (GC) and stronger on (PC)

      I think I can use my testing in the starting area and some mathematical deductions to work out the knife’s damage values, or make an approximation at least.

      (NTSC)

      – 4 handgun bullets or 4 x 1.0 units of damage required to kill a Ganado.
      – This means the Ganado’s health must range between 3.1 to 4.0 units of damage.
      – A minimum of 5 knife swipes required to kill a Ganado. (Sometimes takes 6)

      From this information, we can deduce that the knife’s damage value must be 0.7. If the value was 0.6, then the knife would have always required 6 swipes to deplete the Ganado’s health. If it was 0.8, then I would have needed a maximum of 5 knife swipes and never 6.

      Unfortunately, the lower health and significantly stronger knife make it harder to discern the exact damage value in the PAL version. Using the same method of deduction as above, I know that the knife must do between 1.1 and 1.4 damage. That’s as close as I can get for now. I remember reading somewhere years ago that the damage value of the knife was 0.7 on GC, and 1.2 on PS2 (and GC PAL). That would be in line with the figures I’ve worked out.

      • Sean says:

        ” the knife must do between 1.1 and 1.4 damage. That’s as close as I can get for now. I remember reading somewhere years ago that the damage value of the knife was 0.7 on GC, and 1.2 on PS2 (and GC PAL) ”

        Thats great work as a starting point!! Have you also noticed any differences in the knife aiming movement speed between PC/Steam and GC/PAL? According to Residentevil.fandom the Wii version increased Leons movement and animations speeds, especially the knife aiming which I think is actually quite noticeable when you compare the 2 versions side-by-side

        “I can use my testing in the starting area…”

        Actually, do not use the first 8 Ganados as a testing zone. I think the first 8 Ganados might have slightly less HP then the rest of them… try checking the ones after the village or after Chapter 1-1

        At least in my quick/brief testing on Professional, I am finding that the first 8 Ganados only take 6 chest attacks with the knife in the first area of the game… However, the rest of the Ganados after that first area seem to take more than 7 knife attacks to the chest (This is on Gamecube professional)

        Gamecube NTSC on Normal = 5 knifes to the chest OR 4 bullets in the first area… and then inside the village area 7 knifes to the chest OR 5-8 bullets

        Gamecube NTSC on Pro = 6 knifes to the chest OR 4 bullets in the first area… and then in the village area it 8-10 knifes to the chest OR 7-9 bullets (at least I think thats right, I hope I didnt mess up the adaptive difficulty while counting on GC pro)

        PC/Steam on Normal = 2 knifes to the chest OR 2 bullets in the first area… and then inside the village area is 3 knifes to the chest OR 5 bullets

        PC/Steam on Pro = 3 knifes to the chest OR 3-5 bullets in the first area… and then inside the village area is 4 knifes to the chest OR 7 bullets …sigh this actually makes me really sad, its worse than the PAL version!! its worse than I thought!!! especially now that I realize how much faster Leon moves!! and I have a feeling it gets worse the more we investigate lol!!!

        FUCK YOU CAPCOM I always knew the PS2 and Xbox360 version was easier but I only ever played those versions a couple times and I never counted the exact # of attacks before, and this is the first time I’ve really played RE4 in like 10 years because I cant enjoy it when its sooo broken… and now the VR version is even easier with strafing and dual wielding 🙁

        I’ve recorded videos and the PC/Steam version is clearly easier… but it is still very confusing to count the exact damage ratios on GC pro because I think not all ganados have the same amount of HP… either that or I’m messing up and causing the adaptive difficulty to change during my test runs (even though I usually dont get hit 5 times in the first chapter) but I will try and continue doing more tests to confirm everything as I keep playing more

        • Suckable_Lemon says:

          “Have you also noticed any differences in the knife aiming movement speed between PC/Steam and GC/PAL?”

          Yeah, aiming the knife (and also maybe the laser reticule?) feels slower on GC compared to newer versions of the game. The faster gun/knife aiming speed could well be a lingering aspect that the wii version introduced, or perhaps 60fps on the PC version affects it as well. I didn’t notice a difference in gun/knife aiming speed between GC NTSC and PAL.

          So, regarding the Ganados in the starting area, you’re right to point out that they aren’t representative of Ganado health values in later areas, and that they’ll go down in fewer bullets and knife swipes. The benefit of using these Ganados though, is that I can guarantee that they haven’t been affected by the adaptive difficulty. This makes them best suited for calculating the knife damage values, but not useful for providing a good overall comparison of enemy health differences between the two GC versions. (NTSC and PAL)

          Take a look at this:

          https://www.speedrun.com/re4console/guide/3sahj

          This seems like a very comprehensive guide to how the adaptive difficulty in RE4 works. Something I noticed right away is that according to this, the enemies in PAL aren’t inherently weaker and less aggressive, but the level of pre-set adaptive difficulty just starts at a lower level at the beginning of the game. (So play well and the PAL difficulty will catch up to NTSC difficulty)

          To me, this implies that even though NTSC starts off harder than PAL, the feeling of PAL being easier will mostly stem from things like the higher knife damage and higher firepower upgrades, rather than enemy health and aggression being set to an inherently lower level.

          Some more info you might find useful (seems more related to speedrunning tactics):

          https://www.speedrun.com/re4console/guide/0qcry

          • Sean says:

            ” faster gun/knife aiming speed could well be a lingering aspect that the wii version introduced, or perhaps 60fps on the PC version affects it as well ”

            Yes 60fps MIGHT be adding to it, although I am not completely sure that it is the 60fps causing this issue and the reason I say this is because, 60fps effects enemy animation speed too meaning if you play on 30fps all animations are slightly slower, but Leon still has a faster knife than on Gamecube (which I assume is due to the Wii port)

            ” enemies in PAL aren’t inherently weaker and less aggressive, but the level of pre-set adaptive difficulty just starts at a lower level at the beginning of the game. (So play well and the PAL difficulty will catch up to NTSC difficulty)
            To me, this implies that even though NTSC starts off harder than PAL ”

            Wow this will take a lot of research, and I suppose I will need to start doing “No Damage” runs, at least for some chapters of the game for testing purposes… hopefully if Alberts coding experts can understand everything we are uncovering here, then hopefully they can find some of this stuff in the games data maybe?

            Even if we cant change/fix everything, its still really nice to know all of this stuff for 100% certain and to have a fully comprehensive list of all the differences right down to the smallest little details 🙂

            ” I’ve posted a couple of links in a reply that has yet to be approved. The preview is all messed up though ”

            Dont worry that happens to me when I write a big post with links, but Albert can fix it… I really need to start this discussion over on the REmodding forums

            https://www.youtube.com/channel/UCGrnsQqdeqVUl5FJcIQT5xA/playlists

            ^this link^ is my personal youtube channel with my personal RE4 videos… I have not posted anything related to Professional difficulty yet, but I will try to have more videos posted in the coming weeks!

        • Suckable_Lemon says:

          I’ve posted a couple of links in a reply that has yet to be approved. The preview is all messed up though and has all clumped all the paragraphs together. If it still looks like once it’s visible then ignore it and I’ll just post it again.

          • Suckable_Lemon says:

            The reply chain has reached it’s limit so I’ll just reply to myself to mention a few things. I’ll just reiterate the adaptive difficulty (AD) findings a bit more concisely.

            On the AD scale of 1 – 10 (1 being easiest and 10 hardest):

            GC NTSC (Normal) begins halfway between level 5 and 6.
            GC PAL (Normal) begins halfway between level 3 and 4.*

            *applies to all subsequent ports of RE4

            @Sean: “I suppose I will need to start doing “No Damage” runs”

            According to the guide I linked, the AD level is also lowered merely by missing shots, and raised by things like kicks, critical headshots and several other relatively arbitrary things. Keeping the AD at a consistent level for testing purposes seems rather tricky, though taking damage and dying are the things that influence it the most.

            I subscribed to your youtube channel and will check out your videos. Good luck with all the research and testing!

          • Sean says:

            by the way I’m not a pro speedrunner lol I don’t like glitching and I’d rather take my time going for 100% kills

            ” raised by things like kicks, critical headshots ”

            cant believe after 15-16 years I’m just now learning this! thats such a strange game mechanic that is never even mentioned lol… so basically performing kicks and headshots causes you to get a penalty (sort of) well I am totally serious when I say I almost always try to start the first Chapter with as many knife/kicks/headshots as possible and only using 1 herb lol

            I wonder if there is anyway for Albert to completely disable the Adaptive Difficulty?? make it always 10, or make it unable to go below a 7, or make it increase faster and decrease slower… Having the ability to set it ourselves would be so amazing!!

            But this still does not account for all the other changes, like weapon values, Leons speed, possible missing enemies, etc… I still think the GC version is more challenging (even considering all the adaptive difficulty stuff…) and its not just the weapons or Leons speed, its the overall enemy HP imo, but I need to get recording my Professional playthroughs to examine it more

          • Sean says:

            Those 2 links you posted are really interesting! But it seems very difficult to confirm everything lol, the first link you posted says “boss fights reset the AD counter” and at the bottom it says “not all boss fights reset the counter” so thats unclear lol

            It says NTSC is set to 5500 at the start and PAL is set to 3500, but then it says Pro is set to 10 and it always stays maxed out? I dont know if thats true, as it does not explain how the PC or Wii versions are easier (in regards to basic handgun experiments in Chapter 1-1) I’m pretty sure Ganados take 7 bullets on Steam and 7-9 on GC but I need to stop reading and start playing lol

            Also, the 2nd link you posted it only seems to cover the Village area mostly? and it does not mention anything about El Gigante only requiring 2 cycles, when I tried multiple times and was unable to do that on GC (with the same weapons)… also it does not mention Salazar or Krauser either (who I think are easier on PC) and I think Del Lago moves faster on GC (you can see for yourself in my videos, maybe I’m wrong but I’ve only tested Normal so far)

            At least it does confirm that enemies are more aggressive on Mercenaries for NTSC (which I already assumed) but I want to know if they spawn 8 enemies at once (like on PS2) or 10 enemies at once (like on GC)

          • Suckable_Lemon says:

            @Sean: Yeah, RE4 is often praised for having adaptive difficulty but it’s a feature of the game that I’ve grown to dislike.

            “I wonder if there is anyway for Albert to completely disable the Adaptive Difficulty?? make it always 10”

            Sorry I should have included this before, but Pro mode apparently starts at level 10 and stays there permanently, according to that speedrunners guide. Because of this, Pro seems like the ideal testing mode, since AD isn’t there to mitigate any differences in enemy health/numbers/aggression.

            As of right now, I believe that the starting lower AD level , knife damage increase, higher gold drops and higher firepower upgrades are the main contributors to the lower difficulty of PAL (and subsequent ports). If you are finding that enemies take more bullets to kill on GC pro compared to PC pro though, this is a solid indication that the former really is inherently harder.

          • Suckable_Lemon says:

            @Sean Ah sorry, I didn’t refresh the page and see your newer comment before I replied

          • Suckable_Lemon says:

            @ Sean It’s very possible that those guides are mistaken or missing complete information btw. Speedrunners tend to be pretty thorough with details but by all means, set out to confirm what the guides are saying before accepting that they’re accurate.

  16. Rafael says:

    Hi, patches from TeamX have been released for RE1, RE2 originals, allowing you to improve textures and masks. RE3 patch in development.

    Neural networks do not allow you to make good backgrounds for RE1, and RE2 and RE3 have artifacts in places.

    https://rutracker.org/forum/viewtopic.php?t=6102236
    https://rutracker.org/forum/viewtopic.php?t=6080417

    Probably your team is the only one in the world who can improve these backgrounds in RE1, 2,3 and let these games live even longer.

  17. Sean says:

    Hey Albert, I have another question related to the save/load screen

    I remember approx. 2 years ago you were editing the save/load screen and I asked you if it was possible to change or add more info to the save/load screen. I cant remember if you looked into it or not, but I was wondering if you could possibly add another column with the # of deaths the player has for each save file??

    https://steamcommunity.com/sharedfiles/filedetails/?id=235481872

    Like for example, do we really need to see the # of times we have saved? I’d rather see the # of times I died, # of kills, or possibly my Shooting Accuracy % … I know those stats are displayed at the end of each chapter, but that screen is only visible for a few seconds and is not accessible at all times.

    Or how about some way of displaying the AD (Adaptive Difficulty) score?

    • albert says:

      I’m afraid this is far from being possible… It would be needed to be coded in the script of the game (if it’s even possible). Also, the texts you see here are not a font like the text seen during the game, but textures, and they’d need to be programmed for every language. Also, the position of the text textures on screen are also far from being something easy to mod. And I’m sure what I’m saying here is just a small portion of the problems…

      This game is a nightmare for modders XD

      I agree with you that it would be really nice to see this data on the load/save screen…

      • Sean says:

        Yea its ok I understand, its a minor nitpick anyway 😛 the weapon/merchant changes though, hopefully that stuff wont be too difficult

        I’ll try posting about this on REmodding forums, maybe it can be done outside of the save/load screen? I guess that would probably require Raz0r though

        • albert says:

          humm yeah, maybe it can be forced somehow by taking the info the game has in memory and someway translate it on screen using the default font of the game… although it would be a bit intrusive if that info is on-screen all the time XD

  18. Mofail says:

    Allo anymore update videos coming Albert?

  19. Willian says:

    Quando que o jogo vai estar disponível para baixar versão completa? Tou louco para poder jogar

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