Unused Stage Room video

Hello! I’ve released a new video on YT about all the unused areas I could extract among the game’s files. It’s quite interesting the amount of stuff I was able to find.

Thanks to emoose for sharing the trick to get this ๐Ÿ˜‰ (click to enlarge)

Although most of them were already discovered by other people, I think a couple of them are new.

Enjoy it!

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22 responses to “Unused Stage Room video”

  1. Mr. C says:

    Nice. All the mod needs now is just to fix the remaining bugs, include amateur mod for speedrunners, include the salvador portrait from the trial version and include the cut sewer scene as an easter egg in the sewer or the new hd project area. Thank you and good luck with the work comrades. Peace.

  2. Cobtaregala says:

    Hey man

  3. ItalicMaze says:

    Very interesting! ๐Ÿ˜€

  4. Mr. C says:

    You forgot to accept my message pls

  5. emoose says:

    Great video, showed a lot that I didn’t know about those rooms!

    BTW the r004 room seems to have a lot of code related to it, eg. try holding down right-bumper on controller while you area-jump to it ๐Ÿ™‚

    • albert says:

      Ohh yeah! So all those bin files can be triggered haha
      If you press RB Leon is invisible haha

      There’s also a Verdugo’s model among the r004 files and that ball-shaped Servbot from Megaman Legends with the sewer lid XD

      • emoose says:

        There’s also something in the r004 code which adjusts Leon texture material with right-stick, eg. can turn him glassy/reflective: https://cdn.discordapp.com/attachments/608593920682622989/1009529872588214393/20220817183933_1.jpg
        Need memory patch to enable that though (1.1.0: change bio4.exe+87D22C to 1)

        Kinda neat, but couldn’t really find any code for the other stages you showed sadly.

        There is one thing I noticed a while ago though, the PS2 symbols have an enum related to all the ESL files which looks like this:


        One of the entries there is interesting: “EM_LIST_BIO5”
        When I first saw that I thought it was just a single curiosity they left in (couldn’t find any other BIO5 mentions), but now I’ve seen the R7XX rooms that you showed, and you even mention how they look similar to RE5… pretty suspicious :p, wonder if maybe the X360/PS3 team forgot to strip those levels out lol.

        • albert says:

          Ohh hahah!
          It’s the first time I use Cheat Engine to do my own stuff and it worked XD

          Humm if they did that during the PS2 era… maybe they already started doing some tests for BIO5. After all, the first RE5 trailer was in 2005!

        • Megan Grass says:

          Excellent find, emoose ๐Ÿ™‚

          • emoose says:

            Oh hmm, might have found a definite link between R7XX & BIO5.

            Looks like that EM_LIST enum is actually included in the executable too as strings (you can even find them in the UHD exe): https://i.imgur.com/SPrEQ5K.png

            Seems to match with all the entries I posted before, except BIO5 is changed to “biox” there, guess they probably didn’t want it to show up as a string in the EXE :p

            BIO5/biox are at index 9 into the list, seems there’s also a function “checkEmListNo” in the game which takes a room number and returns the list index for it – you can maybe guess where I’m heading ๐Ÿ™‚

            Anyway, for room 6xx & 7xx: https://i.imgur.com/Inf4t2y.png

            So 6xx falls under #18 PS2ETC/ps2-tgs, and 7xx is under #9 BIO5/biox, pretty neat! Guess they must have first started on it sometime between GC & PS2 release.

            @Megan Grass
            Heh was thinking of bringing up the BIO5 string before but didn’t seem interesting enough by itself, glad Albert made this video letting us see the R7xx map properly, always neat how different things like these end up being connected ๐Ÿ™‚

          • albert says:

            Haha So, they forgot to rename a few “BIO5” XD Lucky us! ๐Ÿ˜›
            Now I’m almost sure the 7XX areas were created while the PS2 port was in development, along with 5XX and 6XX
            The herb plant model in 704 is lowpoly, just like the PS2 model…
            Fascinating ๐Ÿ˜€

  6. john says:

    hello friend good afternoon and downloaded and installed the hd project but the letters come out very big and I don’t know how to solve them could you tell me how to fix it thanks

  7. olbap says:

    hola albert, muy bueno el video lo vi entero.
    esa version de re4_tweaks que usas ahรญ se puede conseguir? porque parece tener buenas opciones extra. la busquรฉ en github pero no la encontrรฉ ๐Ÿ™

    • albert says:

      Estรก a punto de salir!
      La tenรญa porque me la pasaron para testear algunas cosas ๐Ÿ˜›
      Ahora la estรกn puliendo para publicarla ๐Ÿ™‚

  8. Thorsten Supe says:

    Call me crazy Albert but the rooms at the 7:55 markcoulb be leftovers from Uroboros / Fog version from TGS 20002.

    The textures above could be from a cockpit door as a placeholder. I also did some datamining for this UHD version and found a texture that resembels the uroboros pustles as well as the picture from the start of the video with the games name written on it.

    I think it is a leftover title screen from the Fog version.

    Anyways great content as always man. I hope you do some more in depth videos like this.

    • albert says:

      It’s possible. It was done during an early stage of the development because this data was even in the very first gamecube release.
      Yeah, those “uroboros” textures in room r002. I also thought they used the room 002 as testing area to create that trailer, and they simply forgot to remove the fog/worms textures. Those textures are the ones appearing in the trailer, that’s for sure (but they were eventually reused as regeneration effect for the regenerators XD)

  9. Ryan says:

    Hey Albert! I just want to know whether there are any plans to add an inventory hotkey feature like RE5, where you can swap weapons by pressing a button. (1, 2, 3, and so forth for keyboard) I’m simply curious if that’s on the list or not, best regards.

    • albert says:

      I don’t know if that’s possible. Only nipkow and emoose can answer this, if they even know it right now. They examine every fix/petition one by one and conclude if they can do it on the fly.
      I guess they’ll attend this kind of mod petitions once the main issues of the game are solved and when they have the time, of course ๐Ÿ™‚
      Take a look here, maybe someone already asked them for this feature:

  10. Mani says:

    Hey man, pardon me but i kinda need your help with this because i can’t seem to figure it out, would you mind telling me what’s that pop-up thingy you’ve used to navigate through those rooms? (I believe you called it “the debug menu” while others seem to call it the “trainer”) but the point is, i see it has become very prevalent among RE4 players and i don’t know how/where to even get it let alone install it, not to mention activating it in-game, I’d appreciate your guidance on this matter, also a link to download it if possible, the main reason i need it is for the randomizer ๐Ÿ˜… thank you

    • albert says:

      It’s re4_tweaks
      The next release will include a lot of new trainer options that version doesn’t have yet

      • Mani says:

        Oh pardon me albert, that’s not what i meant, maybe i didn’t specify enough, yes im aware of the re4_tweaks and have no problem toggling it using f1, what i was referring to was this menu: https://postimg.cc/SnVgR4MC

        i don’t know what it is nor did i find any useful youtube tutorial about it or how to operate it, it’s just baffling to me that i can’t seem to figure it out yet most people don’t seem to have the same issue as me, (which i believe you’ve also used it in your video) but nevertheless i apologize if im bothering you with something relatively simple and unrelated to the HD project. Thank you sir.

        • albert says:

          Oh, you have to activate the “EnableDebugMenu” function in the “Misc” section of the F1 menu and reset the game.
          Then once you are ingame press ctrl+F3 and this will activate this menu. There are not too many things you can do with this right now, but the next re4_tweaks release will include more intuitive debug options integrated in the F1 menu
          No problem!