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Bioflames FAQ (please read if you are new to the boards)

 
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Leatherface74



Joined: 31 May 2005
Posts: 538

PostPosted: Wed Apr 12, 2006 12:31 pm    Post subject: Bioflames FAQ (please read if you are new to the boards) Reply with quote

Bioflames FAQ

Please read the FAQ in its entirety before posting any questions on the board.

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Q: What is Resident Evil 1.5?
A: Resident Evil 1.5 is the scrapped version of Resident Evil 2. It has been confirmed by several interviews that the game was at approximately 80% completion before it was decided that it would be scrapped and re-started. It featured completely different backrounds, story, enemies, weapons, several different characters, and a different female protagonist. It is basically a completely different game.

The two best sources of information for Resident Evil 1.5 are

http://bioflames.com/default.htm
and
http://www.survivhor.com/RE1.5/index.html

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Q: Do you guys have or know where to download Resident Evil 1.5?
A: As of this moment, there are no known copies of Resident 1.5 or any Downloads available.

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Q: I've found a file on (insert download program of choice here) named Resident Evil 1.5, is this the real deal?
A: No. Members of the Resident Evil community have spent years and lots of cash to try and obtain a legitimate copy, anything you find online is likely a fake or a mislabeled file. Simply put, you will not be able to find something in 10 minutes that others have been searching for for nearly a decade. It's just not going to be that easy. So before making a topic, download the file and you will see it's either Beta 2 or some other Resident Evil related thing.

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Q: What is Resident Evil 2 Beta 2?
A: Resident Evil 2 Beta 2 is basically a near final copy of what was the released version of Resident Evil 2. It has a disabled debug menu and Claire is not playable. Differences from the final game are minor, mostly just different item placements. Resident Evil 2 Beta 2 is widely available online on peer to peer programs and such.

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Q: What is Resident Evil 2 Beta 1?
A: Now here's where things get a bit interesting, Resident Evil 2 Beta 1 is the earliest known incarnation of what became the final released version of Resident Evil 2. There has only been one person known to have ever possesed a copy and unfortunately, the disappeared along with Resident Evil 2 Beta 1. From what little we do know, Resident Evil 2 Beta 1 contained several glaring differences in regards to the prerendered backrounds and level design. The labs from Resident 1.5 remained unchanged in this incarnation of Resident Evil 2 as did the infamous Spider-Man monster. Also, a full debug menu is accessible and Claire Redfield is a playable character. Beta 1 is as rare as Resident Evil 1.5 and it is not available online.

For more information on Beta 1 or 2, please visit the following site: http://www.survivhor.com/RE2/BETAS/index.html

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Q: I found a pic online of the box art for Resident Evil 1.5, does this person have it?
A: The official box art for Resident Evil 1.5 was to look like this:



Any other box art is likely fake. A tell-tale sign is that usually forgers will label the the game "Resident Evil 1.5" rather than the correct "Resident Evil 2."

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Q: Does anyone have a copy of Resident Evil (1,2,3...etc.) for download?
A: Bioflames has a strict policy regarding the piracy of games and software. Basically, If a game or program is available for purchase online or in stores, you are not allowed to ask for a copy online. Support your gaming companies.
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krieg747



Joined: 22 Dec 2005
Posts: 719

PostPosted: Wed Apr 19, 2006 12:23 am    Post subject: Reply with quote

Thanks for the faq. we've been needing one of these.
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Dot50Cal
Admin


Joined: 10 Apr 2004
Posts: 1952
Location: Pennsylvania

PostPosted: Tue Aug 29, 2006 4:47 pm    Post subject: Reply with quote

Just to add to it, NO PIRACY TALK!
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Project Omega



Joined: 04 Jan 2004
Posts: 569
Location: Miami, FL

PostPosted: Wed Aug 30, 2006 1:55 am    Post subject: Reply with quote

Arrow http://www.bioflames.com/forum/faq.php < For all other questions...
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MarkGrass



Joined: 24 Mar 2005
Posts: 1362

PostPosted: Sun Oct 01, 2006 5:36 am    Post subject: Reply with quote

Here's something that really hasn't been addressed:

File Formats

Q: Why aren't the file formats described in detail?
A: To put it plain and simply, I don't want to get sued. Besides, it would make this page a mile long.

Q: Why isn't file format 'XXX' referenced?
A: I either don't know how the file works and/or what it is or does. Feel free to correct/add information.

Q: What the hell is the point? I don't even care about this crap...
A: Well some people, better yet, people who make things happen do care and can use this information as a stepping stone to figuring out different file formats. End result=possibly better, original mods for the BH/RE community, though this can only happen if not just one person, but people can work together and freely exchange ideas.

Code:
AFS - Advanced File System (archive)
ADX - CRI audio format (Music, voice, misc.)
AHX - CRI MPEG audio
ALZ - ARC file format with improper extension
ARC - Archive of TPL textures, LZ compressed files, THP video, etc.
ARD - Archive of Sony PSone TIM textures, [custom]SEQ/VH/VB music/sounds, and [custom]TMD data
AST - Uncompiled C/C++ code
BIN - Binary data/code. (Archived model data, background images, etc.)
BJL - RBJ C/C++ header file
BGM - Archived Sony PSone SEQ, VH, and VB/VAB sound data (Music)
BGZ - Archive of multiple quasi-JPEG images
BNR - Nintendo Gamecube Disc Banner data (unique rectangle image/data shown in BIOS)
BSS - Archived Sony PSone BS movie images (Background)
CAM - Camera setting text definitions
CM2 - Camera setting text definitions
CPE - Sony PSone PSYQ SDK executable
CNF - Sony PSone BIOS information
CPT - Compiled binary data/code
DAT - Binary data/code. (Memory Card saves, TIM textures, PIX textures, etc.)
DEF - Text definitions/directories
DIE - Archive of a Sony PSone TIM texture & camera animation (Death scene)
D01 - Archive of a Sony PSone TIM texture & TMD (Door)
D02 - Archive of a Sony PSone TIM texture & TMD (Door)
D03 - Archive of a Sony PSone TIM texture & TMD (Door)
D04 - Archive of a Sony PSone TIM texture & TMD (Door)
D05 - Archive of a Sony PSone TIM texture & TMD (Door)
D06 - Archive of a Sony PSone TIM texture & TMD (Door)
D07 - Archive of a Sony PSone TIM texture & TMD (Door)
DOC - Uncompiled C/C++ code (Message)
DOL - Nintendo Gamecube executable
DOR - Archive of a Sony PSone TIM texture & TMD (Door)
DPS - HTML/XML DEFINE list
DRV - Sega Dreamcast executable driver
DSP - Nintendo Gamecube ADPCM waveform (Music, voice)
ELS - Uncompiled C/C++ code (effect list)
EMD - Archive of a Sony PSone TIM texture, TMD model, and animation data (Player/Enemy)/GCN data ?
EVS - Cutscene animations
ESP - Compiled binary data/code
EST - Uncompiled C/C++ code (Enemy set)
EXE - Sony PSone executable
H   - C/C++ header file
H4M - Nintendo Gamecube video (FMV)
HED - Sony PSone VH data w/special header
HSB - Archive of Sony PSone SEP, VH, and VB/VAB sound data (Music)
INF - ISO-9660 file system format information
INI - Executable input information
IVM - Archive of Sony PSone TMD model and its corresponding TIM texture
LST - Text definitions/directories
LZ  - HUFFMAN table compression-scheme compressed file
M2V - MPEG 1 system stream (audio+video)
MAP - Archived Sony PSone Tim textures
MHP - Nintendo Gamecube THP variant (uses ARC variant index header)
PIX - Headerless Sony PSone TIM textures(s)
PLD - Archive of a Sony PSone TIM texture, [custom]TMD model, and animation data (Player/Enemy)
PLW - Archive of a Sony PSone TIM texture, [sometimes custom]TMD model, and animation data (Weapon)
PRO - [custom]MIDI data
PTC - Raw 24-bit RGB image
PVR - Sega Dreamcast Power Vector Rendering GPU image texture
REL - Nintendo Gamecube Codewarrior executable/driver
RDT - Archive of Sony PSone VH/VAB sound(s), TIM texture(s), and TMD sprite data(s) (Room)
RGB - Raw 24-bit RGB image
SAM - [custom]waveform samples
SAP - Signed 8-Bit WAV file w/special header; Looped background music waveform for PC verions
SCT - Uncompiled C/C++ code (Scenario)
SDI - [custom]index data
SEL - C/C++ header file
SEP - Multiple Sony PSone Standard MIDI Format 1 data(s) all using the same pQES header
SEQ - Sony PSone Standard MIDI Format 1 data
SFD - TMPGEnc format M2V using CRI ADX audio
SND - Sony PSone VH/VAB sound data/Nintendo Gamecube DSP variant data
SLD - [custom]Sony PSone TMD data
SST - Uncompiled C/C++ code
STF - Raw 24-bit RGB image
STR - Sony PSone streaming movie (FMV)
TGA - 24-bit Targa image
THP - Nintendo Gamecube JPEG sequenced movie (FMV)
TIM - Sony PSone image texture(s)
TM2 - [Custom]Sony PSone TMD data
TMD - Sony PSone 3D Model data
TS  - Sony PSone Tim texture
TPL - Nintendo Gamecube image texture(s)
VAB - Multiple Sony PSone VAG sound samples (Player/Enemy/Music/Weapon/Room sound(s))
VIB - Uncompiled C/C++ code
VAG - Single Sony PSone ADPCM encoded waveform (Player/Enemy/Music/Weapon/Room sound(s))
VB  - Multiple Sony PSone VAG sound samples (Player/Enemy/Music/Weapon/Room sound(s))
VBS - Archive of multiple Sony PSone VAB data(s) (Enemy sounds)
VH  - Sony PSone VB/VAB header
XA  - Sony PSone streaming ADPCM audio (Voice)
XAS - Sony PSone streaming ADPCM audio (Voice)
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