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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on May 28, 2019 5:32:22 GMT 10
Creating an AEV Save (typewriter save) As requested by some users I have prepared a small outline of the Type 08 SAVE for creating Typewriter saves. Please note that this will not generate the typewriter model we see in game, but simply the AEV event that allows us to create a save. Below is an example of a Typewriter Save extracted from the r100 AEV file: 01 01 00 00 C7 7F E6 C3 9C E9 BA 44 00 80 3B 44 BE EA 53 C7 E8 7A 76 C6 36 17 4E C7 70 89 77 C6 A6 4E 4E C7 3A 66 61 C6 5D 49 53 C7 16 27 5F C6 03 08 14 01 02 01 00 00 00 00 00 00 00 00 00 00 02 00 00 00 00 2D 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 C7 7F E6...[TRIGGERZONE] 08 [TYPE] 14 [INDEX] Following the directions in the earlier posts in this thread we simply copy paste this code into our AEV file either as a new event or overwriting an existing event, keeping in mind that we must update the [INDEX] for new entries. If we are overwriting an existing event and the save function is not working we should at that point try a different index ID as there are often sub-scripts that are linked to the AEV event IDs which may prevent normal use.
To place this save where we want please see the 'Editing AEV TriggerZones' post in this thread. Happy MOdding!
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Post by Deleted on May 28, 2019 6:06:40 GMT 10
thank you so much thank you so much my friend now i know how to do this
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Post by Karnie on May 29, 2019 13:29:01 GMT 10
mr curious i want to add a save point plz tell me where i can find type event to change it in hex This post should have perfectly solved your problem. As metioned above # Type 0x08 = Type Writer (Type writer is what savepoint looks like in the game) So take 015_r103.AEV (1-1 farm) as an example 0000 0000 0101 0000 B084 8F41 0000 7A44 0080 3B44 AF3A 2AC7 36B5 78C5 AF8E 24C7
36B5 78C5 AF5E 24C7 36F5 1AC5 AF3A 2AC7
36F5 1AC5 03 08 0C01 0201 0000 0000 0000 0000 0000 0200 0000 002D 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 It means, you should keep an eye on the red part of an event code until you find the number 08 That's how you identify which one is the savepoint event。 To add a savepoint, you just need to 1. Edit the amount of the total events. The number is located in the first line of the file looking like this. 4145 5600 0401 0D00 0000 0000 0000 0000 Here 0D means there are 13 events totally in r103 room. You should make it 0E.2. Copy and paste the example to the end of the file just like described by Mr. Curious. 3. Edit the aev index, marked as the yellow colored 0C in the example. In the example case the index of the last event happens to be 0C,(the savepoint event is the last one), so you should make that of the new event 0D 4. Edit the trigger range, the green part in the example. The code in the first line is Height, the rest can be devided into 4 parts, seperately representing 4 continuous points. I forgot whether they are arranged counterclockwise or clockwise, the former maybe. Then it's done!You can enter your game and see whether it works.
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Post by Deleted on May 29, 2019 22:25:00 GMT 10
Karnie sorry but i don't know how to get the cordinates that my problem where i can get the 45bytes CT I am so sorry i have bothered you
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on May 30, 2019 9:14:04 GMT 10
See the 'triggerzones' section of this AEV tutorial for how to place the coordinates.
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Post by Karnie on May 30, 2019 10:01:00 GMT 10
Karnie sorry but i don't know how to get the cordinates that my problem where i can get the 45bytes CT I am so sorry i have bothered you Start game and enter the targeted stage, open CE, load your game and CT file, Right Click the record of the X coordinates at the bottom. Choose "Browse this memory region". Here you should be able to get the X coordinate of where your player stands right now. Same way to get the Y coordinate. Go to 4 different points and take 4 groups of different XY coordinates. Finally get your Height coordinates with the same method. That should allow you to define an area that can trigger the event.
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Post by Deleted on May 30, 2019 22:36:25 GMT 10
Finally thank you Karnie And Mr Curious
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Post by atomoksetin on Jun 10, 2019 20:06:55 GMT 10
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jun 10, 2019 22:40:48 GMT 10
# List of Known Event Types # Type 0x10 = Fixed Ladder Climb Up What values distinguish the process of raising the player on the ladder from the process of climbing on a hill or elevation? In both cases, when approaching the trigger, the game highlights the inscription "climb up" Example This is a very good question, and I will answer it for you. The first type that we see in your picture (where the player is next to a rock), is actually not an AEV event but is instead handled by the SAT file accompanied by FCV files in the room .dat/.udas files. This type we can recreate with the SAT/EAT tool in the RE4UHD but there is one condition; we can only create these types of events in rooms that already have this type of event because of the FCV files that are required for the animations to climb. I have tried manually adding the FCV files to the rooms with no success. Without a call function from the.exe it simply does not work… You will see that the player gets stuck in a T-pose. If you want an example of this go to the beta room r61b (unused prison room). You will see that the player gets stuck in a T--pose when trying to climb the ledge at the end of the hallway. In my opinion this is a shortcoming of the game and could be fixed by a talented coder like Raz0r. For whatever reason some of the FCV files are simply not included in the player .dat/.udas files, but are instead located in external files… For example the ladder files that we raise up contain the FCV animations for Leon… I guess they were trying to preserve how much data was being loaded into memory for each room. As for the second type you posted, this is the type 10 that is handled by the AEV. I hope this clarifies your question. Happy modding!
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Post by atomoksetin on Jun 11, 2019 2:24:21 GMT 10
Cool!
You explain everything very intelligibly. I did not think that this protrusion would interest anyone except me.
But how can I get into the r61b.udas beta room? In the mode of teleport room these locations are not, and when you replace the location r100 occurs departure
And by the way, go to your youtube channel, there I left one question for you on ETM
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,991
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Post by Mr.Curious on Jun 11, 2019 5:34:50 GMT 10
I did not know about the beta rooms at the time of creating the teleporter room, so this is why they are absent… We can use Razor's ultimate trainer though to navigate to these unused rooms I will check my YouTube channel today and see if I can answer your question.I have left an answer for you on my Youtube pageHappy Modding!
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,991
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Post by Mr.Curious on Jul 22, 2019 15:21:25 GMT 10
These documents are gold, did you plan to make others? Thank you so much btw!!! Sorry or the late reply! I have made several tutorials for the RE4 2007 version (one for AEV and another for ELS). The rest of the tutorials I made were for RE4UHD. The bad news is I will not be making any other tutorials, except perhaps one for HEX editing the CAM file at some point. I am really hoping modders will come to understand the value of switching over to modding RE4UHD as the tools that Son of Persia created are available for modding this newer version of the game are far superior, and the documentation I have prepared is very thorough. The good news is that a very experienced modder by the name of Gustavo 2099 is currently creating a series of tutorials for the RE4 Ubisoft (2007) version should users wish to mod this older version of the game. Happy MOdding!
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Post by gmal on Aug 4, 2019 11:00:10 GMT 10
Mr.Curious I want to help me please. How can I place a treasure, ammunition or weapon in a particular place? As if I put under the car in which two men from the police at the beginning of the game ammunition, money and weapons and make one of these items apparent and the other appears after an event and how to control the amount of ammunition and money and make them flash. Also how can I put something, ammunition or treasure with an enemy that is not at first with the raven? Example: If you add an enemy at first and put TMP with it. Do you have a table that contains the things in the game such as ammunition, healing items and 0000 etc. I also have a problem with datextract and datrepack where I can not extract the r100 files with the datextract tool and I do not know what the reason is. I am very sorry for the prolongation, but I am in dire need of help in these matters and I ask you for help. I want to point out that I want to edit the 2007 RE version, not HD
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,991
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Post by Mr.Curious on Aug 5, 2019 3:21:29 GMT 10
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Post by Re-Play games on Aug 16, 2019 11:30:50 GMT 10
Mr.Curious I want to help me please. How can I place a treasure, ammunition or weapon in a particular place? As if I put under the car in which two men from the police at the beginning of the game ammunition, money and weapons and make one of these items apparent and the other appears after an event and how to control the amount of ammunition and money and make them flash. Also how can I put something, ammunition or treasure with an enemy that is not at first with the raven? Example: If you add an enemy at first and put TMP with it. Do you have a table that contains the things in the game such as ammunition, healing items and 0000 etc. I also have a problem with datextract and datrepack where I can not extract the r100 files with the datextract tool and I do not know what the reason is. I am very sorry for the prolongation, but I am in dire need of help in these matters and I ask you for help. I want to point out that I want to edit the 2007 RE version, not HD enter the file properties and uncheck "read only" ready, no more problems extracting. If you are using the "datextract" tool I recommend that you create a batch file so you don't have to type the command every time you want to extract a .DAT file.
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