Enemy Swapping Tutorial (Step by Step)
Jun 13, 2021 13:45:38 GMT 10
JTeghius Kittius and dreamboum like this
Post by Deleted on Jun 13, 2021 13:45:38 GMT 10
Hello! Here's my tutorial on how to swap enemies in Resident Evil HD Remaster following 8 steps, with the help of the tutorials in spanish made by the youtuber Tao Lung Shamon.
There are already other tutorials made, but this is my way of explaining how to do it step by step. It helps me and, hopefully, you too.
Before you start, you have to download FluffyQuack 's ARCtool and PC batch files in the thread "residentevilmodding.boards.net/thread/481/arc-unpacker-repacker-v0-428".
Step 1. In order to swap enemies in any room, you have to go to "nativePC > arc > room" and choose an arc file from the st1/st2/st3/st4/st5 folders.
You can see the list of which room is each file in the thread "residentevilmodding.boards.net/thread/3072/remaster-arc-list".
This list is incomplete, however a cool trick to know is that, if you want to know what room is an arc file and you can't find it on the list like, for example, the room r306.arc, you can search in Google Images "Resident Evil r306" and it may appear an image of the room. It doesn't work with every room, though.
Step 2. Once you have the arc file of the room, open it with the "pc-dd" tool (you have to grab the file and put it above pc-dd) and it will unpack what's inside it.
Step 3. After it unpacks into two documents (named log and the other with the same name as the file) and one folder also with the same name, you have to go inside the folder version into the path "room > ems".
Step 4. You have to open the only .73E3831E file in the ems folder with HxD, an editor tool that you can download in the page "mh-nexus.de/en/downloads.php?product=HxD20".
Step 5. Once you're editing the file, you have to swap the names of the enemies for the one you want to change. The name can be found by pressing Ctrl+F and choosing a hexadecimal value.
The names of all the enemies are listed as the following ones, provided by a tutorial from JTeghius Kittius with a few modifications made by me:
31FF FFFF Slow Tyrant
09FF FFFF Dog
1202 FFFF Fast Invincible Tyrant
0AFF FFFF Crow
0BFF FFFF Normal Snake
0CFF FFFF Hornet
0FFF FFFF Hunter
0EFF FFFF Plant Tentacles
2BFF FFFF Chris AI
2CFF FFFF Jill AI
2DFF FFFF Barry AI
2EFF FFFF Rebecca AI
13FF FFFF Lisa Trevor
18FF FFFF Spider
17FF FFFF Zombie (in New Game +, this zombie sometimes becomes the Bomb Zombie that explodes when shot)
16FF FFFF Lab Zombie
15FF FFFF Fat Zombie
14FF FFFF Zombie
21FF FFFF Forest Zombie (in New Game +, this zombie always becomes the Bomb Zombie that explodes when shot)
1FFF FFFF Rotten Green Zombie
20FF FFFF Zombie
22FF FFFF Crimson Head
1918 FFFF Boss Giant Spider
30FF FFFF Richard AI
10FF FFFF Chimera Giant Bugs
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Extra Step. You can also modify the ammount of enemies in the room by changing a very specific number.
For example, if I wanted to change the ammount of Hunters (0FFF FFFF) in some room, I would modify the following number.
00 00 00 04 00 01 00 00 00 00 00 01 00 00 00 02 << the number 02, it's above 1E on the right.
00 04 00 00 00 0F FF FF FF 07 00 04 00 1E 00 00 << 1E is a constant digit in all enemies on the right, you can always locate the number to modify (in this case, 02) by searching for 1E as guidance, separated by 00 02
Another thing to consider is that, depending on where the enemy name is, the number may not necessarily be above 1E but instead on the same line. 1E 00 00
04 00 00 00 04 00 01 00 00 00 00 00 01 00 00 00 00 02 << It may help to visualize the omitted digits that appear below (00 02) as a continuation of the same line.
In this case, the number 02 is here >> 00 02 00 04 00 00 00 0F FF FF FF 07 00 04 00 1E
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Step 6. Once you're done editing and you save the changes, remove the .bak file that was generated after saving, and use the "pc-rehd" tool (you have to grab the entire folder made in Step 2 and put it above pc-rehd).
It will result in a repacked arc file that contains the edit made, and you have to put it in the path "nativePC > arc > room" back to where you found it.
Remember that the "pc-rehd" tool won't work if you don't have the .txt version of the arc file that was generated in Step 2.
Step 7. Sometimes, the enemy swap will result in a crash, which is where these last two steps come in to fix that.
You'll have to grab an enemy arc file from "nativePC > arc > em" and use the "pc-rehd" tool to extract the content as a folder.
Here's the list of which enemy is each file as far as we know for sure, also provided by a tutorial from JTeghius Kittius with the help of Snipz , CrimsonQueen and bloodyhunter :
em00 - Dog
em0a - Lisa Trevor
em0b - Slow Tyrant (First Boss Fight)
em01 - Crow
em1a - Zombie
em1b - Crimson Head
em002 - Dog
em02a - Snake A
em02b - Snake B
em03 - Hornet
em04 - Spider A
em06a - Hunter A
em06b - Hunter B
em07 - Chimera
em09 - Fast Tyrant (Final Boss Fight)
em10 - Zombie A & em50 - Crimson Head Version
em11 - Zombie B & em51 - Crimson Head Version
em12 - Zombie C & em52 - Crimson Head Version
em13 - Forest Zombie && kk01 - Grenade Forest Zombie
em15 - Zombie D & em55 - Crimson Head Version
em16 - Lab Zombie A & em56 - Crimson Head Version
em17 - Lab Zombie B & em57 - Crimson Head Version
em18 - Naked Zombie
em19 - Zombie E
em1a - Fat Zombie
em1b - Crimson Head (Boss Fight)
em20 - Spider B
em21 - Spider C
em30 - Giant Snake (Boss Fight)
em40 - Shark A
em41 - Shark B
Once you have the folder version, you have to put all the folders found inside it and drop them in nativePC.
The folder names are effect/model/motion/motseq/scr.
Step 8. Finally, you have to go to "nativePC > arcPC > sound > se > em" and grab the arc file of the enemy you're trying to swap and use the "pc-rev" tool to extract the content as a folder.
Once you have the folder version, you have to put the only sound folder found inside it and drop it in nativePC.
You should also remember that the sound file of the Slow Tyrant is em0c, meanwhile the sound file of the Giant Snake (Boss Fight) is em0b.
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Also, here's the folders of all the original rooms unedited in case you fuck up: www.mediafire.com/file/k45u3eonvlkufyb/room_%2528originals%252C_not_modified%2529.rar/file
It might be handy if you, the master of trial and error, take it with you.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
There are already other tutorials made, but this is my way of explaining how to do it step by step. It helps me and, hopefully, you too.
Before you start, you have to download FluffyQuack 's ARCtool and PC batch files in the thread "residentevilmodding.boards.net/thread/481/arc-unpacker-repacker-v0-428".
Step 1. In order to swap enemies in any room, you have to go to "nativePC > arc > room" and choose an arc file from the st1/st2/st3/st4/st5 folders.
You can see the list of which room is each file in the thread "residentevilmodding.boards.net/thread/3072/remaster-arc-list".
This list is incomplete, however a cool trick to know is that, if you want to know what room is an arc file and you can't find it on the list like, for example, the room r306.arc, you can search in Google Images "Resident Evil r306" and it may appear an image of the room. It doesn't work with every room, though.
Step 2. Once you have the arc file of the room, open it with the "pc-dd" tool (you have to grab the file and put it above pc-dd) and it will unpack what's inside it.
Step 3. After it unpacks into two documents (named log and the other with the same name as the file) and one folder also with the same name, you have to go inside the folder version into the path "room > ems".
Step 4. You have to open the only .73E3831E file in the ems folder with HxD, an editor tool that you can download in the page "mh-nexus.de/en/downloads.php?product=HxD20".
Step 5. Once you're editing the file, you have to swap the names of the enemies for the one you want to change. The name can be found by pressing Ctrl+F and choosing a hexadecimal value.
The names of all the enemies are listed as the following ones, provided by a tutorial from JTeghius Kittius with a few modifications made by me:
31FF FFFF Slow Tyrant
09FF FFFF Dog
1202 FFFF Fast Invincible Tyrant
0AFF FFFF Crow
0BFF FFFF Normal Snake
0CFF FFFF Hornet
0FFF FFFF Hunter
0EFF FFFF Plant Tentacles
2BFF FFFF Chris AI
2CFF FFFF Jill AI
2DFF FFFF Barry AI
2EFF FFFF Rebecca AI
13FF FFFF Lisa Trevor
18FF FFFF Spider
17FF FFFF Zombie (in New Game +, this zombie sometimes becomes the Bomb Zombie that explodes when shot)
16FF FFFF Lab Zombie
15FF FFFF Fat Zombie
14FF FFFF Zombie
21FF FFFF Forest Zombie (in New Game +, this zombie always becomes the Bomb Zombie that explodes when shot)
1FFF FFFF Rotten Green Zombie
20FF FFFF Zombie
22FF FFFF Crimson Head
1918 FFFF Boss Giant Spider
30FF FFFF Richard AI
10FF FFFF Chimera Giant Bugs
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Extra Step. You can also modify the ammount of enemies in the room by changing a very specific number.
For example, if I wanted to change the ammount of Hunters (0FFF FFFF) in some room, I would modify the following number.
00 00 00 04 00 01 00 00 00 00 00 01 00 00 00 02 << the number 02, it's above 1E on the right.
00 04 00 00 00 0F FF FF FF 07 00 04 00 1E 00 00 << 1E is a constant digit in all enemies on the right, you can always locate the number to modify (in this case, 02) by searching for 1E as guidance, separated by 00 02
Another thing to consider is that, depending on where the enemy name is, the number may not necessarily be above 1E but instead on the same line. 1E 00 00
04 00 00 00 04 00 01 00 00 00 00 00 01 00 00 00 00 02 << It may help to visualize the omitted digits that appear below (00 02) as a continuation of the same line.
In this case, the number 02 is here >> 00 02 00 04 00 00 00 0F FF FF FF 07 00 04 00 1E
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 6. Once you're done editing and you save the changes, remove the .bak file that was generated after saving, and use the "pc-rehd" tool (you have to grab the entire folder made in Step 2 and put it above pc-rehd).
It will result in a repacked arc file that contains the edit made, and you have to put it in the path "nativePC > arc > room" back to where you found it.
Remember that the "pc-rehd" tool won't work if you don't have the .txt version of the arc file that was generated in Step 2.
Step 7. Sometimes, the enemy swap will result in a crash, which is where these last two steps come in to fix that.
You'll have to grab an enemy arc file from "nativePC > arc > em" and use the "pc-rehd" tool to extract the content as a folder.
Here's the list of which enemy is each file as far as we know for sure, also provided by a tutorial from JTeghius Kittius with the help of Snipz , CrimsonQueen and bloodyhunter :
em00 - Dog
em0a - Lisa Trevor
em0b - Slow Tyrant (First Boss Fight)
em01 - Crow
em1a - Zombie
em1b - Crimson Head
em002 - Dog
em02a - Snake A
em02b - Snake B
em03 - Hornet
em04 - Spider A
em06a - Hunter A
em06b - Hunter B
em07 - Chimera
em09 - Fast Tyrant (Final Boss Fight)
em10 - Zombie A & em50 - Crimson Head Version
em11 - Zombie B & em51 - Crimson Head Version
em12 - Zombie C & em52 - Crimson Head Version
em13 - Forest Zombie && kk01 - Grenade Forest Zombie
em15 - Zombie D & em55 - Crimson Head Version
em16 - Lab Zombie A & em56 - Crimson Head Version
em17 - Lab Zombie B & em57 - Crimson Head Version
em18 - Naked Zombie
em19 - Zombie E
em1a - Fat Zombie
em1b - Crimson Head (Boss Fight)
em20 - Spider B
em21 - Spider C
em30 - Giant Snake (Boss Fight)
em40 - Shark A
em41 - Shark B
Once you have the folder version, you have to put all the folders found inside it and drop them in nativePC.
The folder names are effect/model/motion/motseq/scr.
Step 8. Finally, you have to go to "nativePC > arcPC > sound > se > em" and grab the arc file of the enemy you're trying to swap and use the "pc-rev" tool to extract the content as a folder.
Once you have the folder version, you have to put the only sound folder found inside it and drop it in nativePC.
You should also remember that the sound file of the Slow Tyrant is em0c, meanwhile the sound file of the Giant Snake (Boss Fight) is em0b.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Also, here's the folders of all the original rooms unedited in case you fuck up: www.mediafire.com/file/k45u3eonvlkufyb/room_%2528originals%252C_not_modified%2529.rar/file
It might be handy if you, the master of trial and error, take it with you.

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