Download (v0.1.3.0 Alpha): https://drive.google.com/open?id=1zJhAiKvuuGv_QIeI7UjPikvFhb89WaTR
Added weapons to the bottom of the list to fill out the last row.
Download (v0.1.2.0 Alpha): https://drive.google.com/open?id=1B3hib7LHqiMHO5HfyP61FNQNELy4GdP9
Improved reset support to also work when the game is closed and re-opened (it re-hooks the game on each reset call). Improved visual indicator for acquired items. Background is now a translucent green, in addition to the border. Also recalled the border in by a pixel on all edges.
Download (v0.1.1.0 Alpha): https://drive.google.com/open?id=1jts7ELha1GV5wvZP-koWxeKRaOoAmW7q
Added Fish hook and Empty Fuel Supply Capsule. Added right click menu for resetting the tracking for a new run.
Yeah never hurts to have two different methods of tracking. That way the user has a choice of which one they'd rather use. :)
Absolutely. StevenMayte told me I could update resources tab if I'd submit a run but I suck at runs. I just program and observe. ;)
I'll try to keep a change log here as well as an updated link so you'll know when a new release is out.
Download link (v0.2.2.0 Beta): https://drive.google.com/open?id=1YfX0SV9nxXx5wvuFYg8g0w3y6pq-xLIu
Changes:
- Fixes a bug where equipped weapon quantity sometimes shows an extremely incorrect value, usually totaling in the millions, due to a pointer calculation issue that happens intermittently.
So there was a request for a tool that would show whether you picked up certain key items, specifically in the context of a randomizer run. I created this tool and included most of the other key items as well using the code I had used to develop the REmake SRT.
It works by marking an item as seen the moment it enters your inventory by watching your inventory slots. It indicates on the UI via a green border around the item icon. The 6 main key items needed to complete the game are at the top, the rest are in mostly sequential order afterwards. Some items are not present because you get them almost immediately by having another item. For example, Sword Key isn't on this list because the Book of Curses is on the list and the book gives you the key just for inspecting it.
As a result of how the tool works, it does not persist with saves. It is designed to be ran for a full run-through. Any questions, let me know.
TO DO: Quantity support to track Old Keys acquired, sword key uses, etc. Currently, it uses a boolean indicating whether an item was acquired or not.
Download link (v0.2.3.0 Beta): https://drive.google.com/uc?id=1Ucy7DNsSn3DoXCVEo2L_m8o8mzeF7hkI&export=download
I just finished the one for REmake. I created the project for the RE3 SRT this evening. It is in development now.
Download link (v0.2.0.0 Beta):
<Link removed, outdated>Changes:
- Defense items added. Shows which is equipped and their quantities.
- Increased size of IGT and raw frame count stats.
- Performance improvements (shifted several areas of code to async/await, updates to statistics panel (IGT, raw frames, etc.) remains 15ms but the other panels now update at 200ms)
A few anomalies (and they're related) I've noticed and I say anomalies because it is how the game is coded and I am not sure it is fixable from an SRT aspect so I am not sure bug is the right word.
-
Inventory view does not update when you use an item outside of the inventory UI. For example: Reloading your gun in-game, not via inventory combine. The item is removed but the items do not shift over to the slots they would be in the Inventory until the inventory UI is opened in the game because the game does not update the inventory tables until then.
-
Weapon quantity (ammo) does not update for the same reasons listed above. This specifically affects equipped weapons as your quantity goes down as you shoot. This is semi-fixable as I have the current ammo quantity via another variable so I attempt to update the inventory view with this value as well. This results in weirdness though where quantity fluctuates in some cutscenes and as you go through some doors. It fixes itself but it looks weird.
Screenshots are lovely.
Releasing a new SRT tool for Resident Evil HD Remaster called REmake1 SRT Next.
The current release is 0.2.3.0 (Beta) and has the following features: • Character health (old-style visual with colorized numbers) • Inventory view showing your current items and quantities. • Equipped weapon.
- Defensive items. • Misc. stats such as IGT (stylized), raw IGT value, total saves, shots fired.
To do (subject to change): • Add current character avatar (Jill, Chris, Rebecca)
- Add lockpick, lighter.
You can reach me here, via Discord (Squirrelies#0001) or E-mail at gutjahr.travis on gmail period com.
Download link (v0.2.3.0 Beta): https://drive.google.com/file/d/1CrtlOuzepuwZseOAruaq_QYhPPMF3v1D/view?usp=sharing
Releasing a new SRT tool for Biohazard 1 called Bio1 SRT Next.
An important note is that you must run this SRT (and accept the UAC dialog) BEFORE running bioHARD.bat otherwise the video will be frozen. This occurs because the hardware renderer in Biohazard 1 does not appear to like another program taking full screen away (such as when UAC draws over the entire screen).
The first release publically is 0.3.0.0 (Alpha) and has the following features: • Character health (standard visual with colorized numbers) • Inventory view showing your current items and quantities. • Equipped weapon. • Misc. stats such as IGT, frames, stage info (--StageInfo), coordinates (--Coords)
To do (subject to change): • Add current character avatar (Jill, Chris, Rebecca) • Improve performance. • Add more settings (configurable memory polling (currently 30ms))
You can reach me here, via Discord (Squirrelies#0001) or E-mail at gutjahr.travis on gmail period com.
Download link (v0.3.0.0 Alpha): https://drive.google.com/open?id=1nA9A-eYlWPJu_ULxvx6qCSQScdprR6f1
That is the plan. I am working on an RE1 SRT program right now, then the plan is to work on RE3 and then REmake. :) Thanks for your interest!
If there are problems with the tool, let me know. I can help. :)
Thanks! Now it is time for me to break things! Bwhahahahah! Just kidding.
I do want to improve some performance aspects of the code and refactor some things into a class that is currently in the form code to support the simple UI form after I get the Biohazard 1 SRT project to a releasable state.
Thanks for all of your input, testing and feedback. :)
v0.5.4.0 Download: https://drive.google.com/open?id=1oztW0OUkv66iTe1C0Gk4zRkEqoB_pkj-
Changes: Fixed FAS count for 1.1.
Ok, i'll extract my 1.1 folder and do some testing. I thought I tested FAS count on 1.1 but maybe i glossed over it. Everything else seems good though?
Are you on 1.0 or 1.1? That'll tell me which offset to look at for the fas count.
Regarding croc, it is a heavily scripted fight. It looks weird but it is working as intended there.
The canister triggers the death flag even though his hp doesn't fall below 0.
Internally he has something like 20,300 hp but once below 20,000 hp, any attack on the last camera angle will make him retreat. So i basically subtract 20,000 hp from his reported current hp and show that on the UI for people who want to knife-only him and need to know how much until he'll retreat.