Biohazard PC Patch (JP ONLY)
8 years ago
Spain

Looking forward to see if you manage to achieve locked 30fps gameplay in the next patch.

California, USA

Glad to see someone working on this. I'll be more than happy to help test in a few days or so. Thanks Supergamer57

Just updated to version 1_2.

Added a precision timer so the game runs smooth 30 / 60 FPS. After a bunch of testing and analysis, 30 FPS in game and 60 FPS menu seems to be the intended frame rates.

If it's working well, I will work on Windowed hardware mode and hopefully different resolutions.

Spain

Can you do some videos of the patch in action? So we can see how exactly runs on your end before we can tell it's running the same way for all (which is what we want).

Here's a test/reference video with FPS counter.

Spain

That video is done with software windowed mode, right?

Just added hardware windowed mode for 1.3, but full screen is completely disabled for now (for both modes).

It will start with no borders in the upper left corner (so you can't move it). You can use MAKEBORD.EXE after launching the game to get borders.

zenix likes this

Just updated to 1.4.

You can now adjust the resolution by pressing the F1 key (Available resolutions are 320x240, 640x480, 800x600, 1024x768, 1280x960). It also adds borders to the window.

Also removed the DDRAW dependency which will increase compatibility. MAKEBORD.EXE is no longer needed thanks to the F1 key.

If you are updating to 1.4, you can remove DDRAW.DLL and MAKEBORD.EXE from the biohazard directory.

Let this be a release candidate for speed runs.

Germany

I will swing myself onto this and test it too, my specs are mediocre so it should give a good result for medium pc spec users (that the way to say it? :D)

Intel i5-4460 @ 3,2 GHz Quad-Core nVidia GTX 745 @ 4 GB 8 GB DDR3 Ram Running Windows 10 x64 structure

Will edit this post with results tonight

Germany

Oh quick question. If For runs, do we need to use Software or Hardware Mode? Because Software is broken for me at least on my JPC version it seems like it. Allways gnaws on me about the capcom.avi file in horr/jpn/movie dir :/

Germany

^ cool beans, hardware works bomb for me

Spain

I still need to try the last patch but I think hardware mode would be the ideal way to play if it sticks to 30fps (without the bad/low/weird graphical effects of software mode)

Germany

So, I tested Patch 1.4 Last night:

Judging by the video length RTA and IGT are close, but I did not cap the FPS to 30, will do that for the next test run (simply forgot it :() Do we still need to do that? So, I clicked out of the window a few times, RTA is around 1:23:xx, IGT states 1:25:xx, so it's a bit off, even tho RTA is less AND I clicked out of the window.

My Mistakes? Any Explanation on how that came to be?

In terms of Usage: I used Hardware-mode with a resized window and just window capped it with OBS. No crashes, no weird slowdowns or speedups, Graphical glitches only in 2 areas that I really noticed. Clean, perfect. A Chris run will follow some time soon-ish.

From my perspective this is very much runable in terms of stability, especially since Door-Skips Kappa Yet the IGT and RTA thing, I dunno, might have been on my end!

Thanks Supergamer, your work is AWESOME and deserves a Badass-Seal-of-Approval <3

~Pax

Spain

Tested the 1.4 patch.

The IGT is indeed off (almost 1 minute ahead of real time) :/

I noticed that the cutscenes still desync in some places, and the 60fps menu/doors feel weird (as if it's messing with the IGT). I only clicked out of the game after the IGT usually stops (the ingame fade out before the final cutscenes).

I don't know what to think :/

Okay. I have not really tested Jill's scenario too much, but I know her cutscenes are de-synced in some places and thought it was a PC specific problem since the audio clips load too fast. The only way I could find to remedy this was cap the FPS to 15. Also possible this game is meant to run in PAL rates?

Chris scenes seem to play okay (at least for any%). IGT is ahead. I will look into it. I suppose it is either: A ) IGT is running twice as fast during 60 FPS (despite being the intended rate). B ) IGT runs faster during loads and transitions. C ) IGT is corrected during cut scenes to make up for the de-sync.

If none of the above, it's simply running faster. I can just hook the in game timer to watch it and compare to real time :)

@PaxtonMega The purpose of this patch is to fix the game to properly run it, eliminating the need for the 30 FPS lock hack suggested by FurryWulfz.

Spain

If you can read at what framerate the menus run in PS1 maybe we can know. But I'm guessing 60fps menus and doors are doing something with the IGT of this version. Full 30fps lock with Bandicam seemed to be "okay" regarding the IGT/RTA time match.

Other than these IGT issues, the patch is great to finally run the game in hardware mode and windowed mode without issues and with the correct graphics.

United Kingdom

And I know I do sound a little biased here but if you go back and watch Zenix's 40:20 RTA test using the method I posted, even though I do still believe that not to be a foolproof method, his IGT time was pretty much accurate to RTA.

Taking into account that he started his time after clicking Jill's name plate and ended it after the screen faded to black and the ending FMVs began his RTA was 40:20 and his IGT was also 40:20.

This is pretty much gonna be a case of whatever works best for you, in my opinion. It would also help to 100% know when this version's IGT starts and ends.

IGT is based on the number of game ticks processed. Divide the ticks by 30 to get the final time in seconds. A "tick" in this situation is determined only by the game's speed, not FPS locks.

Biohazard has a frame rate issue obviously. The limiter is unstable when the computer is able to process more than 30 frames a second. Strangely the game is running faster while sound clips are playing, but since the voice clips are the same speed regardless, a lot of time is added to the final IGT. My patch seems to fix this just fine, and any "de-sync" issue with cutscenes is just a PC-related issue.

This is a bug in the PC version. The menu is running at 60 ticks per second, so double the time spent in menus will count towards the IGT. Limiting to 30 FPS does not match RTA, since the game still attempts to run 60 ticks per second during menus. It is an oversight on the developers' part. What should we do? I would not fancy fixing this. My purpose was to fix the frame rate issue and make it as speed-runnable as possible, not fix all bugs/glitches with the game.

IGT starts as soon as the first cut scene begins (after skipping "They have escaped into the mansion") IGT ends as soon as the final FMV begins (after sending a signal and after the screen completely fades out)

The game excludes these from the IGT:

  • Room transitions
  • Menu fade in/out
  • FMVs
  • Game is in background
  • Options menu
  • "Exit to Title" screen
  • Save screen (typewriter)

The IGT is running twice as fast in the menu, regardless of 30 FPS or 60 FPS. The game tries to run the menu at 60 ticks per second.

Basically only the in-game, cutscenes, and inventory screens count.

IGT is inaccurate regardless of running the menu at 30 ticks per second.

Maybe I'll push out a timer tool so you can see for yourself.

United States

Judging from these videos, the PC version is still running way faster. I'm thinking of buying a computer with specs equivalent to the recommended system settings for this game. If I do, I'll do a run and get a benchmark for how it's supposed to run. I probably won't be able to get a frame counter for it, but if we keep setting framerate caps we'll be able to get an idea of the max framerate it's supposed to have.

what about 25FPS? 25FPS is PAL framerate, but chances are the engine is adjusted to work differently for the PC version.

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