Biohazard PC Patch (JP ONLY)
8 years ago

@Carinogen

The game ticks are not synced to FPS. Game ticks are 30 per second and 60 per second for in-game and menu/doors respectively.

Frame cap doesn't matter unless it can process more FPS, in which case more ticks are processed per second. It's strange. Setting to 25 or 15 FPS the game will still run 30 ticks per second (or at least attempt to). If 40 FPS is possible, it will run 40 ticks per second, but if the FPS cap is 30, there is no speed up.

The IGT is calculated from the amount of game ticks processed (GameTicks / 30). It does not account for additional menu ticks, so the IGT is running twice as fast during menus.

Pretty sure it's 30 and 60.

I believe my patch is letting the game run at intended rates, so I think we should go with RTA for PC.

United Kingdom

I am against RTA on RE1 PC for a few reasons:

  1. We've already seen the game will very visibly run at varying speeds (even with the patch as Carcinogen mentioned above) and have visible speed up quite often. This, alone, pretty much effectively makes RTA useless.

  2. People running the game on old hardware, and thus getting the actual performance the game is supposed to be at will suffer in terms of RTA because the chances are they will get very little speedup compared to someone running on modern specs. Their experience, I imagine, would be a lot closer to what was intended than anything any of us could get, no matter how much we mess around with this.

The main other reason, is this game isn't even intended to run off of a HDD... it's supposed to load from the disc at every door. The reason I know this is because I've played it from an actual disc, and every time I hit a door the load times would be about 2-3 secs for each door skip and the drive was actively scanning the disc everytime I hit a door.

Running this game off of a Virtual Disc using programs like MagicISO would be very unfair in this case to anyone wishing to just play the game the way it was intended, which is off of the physical disc. Which would then mean programs like MagicISO (or running it Virtually period) would also have to banned on account of people running it legitimately would then be at a ridiculous disadvantage in the case of RTA.

Most importantly; it's also worth noting that even PSXjin has mild speed-up, and that isn't even visible to the naked eye most of the time. But it's well known that PSXjin will land usually between 3-10 seconds difference in RTA/IGT because the emulator, whilst stable, isn't perfect.

Think how much difference this version is gonna have, when it's all over the place and very visibly so.

Okay I have an idea for the next patch. Instead of syncing FPS, I can sync game ticks instead. If I account for menu ticks I can provide an accurate IGT (or just forgo 60 FPS menus).

In 1.1 - 1.4 I have intercepted the frame presentation function and limited that to 30/60 per second.

Instead I will limit the game ticking function.

I think it will even be possible to keep 60 FPS menus while keeping the IGT accurate.

Scotland

I think that would work I would really like the pc speedrunners for this game

California, USA

I'll start test running it when the next patch is out.

It's been a while since an update.

1.5 is now available, which syncs game ticks instead of FPS. This patch fixes a lot of spikes in speed during screen transitions as well as some cut scenes.

It seems some cut scenes are too slow, but possibly due to audio clips loading too fast (they're delayed on console hardware), which would make it a PC engine-related problem. A good example is the Jill/Barry cut scene where you get Acid Rounds. Barry speaks too early...

It has been a long time since an update. I have updated the patch to 1.6, as well as made a livesplit script so you can read the game timer.

Specifically, it fixes the timer in menu so it doesn't run double speed.

Everything but FMVs will count towards the IGT.

TaP likes this

End game IGT is acting strange. I know when I changed the game time value before the end that the IGT would change accordingly, but it's inconsistent now when playing from New Game to the end.

EDIT: Woops, was reading the wrong frame counter, this game has several Kappa

EDIT2: Version 1.6.1 now reflects the correct timer. You can update the auto splitter too, but it should not make a difference.

The timer works like before. Doors, (some) screen fading, and FMVs will not count towards the IGT.

Test sample run for 1.6.1 patch ( in two parts because OBS crashed Kappa ) The top timer is RTA The bottom timer is IGT

zenix likes this
Spain

I think 1.6.1 with the Livesplit IGT is going to be good enough to run this legitimately IMO. We need more people to test in different kinds of hardware of course but just knowing that the IGT lies way behind RTA in this game (as it should be) gives me hope of stability.

I've done several test runs and the IGT seems to remain consistent.

I always have 45.10 seconds IGT at the first door in Jill, and I know where I'm gaining and losing time in splits.

Languedoc-Roussillon, France

Did you finish the game and get the same time that the one show in game after credits?

edit: sorry didn't look at the video. Nice job!

Updated to 1.7. There is not likely to be a speed patch in the future due to the way the new patch works.

In previous patches, I have used my own timing code to fix the speed of the game. But now I have discovered that the wacky speed of the game was caused by a faulty instruction in the game code. The game now runs like Biohazard 2 in terms of speed. It even has the bug where the game runs at PAL speed, which can be fixed by running some media in the background (Windows Media Player, YouTube, etc.).

You can even replicate the speed patch by setting the bytes at 165E7 in Biohazard.exe to "90 90 90 90 90 90". However, it will not fix the IGT problem where the menu advances the IGT twice as fast. My patch already fixes the IGT.

So all my patch does now is remove the faulty instruction, allow windowed hardware mode, and IGT fix for menu.

TaP likes this
United States

I'll give this a few runs and see how it goes, but it's playing well so far. I wonder if this works with the MediaKite version I bought :D lol. Also, any idea on how configure the keys in-game? I use a gamepad BrokeBack

EDIT: NEVERMIND I AM STUPID. There's an option button OpieOP

United States

Hey Supergamer57, I just wanted to say thank you so much for the patch. It finally made the game run perfectly for me. Thank you so much!

United States

Supergamer57, would you help me on set up the IGT timer to run with the RTA in LiveSplit like in your videos earlier in this thread?

Pennsylvania, USA

Supergamer, thanks for the patch and the quick guide! Just ran the game for the first time and it's pretty smooth.

Belgium

Hey guys,

I have an issue with PC version. I mounted an ISO, downloaded patch, bio.exe from zip is w95 compatibilty ... i execute the .bat AND ....... Nothing :(

It try to run bio.exe and i got a windows with japanese stuff ( i can only close it )

Bio1 must be installed or only Iso mounted ?

Thanks

Try setting 16 bit resolution on monitor @SephJul

Spain

The game must be installed and the ISO mounted in order to open it.

Game stats
Followers
955
Runs
1,939
Players
373
Latest news
Sega Saturn Battle Game - PAL

We have recently come across the fact that the final time on the timer during the gameplay and the final time on the results screen do not match in the PAL version, with the results screen time being lower by up to 9 seconds based on info we've gathered. Frame counting shows that the timer during ga

8 months ago