This is a sub-page of Proto:Resident Evil (PlayStation).
General Differences#
- The Capcom logo is silent.
- The title screen at this point is just a rough sketch.
- The "Bio Hazard" title call when selecting New/Load Game in the final has not been implemented.
- No in-game demos have been recorded either, so waiting long enough on the title screen just repeats the Capcom logo.
- Enemies that have already been killed will respawn when re-entering a room.
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Sample Ver. 08/04/95 |
Final Ver. 03/22/96 |
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- The character select screen differs greatly. The background consists of a pen and a match case. In comparison, the October 4, 1995 Prototype has the same design for the ID card but with a background much closer to final.
- The only music present is the Main Hall 1F theme, and it plays almost throughout the entire demo.
- No CGI/video has been done, and camera angles as well as pre-rendered backgrounds are early and lack shading.
- Jill isn't playable yet. She is in the October 4, 1995 Prototype.
- Jill is present in the main hall, blocking the access to the second floor. When pressing the Action button this message appears: "I'll stand guard here" In the October 4, 1995 Prototype Jill no longer blocks the staircase and the second floor is accessible.
- The ceiling trap is functional.
- Kenneth's corpse is located in the back of the small gallery room rather than in the tea room like in the final version. The corpse is nowhere to be found in the October 4, 1995 Prototype, but in the January 31, 1996 prototype a Beretta clip can be found in the very same place.
- Performing headshots on zombies with the shotgun behaves differently compared to final: aiming upwards at a zombie's head results in a miss, instead aiming at the chest and at the right angle and distance will do the job. This is similar in both the October 4, 1995 Prototype and even the January 31, 1996 Prototype
- The "You died" screen isn't been implemented yet. It is in the October 4, 1995 Prototype.
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Sample Ver. 08/04/95 |
Sample Ver. 10/04/95 |
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- When entering this room, a small cutscene of the protagonist shooting at Yawn plays, and the game ends. This is the same in the October 4, 1995 Prototype yet the design of Yawn differs.
- Most of the enemies look different than they do in the final version, although the crow already has its final look.
Controls#
- The Start button has no function.
- To run, you double-tap and hold Up, instead of holding down a button while going forward in the final. Not that intuitive.
- Double-tapping either Left or Right executes a quick 90° turn. The October 4, 1995 Prototype has a different take on this concept: in it holding the run button in combination with a direction makes the character turn faster. These mechanics are not present in the final version of the game, though years later Resident Evil 3: Nemesis introduces a similar one: a quick 180° turn by pressing the run and down buttons simultaneously.
- Pressing Circle changes weapons in this order: Unarmed, Knife, Beretta, Shotgun.
- The knife works differently. Unlike in the October 4, 1995 Prototype and in the final, there is no need to aim with it, the player simply presses Square to stab. As a consequence, it is not possible to stab upwards or downwards.
Font#
Sample Ver. 08/04/95 |
Sample Ver. 10/04/95 |
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Trial Ver. 01/15/96 |
Final Ver. 03/22/96 |
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- The font in this version differs greatly from the others and only has about 40% of the characters present in the final version.
- In the October 4, 1995 version, among other things, there are three extra characters at the bottom right which only exist in this version: BS, ESC and Enter.
- The January 15, 1996 version is very close to final but a few Japanese characters differ.
Unused Graphics#
Status Screen#
The DATA folder contains unused graphics for an early status screen. Portraits for the scrapped characters Gelzer and Dewey are still in this build. The following text is also present in this sheet, the first 7 entries seemingly used for commanding your character or teammates:
Text |
Translation |
|---|---|
戦え |
Fight |
慎重に |
Tread Carefully |
回避せよ |
Stay Away |
地図操作 |
Map Control |
調べろ |
Investigate |
注意しろ |
Watch Out |
離れるな |
Stay Close |
装備 |
Equipment |
使う |
Use |
調べる |
Investigate |
指令 |
Command |
Note the different placeholder items present on the status screen:
- An automatic pistol, which may or may not be the Beretta as the 2D icon differs.
- What looks like a bottle, purpose unknown.
- The Wood Logs, as seen in the January 31, 1996 prototype and which also exists in the January 15, 1996 version.
- An unknown bucket.
- What is probably an early version of the Lock-Pick.
Jill Valentine#
- In spite of Jill not being playable, a version of her model exists in the game's data. The exact same version of this model can also be found unused in the October 4, 1995 prototype. There is a developer note on the texture, "武器はココ" (The weapon is here).
This texture is also present although the model for it is missing. It is the costume with the torn pants as seen in previews screenshots. There is a developer note on the texture, "武器はココ" (The weapon is here).
Alternate Voice Grunts#
While no voice dialogue exists in this build, there are damage and death grunts for Chris and Jill. Presumably, these grunts were recorded when the game had a Japanese voice cast early in development and may, in fact, be remnants of that.
Chris Redfield
Jill Valentine
Debug Text#
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This needs some investigation. |
Unsorted#
Licensed by Sony Computer Entertainment Inc.
CD001
PLAYSTATION PLAYSTATION
1995080418211600$0000000000000000
0000000000000000
0000000000000000
CD-XA001
SYSTEM.CNF#
BOOT = cdrom:PSX.EXE;1
TCB = 4
EVENT = 16
STACK = 0X801FFF00
PSX.EXE#
PS-X EXE
Sony Computer Entertainment Inc. for Japan area
DOOR TEXTURE
life = %d
TEST_MODE : OBJ_MODEL_MOVE
TEST_MODE : ITEM_MODEL_MOVE
model_no : %d
model x : %d
model y : %d
model z : %d
TEST_MODE : ITEM_MODEL_TABLE
Imodel_ptr[%2d]
id = %d
be_flag = %x
pos_x = %d
pos_y = %d
pos_z = %d
TEST_MODE : ITEM_LIST_TABLE
item_list[%d]
stage_no = %x
room_no = %x
item_id = %x
num = %x
TEST_MODE : ITEM_ATARI_TABLE
Item_at[%d]
item_atari_be = %d
item_atari_tp = %d
item_atari_dt = %d
item_atari_x1 = %d
item_atari_z1 = %d
item_atari_x2 = %d
item_atari_z2 = %d
TEST_MODE : ITEM_IAREA_TABLE
G_Room->iarea[%d]
item_iarea_x = %d
item_iarea_y = %d
item_iarea_z = %d
item_iarea_d = %d
item_iarea_s = %d
TEST_MODE : ITEM_VIEW_TABLE
G_Item_adr[%d]
stage_no
: %x
room_no : %x
iten_id : %x
num : %x
G_Item_num : %d
G_Tex_data : %d
G_Use_item : %d
G_Use_work : %d
TEST_MODE : REVENT_FLG_TABLE
TEST_MODE : EVENT_FLG_TABLE
G_Event_flg[%d] : %x
EVENT00 ON FROM %d
エンディングデモ
オープニングデモ
EDT Loading
VH Loading
VB Loading
SEP Loading
Now Loading…
NOW LOADING…
COOR ESP
COOR ETM
RDT
right %d %d
%d Atari!
left
MDEC_rest:bad option(%d)
MDEC_in_sync
MDEC_out_sync
DMA=(%d,%d), ADDR=(0x%08x->0x%08x)
FIFO=(%d,%d),BUSY=%d,DREQ=(%d,%d),RGB24=%d,STP=%d
%s timeout:
MDEC_vlec: invalid VLC ID
tpage: (%d,%d,%d,%d)
clut: (%d,%d)
clip (%3d,%3d)-(%d,%d)
ofs (%3d,%3d)
tw (%d,%d)-(%d,%d)
dtd %d
dfe %d
disp (%3d,%3d)-(%d,%d)
screen (%3d,%3d)-(%d,%d)
isinter %d
isrgb24 %d
$Id: sys.c,v 1.83 1995/05/25 13:43:27
zu Exp
$ResetGraph(%d)...
SetGraphReverse(%d)...
SetGraphDebug:level:%d,type:%d reverse:%d
SetGraphQueue(%d)...
DrawSyncCallback(%08x)...
SetDispMask(%d)...
DrawSync(%d)...
%s:bad RECT(%d,%d)-(%d,%d)
%s:ClearImage
LoadImage
StoreImage
MoveImage
ClearOTag(%08x,%d)...
ClearOTagR(%08x,%d)...
DrawOTag(%08x)...
PutDrawEnv(%08x)...
PutDispEnv(%08x)...
GPU_exeque: null func.
GPU timeout:que=%d,stat=%08x,chcr=%08x,madr=%08x
bad sjis code 0x%x
0123456789ABCDEF
bad sjis code 0x%x
bad hankaku code 0x%x
0123456789ABCDEF
(%d %d %d) (%d %d %d) (%d %d %d)
(%d %d %d)
ps_sort_obj: z resolution overflow
GTE command %02xH not assigned.
GPU CODE %02xH not assigned.
non supported code %x %x
ps_sort_sprite,bg: z resolution overflow
GPU CODE %02xH not assigned.
non supported code %x %x
non suppported code %x %x
not supported light mode %d
GsSetFlatLight len = 0
none
CdlReadS
CdlSeekP
CdlSeekL
CdlGetTD
CdlGetlocP
CdlGetlocL
?
CdlSetmode
CdlSetfilter
CdlDemute
CdlMute
CdlReset
CdlPause
CdlStop
CdlStandby
CdlReadN
CdlBackword
CdlForward
CdlPlay
CdlSetloc
CdlNop
CdlSync
DiskError
DataEnd
Acknowledge
Complete
DataReady
NoIntr
%s:(%s) timeout Sync=%s, Ready=%s
%s: DiskError(%02x)
Ready=DiskError(%02x)
CDROM: unknown intr(%d)
CD_syn
CD_ready
%s...
%s: no param
CD_cw
CD_init:addr=%08x
CD open...
Cd_read
CD read retry %2d(%02x:%02x:%02x)
CD_datasync
CdInit: Init failed
%s: path level (%d) error
%s: dir was not found
CdSearchFile: disc error
CdSearchFile: searching %s...
%s: found
%s: not found
CD_newmedia: Read error in cd_read(PVD)
CD001CD_newmedia: Disc format error in cd_read(PVD)
CD_newmedia: Read error (PT:%08x)
CD_newmedia: sarching dir..
%08x,%04x,%04x,%s
CD_newmedia: %d dir entries found
CD_cachefile: dir not found
CD_cachefile: searching...
... (%02x:%02x:%02x) %8d %s
CD_cachefile: %d files found
Final Sector is on %08x %08x %08x %04x %04x
DMA STATUS ERROR %x
$Id: intr.c,v 1.61 1995/05/18 06:47:50 suzu Exp $intr timeout(%04x:%04x)
DMA bus error: code=%08x
VSync: timeout
Can't Open Sequence data any more
This is not SEQ Data.
This is an old SEQ Data Format.
SPU:T/O [%s]
wait (reset)
wait (wrdy H -> L)
wait (dmaf clear/W)
wait (ioctl/IRQ)
[%d] %08x / %08x (%08d)
d:/horr/psx/stage1/enemy/char10.emd
d:/horr/psx/stage1/enemy/char11.emd
d:/horr/psx/stage1/enemy/char12.emd
d:/horr/psx/stage1/enemy/char13.emd
d:/horr/psx/stage1/enemy/em100.emd
d:/horr/psx/stage1/enemy/em101.emd
d:/horr/psx/stage1/enemy/em102.emd
d:/horr/psx/stage1/enemy/em103.emd
d:/horr/psx/stage1/enemy/em103.emd
d:/horr/psx/stage1/enemy/em105.emd
d:/horr/psx/stage1/enemy/em106.emd
d:/horr/psx/stage1/enemy/em120.emd
d:/horr/psx/stage1/enemy/em121.emd
d:/horr/psx/stage1/enemy/em122.emd
d:/horr/psx/stage2/enemy/char20.emd
d:/horr/psx/stage2/enemy/char21.emd
d:/horr/psx/stage2/enemy/char22.emd
d:/horr/psx/stage2/enemy/char23.emd
Error: Can't push matrix,stack(max 20) is full!
Error: Can't pop matrix,stack is empty!
This function is not implemented.
$Id: vsync.c,v 1.15 1995/05/18 06:48:05 suzu Exp $