RE2 Classic REbirth change log

Upcoming in version 1.0.8

  • In-game cutscenes skippable via custom options.

Version 1.0.7 (28 February 2019)

  • Tactical reload added via custom options.
  • Added a hidden debug menu via custom options (check config.ini and set debugEnable to 1 – NOTE: this does not appear in the Configuration dialog because it’s supposed to be used by developers to avoid otherwise dangerous tampering). Can be enabled in game by pressing the configuration button.
  • Slightly rearranged custom option dialog for better organization.
  • Added Raw Input controller method via custom options.
  • Support for rumble in XInput and Raw Input mode via custom options.
  • With Raw Input enabled, if a DualShock 4 is detected rumble will be enabled, led colors are used as a health indicator, and proper buttons will display in the option screen.
  • With Raw Input enabled and FireShock installed, if a DualShock 3 is detected proper buttons will display in the option screen.
  • Replaced the censorship disable code to fix conflicts with Claire’s Original Mode and some other scenario oddities.
  • Added a couple failsafe checks for the Resident Evil 2 Overhaul mod by Komizo.
  • GOLD EDITION badge added for Patreon backers.

Version 1.0.6 (26 January 2019)

  • Optimized memory access used by buffered streams.
  • Fixed several memory leaks found in Mod-sdk.
  • Added RetroMode option in config.ini: enables stretched 240p rendering of the game.
  • Added a configuration dialog when the game runs with the -config option from a command prompt or link, or if it’s the first boot of the patched game with no registry settings or previous config.ini detected. This will enable any tweaks of the configuration options without having to manually change the contents of config.ini.
  • Replaced mod-sdk audio module to use ffmpeg instead of stb_vorbis (which was limited to just one vorbis type). This gives any mod the ability to use M4A sound with AAC, not just OGG, and also makes decompression a whole lot faster.
  • ffmpeg libraries updated to include optimizations, making video decompression perform overall better (i.e. if video was lagging behind for you, this will probably fix it for good).
  • Added support for external DirectDraw modules via other ddraw.dll files. Rename a DLL of your choice to re2_ddraw.dll and Classic REbirth will use it as a DirectDraw driver (tested with WineD3D for Windows [working, very laggy], DDraw Compact [working, doesn’t do much], and dgVoodoo [works perfectly]).
  • Added Mod-sdk xml support for custom encodings and png font.
  • Added Mod-sdk xml support for footstep SAP tables.
  • Added Mod-sdk xml support for computer messages.
  • Added Mod-sdk xml support for several missing messages needed for translations.
  • Added Mod-sdk PNG support for enemy and player TIM textures.

Version 1.0.5 (30 December 2018)

  • Fixed broken code for disabling BGM in some rooms.
  • Fixed broken auto aim code causing Arrange Mode to turn into Original Mode.
  • Added color space support to bill-boarded sprites, like for other graphics used for Mod-sdk overrides.
  • Added Mod-sdk xml text support for rooms.
  • Added Mod-sdk support to override choice prompt strings.
  • Added Mod-sdk tables for weapon damage on enemies.
  • Added Mod-sdk support for external data to override espdat2.bin, tex216.adt, and tex316.adt (bill-boarded sprites).

Version 1.0.4 (24 December 2018)

  • Added a switch to config.ini to restore 240p mode (LowResEnable, disabled by default).
  • Added a switch to config.ini to force auto aim in every mode (AutoAimEnable, disabled by default).
  • Added a switch to config.ini to disable censorship in every mode (CensorshipDisable, enabled by default).
  • Rewritten the ffmpeg video player in C++ and expanded it to support letterbox mode for mod videos.
  • Added Mod-sdk support for locked door messages and save prompts.
  • Added Mod-sdk support for sub bgm suppression via room ID.
  • Mods are now sorted by internal name rather than 7z filename.

Version 1.0.3 (01 November 2018)

  • Added Mod-sdk support for development using external files rather than 7z.
  • Added Mod-sdk support for videos as external files.
  • Added Mod-sdk support for save screen messages.
  • Added Mod-sdk support for most ADT images to use PNG / PNP (PNG Packs) replacements. This also makes INI color scheme apply to these elements.
  • Fixed the appearance of the mod selector if an instance of the game is already running.
  • Replaced all file access to use direct Windows handles rather than C files.

Version 1.0.2 (30 September 2018)

  • FFMPEG replaces DirectShow movie playback. This will fix the last and biggest issue of the game on Windows 10, making full motion videos play with both video and audio, instead of just a black screen with sound.
  • Fixed borderless fullscreen to account for resolutions that require vertical centering.
  • Fixed ColorMode not applying to panning scenes (RPD overview and Ada introduction). Mod-sdk also has PNG support for those scenes, just create rc2000_.png and rc2168_.png in a mod archive to have them altered.
  • Fixed tension music sometimes incorrectly triggering in room 303.

Version 1.0.1 (22 September 2018)

  • PNG support for mod-sdk that allows external resources to override the contents of roomcut.bin.
  • New modes for background colors. Check the ini and see under DLL, ColorMode. The available options are: full, psx, legacy. “full” allows 0-255 RGB ranges, “psx” is 0-248 like on PlayStation, while “legacy” keeps colors the same as what DirectDraw did for RGB555 conversion (red purple hue for blacks and generally brighter tones).
  • Added a FocusIgnore setting to the configuration ini. Set it to 1 if you don’t want the game to pause when focus is lost. Sound will still be muted but the game will continue playing with controller input enabled.
  • When XInput is enabled, the configuration screen will use XBox One controller buttons instead of default numbered buttons. DirectInput mode will retain legacy button icons.

Version (12 September 2018)

  • Added POV support for DirectInput switch. Now controllers that have a directional pad and a directional stick will have both recognized as regular d-pad input.
  • Fixed exclusive framerate for speedrunner mod, now ticks at 28.97 fps like unpatched SourceNext version does.

Version (11 September 2018)

  • Added options to mod-sdk to override translation, quickturn, and in-game timer calculations.
  • Fixed a crash that would kill the game when creating new save data when playing in Japanese.
  • Fixed some weirdness with config.ini and mod detection when the game is launched via a link.

Version (10 September 2018)

  • Added support for config.ini, thus making the game fully portable (will automatically copy Registry data if an installation is detected, otherwise default data will be created). A valid license key will still be required if none was found from installation.
  • Added configuration options to enable Japanese (mods will ignore this setting), quick turn, and DirectInput support (this will override XInput, use it if your controller isn’t being detected).
  • Fixed mislabeled audio quality. “High” and “Low” were inverted.
  • Fixed missing graphics in prologues.
  • Translated missing system dialogs.
  • Added OGG sound support for mod-sdk.
  • Fixed a slight mistake in mod-sdk loader causing corruption in some random places.
  • Fixed music playing in alligator fight corridor.