Resident Evil Code Veronica Dreamcast Guide: Modifying Rooms
This guide will teach you how to modify rooms for the game, (more likely to build your own room) so you can make your own creations for in game use.
I will try to make this guide as short as possible keeping the maximum amount of info to achieve the desired goals.
Required Files: 3DSMax2.5Mod, RDXTool, RDX Dummy files, Hex editor of your liking (I use HxD)
RECVDC Guide: Modifying Rooms (By CBNJ)
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- Prince of Persia
- Posts: 341
RECVDC Guide: Modifying Rooms (By CBNJ)
Last edited by cbnj on Wed Jul 09, 2025 11:11 pm, edited 8 times in total.
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- Prince of Persia
- Posts: 341
Re: RECVDC Guide: Modifying Rooms (By CBNJ)
Table of Contents
Index 1 - Basic Guides
Understanding the room files:
Understanding the room files layout:
Cleaning the room as your first modification:
Index 2 ...
Index 3 ...
Index 1 - Basic Guides
Understanding the room files:
Understanding the room files layout:
Cleaning the room as your first modification:
Index 2 ...
Index 3 ...
Last edited by cbnj on Wed Jul 09, 2025 11:21 pm, edited 1 time in total.
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- Prince of Persia
- Posts: 341
Re: RECVDC Guide: Modifying Rooms (By CBNJ)
Understanding the room files
Example room: R0_0000.RDX
Drag and drop R0_0000.RDX onto RDX_ex.bat and you will get a bunch of files and folders whit acending numbered idex and subindex, you will also be asked to extract the textures (which i recomend) or not to extract the textures, press the number of choice and next press enter. your folder contents will look exactly like this.
(files uploaded in parts because the website keeps resetting my uploads when are larger than 3.8mb dunno why.)
Example room: R0_0000.RDX
Drag and drop R0_0000.RDX onto RDX_ex.bat and you will get a bunch of files and folders whit acending numbered idex and subindex, you will also be asked to extract the textures (which i recomend) or not to extract the textures, press the number of choice and next press enter. your folder contents will look exactly like this.
(files uploaded in parts because the website keeps resetting my uploads when are larger than 3.8mb dunno why.)
- Attachments
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RoomFiles.zip
- (2.79 MiB) Downloaded 4 times
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RoomTextures.zip
- (2.5 MiB) Downloaded 4 times
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R0_0000.zip
- (1.48 MiB) Downloaded 6 times
Last edited by cbnj on Thu Jul 10, 2025 12:39 am, edited 5 times in total.
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- Prince of Persia
- Posts: 341
Re: RECVDC Guide: Modifying Rooms (By CBNJ)
- Folder R0_0000 contain all the room files as backup.
- Folders whit main index 5 contain all the extracted .pvr textures and converted png
textures (textures using color palettes are not converted automatically... yet.
- R0_0000.bin is the uncompressed (unPRSed) RDX file.
- Files whit main index 1 contain all the room tables the game uses to sort up every
element in the room.
- Files whit main index 2 contain all the 3D models in the room, including the room itself.
- Files whit main index 3 contain all the animations used in the room (enemies,
cutscenes,etc).
- File whit main index 4 contain the room script (handles what happens in the room when
and how).
- Files whit main index 5 contain all the texture blocks.
- R0_0000.RDX is your RDX file.
- Folders whit main index 5 contain all the extracted .pvr textures and converted png
textures (textures using color palettes are not converted automatically... yet.
- R0_0000.bin is the uncompressed (unPRSed) RDX file.
- Files whit main index 1 contain all the room tables the game uses to sort up every
element in the room.
- Files whit main index 2 contain all the 3D models in the room, including the room itself.
- Files whit main index 3 contain all the animations used in the room (enemies,
cutscenes,etc).
- File whit main index 4 contain the room script (handles what happens in the room when
and how).
- Files whit main index 5 contain all the texture blocks.
- R0_0000.RDX is your RDX file.
Last edited by cbnj on Thu Jul 10, 2025 12:41 am, edited 1 time in total.
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- Prince of Persia
- Posts: 341
Re: RECVDC Guide: Modifying Rooms (By CBNJ)
Understanding the room files layout
The rooms are sorted as follows:
Files whit main index 1
Files | Contents | HxD BPR (bytes per row)
1_01 Room Cameras 680
1_02 Lights 224
1_03 Enemies 36
1_04 Props 36
1_05 Items 36
1_06 SFX and stuff 68
1_07 Boundaries 36
1_08 Triggers 36
1_09 Floors and stuff 36
1_10 Player coordinates 16
1_11 Untested - not present in this room
1_12 Untested - not present in this room
1_13 Never present (it's a byte used to mark main game rooms aside battle game rooms)
1_14 Event Cameras 2056
1_15 Room Messages room messages have not a fixed length.
1_16 Untested - 224
*Not all the tables are present in every room, a room whit no enemies will lack the file 1_03, no event cameras will lack file 1_14, etc.
*Untested files only appear in rooms whit cutscenes and ingame events so are mostly related to coordinates and sequential id data relate to props, items, triggers, etc.
The rooms are sorted as follows:
Files whit main index 1
Files | Contents | HxD BPR (bytes per row)
1_01 Room Cameras 680
1_02 Lights 224
1_03 Enemies 36
1_04 Props 36
1_05 Items 36
1_06 SFX and stuff 68
1_07 Boundaries 36
1_08 Triggers 36
1_09 Floors and stuff 36
1_10 Player coordinates 16
1_11 Untested - not present in this room
1_12 Untested - not present in this room
1_13 Never present (it's a byte used to mark main game rooms aside battle game rooms)
1_14 Event Cameras 2056
1_15 Room Messages room messages have not a fixed length.
1_16 Untested - 224
*Not all the tables are present in every room, a room whit no enemies will lack the file 1_03, no event cameras will lack file 1_14, etc.
*Untested files only appear in rooms whit cutscenes and ingame events so are mostly related to coordinates and sequential id data relate to props, items, triggers, etc.
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- Prince of Persia
- Posts: 341
Re: RECVDC Guide: Modifying Rooms (By CBNJ)
Files whit main index 2
The 3d models composing the room, all the room follows the next models layout: Room -> Enemies -> Props -> Items
Rooms can or cannot contain certain models but the layout doesn't change.
Files | Contents
2_01 Main Room 3D model, The only one fixed for every room, every subsequent model will vary accord to your room design.
ENEMIES
2_02 Claire
2_03 Rodrigo
PROPS
2_04 Ironbars cell door
2_05 Rodrigo's chair
2_06 - 2_15 Claire and Rodrigo cutscene hands
ITEMS
2_16 - 2_23 Items knife, hemostat M, hemostat M, lockpick, bullets, hemostat M, green herb, yellow paperclip board.
Files whit main index 3
This files hold the animations used in the room, this room only have cutscene animations, the subindex start at 03, rooms holding kill-able enemies start at subindex 01 and/or 02.
3_03 cutscene animation.
3_04 cutscene animation.
3_05 cutscene animation.
File whit main index 4
This is the room script in charge to handle how your room works.
4_01
Files whit main index 5
The room textures holding blocks of textures for every 3D model in the room, all the rooms follows the next layout: Room -> Enemies -> Props -> Items
Rooms can or cannot contain certain models but the layout doesn't change.
Files | Contents
5_01 Main Room Texture block, The only one fixed for every room, every subsequent texture block will vary accord to your room design
ENEMIES
5_02 Textures for cutscene claire
5_03 Textures for cutscene rodrigo
PROPS
5_04 Ironbars cell door
5_06 rodrigo's chair
5_07 - 5_14 Claire and Rodrigo cutscene hands
5_15 - 5_21 Items textures
5_22 - 5_25 room sfx textures - Room sfx have no explicit 3D models in the room itself, thus, no 3d models for them, only textures.
Note: You can appreciate the 3d models and texture blocks, despite to follow the same layout there is a numeric missmatch, this is normal as cv reuses texture blocks for the same models, 3 graveyard zombies will only use one texture block for all the 3, instead to use one texture block each one, more on this later.
(Room textures folder 5_01 below as example)
The 3d models composing the room, all the room follows the next models layout: Room -> Enemies -> Props -> Items
Rooms can or cannot contain certain models but the layout doesn't change.
Files | Contents
2_01 Main Room 3D model, The only one fixed for every room, every subsequent model will vary accord to your room design.
ENEMIES
2_02 Claire
2_03 Rodrigo
PROPS
2_04 Ironbars cell door
2_05 Rodrigo's chair
2_06 - 2_15 Claire and Rodrigo cutscene hands
ITEMS
2_16 - 2_23 Items knife, hemostat M, hemostat M, lockpick, bullets, hemostat M, green herb, yellow paperclip board.
Files whit main index 3
This files hold the animations used in the room, this room only have cutscene animations, the subindex start at 03, rooms holding kill-able enemies start at subindex 01 and/or 02.
3_03 cutscene animation.
3_04 cutscene animation.
3_05 cutscene animation.
File whit main index 4
This is the room script in charge to handle how your room works.
4_01
Files whit main index 5
The room textures holding blocks of textures for every 3D model in the room, all the rooms follows the next layout: Room -> Enemies -> Props -> Items
Rooms can or cannot contain certain models but the layout doesn't change.
Files | Contents
5_01 Main Room Texture block, The only one fixed for every room, every subsequent texture block will vary accord to your room design
ENEMIES
5_02 Textures for cutscene claire
5_03 Textures for cutscene rodrigo
PROPS
5_04 Ironbars cell door
5_06 rodrigo's chair
5_07 - 5_14 Claire and Rodrigo cutscene hands
5_15 - 5_21 Items textures
5_22 - 5_25 room sfx textures - Room sfx have no explicit 3D models in the room itself, thus, no 3d models for them, only textures.
Note: You can appreciate the 3d models and texture blocks, despite to follow the same layout there is a numeric missmatch, this is normal as cv reuses texture blocks for the same models, 3 graveyard zombies will only use one texture block for all the 3, instead to use one texture block each one, more on this later.
(Room textures folder 5_01 below as example)
Last edited by cbnj on Thu Jul 10, 2025 6:16 am, edited 7 times in total.
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