Greetings, your point of view about the osb is correct and I extracted all the audios that should correspond to the sounds folder of the gdi of resident 3. I noticed that no file has the corresponding names, since stopping them with the PC version is likely that are compressed in some variant, there are afs said files, which are found in the PC version but the decompressors do not recognize them, nor does the biofast tool
I have attached the entire sound folder if you want to take a look at them
TUTORIALS: How to mod Resident Evil 2
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- undertow
- Posts: 25
- Dreamcast Games you play Online: marvel vs capcom
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- undertow
- Posts: 25
- Dreamcast Games you play Online: marvel vs capcom
Re: TUTORIALS: How to mod Resident Evil 2
I found them are the 6 tracks in afs format inside, they were divided into 5 folders with the voices of the characters, I think I have a tool to work on this
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- chill
- Posts: 309
Re: TUTORIALS: How to mod Resident Evil 2
Added megavolt85's sap converter program to the EDITING CHARACTER SPEECH tutorial. Thank you for your contribution megavolt85. 

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- undertow
- Posts: 25
- Dreamcast Games you play Online: marvel vs capcom
Re: TUTORIALS: How to mod Resident Evil 2
Greetings Green Ranger, sorry that I'm here again, could you give me a hand with the correct coding of the video sfds? I can create them in various ways with multiple programs. When I play them, they work, but when I run them within the gdi, I only get black screens. If you could give me any help I would be grateful
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- chill
- Posts: 309
Re: TUTORIALS: How to mod Resident Evil 2
nelsonh wrote: ↑Mon Jul 29, 2024 4:23 pm Greetings Green Ranger, sorry that I'm here again, could you give me a hand with the correct coding of the video sfds? I can create them in various ways with multiple programs. When I play them, they work, but when I run them within the gdi, I only get black screens. If you could give me any help I would be grateful
Greetings nelsonh! I provided a possible solution for you here in the following thread- https://dreamcast-talk.com/forum/viewto ... 19#p187619
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- chill
- Posts: 309
Re: TUTORIALS: How to mod Resident Evil 2
I've made an important update to the EDITING NON-PLAYABLE CHARACTERS (NPCs) tutorial found here- https://dreamcast-talk.com/forum/viewto ... 04#p165304 -
In PART 4 of the tutorial I provided an Entities list from the RE Modification site. Entities 52-53, 57 & 5B are unused Leon & Claire slots which, according to that site, can be used for NPCs. I however advise against this because the slots are buggy, causing various glitches such as the automatic replacement of the NPC models with duplicates of Leon and/or Claire if you decide to switch your main character's clothes with the special locker ones. To avoid any potential issues, refrain from using those slots.
I thought I added this info to the tutorial earlier this year but it was during the period when Dreamcast-Talk was experiencing technical issues for a number of days- so apparently it wasn't saved when I hit submit. Just now noticing that, as well as a note on making sure your Hex Editor is viewing offsets in decimal is missing too (when trying to separate TIMs and EMDs from a RAW file via Hex editing). The tutorial's been succesfully updated with the above information now.
In PART 4 of the tutorial I provided an Entities list from the RE Modification site. Entities 52-53, 57 & 5B are unused Leon & Claire slots which, according to that site, can be used for NPCs. I however advise against this because the slots are buggy, causing various glitches such as the automatic replacement of the NPC models with duplicates of Leon and/or Claire if you decide to switch your main character's clothes with the special locker ones. To avoid any potential issues, refrain from using those slots.
I thought I added this info to the tutorial earlier this year but it was during the period when Dreamcast-Talk was experiencing technical issues for a number of days- so apparently it wasn't saved when I hit submit. Just now noticing that, as well as a note on making sure your Hex Editor is viewing offsets in decimal is missing too (when trying to separate TIMs and EMDs from a RAW file via Hex editing). The tutorial's been succesfully updated with the above information now.

Last edited by Green Ranger on Sun Sep 01, 2024 12:50 am, edited 3 times in total.
- fafadou
- Leonard Nimoy
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Re: TUTORIALS: How to mod Resident Evil 2
You are now ready for creating your own game. Well done and many thanks for all those tutorials.
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- undertow
- Posts: 25
- Dreamcast Games you play Online: marvel vs capcom
Re: TUTORIALS: How to mod Resident Evil 2
Green Ranger first, a cordial greeting and thank you for the advice to create the sfds and comment that I managed to correctly modify and edit all the sfds of resident evil 3, but I have problems with the sfds of resident evil 2 since in certain sfds the audios are not united and I can't locate the location of the audios. Maybe you could give me a hand with this since the creation of the sfd has already been completed but without the corresponding audios they could not be modified.
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- undertow
- Posts: 25
- Dreamcast Games you play Online: marvel vs capcom
Re: TUTORIALS: How to mod Resident Evil 2
I managed to get the sfd to work, I don't know if what I said was the right way, but it worked, I also managed to remove the noise from the videos and raised the brightness to give an improvement, of course the weight of the sfd went up, but the gdi works correctly only once. asks where the BGM files are located, since they are not in the sounds folder I would only need to modify 4 songs in the BGM and I would end the question where the BGM are
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- chill
- Posts: 309
Re: TUTORIALS: How to mod Resident Evil 2
Greetings to you too nelsonh, I hope all is well.nelsonh wrote: ↑Fri Aug 30, 2024 2:26 pm I managed to get the sfd to work, I don't know if what I said was the right way, but it worked, I also managed to remove the noise from the videos and raised the brightness to give an improvement, of course the weight of the sfd went up, but the gdi works correctly only once. asks where the BGM files are located, since they are not in the sounds folder I would only need to modify 4 songs in the BGM and I would end the question where the BGM are
I believe the BGMs are located in the ROOMCUT.BIN file but there currently isn't a way to extract files from it- nor is there a way recompile the ROOMCUT.BIN once edits have been made.
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