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RECVDC Guide: Modifying Rooms (By CBNJ)

Posted: Wed Jul 09, 2025 9:37 pm
by cbnj
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)

Re: RECVDC Guide: Modifying Rooms (By CBNJ)

Posted: Wed Jul 09, 2025 9:43 pm
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
Sorting out the room files to keep everything ordered
Index 2 - Intermediate Guides
Working whit the room tables, setting up player coordinates and room boundaries.
Creating your own room for in game use - What most of you could be chasing... so ill trow it right away... 8-)
Index 3
Customizing our room, adding items, triggers, doors, messages, modifying cameras, etc.

Re: RECVDC Guide: Modifying Rooms (By CBNJ)

Posted: Wed Jul 09, 2025 9:57 pm
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.)

Re: RECVDC Guide: Modifying Rooms (By CBNJ)

Posted: Wed Jul 09, 2025 11:04 pm
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.

Re: RECVDC Guide: Modifying Rooms (By CBNJ)

Posted: Wed Jul 09, 2025 11:57 pm
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.

Re: RECVDC Guide: Modifying Rooms (By CBNJ)

Posted: Thu Jul 10, 2025 1:36 am
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
ITEMS
5_15 - 5_21 Items textures
SFX
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)

Re: RECVDC Guide: Modifying Rooms (By CBNJ)

Posted: Thu Jul 10, 2025 5:26 am
by cbnj
Cleaning the room as your first modification

To successfully clean a room and dont have game errors and crashes, we first need to access to the room "master quest"... er ... i mean ... the room "master table" :)

We can access every room master table in the uncompressed room .bin files (R0_0000.bin file in this case) at offset 0100.
The master table is conformed by 16 bytes of 8 bits each one, every byte corresponds to every table (main index 1 files) in the room.
Each one of this bytes contain the total number of hex lines each room table has.

Byte 01 Room cameras
Byte 02 Lights
Byte 03 Enemies
Byte 04 Props
Byte 05 Items
Byte 06 SFX and stuff
Byte 07 Boundaries
Byte 08 Triggers
Byte 09 Floors and stuff
Byte 10 Player cordenates
Byte 11 Main game / Battle game room byte, this one will always be zero.
Byte 14 Event Cameras
Byte 15 Room Messages
Byte 16 Untested table

Note:
The Room Cameras table seems to hold 4 lines, but the last line does not counts as it's the camera zones coordinates.
The Lights table first two lines are the lighter light, you need to leave this 2 lines untouched to be able to use the lighter light in the rooms.
The Props table first 4 lines are just zeroes and this is okay, this 4 lines should always be left in the file as are system reserved for the characters attachment points.

Re: RECVDC Guide: Modifying Rooms (By CBNJ)

Posted: Thu Jul 10, 2025 5:20 pm
by cbnj
Now that we know where to find the room master table and how to read it, its time to clean our room modifying only the master table values, this will tell the game to only read the number of hex lines we specified here out from the room tables (files whit main index 1).

First of all, delete the script file (file index 4_01).

Next lets modify the master table values.

I wont modify any cameras for now so i will leave the first byte in the master table as is, whit the value 03 (as this room have 3 cameras).

i will remove all the lights in this room except for the lighter one, so i will change the second byte value in the master table from 0C to 02.

I will remove all the enemies in this room (cutscene claire and rodrigo), so the third byte value will change from 02 to 00

I will remove all the props in the room (ironbars cell door, rodrigos chair and cutscene claire/rodrigo hands), so ill change the byte 4 value from 10 to 04 (ill already explained the 4 first lines of zeroes are system reserved and should always be kept).

I dont want any items in this room for now, so the items byte value will change from 08 to 00.

Lets remove all the room SFX effects by change the 6th byte value from 0E to 00.

Now we are at the 7th byte the room boundaries (rooms walls), we will have to go a little deep in this one later on so, we left the value 1E unchanged.

Next comes the Triggers byte, here another little indepth talk should be done, but as the first Trigger is the door trigger (stuff ill explain later), lets change the value 0D to 01

Byte 9, Floors and stuff, the floor sound/visual effects when you walk and blinking lights, etc. I dont want any of this right now so ill change the value from 04 to 00.

Byte 10 Player coordinates, the room uses this to locate the player at a given coordinate when loading the room or call a trigger to swap rooms, if changed to 00, the player will start at coordinate x0,z0,y0,r0 every time enters the room, leaving it as it is right now will get us trapped into the cell, so we will set it up to 00.

Byte 11, this one is always 00, nothing to change here.

Byte 12 in this master table are the event cameras whit a value of 27, as we wont have a script in the room we can safely change the byte value to 00.

Byte 13 are the room messages, we dont want any right now so change the value 32 to 00.

Byte 14, this Byte carry info used in conjunction whit the script to lets change its value from 1A to 00.

Our Master table now looks like this:

Re: RECVDC Guide: Modifying Rooms (By CBNJ)

Posted: Thu Jul 10, 2025 6:07 pm
by cbnj
Run RDX_re.bat or drag and drop your file on it to start to recompile your room RDX file.
Once the file is recompiled you will have a new R0_0000.RDX file to be used in game, drop it into your extracted RECV GDR folder and rebuild your GDI, start a new game and you will be presented whit an empty room except for the room 3d model it self, the boundaries and the trigger to swap room to R0_0010.RDX, everything else its gone.

Re: RECVDC Guide: Modifying Rooms (By CBNJ)

Posted: Thu Jul 10, 2025 11:31 pm
by cbnj
Sorting out the room files to keep everything ordered

Our room is clean now, at least in game, but it's still packed whit all the unused stuff we are not loading, lets fix that by sort up the room files, looking at our room master table we can see which room tables are actually being used.

after check it up the tables being used are 1_01, 1_02, 1_04, 1_07 and 1_08, (files whit main index 1), so lets keep only those tables from the game files and delete every other table, this 5 tables (including table 1_10 - player coordinates which i will explain a little further) are the only tables we will always keep as base for every room we modify.