**WHAT’S NEW?**
**QUICK TURN:**
Seamlessly added to Resident Evil’s mechanics, this feature allows you to turn 180 degrees with a single button press during
normal movement and aiming, using the **R2 button**. It brings modern convenience to classic gameplay, perfectly integrated
to feel like it was always part of the game!
**FLAMETHROWER AMMO FIX:**
No more rapid depletion! The flamethrower’s ammo now decreases at a balanced, realistic rate, correcting what was likely
an oversight by Capcom.
**AUTO-AIM:**
Auto-Aim has been ported from the Director’s Cut version of Resident Evil 1, allowing for a smoother and more intuitive
combat experience, bringing a much-needed modern touch to the classic gameplay.
—
**UPDATE! V1.1**
We’ve made additional improvements for enhanced stability:
– **Memory Adjustments:** Some code in memory was shifted with the help of my friend to optimize functionality.
– **KERNEL Patches for Quick Turn:** To ensure maximum compatibility, we’ve added KERNEL patches for the Quick Turn feature.
– **Important Note:** These KERNEL patches may cause issues with GameShark or other modifications on actual consoles. For best results, stick with the
three main patches unless you encounter problems. The KERNEL patch is provided as a backup option for safety.
—
**COPYRIGHT NOTICE:**
The **Resident Evil 1 (PS1) Enhancement Mods** were created with meticulous care and dedication by:
– **UNICORNGOULASH:**
Developer of the **Quick Turn System** and the **Flamethrower Ammo Decrease Fix**, both implemented entirely in MIPS assembly
for seamless integration.
– **GYYO93:**
Responsible for porting the **Auto-Aim Feature** from the Director’s Cut version of Resident Evil 1 to the original release.
These modifications are provided as-is, with the intent to enhance the gameplay experience while preserving the integrity of
the original game.
**Release Date:** November 27, 2024
—
**LICENSE INFORMATION:**
1. **Non-Commercial Use:**
These mods are freely available for personal use only. Any commercial distribution or monetization of this work is strictly
prohibited.
2. **Attribution:**
If redistributed or featured, credit must be given to **Unicorngoulash** and **Gyyo93** as the original developers.
3. **Disclaimer:**
This project is a fan-made modification and is not affiliated with or endorsed by **Capcom Co., Ltd.**
The original game remains the intellectual property of **Capcom Co., Ltd.**
The creators are not liable for any issues arising from the use of this mod.
—
**SUPPORT THE DEVELOPERS:**
We believe in keeping fan-made content free for everyone to enjoy.
However, if you’d like to support our work and encourage future projects, donations are welcome and appreciated.
**You can donate to us or show support via:**
– **UNICORNGOULASH:**
– PayPal: https://paypal.me/unicorngoulash
– Ko-fi: https://ko-fi.com/unicorngoulash
– YouTube: https://www.youtube.com/@Unicorngoulash
– Discord: discord.gg/7QcBQw25Xf
– **GYYO93:**
– YouTube: https://www.youtube.com/@ognjenkaras3931
– **CLASSIC RE MODIFICATION DISCORD:**
– Discord: https://discord.gg/2NPKTAPZ2E
Thank you for your support and for celebrating the creativity of the Resident Evil fan community!
—
**Important Information:**
The provided patches must be applied to the **original Resident Evil (USA).bin**. The game ID is **SLUS_001.70**.
CRC-32: 133e3e0b
SHA-1: dddb34b5928925d8025e5a5bad9d200a0e4f09b7
Most of the files you're about to download need to be applied to your game. Here is a list of utilities that allow you to do this:
- Online Patcher: Marc Roblero's online patcher. Works with many different file types.
- Floating IPS: NWell-known patcher for applying IPS and BPS files.
- Delta Patcher: Used to apply xDelta files.
- More Patchers
On most files, you can also press “Patch It”, to apply the patch without downloading the file.
Great my Brother
Hi.
Is this mod intended to work on real psx console?
I’ve patched the game rom and then burned to a CD but when I press R2 the game stops responding to the controller pad.
It seems to work fine in emulation, though.
I’ve just updated it, perhaps the actual PS1 is slow to respond. This happens on emulation too if jumps are too large, most likely due to the CPU and usage of load delay slots. However, the type of controller being used also seemed to matter. In digital mode it works for me but not analog etc.
You could try the kernel patch for the Quick Turn and see if that makes a difference, however, it might not work with peripherals like Gameshark or PSIO due to the space in ram it occupies. The calls and jumps should be shorter now, even on the non KERNEL versions. I had to make a fix because of the game overwriting memory.
Out of curiosity I’m gonna burn a few discs as well and see if there are any differences. I hope it all turns out, and thank you for trying my mod 😀
I just dusted off my PS1, it does work on real console! (Which I expected, I trust testing on Duckstation on interpreter mode) Just gotta make sure if you use a dual shock to set it to digital mode. Tested a Kernel copy and a none Kernel copy. No issues so far.
Gotta say though, playing RE1 on an actual PS1 at such low resolutions shows me how spoiled we are with the current state of emulation 😂
Hello.
I tried your new version 1.1 and, at first, it was not working too.
But then I decided to disconnect the Xplorer cart I had attached and this time the game played correctly.
For curiosity sake, I went back and tried again v1.0 which failed the first time and to my surprise it also worked!
It seems to get the game working the cart has to be actually removed, disabling it with the on-off switch won’t do.
The only downside is that I won’t be able to input codes for disabling the dithering effects on some of the graphics but I think I can patch directly the slus file to achieve the same results.
I still play on real psx console linked to crt tv or monitor but I have to admit that sometimes 3D games with scanlines don’t look very nice, with the rare exceptions when interlace mode is used.
Makes sense, especially if it is a Kernel version of the modded game though. I would stick with V1.1, there was a bug that got fixed where entering the door where you meet Richard would overwrite our code. Theoretically, the Xplorer should work with the non Kernel patches. These cheat devices usually hijack the same space which could cause issues.
I tried a few versions on a real PS1, PSP, NO$PSX, Duckstation. It all checked out and worked really well. However, I do not own an Xplorer or Gameshark/Action Replay cheat cart, so that is the only thing that I can not test.
I would suggest trying the Quick Turn Kernel patch on its own and the standard version of Quick Turn and see if it makes a difference.
The Auto-Aim will introduce code in non kernel ram memory regardless, so that is why I am suggesting to just try the Quick Turn. If you find the standard version works with Xplorer, then the Auto-Aim should too.
Btw, feel free to join my discord server. The link is in the readme. I think that’ll be a faster way to communicate.