Resident Evil 2 SEGA Saturn V1.3 MAJOR UPDATE How Far Can You Get?
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Resident Evil 2 SEGA Saturn V1.3 MAJOR UPDATE How Far Can You Get?
1 502 просмотра · 2 дня назад
Subsonix
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1 502 просмотра · 2 дня назад
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Hello & Welcome to the latest update for RE2 on the Sega Saturn, V1.3. (Released 24/09/26)
There has been a ton of updates worked on since V1.2,
This is the 1st time playing through and to see how far we could get, i stuck to my familiar Leon A Speedrun route.
Made it much further than we did in V1.2
Marvin!, Marvin!
;)
Update details listed below.
Thank you for watching!
Gameplay and combat
Connected standard shotgun gameplay: original held model, animations, five-shell capacity, reload timing, sounds and damage regions.
Item-storage chests now open their lids before displaying the storage menu.
Zombie pursuit uses the original walking behaviour, turning and animation-derived movement speed.
Connected the bus zombie’s original crawling behaviour.
Corrected collision handling that could leave Leon trapped after a zombie grab.
Improved character-loading and memory handling associated with invisible Marvin and other missing actors.
Improved Licker loading in two RPD rooms.
Adjusted Leon and Claire’s dialogue head turning to the original limits.
Confirmed the archive-room stool interaction can climb to the crank’s level and return.
RPD puzzles, pickups and inventory
Safe, library and darkroom prompts support their original choices, labels, positioning and cursor behaviour.
Fixed a Leon A torch-puzzle script error involving contacts belonging to another scenario.
Pickups now notify room scripts as well as updating inventory, collection flags and the collected object’s visible state.
Corrected empty-drawer responses after collecting their contents.
Two-slot items correctly require two free inventory cells and retain both halves during collection and storage.
Corrected several cases where items were collectable but their models were invisible.
Added support for station-light commands that previously interrupted room scripts.
Expanded source-based checks for the safe, power switches, torch puzzle, crank drawer, clock stairs, cogwheel/lever, Knight Plug, film development and hidden STARS desk film.
The pickup audit covers 158 item/document definition sites across 50 rooms, including conditional alternatives. That is an audit count—not 158 newly added items or confirmation that every pickup is reachable.
Playable Ada and basement progression
Connected the scripted Leon → Ada → Leon character handoff.
Ada uses her original model, animations, portrait and personal item.
Connected her Browning aiming, firing and reloading.
Leon’s inventory, health and equipped weapon are retained separately and restored when control returns.
Checkpoint data includes the character exchange state.
Reduced Ada’s texture and foreground allocations so the water puzzle’s eight object slots fit together in the memory test.
Connected script checks reach the water puzzle, Club Key and reunion.
First sewer spider encounter
Enabled the first sewer spider encounter, ROOM3020.
Added the original adult and child spider models and animation data.
Connected floor, wall and ceiling movement, collision and attack selection.
Connected handgun, knife and shotgun targeting, damage and reactions.
Added acid projectiles, poisoning, blue-herb curing, health display and saved poison state.
Connected detached parts, death behaviour and child spawning.
Added the encounter’s original sound bank and acid, impact, water, green-blood and shotgun-burst effects.
Corrected animation handling that could freeze a dying wall spider.
Fitted the encounter through shared texture storage and controlled effect uploads without requiring expansion RAM.
This covers the first encounter and supported weapons; it does not mean every spider room or the complete sewer route is finished.
Music, sound and movies
Repacked music for cheaper decoding while retaining identical decoded samples across the 18 scores checked.
Fixed music-buffer bookkeeping that could replay stale data, glitch and eventually stop playback.
Coordinated music and file reads for examination text, the police computer, typewriter, death screen, narration, New Game, Load Game and movie return.
Made room-loading reads more interruptible so music can regain the drive sooner.
Door sounds use original PlayStation samples from door records instead of a separate competing audio stream.
Improved music read-ahead retention and reduced unnecessary refill waits.
Connected movie 7 and the two ending movies, including their return-to-script behaviour.
Added movie allocation fallbacks.
& Many, many more