I don't know if it will work on Biohazard 2 (J) but its worth a shot. NOTE: I only tested this on the (U) version of Resident Evil 2. I have tested this hypothesis on 2 of my PC's in my home and they both passed my test. My PC Specs: AMD Athlon 64bit 3200+, 2GIG DDR400 RAM 4x512 Sticks, SATA HD 200GB, Geforce 6600 GT 128MB. Don't forget to turn on Depth Buffer Render on the Glide64 plugin to fix some glitches in the game. I tried 640x480 and it even slowed down on that. On the Glide64 graphics plugin I recommend playing on 512x384 because these settings really drain Processor Speed even for the higher end PC's. Then go back to the Rom Settings page same as described above and switch the Counter Factor to 1 Then end the emulation but don't close the emulator again.
#RESIDENT EVIL 2 N64 ROM MOVIE#
Let it run until it gets to the first movie and starts producing sound.
#RESIDENT EVIL 2 N64 ROM CODE#
Self-Modifying Code Method: Protect Memoryĭefault Save Type: Use First Used Save Type Make sure CPU Core Style is set to Recomplier go to options->settings.->click the tab for Rom Settingsģ. (when you start the rom go to File-> End Emulation)Ģ. What you do is start the rom then quit instantly but don't exit the emulator. I used these plugins while testing this.Ĭontroller: N-Rage's Direct-Input8 v2 1.83ġ. It is pretty complicated for those who don't understand advanced Counter Factor settings and such.
#RESIDENT EVIL 2 N64 ROM HOW TO#
I have figured out how to achieve full sound in Resident Evil 2 with no speech glitches using Azimer's project64 audio fix edition
If it isnt in the right forum could you move this to the correct forum please. I'm not sure if this is the right forum for this but it is Project64 related. Lastly, while CDs are very easily damaged and scratched, cartridges can last pretty much forever. Also, extra RAM could be stored in cartridges allowing for more complex games (though the amount of RAM was obviously limited by cost). This is excellent from an artistic standpoint, particularly for large sprawling games like Legend of Zelda or Super Mario 64 which would be infernally dull if a new loading time was introduced every 5 seconds. So why did they use carts? Well, the most obvious advantage is the lack of loading times. Perfect Dark) and video quality couldn’t compare to the PSX. Finally, Audio was tricky to do well (though it was possible to do fantastic audio (i.e. Secondly, they are much smaller than discs, and games cannot span multiple carts which was severely limiting, particularly to RPG makers (though some great RPGs such as Paper Mario were made for it and resident evil 2 was successfully ported over on one of the later more advanced carts). Firstly, they are very expensive to produce (some say almost 25 dollars!) compared to the discs used in the PSX and the ill fated Saturn, which drove away many 3rd party developers. Ok so it’s not as controversial as the Virtual Boy, but there was one simple thing that set it apart: cartridges.
The N64 is one of the most controversial consoles ever made.