Resident Evil

2000 Capcom / Virgin Interactive / HotGen

Platform: Gameboy Color

How can you possibly squeeze a 32-bit PlayStation CD ROM game into a small Game Boy Color Cartridge? Well, HotGen would attempt to do just that with a conversion of Resident Evil in mid-1999 and to make it as close as possible with similar 3D perspectives using scaled sprites.

ResiEvil Large1

There were delays and a lot of struggles to cram everything in. There were of course a number of restrictions and tweaks made along the way, but HotGen had a pretty decent stab at it and had a title which was certainly pushing the 8-bit hardware.

Retained were the original game’s locations, viewpoints, puzzles, pre-rendered backgrounds and dialogue. Characters and enemies were software-scaled, with technical compromises required due to the GBC’s limited CPU power and storage. Speech was replaced with text windows, but the structure of the PlayStation original remained largely intact.

When we spoke to developer Nigel Speight as part of our book coverage in 2020, he had the following recollections about the development:

“If I remember correctly I would say the game was about 75-85% complete. Originally the game was supposed to be about 35% of the original PlayStation version and we were going to elongate the storyline to keep reusing the rooms. However, as time went along Virgin kept upping the cartridge size and wanting more of the original content in. If I remember correctly I’d created an editor that allowed the 3d to be aligned to the screens and objects placed etc and I think that the last build we made didn’t include the final amount of content me and the artist Martin Smith had created.”

The game had been shown at places like E3 in 1999, and had been planned for release by the Christmas of that year – though delays meant it slipped into early 2000. By February 2000, the game was nearing completion and was being tested. However, Capcom decided to cancel the title, feeling that the game wasn’t up to scratch.

Assistant programmer Pete Frith (back in 2020 when questioned by us) couldn’t recall the completion state, but felt it was more 98% finished, as there was a lot of communications between the team and QA testers at the end. He also recalls that the story they were told regarding the cancellation, was that the original creator of Resident Evil didn’t feel the GBC was worthy of his creation, and that he had personally instructed the cancellation. He also informed that the lead artist Martin Smith had sadly passed away.

Where Martin focused on the backgrounds, Simon Butler did the sprite work on the game. Mark Cooksey was then on hand to create all the music and sound effects, though many would not get properly integrated it seems.

Thankfully, in 2011 – two separate builds were preserved thanks to Kiff Storey and Bowker. One version was quite near to completion, but was missing intro titles and had debug screens on and was felt to be around 90% complete. A long-play online confirmed that the game wasn’t completable either for both characters.

In late 2025 however, Games That Weren’t have now preserved a final version of game at the point of cancellation and we have it here for you today to check out thanks to Pete Frith providing everything. Again, it isn’t 100% complete (perhaps now 98% – based on Pete’s estimates) – but there is more content and it *might* actually now be completable. Due to time constraints, we’ve not been able to sit and play through the title fully to confirm, as there might be scenes that glitch/bug out.

ResiEvil Large2
A scene from the ending!

Crucially, we know that the Tyrant seems to be present at the end (see below) and its possible to trigger the end sequence compared to the earlier builds. We have a hack further below that jumps you near the end, so that you can see this for yourself.

The debug data present in other builds has been removed in the final build, and there are a set of introduction credit screens present in this version. Also, hacking through the game – the end sequences are in place too, which gives promise that the game may be completable in its current final state. Just in case it isn’t, we’ve created a few hacks which allow the following to unlock some unseen content:

1) ResiEvilHack-EndingSelector: This allows you to just select either character and jump straight to the end sequences for both.

2) ResiEvilHack-TyrantSegments: This hack jumps near towards the end of the game, where the tyrant is now walking around the final outside scene if you select Chris Redfield. If you select Jill Valentine, it starts you in the lab with the tyrant moving around (though its just their silloette).

You can’t seem to kill the Tyrant with the knife with Chris (though you might be able to find a weapon nearby). However, if you play with Jill and navigate towards the outside helicopter pad – the tyrant is there, and you can use your gun to kill them – triggering the end sequence.

3) ResiEvilHack-SceneNMusicPlayer: This is quite a cool hack. Firstly, if you select either character – it will play through all the animated scenes for that player in sequence. It is likely there will be a few scenes here which were not used in the game or integrated. Then if you press “B” on the same selector screen, you will be able to play through all the SFX and pressing “SELECT” will cycle through all the tunes created by Mark Cooksey.

In a note found to the developers, Mark listed all the music and SFX as follows (with his original descriptions):

MUSIC

0 Silence tune (Skipped in selector)
1 Long Background tune #1
2 Short Dramatic Danger Loop tune #1
3 Short Dramatic Danger Loop tune #2 *modified tune *
4 Short Dramatic Danger Loop tune #3 *new tune to replace old one *
5 Short Dramatic danger loop tune #4 * modified tune *
6 BG00 from res evil
7 Long Background tune #2
8 Long Background tune #3
9 Moonlight sonata correct
10 Moonlight sonata played badly correct
11 Long background tune #4
12 Girly end of game tune * new tune *

SFX

0 Police card (char) select
1 Option move from one to another
2 select (highlight option)
3 Cancel
4 Wooden door open
5 Wooden door close
6 clock ticking VERSION 1 Looping
7 Stop clock 1 ticking
8 clock ticking VERSION 2 BETTER THAN 1 Lp
9 Stop clock 2 ticking
10 Footstep #1 on carpet
11 Single hard footstep
12 Double footstep #1 Gravel use together
13 Double footstep #2 left foot then RFoot
14 Long Footstep for wading through water
15 Gun shot #1 n
16 Gun shot #2
17 Knife swipe 1 Shorter
18 Knife swipe 2 Longer
19 Zombie Moan 1 (1 channel fx)
20 Zombie Moan 2 (2 channel fx more real)
21 Zombie Chomp (bite)
22 Teleprinter type sound 1 shot
23 Go on to next screen after pick char
24 Page Turn
25 Gun Reload 1 REVOLVER
26 Gun reload 2 Shotgun
27 Gun Reload 3 ???
28 Gun shot #3 RIFLE/SHOTGUN
29 Gun shot #3 RIFLE/SHOTGUN
30 Bloke Aaah being attacked.
31 Girl Aaah being attacked.
32 Push Furniture (continuous)
33 Stop push furniture
34 Bees
35 Break stone
36 Gate Noise
37 Lift start (loops)
38 Lift stop
39 Key open (key apar)
40 Power on
41 Computer key click

In addition to this, we have extracted out a set of assets used for the game – which may contain sprites/sequences not used in the final game. Also, the original WAV samples that Pete Frith created from his voice to make the speech on the title screen – including some versions that were not used :)

What else have we established so far?

  1. Zombie deaths are still not properly implemented it seems – they just collapse to their knees still. Wondering if that may have been a Nintendo request to tone it down?
  2. It seems all artwork was complete, even if the game was not 100%. Sprites could be 98% complete – especially as death sprites are missing.
  3. Hunter is present in sprites, but doesn’t seem to be used? We might be wrong. Zombie used in one scene where it bites Rebecca when it should be the Hunter. Zombie is often used as a placeholder.
  4. Wesker and Barry sprites are exactly the same.
  5. Some sprite colours are set wrong, Rebecca is blue in one section – colours not properly set for all characters in the scenes. It seems that there was a limit to character colours that could be set in one room . i.e. 3 characters. Problematic if the same scene has to be re-used with different characters with different colours. This may well have been something to fix at the end.
  6. Some cut scenes seem to be unfinished – they can be viewed in bits. Not all of them seem to be called yet in the game. Segments and animations missing, including the Tyrant coming out of the glass and moving towards Chris and Wesker dying. Music missing from Piano scene at this stage, not all SFX utilized.

What has been established since the release?

  1. Danny C via the comments has confirmed that they were able to play Jill’s campaign and finish it start to end.
  2. Both Danny C and Shork confirm that all weapons work except the Bazooka.
  3. Danny C confirms that the Snakes first version doesn’t work, but the second fight is playable to an extent to defeat it.
  4. Shork found that you can’t seem to combine red and green herbs and that there are multiple “nothing” items.
    1. Tony Purkey also confirms that the combine function does not work for herbs and ammo.
  5. Shork also found that the ammo doesn’t do anything, but then all the weapons have unlimited ammo. Tony Purkey also confirms this.
  6. Shork also found that after 20 saves, the display for the number of saves corrupts.
  7. Tony Purkey ran into an un-proceedable state, where they removed the shotgun from the wall, got saved by Barry from the connecting trap room, left it and went back in – but couldn’t leave again (so was stuck).
  8. Shork also managed to complete Jill’s campaign – finding that you can’t get the passwords for the computer, as none of the files work. There’s also a bunch of zombies teleporting all over the place.
  9. Miguel Rhodi found playing Chris’ campaign that the door which is supposed to open with the flamethrower, doesn’t open at all. Tried multiple things (placing weapon on panel next to door in every position – but nothing happens).
  10. Ink ribbons do not work, but you can still save anyway. (via Tony Purkey)
  11. You can run out space in the crate, which can be a problem because there’s no way to drop or use ammo or ink ribbons. (via Tony Purkey)
  12. Some puzzles give no indication on how to solve, such as the wolf and eagle medals being used on the fountain. (via Tony Purkey)
  13. The room before Chris’ jail cell is glitched out, but you can still navigate it blindly. (via Tony Purkey)
  14. The MO disks can be used in the computers interchangably, and he used 2 disks on one computer and one another and none on the last one – yet the door still unlocked to get to Chris. (via Tony Purkey)
  15. Some of the last rooms in the lab have Jill disappear, though you can still navigate blindly to get to the doors. (via Tony Purkey)
  16. After defeating the second snake (the first one doesn’t fight), there’s no indication to go down the hole. It seem you have to “Inspect the piano” to trigger the sequence. (via Tony Purkey)
  17. Using the hex crank in the garden is a pain, as there is no indication that it needs using or where to use it. You keep trying along the wall until it works. (via Tony Purkey)
  18. Lots of cutscenes don’t happen, like the giant ball rolling and almost crushing you. (via Tony Purkey)

So it seems it was almost there in terms of content, but perhaps still another month of work needed to properly polish off.

If you spot anything else – please feel free to get in touch or leave something in the comments and we’ll update the page over time. For now, we hope you enjoy taking a look at what has been recovered and enjoy the findings so far. We have also included two bonus builds that we also located which will have some minor differences too.

As a bonus, contributor David (see comment) has dug out and highlighted a set of early press images further below with more detailed backgrounds and also screenshots in Games Master magazine which has the following differences compared to the current and earlier ROMS:

  1. The ‘status’ text is missing from the ecg in the inventory
  2. Jill has a 6 slot inventory
  3. The clock is missing from the dining room
  4. The greenhouse room is much less detailed and the plant is missing

With a huge thank you to Pete Frith for allowing us to preserve and for the assets, to Danny C, Tony Purkey, Miguel Rhodi and Shork for sharing their findings so far, to David for the Press Kit materials and other details relating to earlier versions and to Nigel Speight for his recollections.

Downloads

Videos

Press kit images and press pages/screenshots (Thanks to David)

Screenshots

Maps gallery

Assets gallery

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30 Responses to Resident Evil

  1. I still cannot believe what Im seeing here!
    Thank you so much for sharing all these unbelievable and historical archives and files.
    Ill keep following this page from time to time and see the updates!
    Happy New Year!

  2. Following up on my YouTube comment. Here is a zip of some screenshots from the official Virgin Interactive press kit from 1999. Several of these show more complete backgrounds being used (which you can compare to the extracted assets above), and one depicts a brown version of the zombie. The screenshots span from 21/07/1999 to 17/08/1999 but I have seen shots RE2-6.JPG elsewhere dated 23/03/1999.

    I have also linked an old interview with Fergus McGovern (RIP), the project leader on the GBC port, where he mentions additional details about the game, and a magazine page from Games Master Issue 88 (December 1999) featuring a very early build. It states a November release, so I guess it was pushed to 2000, whereas the interview projected a release for Christmas 1999.

    Screenshots: https://www.mediafire.com/file/c8hr6lzdilvff3f/RESEVIL.zip/file
    Interview: https://web.archive.org/web/20040109023930/http://www.the-necropolis.co.uk/regbinterview.htm
    Games Master Preview: https://ibb.co/FLGWy0v7

    The build shown in the Games Master preview has a few differences to all currently available roms:

    1) The ‘status’ text is missing from the ecg in the inventory
    2) Jill has a 6 slot inventory
    3) The clock is missing from the dining room
    4) The greenhouse room is much less detailed and the plant is missing

    There is also a very old video apparently from E3 1999 showing the game being played on a GBC, maybe the same build as the Games Master preview:

    1) The ‘status’ text is missing from the ecg in the inventory
    2) Chris has an 8 slot inventory, which was later changed to 6 slots while Jill got 8
    3) Displays a single string of debugging text

    There’s a two page spread featuring a preview of the game in an issue of Total Gameboy Color, which I can’t find at the moment, but I’ll add it here when I do along with the aforementioned video.

    Thanks again for this release! :)

  3. I played Chris’s campaign, but the door that is supposed to open with the flamethrower doesn’t open at all. I already tried placing the weapon on the panel next to the door in every possible position, but nothing happens. It just keeps equipping and unequipping the weapon.

  4. I tried to beat the game and it seems like it’ll softlock after the Yawn 2 fight, since the cutscene that should give you the passcode doesn’t get triggered. At least I couldn’t get it to work, I can share a save file if that helps.

    here’s the other things i noticed:

    – can’t combine red and green herbs
    – multiple “nothing” items (might be notes? the itchy, tasty one for example)
    – bazooka doesn’t work
    – ammo doesn’t do anything but guns also don’t need reloading
    – after like 20 saves the display for the number of saves shows garbage

    • Thanks Shork! I’ll add some of the notes you’ve found so far – hopefully in the future someone might be able to patch the things which are broken to get a proper definitive version of the game.

      • I managed to beat Jill’s campaign! Some of the later interact positions are ridiculously precise but for the most part it all works. You can’t get the passwords for the computer because none of the files work. Also there’s a bunch of zombies teleporting all over the place, which gets a bit annoying when Jill or the Zombies turn invisible because of sprite limits or sth. The latter third or so of the game is much less polished than the start, that’s for sure

  5. Just wanted to say thanks so much for sharing this build of the game. I tested this tonight and did a playthrough of Jills campaign and was able to finish it start to end. There were some small issues of camera angles (in the dining room when the clock has been moved and the lab main hallway when trying to get to the save room corridor) but other than that it was perfectly playable. All the weapons worked except the Bazooka (all had infinite ammo too which helped) and the only enemies that work were the zombies and both versions of the Tyrant, though the snakes first version doesn’t work, the second fight is playable to an extent to defeat it.

    Really looking forward to trying Chris’s campaign and more so to try it on original hardware, especially as the save function worked too!

    Again, thanks so much for all work done to get a hold of this copy and provide a comprehensive story/behind the scenes of it all – was a shame this never released commercially but great to be able to experience it!

    • Hi, I tried playing Jill’s campaign tonight and got stuck after the second snake fight, how did you get the pass code? Did I just hit a bug where the cutscene didn’t trigger?

      • Hey so it was kind of dumb luck for me so I explored the grave and nothing worked to get the ladder down (so I don’t think those basement corridors are included unless you can get in via the kitchen, haven’t tried yet)

        But I then ran back to the wall where the rope would be (may have pressed “A” like trying to enter a door) and I was back in the room above and it triggered the Barry cutscene, which gave me the code.

        I couldn’t go back down the rope so progressed via the door code, hope that helps!

      • Hey Shork, I’ve just tested again there as I had a save file heading back to the mansion after the Guardhouse. So after I defeated Yawn, I pressed A around where the hole would have been. For me it was maybe 3-4 of the floor tiles in front of the piano, or if like me you killed Yawn where it spawns, it was behind him, maybe 1 tile – hit “A” and you should go down the rope.
        As I said before the grave doesn’t work so if you head back to the rope the Barry cutscenes will play and you’ll get the door code. You can go back down the rope but still wasn’t able to activate the ladders at the grave. Hope that helps!

        • thank you, just pressing A in the area in front of the piano (specifically near the wall on the right) triggered the rope screen transition for me!

  6. I’m pretty sure there’s no censorship behind the zombies dying on their knees.
    They did it like just to keep everything within the limit of 10 sprites per scan line.

      • Unless I’m mistaken, I was allowed to have tall sprites but not wide sprites, which is why everyone falls to their knees.

        • Do you recall what the cast of enemies was for the port? There is also a screenshot showing one of the zombies but brown instead of green.

          • I think zombies were all we had.
            It was very much being developed on the fly, seeing what worked and then moving on from that.
            Obviously, the idea was to get “the whole game” in there, but that was a non-starter from day one.
            We did what we could to the best of our abilities, but it just wasn’t to be.
            Why it fizzled out I can’t recall.
            Ah well.

        • I just wanted to say thank you Simon for your hard work and dedication on the sprites for this game, it’s the reason I got into Resident Evil back in 98/99! Between this and Tyrannosaurus Tex on the GBC that had it’s prototype and code completed in 2018 by Piko Interactive; yours has to be some of the most impressive I’d ever seen!

          Was there some reason the sprites couldn’t be wide and animated for the zombie deaths?

    • yes, It was that, The 40 global sprite limit can be mitigated with flickering and some programming tricks, but the 10 sprites per scanline is a hard limit that cannot be bypassed in any way, and any extra sprites simply are not drawn. The base sprite size is 24×32 pixels and the scaling engine is limited to 32 pixels wide because of the limitation, but the height can be up to 96 pixels, that’s why when the camera is closer, the scaled up sprites look very slim compared to when they are smaller.

  7. Good to see my sprites again after all these years.
    It wasn’t the most fun I’ve had on a project by a long shot, but it was interesting to say the least.

    • Sprites look great Simon! It is so crazy that so much work gets done and yet the project doesn’t get released…

    • Man, back then I was so disappointed to learn the game got cancelled. With little access to the internet, I never understood why the UK retailer Index (Argos competitor) suddenly told me my order arrived, only to find out was the playstation version, which then I learnt it was actually cancelled.

      In school I was told the ROM exists and I searched everywhere for it.

      I still hope some hero out there can make use of the ROMs provided and make an ultimate final version by adding the pieces from the other provided roms

    • Hey Simon, I just wanted to say thanks so much for all the work you contributed to make this game happen in the first place! If nothing else it was extremely interesting to see happen, putting just about the whole game on GBC and I for one definitely appreciate what was done/attempted.

      If you haven’t done yet, there is a modder in the Resident Evil community named Leigiboy who has made a GBC mod of the PC version using your sprites as inspiration as well as including other music, sound effects, cutscenes etc. Again very impressive from a mod side but wouldn’t have happened if not for your original work

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