
Upon each turn, the player may choose between attacking with their equipped weapon by pressing the attack button, using PE (Parasite Energy) for defense, assistance, or attack, using items, changing a weapon or armor, or escaping the battle. While waiting for her turn, the player character Aya can be moved around to dodge enemy attacks. In battle, the game uses a pausable real-time combat system with an Active Time Bar (ATB) that sets the time that must be waited till the player can take their next action. Enemies materialize and attack players on the same screen that they move Aya around on, with no battle mode or screen being used. Upon the player walking over a "hot spot", there's a chance of a random encounter. Movement in the " world map" (which is a map of Manhattan) is limited to specific destinations. The game's director, Takashi Tokita, described the game's style as a "Cinematic RPG", with the game's look and feel strongly alluding to an interactive movie-like experience. PlayStation Magazine described the game as a hybrid of Final Fantasy VII and Resident Evil. Like other role-playing games made by Square for the PlayStation, Parasite Eve was made during a period that Peter Tieryas of Kotaku described as an "experimental period" where nearly every RPG from the company had unique combat mechanics. The first two games, Parasite Eve and Parasite Eve II, had shipped over 3 million copies worldwide by 2010. The original title was also followed by two video game sequels: Parasite Eve II in 1999 and The 3rd Birthday in 2010, and was re-released on the PlayStation Network in 2010. The video game adaptation was part of a resurgence of popularity in Japanese horror sparked by the original book, and was released alongside a film adaptation and two manga comics one based on the book, the other on the video game. Parasite Eve received positive reviews critics praised the graphics and gameplay, but found the overall game too linear and with little replay potential. Music for the title was composed by Yoko Shimomura who was widely acclaimed for her work to create an "inorganic" and "emotionless" soundtrack that saw two album releases. It was produced by Hironobu Sakaguchi and directed by Takashi Tokita. Parasite Eve was SquareSoft's first M-rated game, and the first major American and Japanese game development collaboration for the company. Players explore levels set in areas of New York while utilizing a pausable real-time combat system along with several role-playing game elements. The story follows New York City police officer Aya Brea over a six-day span in 1997 as she attempts to stop the Eve, a woman who plans to destroy the human race through spontaneous human combustion. The game is a sequel to the novel Parasite Eve, written by Hideaki Sena it is also the first game in the Parasite Eve video game series. Make sure the script is run from the same folder as the files.Parasite Eve is a 1998 role-playing game developed and published by Square. This Python script runs the necessary commands on the model files after they have been renamed to *.pkg. each stage seems to have a distinct model set. Models are reused as often as enemies and characters are. And what about that enemy with big feet?). That I can tell there are no unused enemies in the game (except maybe the wolves? I don't remember. I don't recommend modifying UVs, because they are very precisely fit to pixels on a texture. Each texture is usually 128x256, so you have to fill it to the right up to 256x256. Note: models have UVs in space of 256x256. Some extracted image packs are missing 1 or 2 bytes in the middle, which is probably a bug in extractor, but i'm not sure. In other words, textures for a model package 1005 will be in image 1004 and clut 1003. If you check "debug" file created by md_hyena's extractor you can notice all files are organized in sets, which is marked by "FF" byte of last package in each set. You can find each model's textures inside the same set of packages. In this game its easy, because images are 256-colored and each is using (hopefully) only one palette.

Textures could be converted manually by combining images with palettes. My tool will extract them all, and with all UVs.ĥ. If you use md_hyena's plugin, some of them will be incomplete or have missing UVs. MDL files with my new tool (Parasite2_model.exe) or md_hyena's blender plugin. PKG files onto Parasite2_pkg.exe or batch process them. bat file in the folder with *.pe2pkg files - this will rename themģ. Extracted files are missing information which is essential to auto-unpack models, so i made a workaround for this: Most models are in stage0, and only very few (scenery stuff) in other stages.Ģ. May not be perfect, but it allows to export all models.ġ.
