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Resident Evil - Code: Veronica

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Title Screen

Resident Evil – Code: Veronica

Also known as: BIOHAZARD CODE: Veronica (JP), BIOHAZARD CODE: Veronica 完全版 (JP re-release), Resident Evil CODE: Veronica X (Western re-release)
Developer: Capcom
Publishers: Capcom (JP/US), Eidos Interactive (EU)
Platforms: Dreamcast, GameCube, PlayStation 2
Released in JP: February 3, 2000 (Dreamcast), March 22, 2001 (Kanzenban & PlayStation 2), August 7, 2003 (GameCube)
Released in US: February 29, 2000 (Dreamcast), August 21, 2001 (PlayStation 2), December 3, 2003 (GameCube)
Released in EU: May 26, 2000 (Dreamcast), September 14, 2001 (PlayStation 2), March 3, 2004 (GameCube)


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


Resident Evil CODE: Veronica is the fourth mainline entry in the Resident Evil series and the first one that's not numbered. Taking place three months after the events of Resident Evil 2 & 3, Claire continues searching for her missing brother by investigating Umbrella Europe's Paris laboratory. This leads to her being sent to Rockfort Island, where she encounters the undead, monsters, Nazi symbolism, implied incest, and a mentally ill crossdresser who wields a sniper rifle.

The game would be re-released a year later as "CODEː Veronica X" and ported to the PlayStation 2 and GameCube.

It should also be mentioned that CODEː Veronica was never planned to be Resident Evil 3. That's purely misinformation.

Unused Graphics

Trial Edition Leftover

RECVMenutext.png

The trial edition logo and text to it's exclusive Sound Museum mode still exists within the game, but normally goes unseen.

Initial State Option

RECVSetup.png

There's a unseen unused option for returning the setup into it's initial state in the option menu.

Unused Models

Alfred Ashford Gameplay Model

RECVEarlyAlfredModel.png

PL16.nj on disc two contains a unused model of Alfred that's meant to appear in gameplay, which for some reason uses the exact same face texture as Claire. This likely implies at some point, you would have fought Alfred directly at the Antarctic Base.

Rodrigo Juan Face

RECVRodrigoFace.png

While his gameplay model is used in-game, nowhere is it possible to see his face due to him either covering it or how the camera is positioned. Doing so reveals that his gameplay face model is almost drastically different from his cutscene model, showing him to be older and more facial hair. Which closely resembles more of his early concept art.

Debug Menu

RECVDebugMenu.png

All the Dreamcast versions of CODEː Veronica has a small debug mode that can accessed with hex editing, CHT file or a patch, which can be accessed here.

Debug Option Notes
STAGE Let's you access any area in the entire game by selecting from zero to nine. Six and above will require you to switch to disc two.
ROOM Similar to "Stage" , this allows you to enter any room from a certain area by selecting from "00" to "99". However, selecting rooms above "50" usually crashes the game, as they don't have a room for Claire or Chris to enter into.
CASE This is the position Claire or Chris are when entering into a room. It can go from zero to nine.
MUTEKI This would have disabled zombies and monsters from appearing in a area or room. Unfortunately it doesn't function anymore.
BLOOD Gives you the option to disable or enable the blood visuals.
BGM Disables music. However, you can still hear environmental sounds like rain and the wind.
JIMAKU Let's Claire or Chris view things from a first-person view.
CK .MES It lets you see any text message assigned to the room Claire or Chris are in.

Unused Items

Like with other entries in the series, CODEː Veronica has several items that are never obtained by the player without the use of cheats or modifying the item ID.

Album

RECVABLUModel.png

A red album book that's similar the one seen when checking the in-game manual, but with text about memories. It's unknown what this item was intended to be used for as it does not contain any description.

Remote Controller

RECVREMOTE.png

A black remote control with a single button. The purpose for the item is unknown, as it lacks an description and status menu icon.

Calico Bullets

RECVBULLETS.png

Bullet ammunition for the MP-100P. This was cut somewhere late in development, as this item has a description and status menu icon.

A large size magazine to be used with the M-100P.

Rifle Bullets

RECVRIFLEMODEL.png

Like with the Calico bullets, there's unused ammunition for the sniper rifle. It also has a description and status menu icon.

30-06 Rifle Rounds. Powerful Bullets for a bolt action rifle.

M.Gun Bullets

RECVMGUN.png

The same thing from other bullets apply here, but instead for the sub machine guns. The only thing it lacks is a unique status menu icon.

DOT 380 Rounds. These can be used with the Ingram.

Crest Key G & S

Crest G Crest S
RECVCREAST.png
RECVCREAST2.png

Item IDs for crest keys. Presumably they would have been used somewhere in the Private Residence, given the environmental design of that location. These two items were likely scrapped very early, as they lack everything besides the name for the item. Attempting to view their non-existent models crashes the game.

King & Queen Ant Relief

King Ant Relief Queen Ant Relief
RECVKING.png
RECVQUEEN.png

These two were originally meant to combine with the blue and red jewel in order to access the secret ladder in the Antarctic Base, but they were cut in favor of making the puzzle more simple to solve. They lack a description but has a blacked out icon with a number on it.

Picture B

RECVPIC.png

At some point, you would have looked for this item instead of finding it on the model exhibition room. This was scrapped in order to make the puzzle a bit more easier. Lacks a description but has a blacked out icon.

Wire

RECVHEMO.png

A unused item where you have used a wire. It's unknown what the item could have been originally intended for, although for some unknown reason it uses the model and name of the Hemostatic.

Square Socket

RECVSOCKET.png

A item that would have been used at some point in the Antarctic Base. But ultimately scrapped early into development, as it lacks everything besides the status menu name.

Early Magnum

Early Magnum Final Magnum
RECVEarlyMamgum.png
RECVMagnum.png

There's a graphic for a unused early design of the Magnum. It lacks a item ID, meaning there's no way to see it in the status menu.

Dreamcast Build Date

The build date is found at the beginning of the track03 ISO image in both the US and JP versions for the Dreamcast version.

US JP
SEGA SEGAKATANA SEGA ENTERPRISES5EE7 GD-ROM1/2   U      0799A10 T1204N    V1.00020000223        1ST_READ.BIN    SEGA LC-T-12    RESIDENT EVIL CODE VERONICA  
SEGA SEGAKATANA SEGA ENTERPRISES1E07 GD-ROM1/2  J       0799A10 T1240M    V1.00320010109        1ST_READ.BIN    SEGA LC-T-12    BIOHAZARD CODE VERONICA PLUS 

Version Differences

The main changes made to CODEː Veronica X were the addition of 7 minutes of extra cutscenes, mostly featuring an expanded role for Wesker. Other changes from the original were relatively minor.

Title Screen

CODEː Veronica CODEː Veronica X
Resident Evil - Code- Veronica US title.png Biohazard Kanzenban.PNG

The Japanese word 'Kanzenban' can be translated as 'Complete Edition'. This version was released in early 2001 so Capcom had the title screen updated accordingly. The Japanese title screen has a ® symbol instead of the ™ symbol found in the US release. 完全版 (Kanzenban) was appended to the end of the title screen to remind you that you are playing the Complete Edition. CAPCOM U.S.A. was removed in the Japanese release. The final difference was the removal of Wesker found in the background image between Chris and Claire.

Opening FMV

CODEː Veronica CODEː Veronica X

While both openings features cutscenes from the game, CODEː Veronica X doesn't feature any voiced dialogue and focus more on the new cutscenes involving Wesker while omitting Nosferatu and barely showing Alexia.

Steve's Hairstyle

CODEː Veronica CODEː Veronica X
RECVSteveOG.png
RECVSteve2nd.png

Steve's hairstyle was mostly changed in "CODEː Veronica X" for unknown reasons, although the theory is that was changed due fan criticism of the original hairstyle looking too similar to Leonardo DiCaprio.