This video compares an out-of-the-box installation of XWA to one with the XWAUP 1.6, Blue Max's Effects 1.1.3, Super Backdrops v2.1, and more!
(This supersedes the old Reshade shader mod used in the older videos below.)
(Roughly) recreating the Starfighter Assault on Fondor from the Star Wars Battlefront II Beta in X-Wing Alliance, using the old Reshader mod.
Visit https://xwaupgrade.com/ to download the upgrades!
The below instructions are left for reference, but are no longer needed once installing Blue Max's Effects from X-Wing Alliance Upgrade.
This file contains the ReShade *.ini configuration file and a custom LUT ("Look Up Table") needed to achieve the correct "shader mod" effect.
Instructions are freely provided below, from one enthusiast to another. However, follow them at your own risk. Many game files will be modified in the process, so do not proceed unless you understand what you are doing!
Make sure to backup your installation before installing! These instructions were developed with an original CD version of X-Wing Alliance. They may or may not work for the Steam/GOG versions.

The leaked 1.5 builds (primarily the "40% build" and the "80% build") are filled with "debug doors." Programmers often used door objects not as actual transitions, but as triggers for testing.
: To take the broken, disconnected rooms of the 2013 leak and turn them into a fully playable game.
To understand the magic zombie door, one must first understand how Resident Evil handled transitions. In the classic PlayStation entries, doors served as a clever way to hide loading screens. When you opened a door, the game paused, played a transition animation, and loaded the next room. Crucially, in the final version of Resident Evil 2, enemies could not follow you through these transitions. Once you "zoned" into a new room, you were safe.
Here is a good piece on the topic.
The Resident Evil engine utilizes static, pre-rendered backgrounds overlaid with invisible 3D collision meshes. The world is divided into discrete "rooms." When a player interacts with a door, the engine initiates a loading sequence:
Information and patches are typically hosted on dedicated survival horror forums like Resident Evil Modding Forum
The MZD build serves as the "vanilla" base for nearly all current patches. resident evil 1.5 magic zombie door
However, the MZD lives on in three ways:
The "magic" in the name comes from the technical workaround required to make this happen on 1990s hardware. The PlayStation 1 did not have enough RAM to keep two entire rooms loaded simultaneously with full AI processing. To solve this, the developers used a teleportation script. If the "pursuit" flag was triggered, the game would essentially despawn the zombie in Room A and instant-spawn a high-priority asset in Room B at the door coordinates. This feature was eventually cut for several reasons:
: A brightly lit, sterile, and modern RPD station built from glass and steel, heavily contrasting with the gothic, museum-like station found in the final version of Resident Evil 2 . The leaked 1
For nearly three decades, the holy grail of survival horror has not been a pristine copy of Rule of Rose or a sealed Kuon . It is a ghost. A phantom. A game that exists only in fragmented, 240p video clips and leaked, unplayable builds. That game is Resident Evil 1.5 —the infamous scrapped prototype of what would eventually become 1998’s Resident Evil 2 .
For years, Resident Evil 1.5 existed only in low-quality magazine scans and elusive rumors, a holy grail for game preservationists. Its status as a "lost media" was so pronounced that it became one of the most sought-after pieces of gaming ephemera.
If you want to explore this "lost timeline" yourself, the MZD build is not difficult to find. Due to its nature as a fan restoration of an unreleased prototype, it exists in the public domain across various fan forums and preservation sites. You will need a PS1 emulator (like ePSXe or DuckStation) to run the .bin/.cue files once downloaded. However, be warned: even with the MZD patches, the game remains a prototype. Expect glitches, unfinished areas, and a stark reminder of just how different the history of survival horror could have been. In the classic PlayStation entries, doors served as
In some rooms, the collision mesh for the door frame was not aligned perfectly with the pre-rendered background art. The zombie AI, calculating a direct path to the player, would push against the geometry. Due to the physics engine's lack of "friction" on the zombie's bounding box, the zombie would slide along the wall and eventually slide through the crack where the door hinge exists, appearing to phase through the "Magic Door."
You walk up to it. You press the action button.
Disclaimer: These modifications for the PC game "Star Wars: X-Wing Alliance" are fan-made. LucasArts, LucasFilm, Disney, or the relevant Star Wars rightsholders are in no way affiliated with this site or its content. Star Wars is property of LucasFilm, Disney, and/or the respective rightsholders and is likewise not affiliated with this site or content. Using any of the files provided on this page is done at one's own risk. No responsibility is taken for any damage (whether direct or indirect) that is caused by the files, programs, or advice provided on this page. As always, it is recommended to backup important files before using any files provided here.