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It's a mixture, items that effect your game, like an item to pick up, or an item that can be used, moved, something like that.
Old and poorly optimized.
Sadly, yes. I love RE1, but it's true :/
This is also why many low-energy systems struggle with the game, by the way, because they always must render this video file at that resolution.
If you use a 16:9 resolution, the game crops out the upper and lower parts and in some cases pans the image as you go from one end to next. This creates the illusion of a moving camera, but that is only a resolution-induced workaround. It is also a little loophole to see the "real" area in some very rare cases, because the camera moved a bit too much and you can see your character partly moving outside the video image and into the black nothingness of the real level.
It's 2D backgrounds with 3D moving objects. However, these 3D objects were implemented in this 2015 version. The 2002 original release for the Gamecube used movie files to reproduce the moving objects.
As for Jill/Chris coliding with tables and stuff...These are just pre-planned colision areas (invisible walls) coded in the 2D background images
I did a test to screw up the pre-rendered backgrounds. Everything is misplaced:
http://steamcommunity.com/sharedfiles/filedetails/?id=920310341
yet Jill still colides and open doors at the intended spots on the screen. Doesn't really matter where the 2D "door" is. What matters is the coded spot on the screen that recognize the "Action" input, and then transport the player to another area.
just a combination of whiskey, weed and software wrappers in a boring weekend