Resident Evil - Revelations 2 v5.0 +36 (table Update12)

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Resident Evil - Revelations 2 v5.0 +36 (table Update12)

Post by Cielos » Sun Mar 05, 2017 12:16 pm

re-post of the table I uploaded on the original forum, may or may not work on the latest game update.
Scripts:
:::
[Misc.] scripts:
Inf. Health
- health won't drop below specified Min Health.
- Min Health default: 200.
- with this script activated, you won't die unless you got hit by the Blade Death Trap.
- for the script to work properly, set Min Health to 2 or above.
- works in both Campaign and Raid.
in details:
- enemies' grab attack would be ignored if health is below 400 (a cheap precaution of grab attack from instant kill you).
- enemies' heavy attack still bleeds you.
- enemies' drill instant kill won't hurt you at all.
- enemies' attack won't kill you unless you set the Min Health to 2 or below.
- blade trap would still instant kill Claire, but WON'T kill Moira in Chapter 1.
No Grab Attack
- grab attack won't occurred at all with this script on. zombie won't even hurt you when they use grab attack on you.
- works in both Campaign and Raid.

Damage Multiplier
- multiply the damage deal to the enemies by the multiplier specified.
- note that in Raid mode, the on-screen damage won't show the multiplied value.
- multiplier default: x2
- works in both Campaign and Raid.

Flashlight / Finger Point to Damage
- as title says, point the flashlight/finger at enemies/breakables to damage/break them.
- useful when playing Little Miss DLC. have black Natalia point and kill the enemies so that white Natalia can just ran for the goal.

Evade In Water
- allows you to evade when you're walking in water or blood in Episode 3's Claire & Moira Campaign.
- I can't remember if there's a water stage in Raid. but as they both share the same game mechanics, it should works on both Campaign and Raid theoretically.

Inf. Countdown
- the Countdown stop when it reaches the Min Countdown specified.
- Min Countdown default: 60 (secs) (==1 minutes)
- won't affect the on-screen small timer in Campaign Countdown mode and Raid mode.
- made with rapier's findings.
- works in both Campaign and Raid.

Player Behaviour Mod
- when activated, you can cycle through "Normal", "Hurt", "Breath Catching", and "Nervous" behaviour of the current controlling player by pressing G in-game.
- you can set it manually by using the dropdown manually via the table.
- works in both Campaign and Raid.

Wet Mod (Sewers Only)
- make the character always wet.
- unfortunately it works properly only when you're in the sewer stage. when in an area nowhere near the sewers, it would just generate some graphical glitch.
- a possible reason is that , this script is forcing ONLY the wet flag to always true when it's activated, and when you are in a place where character can't get wet normally, the game engine doesn't know what texture to toggle to even the script tells the game the character is wet.
- may look into it more later.

Universal Model Mod
- you may choose any character you want to play as and the costume he/she uses in both the Campaign mode and Raid mode.
- using this script would override the effect of [Raid Specific]'s Model Mod.
- choose the character and costume before you start the Campaign or a Raid mission, or choose to retry from the esc menu after you chose the character and costume.
- choosing a costume the game doesn't have would auto-set the costume to the default costume.
- choosing a default costume for a non-default character would use the first costume.
- activate addon a script together before you load a game (or retry the game if you're in game already) or start a mission. this should fix most problem.
- activate addon b together to show the holstered weapons on the back in Raid mode.
- works in both Campaign and Raid.
known issues:
- in Campaign, when using Natalia on the first slot, you can't use physical attack properly. just use Moves Mod script to give her the moves would fix the problem.
- in Campaign, when using non-campaign character, they have no voice. which can be fixed by using the Voice Mod script.
- in Campaign, when using Natalia on the first slot, handgun / magnum aiming animation when crouching is messy, but you can still shoot properly. also the weapon changing animation when crouching is messy too.

- when using different character on Natalia slot in Barry's Campaign, to point out a hidden item you need to equip the character with a flashlight.
- when using different character on Natalia slot in Barry's Campaign, when you picked up a brick and attempt to point without a flashlight or gun, the animation would messed up and need to restart from checkpoint to fix that.
Voice Mod
- with this script activated, you can choose to use the default voice sets of the character, or choose a different voice sets for the character. the voice sets are gender-base, that means male character can only use a male voice sets, and a female character can only use a female voice sets.
- load a save after choosing a Voice Sets, or restart the game from last checkpoint if you're in-game already.
- dropdown lists are prepared for the voice sets changing, so you don't need to remember the character's ID.
- can't change to the voice of the characters added in game v4.0. you may still use other characters' voices on them though.
- in Campaign, if, for example, you used the Model Mod to play as Albert Wesker, you'll have to activate this Voice Mod script (just choose Default as his voice sets) for Wesker to have his voice.
- works in both Campaign and Raid.
known issues:
- note that the non-Campaign character won't answer you when you tell them to follow, but they'd still answer if you tell them to stay. (with the exception of Evgeny as the game has prepare the "full" voice sets for him (for "the Struggle" DLC).)
Moves Mod
- allows you to change the moves the character uses, e.g., you can use Albert Wesker's moves when playing as Claire.
- if you want to have Natalia to use physical attack, you need to use this script to give her a unique moves.
- load a save after choosing a moves, or restart the game from last checkpoint if you're in-game already.
- the moves of the characters added in game v4.0 is just generic male/female moves, and using them on other characters doesn't gives proper animation anyway. so they are ignored from the ID list.
- works in both Campaign and Raid.
known issues:
- the props in the unique moves won't show up though. i.e., the rifle won't show up when using Evgeny's moves; and the hidden blade / handgun won't show up when using Hunk's moves.
- in Raid mod, choose a different moves when playing as Moira doesn't change her moves at all. Moira in Campaign is working fine though.
- when giving Natalia moves, it'd make her change the ladder climbing animation as well, it would make the arm looks funny when she's climbing ladder. she can still climb the ladder normally though.
Camera Mod
- allows you to control the camera x, y, z.
- when x, y, z are zero, the camera would point at the ground right under your character.
- when use proportional y? is no, means, e.g., cam height would point at the area around the head of a female character (their height are 169) only when y is set to 1; cam height would point at the area around Natalia (her height is 138) only when y is set to 0.8; and so on.
- when use proportional y? is yes, means, e.g., when y is set to 1, cam height would point at the area around the character's head no matter how tall the character is.
- so, if you want to adjust the camera to take screenshots of the character, and/or still want to play the game normally, setting use proportional y? to yes would probably be a better idea; if you're just after the screenshots of the scene, you may want to set use proportional y? to no.
- use proportional y? default: yes
- works in both Campaign and Raid.

Aim Camera Mod
- being a child script of Camera Mod, it would be available to use after you activate Camera Mod.
- when Aim Camera Mod is NOT activated, the camera behaviour would revert back to normal when you're aiming.
- when Aim Camera Mod is activated, you may set the values of x, y, and z for aiming cam.
- works in both Campaign and Raid.

First Person Mod
- needed to activate BOTH Camera Mod and Aim Camera Mod for this to work properly.
- you may change the camera coord manually to place it right in front of your character head to archive first person actually, just that without activating this script, your hand and the weapon would be hidden as the cam is too close to your character.
- what this script does, besides setting the camera coord to a first person view, is to prevent the game from hiding the character's model when it's too close to the character.

Camera Move
- being a child script of Camera Mod, it would be available to use after you activate Camera Mod.
- when activated, it allows you to use the numpad to control the camera.
keys:
numpad 8, 2 : move up, down
numpad 4, 6 : move left, right
numpad -, + : zoom in, out
numpad 0 : hold and press the keys above to speed up the movement.
numpad 0&5 : press together to point the camera to the controlling character (this one is a CE hot-key actually)
Flashlight Camera
- being a child script of Camera Mod, it would be available to use after you activate Camera Mod.
- when activated, you may have a different Camera X when you switch on the Flashlight.
- when activated, Camera X would be locked between the value you set before activating Flashlight Camera and the value you of Flashlight Camera X. in another words, you can't change the Camera X yourself when this script is activated.
- it's useful when you've set Camera X ([fCustomCamXYZ+0*4]) to 0 (center on character), and you want to see what you're pointing the Flashlight at when you switch on the Flashlight. otherwise you don't really need to use this script.

Unlock Physical Attack Camera
- allows you to rotate the camera freely when doing finishing moves on a dazed or downed enemy.
- works in both Campaign and Raid.

:::
[Items] scripts:
Inf. Ammo
- Ammo Clip won't drop below 1 (no reload).
- works in both Campaign and Raid.

Inf. Ammo Pouch
- Ammo Pouch won't drop below 1.
- every reload would be a full reload to the weapon's clip max, even if you've only 1 Ammo Pouch left.
- works in both Campaign and Raid.

Universal Ammo
- can reload any weapon with only one type of ammo. e.g., when the universal Ammo Type is set to "Handgun Ammo", you reload a Magnum with handgun ammo instead of magnum ammo.
- best used together with Inf. Ammo Pouch, then you only need to brings one ammo type with you.
- universal Ammo Type can be changed via the table.
- default universal Ammo Type type: Shotgun Ammo

Reload With Full Clip
- allows you to do the reload animation when the clip is full, as long as you've the corresponding ammo pouch with you.

Inf. Sub-Weapon / Skill
- quantity still drop but won't reach 0.
- works in both Campaign and Raid.

Inf. Herb
- quantity still drop but won't reach 0.
- works in both Campaign and Raid.

Inf. Tourniquet
- quantity still drop but won't reach 0.

Inf. Disinfectant
- quantity still drop but won't reach 0.

Inf. Torch
- touch fuel stays full.

:::
[Campaign Specific] scripts:
Enable Weapon Pick Up for 2nd Character
- it allows the 2nd character to pick up guns.
- activate Enable Weapon Switching for 2nd Character to let the 2nd character use guns properly.
- note that the weapons the 2nd character picked will be SAVED after you past a check point (or maybe finished the level, I'm not sure yet), and it can't be revert. so, use with caution. and you should backup your savegame first.
- just remember, backup your savegame first!!!

Enable Weapon Switching for 2nd Character
- allows you to switch weapon when playing the 2nd character.
- have to activate the addon script of the campaign's Model Mod if you want to edit the parts of the 2nd character weapons in the workbench.
- you may place your equipped weapon into the workbench, but beware NOT to add in weapons from the workbench or the game would crash when you tried to switch weapons afterwards, .
- the safe way to use the workbench: edit your 2nd character's weapon by just highlighting a equipped weapon in the workbench, then use CE to edit the highlighted weapon's parts manually (by using the pointers in CE)
- if you want to add a new weapon, use the inventory pointer to swap a useless item to a weapon you want, drop it on the floor and have the 2nd character to pick it up.
known issues:
- many non-campaign weapons would be invisible when you first add them. see HeavyGrinder's post for more details. just proceed pass a checkpoint with the newly added weapon, then retry from the checkpoint. the previously invisible weapon's model would be loaded properly then.
- if you're trying to switch a equipped weapon of the 2nd character with a weapon on the floor, the same weapon slot of the 1st character would be dropped on the floor instead, and the weapon that's on your 2nd character originally would be lost and replaced with the weapon on the floor. remember to have your 1st character to pick that up again before you move on.
Enable Physical Attack for 2nd Character
- as title says.
- the 2nd Character still need a melee weapon in order to do a physical attack though. that means in Barry's Campaign, you need to give Natalia (or whichever character you're using to play at her character slot) a melee weapon in order for her to do a physical attack.
- Stealth Kill is consider a physical attack too. that means it allows the 2nd Character to use Stealth kill too.

Remote Control
- press and hold Caps Lock and an in-game action key to control your partner's action.
- that means, with Caps Lock pressed and holding, you can, for example, switch on/off your partner's flashlight, reload your partner's weapons, move your partner, etc..
- activate Sync Action together if you want to control both character at the same time when holding Caps Lock.

Remote Flashlight
- allows you to switch on/off your partner's torch.
- at day time or not-dark-enough place, you can only switch off your partner's torch.
- using Remote Control is a more reliable approach though. you should use that script instead.

Accuracy Rank S
- ensures 100% accuracy.
- works on both characters.
- if you activated it mid-game, and you've fired your weapons before you activate this script, just shoot once more and it would set your Accuracy to 100%.

Retries Rank S
- ensures 0 retires.
- if you've died once (or more) before you activate this script, just die once more (if there's no enemy around, just set your health to 0 via the table) and it would set the retries to 0.

Clear Time Rank Mod
- ensures Clear Time Rank to be the Rank Mod specified.
- Rank Mod default: A, you may choose between S or A.
- this script would set the Clear Time to the Rank S (or A if you changed the Rank Mod yourself)it threshold if your play time exceeded it to ensure a Rank S (or A) to the Clear Time. (that means if your Clear Time is actually faster than Rank S (or A) requirement already, the script won't temper with the Clear Time then.
- works in normal Campaign mode and Campaign Countdown mode

:::
[Raid Specific] scripts:
Adjust Level Limit Removed
- you can set to any level you want to play a mission as. e.g. you can set to lv. 60 for lv. 65 mission even if your character lv. is only 20.
- you may choose to set it in-game or via the table with a number directly.

Instant Skill Cooldown
- as title says.

Model Mod **
- activate and choose a model from the list, then start a mission, you will play as the model chose after the mission is loaded, while still using the weapons/skill sets of the actual character you're using.
- the effect of this script would be override by the Universal Model Mod in the [Misc.] scripts.
- this one is the more stable one as it choose between the existing models for Raid, while Universal Model Mod has more models like the campaign only customs (aka the dirty clothes), and Natalia to choose from.

Skills Set Mod **
- activate and choose a character name from the list, then start a mission, you will play with the skill sets of the character you chose after the mission is loaded, while still playing as the character you're using.

** an example usage of the above 2 scripts:
- choose Pedro in-game, then choose to play as Moira by using Model Mod (or Universal Model Mod if you want), then use the skills set of Leon by using Skills Set Mod, then start the mission. now you can play as Moira with the wave attack of Leon while the medals and exp you earned would count as Pedro's.
- both these 2 scripts are made with rapier's findings.

Always All Medals
- with this activated, you'd obtained all medals when a Raid mission ended, even if you've given-up the mission.
- made with rapier's findings.
- if you've never finished the mission before, and you gave up during that mission, the clear time would be messed up. just finish it normally and the clear time would back to normal then.

///

Pointers:
the pointers description is outdated, I'm too lazy to type anymore. check the table yourself if you're interested.
:::
for both [Campaign & Raid] mode:
some [Misc.] pointers including:
both players' Health and Max Health
equipped Herbs

some [Equipped Weapons] pointers including:
Type, Ammo Clip and Ammo Pouch of the Wielding Weapon
Type, Ammo and Capacity of the Equipped Weapons
- in Campaign, for the [Equipped Weapons] pointers to show the correct values, you need to access the workbench once first.

:::
for the [Campaign] mode:
BP

some [Workbench] pointers (need to access the workbench first) including:
Slot, Type, and all 6 Slots of Part(s) Equipped of the [Highlighted Weapon]
Type, and all 6 Slots of Part(s) Equipped of the first 2 [Weapon Box] Slots
- drop down list are prepared for the Part(s) Equipped, you can add or swap parts as you see fit.
- if you add a part to, for example, the 5th slot when the weapon has only 4 slot, the part's effect would still kick-in.

all [Parts]' quantity

pointers to all the Item Slots for both character's Inventory ([Inventory 1] and [Inventory 2]) including:
the item's Type, Parts Box Type, Quantity and the Stack Size
- you may change the item by using the drop down menu of the item Type.
- if the item Type is a Parts Box, you can change what the Part is by choosing from the dropdown list of Parts Box Type.
- to add new Weapons by using the Type pointer:
1. produce an item you don't need. e.g. transfer an extra herb to the other character so that the herb occupy an item slot alone.
2. change the Type to a Weapon you desire.
3. back to the game and discard the Weapon.
4. get the Weapon you've just dropped from the floor again, the new weapon will be added to a new weapon slot you have a free one.
5. if you don't have a free weapon slot and you've just switched a weapon you're wielding with the new weapon from the floor, the weapon you left on the floor would appear in the Workbench automatically, so just choose one you want to use currently and move on..

:::
for the [Raid] mode:
some [Misc.] pointers including:
GP, Claire's SP

some pointers for the [Current Character] including:
Character Using, SP, and Highlighted Skill's Lv.
- for the Character Using, it may generate un-wanted results if not used carefully, the results wont be save though, a simple re-enter the Raid mode would fix the problems caused by manipulating this pointer. if you only want to play with the different models, just used the script instead.
- for SP, you need to access the Skills menu once, or move the cursor inside the Skills menu once.

all Raid [Characters' Level]

some [Workbench] pointers including:
Type, Lv., Enhancement Type, # of Firepower Upgrades, # of Firing Rate Upgrades, # of Capacity Upgrades, # of Part Slots and all 6 Slots of Part(s) Equipped of the [Highlighted Weapon]
- drop down list are prepared for the Type, you should be able to swap weapons at will.
- drop down list are prepared for the Enhancement Type.
- drop down list are prepared for the Part(s) Equipped.
- if the pointers aren't showing the correct values, re-highlight the weapon you want to edit again.

all [Parts]' slot, and their Level and Quantity
- drop down list are prepared for all the [Parts]' slots, you can add or swap parts as you see fit.
- the slots are ordered by the time you obtained it, the order will be DIFFERENT than the order provided by the game.

pointers to all the Item Slots in the [Inventory] (works only during mission) including:
the item's Type Quantity and the Stack Size
- didn't test all the item type in Raid mode, some item type may crash the game. for example, changing an item to Parts Box would crash the game, so I've removed the 2 Parts Box IDs from the Type's dropdown list.

some pointers of the [Raid Result] including:
EXP gained and Money Gained

///

Notes:
- if a pointer is not showing the correct value, use your imagination to try some action to let the game access the value first. e.g., if the BP isn't showing the correct value, try access the Skill menu in Campaign mode first.
- many of the values of the item Types, Raid mode Parts' Types, some Raid weapon's pointers, the Raid Character's "Model" pointer, and some Raid mission result pointers are found by rapier, which can be found here, here, here, here, and here. you REALLY should thank rapier if you haven't already~
- the pointers of all the skills level in Raid mode can be found near the pointer to SP (you can use pRaidBase, pRaidBase2, or pSkillsBase to locate them).
- in fact, many Raid related addresses can be located with pRaidBase or pRaidBase2 (or pSkillsBase for current-character-specific info) , as suggested by MasterBuilder.
- this table is supposed to be used in offline gameplay only, any questions concerning online gameplay, online interaction, etc., would be ignored.
- credits to FluffyQuack for the Arc Tools, I used the tools to view the character files to locate the moves file. without it I would have moved on already without making the moves script.
- well actually thanks FluffyQuack for the mod manager too. without it I'd probably got bored of the game already (I know my friend would. definitely) .0.
Attachments
rerev2.CT
+36, table Update12, for game v4.*/v5.0 onwards, with AOB scans
(853.39 KiB) Downloaded 1010 times

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Re: Resident Evil - Revelations 2 v5.0 +36 (table Update12)

Post by cornrs » Fri Mar 17, 2017 6:59 am

Thanks reuploading this, I've been looking everywhere.

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Re: Resident Evil - Revelations 2 v5.0 +36 (table Update12)

Post by Sherlock555 » Sun Oct 15, 2017 3:49 pm

I active camera mod v3 camera get under my character I use numpad but camera move not away.first person camera not work on my game please help me I can fix this problem

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Re: Resident Evil - Revelations 2 v5.0 +36 (table Update12)

Post by ajhsacmn » Sun Mar 25, 2018 9:32 am

Thanks you very much for this wonderful cheat table but how to change customs in campaign mode

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Resident Evil - Revelations 2 v5.0 +36 (table Update12)

Post by Lima » Mon May 28, 2018 12:43 pm

Sorry... But I'm trying to use "Camera Mode" but nothing works. I activated Camera Mod before but When I try to use numpad numbers 8,2,4 or 6 to control the camera nothing work.

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Resident Evil - Revelations 2 v5.0 +36 (table Update12)

Post by Cielos » Sat Jun 16, 2018 4:04 am

[USER=9401]@Sherlock555[/USER] , [USER=17755]@Lima[/USER]

yes, I've just re-read the script and notice a problem with the script: no xmms backup for the GetAsyncKeyState() and the cam "coords" would be set to ZERO as a result. you should be able to move the camera around the char normally with the script below now.



NOTE that it's not a free camera script, the script doesn't move the camera focus point, it'd always points towards the controlling character. you can only move the camera AROUND the character with this script.



if memory serves, I make the Camera Mod mainly to manipulate the camera distance from the camera, and to make the First Person Mod script...



anyway, I've yet to test the script myself, I've only added the lines of code that should have been there at the first place (don't know why it'd work back then...).

so, let me know~



copy the following text, activate "Camera Mod .3" script, highlight "Camera Move .3", press Ctrl-V to paste the new script (Camera Move .4). then you can delete the "Camera Move .3" script (optional).

[quote]









3260

"Camera Move .4"





FF0000

Auto Assembler Script

[ENABLE]

//code from here to '[DISABLE]' will be used to enable the cheat

label(fCalInterval)

registersymbol(fCalInterval)

label(fCalIntervalMultiplier)

registersymbol(fCalIntervalMultiplier)



alloc(newmem,2048)

label(returnhere)

label(originalcode)

label(exit)

label(camcalready)

label(ismodkey)

label(calvalue)



newmem: //this is allocated memory, you have read,write,execute access

//place your code here



sub esp,10

movdqu dqword [esp],xmm0

sub esp,10

movdqu dqword [esp],xmm1

sub esp,10

movdqu dqword [esp],xmm2

sub esp,10

movdqu dqword [esp],xmm3

sub esp,10

movdqu dqword [esp],xmm4

sub esp,10

movdqu dqword [esp],xmm5



push eax

push (float)2.2

push (float)-1

push [fCalInterval]

pushad

push 60 //numpad 0 //08 //backspace

call GetAsyncKeyState

shr ax,#15

cmp ax,1

popad

jne camcalready

fld dword ptr [esp]

fmul dword ptr [fCalIntervalMultiplier]

fstp dword ptr [esp]



//



camcalready:

/*pushad

push 60 //numpad 0

call GetAsyncKeyState

shr ax,#15

cmp ax,1

popad

je ismodkey*/

pushad

push C0 //`

call GetAsyncKeyState

shr ax,#15

cmp ax,1

popad

je originalcode

jmp ismodkey



jmp end



//



ismodkey:

fld dword ptr [esp]

fmul dword ptr [esp+8]

fstp dword ptr [esp]

xor eax,eax

pushad

push 66 //numpad6

call GetAsyncKeyState

shr ax,#15

cmp ax,1

popad

je calvalue



fld dword ptr [esp]

fdiv dword ptr [esp+8]

fstp dword ptr [esp]

inc eax

pushad

push 68 //numpad8

call GetAsyncKeyState

shr ax,#15

cmp ax,1

popad

je calvalue



inc eax

pushad

push 6B //+

call GetAsyncKeyState

shr ax,#15

cmp ax,1

popad

je calvalue



//



fld dword ptr [esp]

fmul dword ptr [esp+4]

fstp dword ptr [esp]



fld dword ptr [esp]

fmul dword ptr [esp+8]

fstp dword ptr [esp]

xor eax,eax

pushad

push 64 //numpad4

call GetAsyncKeyState

shr ax,#15

cmp ax,1

popad

je calvalue



fld dword ptr [esp]

fdiv dword ptr [esp+8]

fstp dword ptr [esp]

inc eax

pushad

push 62 //numpad2

call GetAsyncKeyState

shr ax,#15

cmp ax,1

popad

je calvalue



inc eax

pushad

push 6D //-

call GetAsyncKeyState

shr ax,#15

cmp ax,1

popad

je calvalue



jmp end



//



calvalue:

fld dword ptr [fCustomCamXYZ+eax*4]

fadd dword ptr [esp]

fstp dword ptr [fCustomCamXYZ+eax*4]



end:

add esp,c

pop eax

movdqu xmm5,dqword [esp]

add esp,10

movdqu xmm4,dqword [esp]

add esp,10

movdqu xmm3,dqword [esp]

add esp,10

movdqu xmm2,dqword [esp]

add esp,10

movdqu xmm1,dqword [esp]

add esp,10

movdqu xmm0,dqword [esp]

add esp,10



originalcode:

subss xmm6,xmm7

mulss xmm3,xmm7



exit:

jmp returnhere



///

fCalInterval:

dd (float)0.01

fCalIntervalMultiplier:

dd (float)3.0

///



someCamXYZReadAOB+2b: //"rerev2.exe"+9B175:

jmp newmem

nop

nop

nop

returnhere:









[DISABLE]

//code from here till the end of the code will be used to disable the cheat

dealloc(newmem)

someCamXYZReadAOB+2b: //"rerev2.exe"+9B175:

db F3 0F 5C F7 F3 0F 59 DF

//Alt: subss xmm6,xmm7

//Alt: mulss xmm3,xmm7



unregistersymbol(fCalInterval)

unregistersymbol(fCalIntervalMultiplier)







3261

"Interval"

C08000

Float

fCalInterval






3262

"Speed Up (x?)"

C08000

Float

fCalIntervalMultiplier












[/quote]
want a custom cheat that no one seems bothered?
prepare a paypal and PM me, or just find a way for me to access the game in question.

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