Resident Evil 3 Inventory Editor +2

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gir489
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Resident Evil 3 Inventory Editor +2

Post by gir489 » Tue May 08, 2018 3:25 am

This is a C# Trainer version of this table: [URL]https://fearlessrevolution.com/threads/resident-evil-3-inventory-editor-2.6728/[/URL]



However, it uses signatures to find the inventory pointer and plus 2 functions, so it should be compatible with other versions of the game.



Download: [URL='http://www.mediafire.com/file/uu3a2cjezcd5vue/re3gir489.rar']Mediafire[/URL]



Source: [URL]https://bitbucket.org/gir489/re3trainer[/URL]



[IMG]https://i.imgur.com/Z6l9okv.png[/IMG]
Last edited by gir489 on Thu Jan 01, 1970 12:00 am, edited 1 time in total.

sebastianyyz
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Resident Evil 3 Inventory Editor +2

Post by sebastianyyz » Tue May 08, 2018 1:34 pm

Thank you

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gir489
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Resident Evil 3 Inventory Editor +2

Post by gir489 » Tue May 08, 2018 4:25 pm

[QUOTE="sebastianyyz, post: 45120, member: 7082"]Thank you[/QUOTE]

Let me know if it works for you, or if you have problems. I could only find a handful of RE3 versions online, so I don't know if I tested against all possible versions of the game.



Updated 5/8/2018

[code]

Relabeled some items to be more descriptive and reduce indistinguishability.

Refactored Item list and Display list in to a single variable.

Added a warning to the user that attempts to use a BOTU item.

Added more descriptive error messages to failed writes.

Added a volume fade in for the module, so it doesn't scare the shit out of the user if they have their headphones up. (RIP in peace underwear)

Fixed users being able to enter garbage characters in to the value text box.

Fixed GetAsyncKeyState call not checking the most significant bit.

Fixed the trainer making an extraneous WriteProcessMemory call when the item/value/display changes each time for every item. [/code]
Last edited by gir489 on Tue May 08, 2018 11:25 pm, edited 2 times in total.

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Resident Evil 3 Inventory Editor +2

Post by gir489 » Wed May 09, 2018 11:48 pm

I noticed there was a (silent) issue with the Resident Evil 3: Restoration Project. It seems the EXE they pack the mod with was built 39D81B32 (Mon Oct 02 05:20:50 2000), but the version I developed the trainer against was built 440709D6 (Thu Mar 02 15:05:58 2006). My version still says (C) 1999,2000 in the about screen, but it seems the reload and no ink required signatures did not work against this version. I have updated the trainer to compensate for this version. The table I posted will only work with the 2006 build of the game, I'll probably have to make a new table for the 2000 build. I have also added in code to check if the signature failed for the version running failed for either ink or reload, but passed for inventory.



Anyway, here's the changelog from bitbucket:



[code]Added compatibility for the Oct 2nd 2000 build of the game.

Fixed Holding R Reloads When You Fire and No Ink Ribbon Required To Save not telling the user if the signature failed.

Fixed the trainer not reverting No Ink Ribbon Required To Save if you closed the trainer.

Optimized the Holding R Reloads When You Fire code to determine if the R key state has changed to then call ReadProcessMemory.

Removed unnecessary BOTU items from the item list, and duplicate Nothing entries in the display list.

Replaced tmrReload with a LowLevelKeyboardProc callback.

Removed A/M variants of display, and made the trainer just deal with that programmatically. [/code]
Last edited by gir489 on Fri May 11, 2018 2:41 pm, edited 6 times in total.

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Resident Evil 3 Inventory Editor +2

Post by gir489 » Fri May 11, 2018 2:36 pm

I beat RE3 for the 9th time. There's a famous saying in programming, you never finish a program, you just stop working on it. It seems this is the case, for now. I feel the trainer is 100% better than what it originally was when I first started. So until my 10th play through, which will probably not be for another couple of years, work has ceased.

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