Re: RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)
Posted: Sat Apr 29, 2023 9:02 pm
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
You doing nothing wrong, that table is outdated, use Google to find proper updated cheats, there are some available (for free) outside Fearless.wigglewiggle? wrote: ↑Thu Jun 08, 2023 3:53 pmUnfortunately crashes on being hit or grabbed by zombies. (Using the above "Testicles Ver. as the others don't work for me). Am I doing something wrong perhaps? It seems to be only on any of the damage multipliers; turned off the RT setting in the settings as well.
Code: Select all
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
//have ammo pouch to reload flag fetchED, const
aobscanmodule(ammoPouchReadCallerForReloadFlagFetchCAOB,re2.exe,0F B6 C8 48 8B 43 50 48 83 78 ? ? 75 B5 85 C9 0F 95 C0 EB B0)
registersymbol(ammoPouchReadCallerForReloadFlagFetchCAOB)
alloc(newmem,2048,ammoPouchReadCallerForReloadFlagFetchCAOB) //"re2.exe"+B9565C)
label(returnhere)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov al,1
movzx ecx,al
mov rax,[rbx+50]
exit:
jmp returnhere
///
ammoPouchReadCallerForReloadFlagFetchCAOB: //"re2.exe"+B9565C:
jmp newmem
nop 2
returnhere:
///**************************************///
//cjmp1 to skip ammo/ammopouch chk on ammo/ammopouch cal after reload, before 1st ammopouch read after reload
aobscanmodule(haveAmmoPouchChkBeforeAmmoAPouchCallAfterReloadAOB,re2.exe,49 BC ? ? ? ? ? ? ? ? 85 D2 0F 84 ? ? ? ? 48 8D 44 24 ? 49 23 C4 48 8B 78 10)
registersymbol(haveAmmoPouchChkBeforeAmmoAPouchCallAfterReloadAOB)
alloc(newmem2,2048,haveAmmoPouchChkBeforeAmmoAPouchCallAfterReloadAOB) //"re2.exe"+BF872B)
label(returnhere2)
newmem2:
push rbx
mov rbx,pAmmo
mov byte ptr [rbx+c],1
test edx,edx
jnz short @f
mov edx,1
@@:
pop rbx
mov r12,7FFFFFFFFFFFFFFF
jmp returnhere2
haveAmmoPouchChkBeforeAmmoAPouchCallAfterReloadAOB: //"re2.exe"+BF872B:
jmp newmem2
nop 5
returnhere2:
///**************************************///
aobscanmodule(itemIDsReadForAltAmmoPresenceAOB,re2.exe,41 3B 41 18 0F 94 C0)
registersymbol(itemIDsReadForAltAmmoPresenceAOB)
itemIDsReadForAltAmmoPresenceAOB+4: //"re2.exe"+3108F2:
db 90 B0 01
///**************************************///
aobscanmodule(cJmpIfNoAltAmmoPouchForChangeAfterAlrAmmoChangeAOB,re2.exe, 39 78 18 0F 84 ? ? ? ? 48 8B 35)
registersymbol(cJmpIfNoAltAmmoPouchForChangeAfterAlrAmmoChangeAOB)
alloc(originalcode6_cJmpIfNoAltAmmoPouchForChangeAfterAlrAmmoChangeAOB,8,re2.exe)
registersymbol(originalcode6_cJmpIfNoAltAmmoPouchForChangeAfterAlrAmmoChangeAOB)
originalcode6_cJmpIfNoAltAmmoPouchForChangeAfterAlrAmmoChangeAOB:
readmem(cJmpIfNoAltAmmoPouchForChangeAfterAlrAmmoChangeAOB+3,6)
cJmpIfNoAltAmmoPouchForChangeAfterAlrAmmoChangeAOB+3: //"re2.exe"+C311C6D:
nop 6
///**************************************///
aobscanmodule(ammoPouchChkForEmptyingBarrelAnimAOB,re2.exe,8B 45 10 3B D0 0F 4C C2 )
registersymbol(ammoPouchChkForEmptyingBarrelAnimAOB)
alloc(newmem7,256,ammoPouchChkForEmptyingBarrelAnimAOB) //"re2.exe"+DC52E18)
label(returnhere7)
newmem7:
cmp [rbp+10],edx
jge short @f
mov [rbp+10],edx
@@:
mov eax, [rbp+10] //Original Code
cmp edx, eax //Original Code
cmovl eax, edx //Original Code
jmp returnhere7
ammoPouchChkForEmptyingBarrelAnimAOB: //"re2.exe"+DC52E18:
jmp newmem7
nop 3
returnhere7:
///??????????????????????????????????????///
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
ammoPouchReadCallerForReloadFlagFetchCAOB: //"re2.exe"+B9565C:
movzx ecx,al
mov rax,[rbx+50]
///**************************************///
dealloc(newmem2)
haveAmmoPouchChkBeforeAmmoAPouchCallAfterReloadAOB: //"re2.exe"+BF872B:
mov r12,7FFFFFFFFFFFFFFF
///**************************************///
itemIDsReadForAltAmmoPresenceAOB+4: //"re2.exe"+3108F2:
db 0F 94 C0
//Alt: sete al
///**************************************///
cJmpIfNoAltAmmoPouchForChangeAfterAlrAmmoChangeAOB+3: //"re2.exe"+C311C6D:
readmem(originalcode6_cJmpIfNoAltAmmoPouchForChangeAfterAlrAmmoChangeAOB,6)
//Alt: je re2.exe+C311E7C
///**************************************///
dealloc(newmem7)
ammoPouchChkForEmptyingBarrelAnimAOB: //"re2.exe"+FDEA1E:
db 8B 45 10 3B D0 0F 4C C2
unregistersymbol(ammoPouchChkForEmptyingBarrelAnimAOB)
///**************************************///
Thank you very much bro.gir489 wrote: ↑Mon Nov 20, 2023 6:29 amI spent ALL FUCKING SUNDAY reversing his script, figuring out how this shit works, and I couldn't figure out how to get the slide to go forward. I got it to work just as it did in dx11_non-rt. All of the functions he originally used to send the slide forward don't get called, and the new one doesn't get called either, so I gave up, and just reversed how the game does infinite ammo for other weapons and applied it to every weapon. Now every weapon can either have infinite reload or infinite magazine and it will display the infinity symbol. What shits me off, was the tyrant and unlock script were broken, but because I wrote down which version and date of the script, and also didn't hook 50 fucking things, it took me literally 2 minutes to update each script. I'm absolutely pissed I went down the rabbit hole to fix ignore ammo pouch, when I should've just ditched it and did infinite ammo. FML.