Page 68 of 68

Re: RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)

Posted: Sat Apr 29, 2023 9:02 pm
by EL-DOZO
andkem wrote:
Sat Apr 29, 2023 8:22 pm
Any working table for the last RT version?
here > viewtopic.php?p=269567#p269567

Re: RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)

Posted: Thu Jun 08, 2023 3:53 pm
by wigglewiggle?
Unfortunately 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.

Re: RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)

Posted: Sun Jul 30, 2023 11:34 pm
by Deepthroat
wigglewiggle? wrote:
Thu Jun 08, 2023 3:53 pm
Unfortunately 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.
You doing nothing wrong, that table is outdated, use Google to find proper updated cheats, there are some available (for free) outside Fearless.

Re: RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)

Posted: Sun Nov 19, 2023 6:41 pm
by gir489
I am so fucking pissed, I spent hours trying to fix ignore ammo pouch and I still can't get it to work.

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)

///**************************************///
Cielos uses these fucking ReadMem functions in his original that make it impossible to figure out what the hell he was doing before so I had to guess based on the opcodes that were in my original 1.2 (Patch 2?) dumps. He does this Frankenstein bullshit of trying to half read the opcodes and half inject his own as some kind of nonsense to like auto update the script? But all it ended up doing was making it next to impossible to update. I swear to god, this is a 1:1 port of his script to the current update, yet it refuses to work! I checked everything 4 times, it's all an exact match, except for ammoPouchChkForEmptyingBarrelAnimAOB, which got completly changed when they removed denuvo, but I realligned the ASM and rewrote it by hand. The only thing I can think of is pAmmo being 0 but in his original and current script he never has anything set pAmmo, so I'm out of fucking ideas, I hate this script SO MUCH!

Re: RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)

Posted: Mon Nov 20, 2023 6:29 am
by gir489
I 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.

Re: RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)

Posted: Sat Dec 16, 2023 5:37 pm
by monkung
gir489 wrote:
Mon Nov 20, 2023 6:29 am
I 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.
Thank you very much bro.
This code work great!!!
Now I can play RE2 until end of game. :D :D :D :D

Re: RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)

Posted: Thu Feb 01, 2024 1:01 am
by Giony
this is broken again right?