Re: RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)
Posted: Tue Jun 14, 2022 9:15 am
Game just updated, can't turn on the cheats anymore
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
If Celios didn't make the worst fucking spaghetti ASM code in the world, I could update it. I tried to but gave up. Here's the code:
Code: Select all
[ENABLE]
///*******************************************///
//current ammo clip read on fine aim / on reload / after rload until next exit fine aim
aobscanmodule(ammoClipReadOnAimReloadAOB,re2.exe,48 ** ** A0 00 00 00 48 ** ** 74 ** 48 ** ** ** 48 ** ** 74 ** 48 ** ** ** 48 ** ** 74 ** 8B ** 20 48 ** ** ** ** 48 ** ** ** 5F C3)
registersymbol(ammoClipReadOnAimReloadAOB)
label(pAmmo)
registersymbol(pAmmo)
label(dAmmoClipMax)
registersymbol(dAmmoClipMax)
alloc(newmem,2048,ammoClipReadOnAimReloadAOB+1e) //"re2.exe"+E993E19)
label(returnhere)
label(originalcode_ammoClipReadOnAimReloadAOB)
registersymbol(originalcode_ammoClipReadOnAimReloadAOB)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
push rcx
mov rcx,pAmmo
mov [rcx],rax
mov byte ptr [rcx+8],1
cmp byte ptr [rcx+c],0
je end
//mov byte ptr [rcx+c],0
mov rbx,dAmmoClipMax
mov ebx,[rbx]
test ebx,ebx
jg @f
mov ebx,2
@@:
cmp [rax+20],ebx
jge end
cmp dword ptr [rax+14],9 //SLS 60
jne @f
//mov ebx,5
//mov edi,[rax+18]
//shr edi,1
//test dil,dil //Quick Loader
mov edi,[rax+18]
and edi,2
cmp edi,2 //Quick Loader
jne doinc
@@:
cmp dword ptr [rax+14],4 //Quickdraw Army
je doinc
@@:
cmp dword ptr [rax+14],b //W-870
jne @f
mov edi,[rax+18]
and edi,1
cmp edi,1
jne doinc
inc [rax+20]
jmp doinc
@@:
jmp customammoclipassign
doinc:
cmp byte ptr [rcx+c],1
jne end
inc [rax+20]
cmp [rax+20],ebx
jle end
customammoclipassign:
mov [rax+20],ebx
end:
mov byte ptr [rcx+c],0
pop rcx
originalcode_ammoClipReadOnAimReloadAOB:
readmem(ammoClipReadOnAimReloadAOB+1e,8)
//mov eax,[rax+20]
//mov rbx,[rsp+30]
exit:
jmp returnhere
//code from here to '[DISABLE]' will be used to enable the cheat
//have ammo pouch to reload flag fetchED, const
aobscanmodule(ammoPouchReadCallerForReloadFlagFetchCAOB,re2.exe, 74 27 48 ? ? ? 48 ? ? 74 1E 8B 4A 1C EB 1B)
registersymbol(ammoPouchReadCallerForReloadFlagFetchCAOB)
alloc(newmem,2048,ammoPouchReadCallerForReloadFlagFetchCAOB+15) //"re2.exe"+C30F42D)
label(returnhere)
label(originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB)
registersymbol(originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB)
label(ammopouchexit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov al,1
originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB:
readmem(ammoPouchReadCallerForReloadFlagFetchCAOB+15,7)
//movzx ecx,al
//mov rax,[rbx+50]
ammopouchexit:
jmp returnhere
///
ammoPouchReadCallerForReloadFlagFetchCAOB+15: //"re2.exe"+C30F42D:
jmp newmem
nop
nop
returnhere:
///**************************************///
//cjmp1 to skip ammo/ammopouch chk on ammo/ammopouch cal after reload, before 1st ammopouch read after reload
//aobscanmodule(haveAmmoPouchChkBeforeAmmoAPouchCallAfterReloadAOB,re2.exe,F2 ** ** ** ** ** 0F 11 ** ** ** E8 ** ** ** ** 0F B6 D0 48 ** ** ** 48 ** ** ** 48 ** ** 0F 85 ** ** ** ** 49 BC FF FF FF FF FF FF FF 7F 85 ** 0F 84)
aobscanmodule(haveAmmoPouchChkBeforeAmmoAPouchCallAfterReloadAOB,re2.exe, F2 0F 11 4C 24 ? 0F 11 44 24 ? E8 ? ? ? ? 0F B6 D0 48 8B 43 50 48 8B 48 18 48 85 C9 0F 85 ? ? ? ? 49 BC ? ? ? ? ? ? ? ? 0F 1F 40 00)
registersymbol(haveAmmoPouchChkBeforeAmmoAPouchCallAfterReloadAOB)
alloc(newmem2,2048,haveAmmoPouchChkBeforeAmmoAPouchCallAfterReloadAOB+24) //"re2.exe"+C30FC4B)
label(returnhere2)
label(originalcode2_haveAmmoPouchChkBeforeAmmoAPouchCallAfterReloadAOB)
registersymbol(originalcode2_haveAmmoPouchChkBeforeAmmoAPouchCallAfterReloadAOB)
label(exit2)
newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
push rbx
mov rbx,pAmmo
mov byte ptr [rbx+c],1
test edx,edx
jnz @f
mov edx,1
//inc byte ptr [rbx+c]
@@:
pop rbx
originalcode2_haveAmmoPouchChkBeforeAmmoAPouchCallAfterReloadAOB:
readmem(haveAmmoPouchChkBeforeAmmoAPouchCallAfterReloadAOB+24,10)
//mov r12,7FFFFFFFFFFFFFFF
exit2:
jmp returnhere2
///
haveAmmoPouchChkBeforeAmmoAPouchCallAfterReloadAOB+24: //"re2.exe"+C30FC4B:
jmp newmem2
nop
nop
nop
nop
nop
returnhere2:
///**************************************///
aobscanmodule(itemIDsReadForAltAmmoPresenceAOB,re2.exe,8B ** ** EB 02 ** C0 48 ** ** 75 ** 41 ** ** 18 0F 94)
registersymbol(itemIDsReadForAltAmmoPresenceAOB)
itemIDsReadForAltAmmoPresenceAOB+10: //"re2.exe"+B9F3E92:
db 90 B0 01
///**************************************///
aobscanmodule(cJmpIfNoAltAmmoPouchForChangeAfterAlrAmmoChangeAOB,re2.exe,48 ** ** ** 75 ** 48 ** ** 74 ** 39 ** ** 0F 84)
registersymbol(cJmpIfNoAltAmmoPouchForChangeAfterAlrAmmoChangeAOB)
alloc(originalcode6_cJmpIfNoAltAmmoPouchForChangeAfterAlrAmmoChangeAOB,8,re2.exe)
registersymbol(originalcode6_cJmpIfNoAltAmmoPouchForChangeAfterAlrAmmoChangeAOB)
originalcode6_cJmpIfNoAltAmmoPouchForChangeAfterAlrAmmoChangeAOB:
readmem(cJmpIfNoAltAmmoPouchForChangeAfterAlrAmmoChangeAOB+e,6)
///
cJmpIfNoAltAmmoPouchForChangeAfterAlrAmmoChangeAOB+e: //"re2.exe"+C311C6D:
db 90 90 90 90 90 90
///**************************************///
aobscanmodule(ammoPouchChkForEmptyingBarrelAnimAOB,re2.exe,0F 85 ? ? ? ? 41 8B 46 10 3B D0 )
registersymbol(ammoPouchChkForEmptyingBarrelAnimAOB)
alloc(newmem7,2048,ammoPouchChkForEmptyingBarrelAnimAOB+6) //"re2.exe"+FDEA1E)
label(returnhere7)
label(originalcode7_ammoPouchChkForEmptyingBarrelAnimAOB)
registersymbol(originalcode7_ammoPouchChkForEmptyingBarrelAnimAOB)
label(exit7)
newmem7: //this is allocated memory, you have read,write,execute access
//place your code here
//mov rdi,"re2.exe"+EBA207
//cmp [rsp+48],rdi
//jne @f
readmem(ammoPouchChkForEmptyingBarrelAnimAOB+6,4)
//cmp [r14+10],edx
jge @f
readmem(ammoPouchChkForEmptyingBarrelAnimAOB+6,1)
db 89
readmem(ammoPouchChkForEmptyingBarrelAnimAOB+8,2)
//mov [r14+10],edx
originalcode7_ammoPouchChkForEmptyingBarrelAnimAOB:
readmem(ammoPouchChkForEmptyingBarrelAnimAOB+6,9)
//cmp [r14+10],edx
//cmovl edx,[r14+10]
exit7:
jmp returnhere7
///
ammoPouchChkForEmptyingBarrelAnimAOB+6: //"re2.exe"+FDEA1E:
jmp newmem7
nop 4
returnhere7:
///**************************************///
pAmmo:
dq 0
dq 0
dAmmoClipMax:
dq 1
dq 0
dq 0
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
ammoPouchReadCallerForReloadFlagFetchCAOB+15: //"re2.exe"+C30F42D:
readmem(originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB,7)
//db 0F B6 C8 48 8B 43 50
//Alt: movzx ecx,al
//Alt: mov rax,[rbx+50]
unregistersymbol(originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB)
///**************************************///
dealloc(newmem2)
haveAmmoPouchChkBeforeAmmoAPouchCallAfterReloadAOB+24: //"re2.exe"+C30FC4B:
readmem(originalcode2_haveAmmoPouchChkBeforeAmmoAPouchCallAfterReloadAOB,10)
//db 49 BC FF FF FF FF FF FF FF 7F
//Alt: mov r12,7FFFFFFFFFFFFFFF
unregistersymbol(originalcode2_haveAmmoPouchChkBeforeAmmoAPouchCallAfterReloadAOB)
///**************************************///
itemIDsReadForAltAmmoPresenceAOB+10: //"re2.exe"+B9F3E92:
db 0F 94 D0
//Alt: sete al
///**************************************///
cJmpIfNoAltAmmoPouchForChangeAfterAlrAmmoChangeAOB+e: //"re2.exe"+C311C6D:
readmem(originalcode6_cJmpIfNoAltAmmoPouchForChangeAfterAlrAmmoChangeAOB,6)
//db 0F 84 09 02 00 00
//Alt: je re2.exe+C311E7C
///**************************************///
dealloc(newmem7)
ammoPouchChkForEmptyingBarrelAnimAOB+6: //"re2.exe"+FDEA1E:
readmem(originalcode7_ammoPouchChkForEmptyingBarrelAnimAOB,9)
//db 41 39 56 10 41 0F 4C 56 10
//Alt: cmp [r14+10],edx
//Alt: cmovl edx,[r14+10]
unregistersymbol(originalcode7_ammoPouchChkForEmptyingBarrelAnimAOB)
///**************************************///
You mean reloading from an already set savegame, or trying to reload with the cheats turned on?gir489 wrote: ↑Wed Jun 15, 2022 7:45 pmEverything is updated and carried over proper and the offsets are updated, but it just crashes when you reload.
Reloading your gun. Since you're the only one who wants it and I don't even know who you are and/or care and I already put 100 hours into the game I'm not going to update the table, you'll either have to wait for someone else to do it or wait for @Cielos to fix it. His ASM code is a mess.SuperWifeBeaterDS wrote: ↑Wed Jun 15, 2022 7:57 pmYou mean reloading from an already set savegame, or trying to reload with the cheats turned on?
I also have crashes when I load the game when my (updated) camera tools are injected, at a read from the stack (rsp is apparently 0). it's so bizarre. Even if I just alter 1 location in memory, it crashes when I load a save. When I first load a save, so I'm in-game, then inject my tools, then play, it works, but reloading a save 1-2 times: boom. No idea what this is, as this game didn't have their shoddy anti-tamper (RE3 did but they removed that)gir489 wrote: ↑Wed Jun 15, 2022 11:58 pmReloading your gun. Since you're the only one who wants it and I don't even know who you are and/or care and I already put 100 hours into the game I'm not going to update the table, you'll either have to wait for someone else to do it or wait for @Cielos to fix it. His ASM code is a mess.SuperWifeBeaterDS wrote: ↑Wed Jun 15, 2022 7:57 pmYou mean reloading from an already set savegame, or trying to reload with the cheats turned on?
more lose RT and FX Resoluton ?PureReality wrote: ↑Thu Jun 16, 2022 7:56 amIt's now possible to downgrade easily back to the older version of the game (this goes for RE2/RE3/RE7):
1. Click LIBRARY in Steam client.
2. Right-click the game and select ""Properties...""
3. In the pop-up menu, select ""BETAS""
4. From the pull-down menu, select ""dx11_non-rt"" (Note: password not required)
5. Close the pop-up menu and let the Steam client auto-update the game
6. You should be able to launch the game normally once the update completes
7. Note some of the in-game option settings will be reset as a result of the rollback process.
obviously your going to lose RT and whatever new stuff they aded in the Raytracing version as you are going back to an older version of the game that didn't have that stuff.mateusre6g wrote: ↑Thu Jun 16, 2022 2:45 pmmore lose RT and FX Resoluton ?PureReality wrote: ↑Thu Jun 16, 2022 7:56 amIt's now possible to downgrade easily back to the older version of the game (this goes for RE2/RE3/RE7):
1. Click LIBRARY in Steam client.
2. Right-click the game and select ""Properties...""
3. In the pop-up menu, select ""BETAS""
4. From the pull-down menu, select ""dx11_non-rt"" (Note: password not required)
5. Close the pop-up menu and let the Steam client auto-update the game
6. You should be able to launch the game normally once the update completes
7. Note some of the in-game option settings will be reset as a result of the rollback process.
Thanks for your effort. I have a quick question regarding the unlock everything script. Is it possible to edit it so I can only unlock the samurai edge without anything else? If so which lines to edit/delete?