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

Posted: Tue Jun 14, 2022 9:15 am
by SuperWifeBeaterDS
Game just updated, can't turn on the cheats anymore

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

Posted: Tue Jun 14, 2022 1:01 pm
by mateusre6g
Can someone update the tables of reaident evil 2 and remake of resident evil 3 please, cheats no longer work after update

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

Posted: Tue Jun 14, 2022 7:33 pm
by gir489
Here are all my updated scripts for the 6-13-2022 update.

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

Posted: Wed Jun 15, 2022 12:40 pm
by SuperWifeBeaterDS
gir489 wrote:
Tue Jun 14, 2022 7:33 pm
Here are all my updated scripts for the 6-13-2022 update.
Needs unlimited health and ammo

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

Posted: Wed Jun 15, 2022 7:45 pm
by gir489
SuperWifeBeaterDS wrote:
Wed Jun 15, 2022 12:40 pm
gir489 wrote:
Tue Jun 14, 2022 7:33 pm
Here are all my updated scripts for the 6-13-2022 update.
Needs unlimited health and ammo
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)

///**************************************///
Everything is updated and carried over proper and the offsets are updated, but it just crashes when you reload.

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

Posted: Wed Jun 15, 2022 7:57 pm
by SuperWifeBeaterDS
gir489 wrote:
Wed Jun 15, 2022 7:45 pm
SuperWifeBeaterDS wrote:
Wed Jun 15, 2022 12:40 pm
gir489 wrote:
Tue Jun 14, 2022 7:33 pm
Here are all my updated scripts for the 6-13-2022 update.
Needs unlimited health and ammo
Everything is updated and carried over proper and the offsets are updated, but it just crashes when you reload.
You mean reloading from an already set savegame, or trying to reload with the cheats turned on?

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

Posted: Wed Jun 15, 2022 11:58 pm
by gir489
SuperWifeBeaterDS wrote:
Wed Jun 15, 2022 7:57 pm
You mean reloading from an already set savegame, or trying to reload with the cheats turned on?
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.

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

Posted: Thu Jun 16, 2022 7:56 am
by PureReality
It'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.

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

Posted: Thu Jun 16, 2022 10:19 am
by Otis_Inf
gir489 wrote:
Wed Jun 15, 2022 11:58 pm
SuperWifeBeaterDS wrote:
Wed Jun 15, 2022 7:57 pm
You mean reloading from an already set savegame, or trying to reload with the cheats turned on?
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.
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)

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

Posted: Thu Jun 16, 2022 10:33 am
by CheatyMcCheatFace
Tried my hand at a simple infinite ammo cheat for the new version. I'm a complete novice at cheat engine so please don't expect much. However these did just work for me throughout a complete Leon playthrough. Posting just in case someone else wants to try it - feel free to use it however you want.

UPDATE: Added a God Mode and One-Hit-Kill cheat in addition to the Infinite Ammo cheats.
Note that One-Hit-Kill affects the player too unless God Mode is on. Some enemies that have instant death attacks can still kill you even with God Mode.

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

Posted: Thu Jun 16, 2022 2:45 pm
by mateusre6g
PureReality wrote:
Thu Jun 16, 2022 7:56 am
It'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.
more lose RT and FX Resoluton ?

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

Posted: Thu Jun 16, 2022 9:50 pm
by PureReality
mateusre6g wrote:
Thu Jun 16, 2022 2:45 pm
PureReality wrote:
Thu Jun 16, 2022 7:56 am
It'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.
more lose RT and FX Resoluton ?
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.

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

Posted: Tue Jun 21, 2022 12:25 pm
by mateusre6g
I will not go back to the previous update, because the games are great in performance and without stuttering with this new update, if by chance Cielos or someone else updates, it will be great

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

Posted: Mon Jul 18, 2022 5:28 pm
by CheezBallz69
Are the cheats permanently in there even if I don't open cheat engine or do I have to open it every single time I launch the game?

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

Posted: Sat Jul 23, 2022 5:12 pm
by MuhammadJA
gir489 wrote:
Tue Jun 14, 2022 7:33 pm
Here are all my updated scripts for the 6-13-2022 update.
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?