RESIDENT EVIL 2 +19 +1 (table Update14.3)

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HylianZ
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Re: RESIDENT EVIL 2 +10 +3 (table Update7.4)

Post by HylianZ » Sat Feb 02, 2019 1:16 am

gir489 wrote:
Sat Feb 02, 2019 12:56 am
Gir, you rock!

Off topic joke: Tizzio is here, time to move on to another game and watch the replies here triple. :P

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.4)

Post by justiny » Sat Feb 02, 2019 1:27 am

Tyrant 1 shot & stay down, isn't it from fling's trainer?

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.4)

Post by fiftyfiftybooking » Sat Feb 02, 2019 2:44 am

Using the camera script, you can see an unused version of the orphanage when you reach that point of the game. It's located directly behind out of bounds of the orphanage.

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.4)

Post by teinousi » Sat Feb 02, 2019 4:05 am

Cielos wrote:
Sun Jan 13, 2019 7:00 pm
-skip
hey Cielos , I help you zip it clearly the post , can let anyone look it more easy , if u don't mind ^_^

↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓


made some scripts for the full game.
if in doubt, read the descriptions first!

almost all item IDs are shared by CJBok.
weapon's upgrade offset, ammo type offset, and 3 more scripts shared by CJBok and gir489.
most character IDs are shared by Deathwing Zero.


///
UPDATES:

LASTED UPDATE : Update7.4
- updated character model mod. added an option to choose which character's stance to use, the default character or the custom character.
- removed an unnecessary structure.
OLD UPDATEDShow
Update7.3
- updated character model mod. back to 1 version (.3 now). fixed the missing cut-scene from .2a, fixed the event crash from .2b. should be much more stable to test now.
Update7.2
- added a different version of character model mod. read description!
- added character IDs shared by Deathwing Zero.
Update7.1
- updated character model mod. the custom wasn't loading properly, it's fixed now.
Update7
- added character model mod. read description first!
- updated ignore ammo pouch. W-870 (shotgun) with ammo clip upgrade can reload to full clip now. thanks gir489 and Deathwing Zero for pointing out the problem and giving a solution!

Update6.3
- updated ignore ammo pouch. refined the reload process, S60 won't instant reload to full with only the power upgrade installed. per-bullet-reload weapons would works properly with or without ammo pouch now.
Update6.2
- updated game player time mod. raised the jump back time from 1 second to 4 seconds. freezes AI SHOULD be resolved (or by-pass). report!
Update6.1
- updated ignore ammo pouch. rather than reload 1 ammo at a time, SLS 60 (Claire starting weapon) with Speed Loader upgrade can reload to full clip instantly now.
- updated game player time mod. enemies' attack sequence won't be stopped when the time has reach the "stop at" time now. as a result, the display time in-game may appear 1 second less then what you set via the script.
- updated game player time mod and highlighted item with aobscan.
- updated the weapon's upgrade pointer, divided it into 8 binaries now.

Update6
- added game player time mod. made based on the info CJBok shared.
- added LUA to register 3 custom types for the game player time mod temperately (will be removed on next CE start). you have to allow CE to run the LUA for easy time setting via game player time mod.
- added additional scripts/pointers shared by CJBok and gir489.
- changed the default key combination for theslow motion script.
- removed a useless structure.
Update5
- added damage multiplier.
- updated undead. multi-zombies killed should be avoided now. report~ and read the description first!
Update4
- added slow motion.
- updated max knife duration to inf. sub-weapons. it covers the 2 grenades now. was tracing the codes to make an ignore sub-weapons script to save at least 3 inventory space... but got bored and want to play the game. maybe later....?
Update3.3
- updated ignore ammo pouch. it won't freeze the raindrops and various dead-loop now.
Update3.2
- updated ignore ammo pouch. you can switch ammo without bringing any ammo pouch with you now.
Update3.1
- added max knife duration.
- updated enable. changed the identifier for reload from max ammo check to id check.
- updated undead. allows you to edit the min health now.
Update3
- updated the table for the full game.
- lock game time and no-clip are removed. I don't need them anymore...
- max knife duration is removed for now. will be updated when I get the knife.

Update2
- added slow walk key and noclip
- updated max knife duration. changed knife filter to id check.
Update1
- added universal item. see descriptions!
- added the pointers to highlighted item in your backpack. also see descriptions!
OPTION INFO
info listShow
undead
- by script default, when activated, health still drop when being bitten until it reaches red (danger~), but you won't die.
- you can raise the min health if you want.
- don't set min health lower than 360.

damage multiplier
- by script default, when activated, multiply the damage done to non-player by 2.
- multiplier can be changed after the script is activated.
- most likely the damage taken by allies would be multiplied as well. will update accordingly if there are allies later.

no reload
- you can always fire guns regardless of the current ammo clip you have.
- ammo still drop until it reaches zero when fired.
- REMEMBER to turn off the "Auto-reload" in the "Options>Controls" menu first.

ignore ammo pouch
- you can reload your guns without any ammo pouch in your inventory.
- you can switch ammo without any ammo pouch in your inventory.
- ammo pouches you brought with you will still be decreased until they disappear when you reload the guns.

inf. sub-weapons
- grenades quantity won't drop below 1 when used, either by throwing manually or countering a zombie bite.
- knife duration would stay max when you counter a zombie bite with the combat knife. just remember to retrieve the knife from the downed zombie afterwards.

universal item
- allows you to interact with world objects with any item from your inventory.
- for example, open spade key doors with your handgun ammo.
- press and hold CapsLock key (or the key you specified) when clicking on the item in the inv AND when clicking on the USE option.
- should not be used on world objects that allows multiple items (e.g., dark room, multi-items puzzle, etc).

slow walk key
- the walk speed is quite good most of the time, but a little bit too fast when you're in a dark room/corridor... so, when activated, hold CapsLock key to walk slower.

slow motion
- by script default, when activated, hold Mouse X1 Button and Mouse Right Button (i.e. hold Mouse X1 Button when aiming) would enter slow-motion by using CE's speedhack.
- you can change the key combinations and the speed after you activated the script.

game player time mod
- when activated, game play time would stop at the time you specified.
- the display time in-game may appear within 4 seconds less then what you set via the script.
- by script default, time would stop at 1:58:43. i.e., when the game time reaches 1:58:43, the time would start cycle between 1:58:39 - 1:58:43.
- for easy time setting, remember you have to allow CE to run the LUA when you open the table.

highlighted item
- this is just good for simple quantity edit.
- you can change item type and quantity of the highlighted item in your backpack.
- if it's a weapon, item id would be 0x00000000. if it's not a weapon, weapon id would be 0xffffffff
- don't freeze the values, unless you know what you are doing..
- if you are new to CE, REMEMBER you don't need to freeze the value (i.e., put a tick in the box in front of the address) if you just want to edit the value.
CHARACTER MODEL MOD
Allows you to change the characters separately:Show
Charater ListShow

Code: Select all

Leon
Claire
Ada
Sherry
HUNK
Tofu
- you can change the model to 1 of these 11 characters:

Code: Select all

Leon Scott Kennedy
Claire Redfield
Ada Wong
Sherry Birkin
HUNK
Tofu
Robert Kendo (Gun Shop Owner)
Brian Irons (Chief of Police)
Ben Bertolucci (Journalist)
Annette Birkin
Chris Redfield
- there maybe more characters we can choose from, you will have to test the ID out though. ID are in Hex.
- for now, you should only change Leon/HUNK to a male character, Claire/Ada to a female character, Sherry to Emma, or the skeleton may not match, results in a weird body feature.
- the script also allows you to change the costume of these 4 characters:

Code: Select all

Leon
Claire
Ada
Sherry
- I didn't test the costume for Sherry, so there's nothing in the dropdown list, you'll have to type in an ID yourself, in hex.
- usage: activate the script, choose the character model and/or costume, load a savegame.
- set "use custom character stance?" to "yes" to use the stance of the custom character. e.g., when playing Claire run, and you use the script to change Claire to Ada. if "use custom character stance?" to "yes", you'd hold most of the handguns with 1 hand when standing and moving, as Ada does; if set to "no", you'd hold most of the handguns with both hands when standing and moving, as Claire does.
- note that some character specific weapon would ignore this noolean, e.g., Leon's "M19" and Claire's "Quickdraw Army Revolver".
- also some characters don't have all the gun-firing animation ready, if a character is showing weird animation when aiming/firing, set "use custom character stance?" to "no", then reload the savegame.
- beware the script isn't thoroughly tested. so, report!
CHEAT DOWNLOAD
Lasted :
re2.CT
Old versionShow

re2.CT
re2.CT
re2.CT
re2.CT
re2.CT
re2.CT
re2.CT
re2.CT
re2.CT

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gir489
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Re: RESIDENT EVIL 2 +10 +3 (table Update7.4)

Post by gir489 » Sat Feb 02, 2019 5:21 am

I lied. So, CODEX released a cracked version of RE2 along with a banger in the installer. This allowed me to create a repeatable test environment, since Steam would just forcibly revert my files from the Steam Cloud even though I turned it off and deleted all the user cache files.

Anyway, the script is kinda janky, and it can cause a crash if you don't follow the instructions. But follow the steps and you should be fine. You won't need the scripts after everything is unlocked.

Step 1: Load up a game so that you can see either Leon or Claire.
Step 2: Press ESC.
Step 3: Enable 'Unlock Everything #1'
Step 4: Click on 'Records.'
Step 5: Disable 'Unlock Everything #1'
Step 6: Press ESC to close out of Records.
Step 7: Enable 'Unlock Everything #2'
Step 8: Click on 'Records.'
Step 9: Disable 'Unlock Everything #2'
Step 10: Press ESC to close out of Records.
Step 11: Enable 'Unlock Everything #3'
Step 12: Click on 'Records.'
Step 13: Disable 'Unlock Everything #3'
Step 14: Press ESC to close out of Records.
Step 15: Enable 'Unlock Everything #4'
Step 16: Click on 'Records.'
Step 17: Disable 'Unlock Everything #4'
Step 18: Press ESC to close out of Records.

That's it. You should have everything unlocked now. Saving at a typewriter will persist the stats. If you want the infinite weapons, you'll have to save and then reload the save. I found that only the infinite knife will be hot swapped into your chest.

https://youtu.be/5HmmqVs9nD4
Attachments
re2_unlockeverything.CT
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Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Post by machine4578 » Sat Feb 02, 2019 8:02 am

wow nicely done! thanks for sharing gir489 :)
Last edited by machine4578 on Sun Feb 03, 2019 2:00 pm, edited 1 time in total.

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.4)

Post by Mister Modification » Sat Feb 02, 2019 9:18 am

gir489 wrote:
Fri Feb 01, 2019 11:05 pm
Tyrant goes down in 1 shot and stays down.

Code: Select all

{ Game   : re2.exe
  Version: 1.0
  Date   : 2019-02-01
  Author : gir489

  Tyrant goes down in 1 shot and stays down.
}

[ENABLE]
aobscanmodule(TyrantDownTimer,re2.exe,3C 0F 5A C0 F2 0F 5C F0 66 0F 5A CE) // should be unique
aobscanmodule(TyrantDamageFunction,re2.exe,39 71 58 0F 9F D0) // should be unique
registersymbol(TyrantDownTimer)
registersymbol(TyrantDamageFunction)

TyrantDamageFunction:
mov [rcx+58],esi

TyrantDownTimer+04:
db 90 90 90 90

[DISABLE]
unregistersymbol(TyrantDownTimer)
unregistersymbol(TyrantDamageFunction)

TyrantDamageFunction:
cmp [rcx+58],esi

TyrantDownTimer+04:
db F2 0F 5C F0 //subsd xmm6,xmm0

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+D9772E8

"re2.exe"+D9772CB: 48 8B 48 18              -  mov rcx,[rax+18]
"re2.exe"+D9772CF: 0F 57 D2                 -  xorps xmm2,xmm2
"re2.exe"+D9772D2: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D9772D5: 74 05                    -  je re2.exe+D9772DC
"re2.exe"+D9772D7: 0F 57 C0                 -  xorps xmm0,xmm0
"re2.exe"+D9772DA: EB 04                    -  jmp re2.exe+D9772E0
"re2.exe"+D9772DC: 66 0F 5A C1              -  cvtpd2ps xmm0,xmm1
"re2.exe"+D9772E0: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D9772E3: 75 3C                    -  jne re2.exe+D977321
"re2.exe"+D9772E5: 0F 5A C0                 -  vcvtps2pd xmm0,xmm0
// ---------- INJECTING HERE ----------
"re2.exe"+D9772E8: F2 0F 5C F0              -  subsd xmm6,xmm0
"re2.exe"+D9772EC: 66 0F 5A CE              -  cvtpd2ps xmm1,xmm6
// ---------- DONE INJECTING  ----------
"re2.exe"+D9772F0: F3 0F 11 8F F4 01 00 00  -  movss [rdi+000001F4],xmm1
"re2.exe"+D9772F8: 48 8B 43 50              -  mov rax,[rbx+50]
"re2.exe"+D9772FC: 48 39 48 18              -  cmp [rax+18],rcx
"re2.exe"+D977300: 75 1F                    -  jne re2.exe+D977321
"re2.exe"+D977302: 0F 2F CA                 -  comiss xmm1,xmm2
"re2.exe"+D977305: 77 1A                    -  ja re2.exe+D977321
"re2.exe"+D977307: 48 8B 8F A0 01 00 00     -  mov rcx,[rdi+000001A0]
"re2.exe"+D97730E: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D977311: 75 20                    -  jne re2.exe+D977333
"re2.exe"+D977313: 8D 51 38                 -  lea edx,[rcx+38]
}

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+C57C984

"re2.exe"+C57C961: E8 6A 50 85 F5        -  call re2.exe+1DD19D0
"re2.exe"+C57C966: 30 C0                 -  xor al,al
"re2.exe"+C57C968: 48 8B 5C 24 60        -  mov rbx,[rsp+60]
"re2.exe"+C57C96D: 48 8B 74 24 68        -  mov rsi,[rsp+68]
"re2.exe"+C57C972: 48 83 C4 50           -  add rsp,50
"re2.exe"+C57C976: 5F                    -  pop rdi
"re2.exe"+C57C977: C3                    -  ret
"re2.exe"+C57C978: 48 8B 88 A0 01 00 00  -  mov rcx,[rax+000001A0]
"re2.exe"+C57C97F: 48 85 C9              -  test rcx,rcx
"re2.exe"+C57C982: 74 D3                 -  je re2.exe+C57C957
// ---------- INJECTING HERE ----------
"re2.exe"+C57C984: 39 71 58              -  cmp [rcx+58],esi
"re2.exe"+C57C987: 0F 9F D0              -  setg al
// ---------- DONE INJECTING  ----------
"re2.exe"+C57C98A: 84 C0                 -  test al,al
"re2.exe"+C57C98C: 74 D8                 -  je re2.exe+C57C966
"re2.exe"+C57C98E: 40 38 35 5B 05 B3 FA  -  cmp [re2.exe+70ACEF0],sil
"re2.exe"+C57C995: 74 04                 -  je re2.exe+C57C99B
"re2.exe"+C57C997: B1 01                 -  mov cl,01
"re2.exe"+C57C999: EB 25                 -  jmp re2.exe+C57C9C0
"re2.exe"+C57C99B: 48 8B 87 48 01 00 00  -  mov rax,[rdi+00000148]
"re2.exe"+C57C9A2: 48 85 C0              -  test rax,rax
"re2.exe"+C57C9A5: 75 12                 -  jne re2.exe+C57C9B9
"re2.exe"+C57C9A7: 45 31 C0              -  xor r8d,r8d
}
Untested.
What do I have to edit to make him take 1/4 ; 1/8 damage per shoot.
That stays down part is cool but I want achieve his downfall.

tizzio
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Re: RESIDENT EVIL 2 +10 +3 (table Update7.1)

Post by tizzio » Sat Feb 02, 2019 11:56 am

Deathwing Zero wrote:
Thu Jan 31, 2019 4:10 pm
I'll test progression after I've done up to FF. So far 2B to 3F are all invisible. I'll redownload and test the stuff again.

List so far for people who might be interested in what I've found.

Code: Select all

0D - Marvin Branagh
10 - William Birkin (Texture bug)
14 - Katherine Warren
1B - RPD Pilot from crashed helicopter
1D - Truck Driver
1E - Woman that Truck Driver hits
1F - Cop in Gas Station
20 - First zombie in gas station with missing face texture
21 - Emma Kendo (With weird skeleton. Because of Leon base?)
22 - RPD Elliot with Entrails buttflap
24 - Gas Station clerk
25 - Officer in west hallway with cheek torn open. Broken textures
27 - Male Generic Zombie A 
28 - G-infected Zombie torched by Annette
29 - Some guy in a lab coat
2A - Unknown character
I'm going to be re-testing all of these with the updated model swap to make sure nothing changes. A note about "2A". I wanted to call it "Token Black Character" but I'm not interested in offending people, so I'll say this, It's a fat black man in a cap. I'm afraid I don't know of any other way to describe it. Screenshot button should be fixed (hopefully) so I link some pictures as I re-test.

EDIT:
So far no changes. Link to imgur album: https://imgur.com/a/S69glCo

Edit 2:
No changes. 2B - 4F all invisible. Starting 50-5F block. Removed "invisible" from my above listing. Was unnecessary wasted space.
for now i can't rate so i will thank you in this way :D

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by tizzio » Sat Feb 02, 2019 11:58 am

SunBeam wrote:
Mon Jan 28, 2019 12:05 pm
Meanwhile, Super Accuracy:

Code: Select all

/*

  Game    : Resident Evil 2
  Version : Steam
  Date    : 2019-01-28
  Author  : SunBeam

  The script will just make sure any weapon's reticle instantly locks
  on target (following the "market trend" - - > Super Accuracy)

*/

[ENABLE]

aobscanmodule( SuperAccuracy, re2.exe, F30F1040??0F5AC0EB??0F57C0660F5AC0F30F1187 )
registersymbol( SuperAccuracy )
label( SuperAccuracy_o )
registersymbol( SuperAccuracy_o )
alloc( Hook, 0x1000, re2.exe )
// ^ this allocation is supposed to occur close to the game process; if the game
// crashes when you enable the script, it's possible CE allocated the cave far
// off in memory; meaning the distance between the hook and the cave exceeds the
// calculated length of a 5-bytes JMP (CE will compile a 14-bytes JMP); now you
// know...
label( pReticleParam )
registersymbol( pReticleParam )

Hook:
mov [pReticleParam],rax // this is called "app.ropeway.ReticleParam"
movss xmm0,[rax+14]     // fetch the maximum reticle value for current weapon
movss [rax+10],xmm0     // update the current reticle value with the maximum one
SuperAccuracy_o:
readmem( SuperAccuracy, 5 ) // read here the original code
jmp SuperAccuracy+5         // JMP back

pReticleParam:
dq 0

SuperAccuracy:
jmp Hook

[DISABLE]

SuperAccuracy:
readmem( SuperAccuracy_o, 5 )

unregistersymbol( pReticleParam )
dealloc( Hook )
unregistersymbol( SuperAccuracy_o )
unregistersymbol( SuperAccuracy )

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+BFD8E39

"re2.exe"+BFD8E10: E8 9B AF FC F4                 -  call re2.exe+FA3DB0
"re2.exe"+BFD8E15: E9 DA FE FF FF                 -  jmp re2.exe+BFD8CF4
"re2.exe"+BFD8E1A: 48 89 FA                       -  mov rdx,rdi
"re2.exe"+BFD8E1D: 48 89 D9                       -  mov rcx,rbx
"re2.exe"+BFD8E20: E8 CB 39 0C F5                 -  call re2.exe+109C7F0
"re2.exe"+BFD8E25: 48 8B 4B 50                    -  mov rcx,[rbx+50]
"re2.exe"+BFD8E29: 48 83 79 18 00                 -  cmp qword ptr [rcx+18],00
"re2.exe"+BFD8E2E: 0F 85 D1 FE FF FF              -  jne re2.exe+BFD8D05
"re2.exe"+BFD8E34: 48 85 C0                       -  test rax,rax
"re2.exe"+BFD8E37: 74 0A                          -  je re2.exe+BFD8E43
// ---------- INJECTING HERE ----------
"re2.exe"+BFD8E39: F3 0F 10 40 10                 -  movss xmm0,[rax+10]
// ---------- DONE INJECTING  ----------
"re2.exe"+BFD8E3E: 0F 5A C0                       -  vcvtps2pd xmm0,xmm0
"re2.exe"+BFD8E41: EB 03                          -  jmp re2.exe+BFD8E46
"re2.exe"+BFD8E43: 0F 57 C0                       -  xorps xmm0,xmm0
"re2.exe"+BFD8E46: 66 0F 5A C0                    -  cvtpd2ps xmm0,xmm0
"re2.exe"+BFD8E4A: F3 0F 11 87 20 01 00 00        -  movss [rdi+00000120],xmm0
"re2.exe"+BFD8E52: 48 8B 43 50                    -  mov rax,[rbx+50]
"re2.exe"+BFD8E56: 48 83 78 18 00                 -  cmp qword ptr [rax+18],00
"re2.exe"+BFD8E5B: 0F 85 A4 FE FF FF              -  jne re2.exe+BFD8D05
"re2.exe"+BFD8E61: C6 87 24 01 00 00 00           -  mov byte ptr [rdi+00000124],00
"re2.exe"+BFD8E68: E9 98 FE FF FF                 -  jmp re2.exe+BFD8D05
}
I'll look for a way to try and enable it in Normal and Hardcore modes :P
thanks , the realism about how weapons react is killing the shoting games , so this script is really precious :O

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by tizzio » Sat Feb 02, 2019 12:01 pm

Marcus101RR wrote:
Tue Jan 29, 2019 9:27 pm
Pointer Table (NO Scripts)
Credits to those who found the scripts for the HP Value/Heal Buff Timer.

- Inventory First 8 Slots
- Hip Pouch Slots
- Heal Buff Timer (Less Damage)
- Health Pointer & Max
- Statistic Data (Item Box & Recovery Usage, Steps Taken)

UPDATE LOGShow
UPDATE 3
- Added Health Pointer, Steps Taken, Recovery Item Usage, Item Box Usage
Uses same Base Address. It is possible I found a very LONG pointer for Inventory, but maybe there is a valid short one.
thanks :D

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.4)

Post by Exeter » Sat Feb 02, 2019 1:02 pm

Mister Modification wrote:
Sat Feb 02, 2019 9:18 am
gir489 wrote:
Fri Feb 01, 2019 11:05 pm
Tyrant goes down in 1 shot and stays down.

Code: Select all

{ Game   : re2.exe
  Version: 1.0
  Date   : 2019-02-01
  Author : gir489

  Tyrant goes down in 1 shot and stays down.
}

[ENABLE]
aobscanmodule(TyrantDownTimer,re2.exe,3C 0F 5A C0 F2 0F 5C F0 66 0F 5A CE) // should be unique
aobscanmodule(TyrantDamageFunction,re2.exe,39 71 58 0F 9F D0) // should be unique
registersymbol(TyrantDownTimer)
registersymbol(TyrantDamageFunction)

TyrantDamageFunction:
mov [rcx+58],esi

TyrantDownTimer+04:
db 90 90 90 90

[DISABLE]
unregistersymbol(TyrantDownTimer)
unregistersymbol(TyrantDamageFunction)

TyrantDamageFunction:
cmp [rcx+58],esi

TyrantDownTimer+04:
db F2 0F 5C F0 //subsd xmm6,xmm0

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+D9772E8

"re2.exe"+D9772CB: 48 8B 48 18              -  mov rcx,[rax+18]
"re2.exe"+D9772CF: 0F 57 D2                 -  xorps xmm2,xmm2
"re2.exe"+D9772D2: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D9772D5: 74 05                    -  je re2.exe+D9772DC
"re2.exe"+D9772D7: 0F 57 C0                 -  xorps xmm0,xmm0
"re2.exe"+D9772DA: EB 04                    -  jmp re2.exe+D9772E0
"re2.exe"+D9772DC: 66 0F 5A C1              -  cvtpd2ps xmm0,xmm1
"re2.exe"+D9772E0: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D9772E3: 75 3C                    -  jne re2.exe+D977321
"re2.exe"+D9772E5: 0F 5A C0                 -  vcvtps2pd xmm0,xmm0
// ---------- INJECTING HERE ----------
"re2.exe"+D9772E8: F2 0F 5C F0              -  subsd xmm6,xmm0
"re2.exe"+D9772EC: 66 0F 5A CE              -  cvtpd2ps xmm1,xmm6
// ---------- DONE INJECTING  ----------
"re2.exe"+D9772F0: F3 0F 11 8F F4 01 00 00  -  movss [rdi+000001F4],xmm1
"re2.exe"+D9772F8: 48 8B 43 50              -  mov rax,[rbx+50]
"re2.exe"+D9772FC: 48 39 48 18              -  cmp [rax+18],rcx
"re2.exe"+D977300: 75 1F                    -  jne re2.exe+D977321
"re2.exe"+D977302: 0F 2F CA                 -  comiss xmm1,xmm2
"re2.exe"+D977305: 77 1A                    -  ja re2.exe+D977321
"re2.exe"+D977307: 48 8B 8F A0 01 00 00     -  mov rcx,[rdi+000001A0]
"re2.exe"+D97730E: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D977311: 75 20                    -  jne re2.exe+D977333
"re2.exe"+D977313: 8D 51 38                 -  lea edx,[rcx+38]
}

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+C57C984

"re2.exe"+C57C961: E8 6A 50 85 F5        -  call re2.exe+1DD19D0
"re2.exe"+C57C966: 30 C0                 -  xor al,al
"re2.exe"+C57C968: 48 8B 5C 24 60        -  mov rbx,[rsp+60]
"re2.exe"+C57C96D: 48 8B 74 24 68        -  mov rsi,[rsp+68]
"re2.exe"+C57C972: 48 83 C4 50           -  add rsp,50
"re2.exe"+C57C976: 5F                    -  pop rdi
"re2.exe"+C57C977: C3                    -  ret
"re2.exe"+C57C978: 48 8B 88 A0 01 00 00  -  mov rcx,[rax+000001A0]
"re2.exe"+C57C97F: 48 85 C9              -  test rcx,rcx
"re2.exe"+C57C982: 74 D3                 -  je re2.exe+C57C957
// ---------- INJECTING HERE ----------
"re2.exe"+C57C984: 39 71 58              -  cmp [rcx+58],esi
"re2.exe"+C57C987: 0F 9F D0              -  setg al
// ---------- DONE INJECTING  ----------
"re2.exe"+C57C98A: 84 C0                 -  test al,al
"re2.exe"+C57C98C: 74 D8                 -  je re2.exe+C57C966
"re2.exe"+C57C98E: 40 38 35 5B 05 B3 FA  -  cmp [re2.exe+70ACEF0],sil
"re2.exe"+C57C995: 74 04                 -  je re2.exe+C57C99B
"re2.exe"+C57C997: B1 01                 -  mov cl,01
"re2.exe"+C57C999: EB 25                 -  jmp re2.exe+C57C9C0
"re2.exe"+C57C99B: 48 8B 87 48 01 00 00  -  mov rax,[rdi+00000148]
"re2.exe"+C57C9A2: 48 85 C0              -  test rax,rax
"re2.exe"+C57C9A5: 75 12                 -  jne re2.exe+C57C9B9
"re2.exe"+C57C9A7: 45 31 C0              -  xor r8d,r8d
}
Untested.
What do I have to edit to make him take 1/4 ; 1/8 damage per shoot.
That stays down part is cool but I want achieve his downfall.
My guess is that if you remove anything with the symbol TyrantDamageFunction in it, it should take out the damage portion of the script. No idea why you would want that though.

3DDesigner
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Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Post by 3DDesigner » Sat Feb 02, 2019 5:00 pm

Hi , when i change weapon , like the minigun on highlighted cheat , when i save and reload the game , the gun is gone

Deathwing Zero
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Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Post by Deathwing Zero » Sat Feb 02, 2019 5:13 pm

@Cielos I finished my Claire A run as Hunk and all was fine. No crashes or bugs as of table version 7.4. Might be late and/or useless but unfortunately things got a bit busy yesterday and I was unable to finish.

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Apache81
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Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Post by Apache81 » Sat Feb 02, 2019 5:49 pm

Hello all !! :-)
I did update my table. Please, take a look at viewtopic.php?p=76067#p76067.
I added:
- 100% Accuracy [or Edit Values]
- Set Saves

I didn't test if the 100% Accuracy [or Edit Values] works for the RE.net medals yet.
I just found the amount of shots and also the amount of shots counted when hitting zombies... the rest is history.

Please, let me know if you try for the RE.net challenge and it works :-P

@Cielos I don't know why but if I try to use my table with yours, the AOB of mine fails. I think a workaround is to load the game, enable the scripts of my table and then load and apply yours... can you please help me figuring out why? Thanks :)

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.4)

Post by eTheBlack » Sat Feb 02, 2019 5:51 pm

Mister Modification wrote:
Sat Feb 02, 2019 9:18 am
What do I have to edit to make him take 1/4 ; 1/8 damage per shoot.
That stays down part is cool but I want achieve his downfall.
Just play the game?
Show
He is last boss.

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