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

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Cielos
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Re: RESIDENT EVIL 2 "1-Shot Demo" +8 (table Update2)

Post by Cielos »

^ thanks for testing~
but it didn't crash my game as I tried it again just now.
but I notice it didn't work right away when I start the game. I've to get past the first dark section and obtain the battle knife first before the normalized vector can be fetched from the injection point I used.
you may try to advance to this point to see if it would work properly then.
if it's still not working still, there really isn't much to explore anyway. there is another save room outside the front door, but most of the east wing aren't there. there are some more place in the west wing that you can use the "universal item" script to explore as well, without the need of this no-clip.. but mainly it's just a long corridor with some doors opened to the void~ you're not missing much either way.

most likely I won't touch the game again until the full game next week. so, play some other games in the mean time~
anyway, good luck~

How to use this cheat table?
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  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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Re: RESIDENT EVIL 2 "1-Shot Demo" +6 (table Update1)

Post by jungletek »

Cielos wrote:
Fri Jan 18, 2019 9:38 pm
[...]
SunBeam wrote:
Thu Jan 17, 2019 10:01 am
[...]
Blame jungletek.
[...]
why? what did he said?
I've been trying to make a proper inventory script/table, and had asked him if he'd messed with the demo, at which point he became engrossed in messing with it because he likes to diddle game engines :D

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Re: RESIDENT EVIL 2 "1-Shot Demo" +8 (table Update2)

Post by legitseabass »

Nevermind I got it working. I just turned off all other cheats and it started to work. Thanks!

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Re: RESIDENT EVIL 2 "1-Shot Demo" +8 (table Update2)

Post by SunBeam »

So.. this is what I got so far:

Code: Select all

function _readInteger( Input )
  -- thanks, Pox!
  local Value = readInteger( Input )
  if Value < 0x80000000 then return Value
  else return Value - 0x100000000 end
end

function GetType( input )
  return readQword( input + 0x10 )
end

function GetName( input )
  local addr = readQword( readQword( readQword( readQword( input ) ) + 0x68 ) + 0x20 )
  return readString( addr, 6000 )
end

local addr = 0x0000000012265C80
local szName = GetName( addr )
local szType = GetName( GetType( addr ) ) -- you may comment this if you get errors
print( string.format( "Struct: 0x%X\r\nName: %s\r\nType: %s\r\n- - - -" , addr, szName, szType ) )
Above function allows you to get this information:

Code: Select all

Struct: 0x15C777B0
Name: app.ropeway.survivor.Equipment
Type: via.GameObject
Or.. if you get an error and comment the line I mentioned, this:

Code: Select all

Struct: 0x12265C80
Name: app.ropeway.ReticleParam
Type: nil
That being said, to get the gun reticle (should work for shotgun as well) to always and instantly calibrate to full lock (so, super accuracy), tinker with this:

Code: Select all

re2.exe+F906994 - 48 85 C0              - test rax,rax
re2.exe+F906997 - 74 0A                 - je re2.exe+F9069A3
re2.exe+F906999 - F3 0F10 40 10         - movss xmm0,[rax+10] // rax == app.ropeway.ReticleParam
re2.exe+F90699E - 0F5A C0               - vcvtps2pd xmm0,xmm0
re2.exe+F9069A1 - EB 03                 - jmp re2.exe+F9069A6
re2.exe+F9069A3 - 0F57 C0               - xorps xmm0,xmm0
Here:

Code: Select all

{ Game   : re2.exe
  Version: 
  Date   : 2019-01-19
  Author : SunBeam

  This script does blah blah blah
}

define(address,"re2.exe"+F906999)
define(bytes,F3 0F 10 40 10)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,"re2.exe"+F906999)

label(code)
label(return)

newmem:

code:
  movss xmm0,[rax+14]
  movss [rax+10],xmm0
  movss xmm0,[rax+10]
  jmp return

address:
  jmp newmem
return:

[DISABLE]

address:
  db bytes
  // movss xmm0,[rax+10]

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+F906999

"re2.exe"+F906970: E8 AB 48 3C F2                 -  call re2.exe+1CCB220
"re2.exe"+F906975: E9 E6 FE FF FF                 -  jmp re2.exe+F906860
"re2.exe"+F90697A: 48 89 FA                       -  mov rdx,rdi
"re2.exe"+F90697D: 48 89 D9                       -  mov rcx,rbx
"re2.exe"+F906980: E8 7B D1 B6 F1                 -  call re2.exe+1473B00
"re2.exe"+F906985: 48 8B 4B 50                    -  mov rcx,[rbx+50]
"re2.exe"+F906989: 48 83 79 18 00                 -  cmp qword ptr [rcx+18],00
"re2.exe"+F90698E: 0F 85 D7 FE FF FF              -  jne re2.exe+F90686B
"re2.exe"+F906994: 48 85 C0                       -  test rax,rax
"re2.exe"+F906997: 74 0A                          -  je re2.exe+F9069A3
// ---------- INJECTING HERE ----------
"re2.exe"+F906999: F3 0F 10 40 10                 -  movss xmm0,[rax+10]
// ---------- DONE INJECTING  ----------
"re2.exe"+F90699E: 0F 5A C0                       -  vcvtps2pd xmm0,xmm0
"re2.exe"+F9069A1: EB 03                          -  jmp re2.exe+F9069A6
"re2.exe"+F9069A3: 0F 57 C0                       -  xorps xmm0,xmm0
"re2.exe"+F9069A6: 66 0F 5A C0                    -  cvtpd2ps xmm0,xmm0
"re2.exe"+F9069AA: F3 0F 11 87 20 01 00 00        -  movss [rdi+00000120],xmm0
"re2.exe"+F9069B2: 48 8B 43 50                    -  mov rax,[rbx+50]
"re2.exe"+F9069B6: 48 83 78 18 00                 -  cmp qword ptr [rax+18],00
"re2.exe"+F9069BB: 0F 85 AA FE FF FF              -  jne re2.exe+F90686B
"re2.exe"+F9069C1: C6 87 24 01 00 00 00           -  mov byte ptr [rdi+00000124],00
"re2.exe"+F9069C8: E9 9E FE FF FF                 -  jmp re2.exe+F90686B
}
As for the demo timer.. it can be killed simply by adding this to your list: [[re2.exe+70236C0]+54] as byte. Set that byte from 1 to 0 and the game won't process the system timer, nor store it in your savegame. Its name is app.ropeway.GameClock.

More, later :P

BR,
Sun

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Re: RESIDENT EVIL 2 "1-Shot Demo" +8 (table Update2)

Post by Shaine »

Noclip won't work, can't move when using it.

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Re: RESIDENT EVIL 2 "1-Shot Demo" +8 (table Update2)

Post by Cielos »

^ read the first post on this page~
in short, noclip should work properly after you obtained the combat knife from your colleague. if still not working, wait til this weekend to play the full game~

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Re: RESIDENT EVIL 2 "1-Shot Demo" +8 (table Update2)

Post by pullen8 »

how do i add items to my inventory without replacing an existing item? like add a key without getting rid of bullets or something

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Re: RESIDENT EVIL 2 "1-Shot Demo" +8 (table Update2)

Post by jinrasteel »

oh man thank you so much! i played the demo and ran out of time and it made me cry! your my hero!

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Re: RESIDENT EVIL 2 "1-Shot Demo" +6 (table Update1)

Post by teinousi »

Cielos wrote:
Fri Jan 18, 2019 9:38 pm
also, have you bought the game?
The game is not on sale yet right ? :?:

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Re: RESIDENT EVIL 2 "1-Shot Demo" +8 (table Update2)

Post by teinousi »

I test the completed version , is nothing any cheat works ( ;∀;)

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Re: RESIDENT EVIL 2 "1-Shot Demo" +8 (table Update2)

Post by shaun12500 »

Just got to wait a while prob be a table at somepoint today

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Re: RESIDENT EVIL 2 "1-Shot Demo" +8 (table Update2)

Post by headshot0052 »

update to full game pls

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Re: RESIDENT EVIL 2 "1-Shot Demo" +8 (table Update2)

Post by zachillios »

headshot0052 wrote:
Fri Jan 25, 2019 2:46 am
update to full game pls
The game's not even out for the west yet, hold your horses.

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Re: RESIDENT EVIL 2 "1-Shot Demo" +8 (table Update2)

Post by Exeter »

I finally found ammo in the full game, but then my game crashed. Goddamn.

The demo ran a lot smoother.

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Re: RESIDENT EVIL 2 +5 (table Update3)

Post by Cielos »

table updated.
remember to read the descriptions first~

EDIT:
first off, about the Undead scirpt, I haven't actually tested it yet, as I just updated it with aobscans, and yet to test it in battle. report if it's not working. also it's not perfect for now, it wont' protect you from "script death". may refine it later. not sure..

I've just started the game with Claire and get to the police station without cheats (I started updating the table after I get to the first save point). if feels like a resident evil game finally. though it's too short to judge a game yet, I love it so far...
I'd probably play it without cheats for awhile first. so remember to report if some scripts seems not working as promoted as I may not be testing personally for now.
and again, remember to read the descriptions first!

have fun!

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