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

Posted: Mon Jan 28, 2019 8:24 pm
by gir489
Exeter wrote:
Mon Jan 28, 2019 8:15 pm
Imagine RE3make. Pls Capcom, don't let us down.
RE3 is very short, and the 2000 release of RE3 works fine for me. I just wish they would release it on Steam.

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

Posted: Mon Jan 28, 2019 8:25 pm
by Exeter
They could go a lot of ways with Raccoon City in RE3 though. Perhaps extend the Carlos segment so you get to play as him longer. But yeah, I'm down for anything RE3 related on Steam tbh.

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

Posted: Mon Jan 28, 2019 8:27 pm
by Cielos
SunBeam wrote:
Mon Jan 28, 2019 7:46 pm
Cielos wants to shoot with no inventory consumption; am guessing he wants the slots free. Just said you can't do that. But anyway, don't let me stop you :D
um... I wanted to, and I did that...? sort of? hence the "ignore ammo pouch" script in the table...
I WAS tracing the sub-weapons (knife/grenades) routine, hoping to use them without the need to bring them in my inventory, got bored and stopped.

anyway, time to play some more.
can't wait for your "handgun act as shotgun" script~ with that we can use a handgun as an magnum and we can one shot blow out the heads like the cut-scene...
Exeter wrote:
Mon Jan 28, 2019 8:15 pm
Imagine RE3make. Pls Capcom, don't let us down.
they didn't let me down this time.
with the engine ready, hope RE3make won't be long now... they get money, feed our nostalgia and have good games. things are looking good it seems...

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

Posted: Mon Jan 28, 2019 11:39 pm
by Sakurarozu
Is there a script to unlock the classic costumes?

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

Posted: Tue Jan 29, 2019 12:25 am
by HylianZ
Exeter wrote:
Mon Jan 28, 2019 7:02 pm
Didn't someone post a screenshot here of weapons with infinity symbols? It looks like they removed them from the game. So there's probably no way to get an actual 'legit' infinity symbol weapon that fully functions as it should. But not sure.
Do you mean this thing I put in here? [Link]
The weapons data are in the game, but not usable. Hopefully they will be fully realized when all the DLC is released, then we could use whatever weapons we want.

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

Posted: Tue Jan 29, 2019 12:37 am
by EyeOfTheMind86
Something is weird with the Universal Item script, the entire game seems to slow down while you have that option enabled, you can't play properly with joypad, all the inputs are delayed and you are forced to play with keyboard and mouse in order to fix the lag. Is there a workaround for pad users?
P.S= Using that script seems to break the game anyway cause a lot of events appear only if you find and grab that particular item and follow the story progression as it is intended.

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

Posted: Tue Jan 29, 2019 12:46 am
by CptSharkFin
What is the default maximum health? I want to set it so that even if I get attacked, I don't get damaged at all.

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

Posted: Tue Jan 29, 2019 12:56 am
by Exeter
1200.

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

Posted: Tue Jan 29, 2019 1:28 am
by gir489
No Spread:

Code: Select all

{ Game   : re2.exe
  Version: 1.0
  Date   : 2019-01-28
  Author : gir489

  NoSpread
}

[ENABLE]

aobscanmodule(NoSpread,re2.exe,FF 66 0F 5A C1 F3 0F 11 87 20 01 00 00) // should be unique
alloc(newmem,$1000,"re2.exe"+BFD8DA0)

label(code)
label(return)

newmem:

code:
  mov [rdi+00000120],(float)100
  jmp return

NoSpread+05:
  jmp newmem
  nop
  nop
  nop
return:
registersymbol(NoSpread)

[DISABLE]

NoSpread+05:
  db F3 0F 11 87 20 01 00 00

unregistersymbol(NoSpread)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+BFD8DA0

"re2.exe"+BFD8D77: 0F 5A C0                    -  vcvtps2pd xmm0,xmm0
"re2.exe"+BFD8D7A: 48 89 D9                    -  mov rcx,rbx
"re2.exe"+BFD8D7D: 66 0F 5A D0                 -  cvtpd2ps xmm2,xmm0
"re2.exe"+BFD8D81: E8 CA 78 00 F5              -  call re2.exe+FE0650
"re2.exe"+BFD8D86: 48 8B 43 50                 -  mov rax,[rbx+50]
"re2.exe"+BFD8D8A: 0F 57 C9                    -  xorps xmm1,xmm1
"re2.exe"+BFD8D8D: F3 0F 5A C8                 -  cvtss2sd xmm1,xmm0
"re2.exe"+BFD8D91: 48 83 78 18 00              -  cmp qword ptr [rax+18],00
"re2.exe"+BFD8D96: 0F 85 58 FF FF FF           -  jne re2.exe+BFD8CF4
"re2.exe"+BFD8D9C: 66 0F 5A C1                 -  cvtpd2ps xmm0,xmm1
// ---------- INJECTING HERE ----------
"re2.exe"+BFD8DA0: F3 0F 11 87 20 01 00 00     -  movss [rdi+00000120],xmm0
// ---------- DONE INJECTING  ----------
"re2.exe"+BFD8DA8: 48 8B 43 50                 -  mov rax,[rbx+50]
"re2.exe"+BFD8DAC: 48 83 78 18 00              -  cmp qword ptr [rax+18],00
"re2.exe"+BFD8DB1: 0F 85 3D FF FF FF           -  jne re2.exe+BFD8CF4
"re2.exe"+BFD8DB7: 48 89 FA                    -  mov rdx,rdi
"re2.exe"+BFD8DBA: 48 89 D9                    -  mov rcx,rbx
"re2.exe"+BFD8DBD: E8 9E 4D 0C F5              -  call re2.exe+109DB60
"re2.exe"+BFD8DC2: 48 8B 4B 50                 -  mov rcx,[rbx+50]
"re2.exe"+BFD8DC6: 48 83 79 18 00              -  cmp qword ptr [rcx+18],00
"re2.exe"+BFD8DCB: 0F 85 23 FF FF FF           -  jne re2.exe+BFD8CF4
"re2.exe"+BFD8DD1: 39 E8                       -  cmp eax,ebp
}

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

Posted: Tue Jan 29, 2019 3:17 am
by Timone
How does the zero save script work, does it have to be active while you save, and it just prevents that from counting towards it?

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

Posted: Tue Jan 29, 2019 3:56 am
by CptSharkFin
Think I'm running into a issue in some play-throughs where the Ammo Belt count for a particular weapon is actually either two or three more than I actually have, and this prevents me from using the weapon beyond what was initially available to me until I locate some additional ammo. Is this an issue with the cheat table or is this a bug in the game?

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

Posted: Tue Jan 29, 2019 4:04 am
by Ownsin
Guys, If I reset the game's time clock to 1 minute or just any number. All enemies become idle and I don't get attacked anymore. What's up with that?

I'm also using CJbok's table.

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

Posted: Tue Jan 29, 2019 4:55 am
by swgshredder
Hello- Please, I desperately need a noclip or walk through walls...
I saw one in the trainer and it didn't seem to work, my game is glitched and I cannot proceed. I would really appreciate it.
Thank you

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

Posted: Tue Jan 29, 2019 5:30 am
by geniehere
Cielos, CJBok - I suspect tinkering with time scripts cause G (Stage 3 and 4) to stop moving unless his attacks are scripted.

Actually, after reading up I am positive - tinkering with time screws up enemy AI, so people shouldn't use it until the run is literally about to end.

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

Posted: Tue Jan 29, 2019 5:54 am
by Cielos
^ thanks for the 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.
so, re-download and test~
report~