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

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

Post by SunBeam » Tue Jan 29, 2019 11:23 am

^ Someone's having fun in Odyssey ;) *claps*

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

Post by Cielos » Tue Jan 29, 2019 11:27 am

SunBeam wrote:
Tue Jan 29, 2019 10:17 am
@Cielos: Is the GetName script useful to you? If so, I'm going to detail a bit more about the engine run-down; and those timers. People seem to have complained about zombies not reacting to simuli (idle) when the timer's calculations are hooked :)
it's caused by stopping the total game time completely, as some other in-game routines like some enemies' AI are using this for scheduling as well. numerous way to deal with this, I just used a cheap way to by-pass this problem.

///
budabum wrote:
Tue Jan 29, 2019 10:51 am
SunBeam wrote:
Tue Jan 29, 2019 10:17 am
@Cielos: Is the GetName script useful to you? If so, I'm going to detail a bit more about the engine run-down; and those timers. People seem to have complained about zombies not reacting to simuli (idle) when the timer's calculations are hooked :)
sorry for hijacking :) it is definitely useful on other titles. Example what you can get with GetName with a little patience. ^_^

[...]
have been waiting for a sophisticated item editor.
thought Sun will be released one soon and turns out he bought the game days after the release...
when will yours be ready?

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

Post by SunBeam » Tue Jan 29, 2019 11:46 am

Won't release anything of the sorts :D I was only interested in swapping stuff, to get the items, not imbue them with the effects of other items :P But I guess buda took it to another level; that's what I like about passionate people ;) Keep it up!

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

Post by toro00 » Tue Jan 29, 2019 1:25 pm

Hello, please, you can add to the table the codes of when you complete the game in rank S + and if it could be able to choose for example S +, S, A, B.

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

Post by toro00 » Tue Jan 29, 2019 1:36 pm

also missing to add for example I have a game in the final with Leon in HARDCODE and would like to change the difficulty to save and to put NORMAL. aver if it could be possible. Thank you

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

Post by KS212 » Tue Jan 29, 2019 1:39 pm

Wow, nobody's looking into a Mr X permanent knockdown/incapacitate or similar? You guys actually like him stomping after your asses? :P

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

Post by SunBeam » Tue Jan 29, 2019 2:10 pm

toro00 wrote:
Tue Jan 29, 2019 1:25 pm
Hello, please, you can add to the table the codes of when you complete the game in rank S + and if it could be able to choose for example S +, S, A, B.
I think it's about time we brought in Tim? :D MGSV runs the same crap, with grades A,B,..,S,S+,S++ etc.

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

Post by Exeter » Tue Jan 29, 2019 2:10 pm

toro00 wrote:
Tue Jan 29, 2019 1:25 pm
Hello, please, you can add to the table the codes of when you complete the game in rank S + and if it could be able to choose for example S +, S, A, B.
Just modify the game time to adjust it. Set your in-game save count to 3 or less to get S+. (While also matching the requirement for S).

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

Post by gameinn » Tue Jan 29, 2019 2:37 pm

Can you please add noclip back for the full game? Thanks

Or can anyone explain how?

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

Post by SunBeam » Tue Jan 29, 2019 2:37 pm

Well, he'd probably be able to find the offset in the save game structure and list out the bools for the various grades (am guessing they range from 0 to X, based on hierarchy?).
gameinn wrote:
Tue Jan 29, 2019 2:37 pm
Can you please add noclip back for the full game? Thanks

Or can anyone explain how?
Cielos said it breaks things (scripted events; etc.). You can get to all areas now anyway.

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

Post by tesajadeh » Tue Jan 29, 2019 3:22 pm

KS212 wrote:
Tue Jan 29, 2019 1:39 pm
Wow, nobody's looking into a Mr X permanent knockdown/incapacitate or similar? You guys actually like him stomping after your asses? :P
Fling's trainer already have this feature btw :mrgreen:

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

Post by Cielos » Tue Jan 29, 2019 3:35 pm

made a simple script, force costume.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>13156</ID>
      <Description>"force costume"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
label(dForceCostume)
registersymbol(dForceCostume)
label(pPlayerInfo)
registersymbol(pPlayerInfo)
label(pCustomeInfo)
registersymbol(pCustomeInfo)

alloc(newmem,2048,"re2.exe"+E46D663) 
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov rax,pCustomeInfo
mov [rax],rdi
mov rax,[rsp+90]
push rax
mov rax,pPlayerInfo
pop [rax]
mov rax,dForceCostume
mov eax,[rax]
test eax,eax
cmovge ebp,eax

originalcode:
mov [rdi+54],ebp
mov rax,[rbx+50]

exit:
jmp returnhere

///
dForceCostume:
dd ffffffff
pPlayerInfo:
dq 0
pCustomeInfo:
dq 0
///

"re2.exe"+E46D663:
jmp newmem
nop
nop
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
"re2.exe"+E46D663:
db 89 6F 54 48 8B 43 50
//Alt: mov [rdi+54],ebp
//Alt: mov rax,[rbx+50]

unregistersymbol(dForceCostume)
unregistersymbol(pPlayerInfo)
unregistersymbol(pCustomeInfo)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>13159</ID>
          <Description>"costume"</Description>
          <DropDownList DisplayValueAsItem="1">FFFFFFFF:Default
00000000:Leon Casual / Claire Jacket 1
00000001:Leon Police 1 / Claire Jacket 2
00000002:Leon Police 2 / Claire Jacket 3
00000003:Leon Police Injured 1 / Claire Tank Top 1
00000004:Leon Police Injured 2 / Claire Tank Top 2
00000005:Leon C. Police 1 / Claire C. Jacket 1
00000006:Leon C. Police 2 / Claire C. Jacket 2
00000007:Leon C. Police 3 / Claire C. Jacket 3
00000008:Leon Police Injured 1 / Claire C. No Jacket 1
00000009:Leon Police Injured 2 / Claire C. No Jacket 2
0000000A:Noir / Noir
0000000B:Arklay Hseriff / Military
0000000C:? / Elza Walker
</DropDownList>
          <LastState Value="FFFFFFFF" RealAddress="156A50048"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>dForceCostume</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>13167</ID>
          <Description>""</Description>
          <Options moHideChildren="1"/>
          <LastState Value="" RealAddress="00000000"/>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>13160</ID>
              <Description>"player info"</Description>
              <LastState Value="" RealAddress="125A1340"/>
              <VariableType>Array of byte</VariableType>
              <ByteLength>0</ByteLength>
              <Address>pPlayerInfo</Address>
              <Offsets>
                <Offset>0</Offset>
              </Offsets>
              <CheatEntries>
                <CheatEntry>
                  <ID>13163</ID>
                  <Description>""</Description>
                  <LastState Value="00030000" RealAddress="125A1374"/>
                  <ShowAsHex>1</ShowAsHex>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+34</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>13164</ID>
                  <Description>""</Description>
                  <LastState Value="00000003" RealAddress="125A1394"/>
                  <ShowAsHex>1</ShowAsHex>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+54</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>13165</ID>
                  <Description>""</Description>
                  <LastState Value="00000000" RealAddress="125A13A8"/>
                  <ShowAsHex>1</ShowAsHex>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+68</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>13161</ID>
                  <Description>""</Description>
                  <LastState Value="" RealAddress="11E531F0"/>
                  <VariableType>Array of byte</VariableType>
                  <ByteLength>0</ByteLength>
                  <Address>+10</Address>
                  <Offsets>
                    <Offset>0</Offset>
                  </Offsets>
                  <CheatEntries>
                    <CheatEntry>
                      <ID>13162</ID>
                      <Description>""</Description>
                      <LastState RealAddress="11E53218"/>
                      <VariableType>String</VariableType>
                      <Length>128</Length>
                      <Unicode>1</Unicode>
                      <CodePage>0</CodePage>
                      <ZeroTerminate>1</ZeroTerminate>
                      <Address>+28</Address>
                    </CheatEntry>
                  </CheatEntries>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>13157</ID>
              <Description>"costume info"</Description>
              <LastState Value="" RealAddress="11E59AD0"/>
              <VariableType>Array of byte</VariableType>
              <ByteLength>0</ByteLength>
              <Address>pCustomeInfo</Address>
              <Offsets>
                <Offset>0</Offset>
              </Offsets>
              <CheatEntries>
                <CheatEntry>
                  <ID>13158</ID>
                  <Description>"No Description"</Description>
                  <DropDownList DisplayValueAsItem="1">FFFFFFFF:Default
00000000:Leon Casual / Claire Jacket 1
00000001:Leon Police 1 / Claire Jacket 2
00000002:Leon Police 2 / Claire Jacket 3
00000003:Leon Police Injured 1 / Claire Tank Top 1
00000004:Leon Police Injured 2 / Claire Tank Top 2
00000005:Leon C. Police 1 / Claire C. Jacket 1
00000006:Leon C. Police 2 / Claire C. Jacket 2
00000007:Leon C. Police 3 / Claire C. Jacket 3
00000008:Leon Police Injured 1 / Claire C. No Jacket 1
00000009:Leon Police Injured 2 / Claire C. No Jacket 2
0000000A:Noir / Noir
0000000B:Arklay Hseriff / Military
0000000C:? / Elza Walker
</DropDownList>
                  <LastState Value="00000000" RealAddress="11E59B24"/>
                  <ShowAsHex>1</ShowAsHex>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+54</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
activate before loading a game, or choose ANY costume in the costume menu.
don't bother asking if the DLC costume works without buying. if it works, it works.
did some preliminary trace a little about the character models, Leon is pl1100, Claire is pl3000...
most likely won't make a full character model swap like I did on rerev2 though, it took WAY too much time...

anyway, the script is almost useless as the costume can be selected in the costume menu ANYTIME anyway. the only good thing about it is you can select the chapter variations of the same costume, instead of the always-clean ones in the costume menu.
so.... it won't be add to the table.

///
KS212 wrote:
Tue Jan 29, 2019 1:39 pm
Wow, nobody's looking into a Mr X permanent knockdown/incapacitate or similar? You guys actually like him stomping after your asses? :P
I personally did like him.
with the headphone on, it's kinda fun to try to run away from him~

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

Post by gameinn » Tue Jan 29, 2019 4:10 pm

SunBeam wrote:
Tue Jan 29, 2019 2:37 pm
Cielos said it breaks things (scripted events; etc.). You can get to all areas now anyway.
I want it to test stuff for speedruns. So if anyone could give noclip in a new cheat table that would be great.

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

Post by SunBeam » Tue Jan 29, 2019 4:21 pm

I've seen several such speed runs for other games :) Figured that's what people do to cheat in some aspects; noclip ahead to determine scripted events and profit :P Lame!

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

Post by jim2point0 » Tue Jan 29, 2019 4:23 pm

Just going to share my "photo mode for the desperate" CE table. Has a camera + fov script, and a script to grab the game's timescale so you can freeze the action and move the camera around. Like such:

Image

https://drive.google.com/open?id=1fEOSJ ... RBhtzgC5Md

Not sure if there's much interest for that sort of thing here, but figured I'd share it. I made this table for the demo, and everything still works in the retail version. So here's hoping it survives some patches, too.
tesajadeh wrote:
Tue Jan 29, 2019 3:22 pm
KS212 wrote:
Tue Jan 29, 2019 1:39 pm
Wow, nobody's looking into a Mr X permanent knockdown/incapacitate or similar? You guys actually like him stomping after your asses? :P
Fling's trainer already have this feature btw :mrgreen:
Don't know about you, but I hate trainers. I like to pick and choose what I use in my own custom CE table so I can have more freedom with hotkeys :)

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